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[Techtree Contest #19 : Commander] Black Legion (Ragnaros)

My entry for the Hiveworkshop Techtree contest #19 : Commanders.
The 1.0.6 is the one released for the contest. The other one are from later updates.
[Desc WiP coming the next days (weeks ?)]
I'm gonna do additional polishing for the remaining two weeks, take this version as complete but not final !

General

Units


“Our cult largely precedes the destruction brought by our guide, or even the scourge. We still remain low to avoid unnecessary enemies. Get in your way and face our unending wrath. Bow yourself, don’t waste your energy resisting, as this world shall become ours. Why do you keep yapping at us, thinking we are those mindless brutes of the Burning Legion, or the fools who wanted the world to burn ? We do not seek utter chaos, as we want to establish a new order.”

What if a branch human cult emerged beside the main one ? These sly cultists harnessed the power of the planet core to unleash exotic firepower against their enemies. Through meticulous opportunism they successfully implemented influence upon Azeroth. They do not want to destroy everything as they would reign over frigid ruins. While strong, they kept their true power hidden to avoid attention. They can ally with a greater power to avoid the world's end, but soon after return to their turf and seize opportunities to grow. The Alliance, the Horde and the other fragmented factions understood to not take them lightly ; the Dark Legion works as a buffer force between mortal realms and more dire threats. Destroying them will leave a power vacuum which could be overrun by a more uncontrollable adversary.
They temporarily joined the Alliance to avoid one of their stolen artifact wreak havoc and then taking the blame ; before taking advantage of a Forsaken raid to nibble on both assets. The cult gravitates around the concept of Ragnaros, believing he is the initiator of their inner fire. They also believed the Ragnaros attacking the World Tree is a fake corrupted shadow of their Lord, not worthy of following his steps. Fire is one of the consequences of change, not the source. Another side of the coin. Of course Ragnaros was defeated because he overextended himself and fought the whole world head on at the same time. The Dark Legion took that wisdom at heart long before. Like a slow fire consuming a fire pit, their progress is inevitable from one generation to another.

Quirks
Embers of life Units can transfer life and power between each other through ability interactions
Heat remains Killed units retain their heat, and can be inherited by others units if they manage to pick it up
Contradiction Can research mutually exclusive upgrades, unlocking different kind of techs, unique units and heroes
Overdrive Units are somewhat slow firing and slow moving, yet hit hard. They can stack a lot of different speed bonuses to be unstoppable

Initial defense
Black legion Versatile medium ranged unit
Cinderling Melee HP sponge which can transfer HP to allies
Voracious Blaze Tower gaining power and regen when damaging enemies
Will o Wisp Can ignite themselves, sacrificing HP regen to burn nearby enemies

Strengths
Good firepower
Good endurance
Good magic affinity

Weaknesses
Below average range
Dependent on magic and constant healing
Must keep the fight in the same spot
A bit slow on their feet
Wisps are killed when starting construction
Code:
Physical Power              ☼☼☼☼☼☼☼---
Magical Power               ☼☼☼☼☼☼----
Survivability & Defense     ☼☼☼☼☼-----
Flexibility & Mobility      ☼☼☼-------
Gameplay Difficulty         ☼☼☼☼☼-----

Will o Wisp

Black Legion

Cinderling

Crust Grinder

Black Summoner

Awakener

Launch pad

Juggernaut

Salavamander


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Will o Wisp

Even the whole planet could have some kind of will, agitated deep down to its mysterious core. The wisps naturally erupts from the ground, stimulating chronicles and myths. They can be somewhat controlled by sentient beings, as long as it is to extend this very will of the Earth.
"Do not confuse them with their cousins found in northern Kalimdor : their source is different. Night Elves have close ties with nature, moon and the night. Our current theory is they mimic the contraptions and concepts of what they see, like curious spirits. That explains the eagerness of the specimen, but not why they keep coming despite their exploitation."
- Dalaran Student

Basic worker
Loads in main building to gather gold from nearby goldmines
Doesn't need wood deposit, but consumes trees
Dies when starting construction
Ignite
Grants a fire aura damaging nearby enemies, but consumes a lot of HP regen
Lasts until death
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Black Legion

Basic core fighter at medium range, cutting through enemies by producing concentrated energy bursts from their blades. Their good equipment and training make them versatile against most adversaries. While not outrageously flashy, they surely do their job as ground holders ; fighting by the book and winning by the book. Most of the cultists have military training to be incorporated and raised during campaigns. We can find some Dwarves mostly from Dark Iron, but the majority are human. The Black Legion is devoted to the cult, but are educated like all brethren to lay low, avoiding excesses and over-worshiping.
"Isolated Legions doesn't fare better than regular troops, but when supported they become a force to be reckoned with. A sensed commander should not throw their troops lightly against them. And yes, every one of them is well versed in squad strategies and tactics. Cut one of them down and another takes command. You should have seen how they fight together. Just when you feel like you have the upper hand they just retreat in an orderly fashion, and you have to restart from square one."
- Rogue Knight of the Order of the Falcon

Short-medium ranged infantry with good armor
Effective against other ranged unit, but not disarmed against flying targets
Serves as a reliable fighting core, to be supported by other types of units
Weak when isolated, or against heavy melee units
☼ [Passive] Black armor
Reduces non-poison damage by 65% above 80% HP, 5 minimum from attacks
Cannot reduce damage by more than 10% of the unit max HP

FlameofChange's hint : Focus the early enemy ranged units with your Black Legions.
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Cinderling

A byproduct of the numerous industries based around volcanoes. Some says they are failed wisps, used wisps, proto-wisps or just some kind of spontaneous elemental form of life. Either way they are easy to control by any being introduced to magic. Cinderlings don't have much use on a battlefield, as they body doesn't have strong binding nor raw strength. They were used as expandable troops relentlessly throwing themselves against enemies. Breathing ashes is surely not very pleasant and can slow down an enemy offensive, but their true usage was found by their inherent link with earth core energies. They can transfer -with a bit of beforehand conditioning- their force to other living and/or elemental forms. Consequently they alone doubled the staying power of the Legion.
"Yaw lad ! don't get to close o'em. Looks friendly until 'ey don't. Dey'r quite flammable."
- Dark Iron Foredwarf during work

Short ranged support unit with high HP and regen, but negative armor
Weak against ranged and siege
Inexpensive, low DPS but they can efficiently sustain spell damage
[Auto] Fuel Transfer
Can transfer their HP to nearby friendly organic units, temporarily sacrificing some regen (stacks)
The transfer is not instant, and can be wasted if the target moves too far away during it
Also give a bit of mana to mechanical units on heal
Less effective at healing non-Ragnaros units
[Passive] Suffocating Ash
Attacks reduces the target attack speed and movement speed for a short duration
Doesn't stack

FlameofChange's hint : They are the best bros of Black Legions. Babysit them a lot because they are prone to die very quickly once you no longer look at them. Do not waste your healing abilities on Cinderling as they have an excellent HP regen ; but in battle you may heal them so they can continue to heal your legions. They are not very potent as a combat unit, however they help the army stand longer and catch up enemy retreats.
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Crust Grinder

Native to the deep stratum of the planet's crust, they experienced a peaceful life for generations until they got domesticated by the Black Legion. On rare occasion they may get expelled asleep during eruptions. These turtle like creatures can easily navigate through dense and soft rocks, hence their nickname. Grinding hard cold rock is more energy consuming, that is why common folks never see them on the surface. They nourish themselves from minerals and heat, but can digest about anything. Now geared for war, their slow but steady advance gives cover to infantry, and their ability to reduce elements into shrapnel makes them no pushovers. Their most sought properties is their conversion of any shock into heat, which can transfer into their molten projectiles. When they overheat, they can expel the excess into devastating bursts. Alas their rather simple intellect makes them cumbersome to order around ; even if they appreciate servants taking care of its precious carapace.
"[...] their addition is actually quite recent in the history of the cult. It was by chance we figured out how and where they appear. The ones who laughed first on this clumsy attempt of lifeform were also the first to witness the sheer power of the prototypes. Not on themselves of course, as the Grand Mistress made sure to making them learn the lesson by training the least convinced on the then called Undertoises."
- Memories of Apprentice Zenovï, volume 2, chapter 4

Slow moving, heavy armored short ranged assault strider
Effective against ranged units, casters and buildings
Weak against magic damage dealers
☼ [Passive] Black armor
Reduces non-poison damage by 65% above 80% HP, 5 minimum from attacks
Cannot reduce damage by more than 10% of the unit max HP
[Passive] Magma Carapace
Accumulates received damage into charges
Consumes one charge to make its next attack AoE
At half charge gains increased attack speed
At full charge consumes them, blasts the area around, dealing damage and scattering heat remains around

FlameofChange's hint : You have to firsthand decide if you want them to soak damage or not in your army composition. In the first case pick all concerned upgrades and make sure you heal them. In the second case they just add DPS against buildings, so don't spend too much resources on their upgrades. Their armor is good, but slows your already slow army and don't have an amazing DPS nor HP.
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Black Summoner

The Black Summoner is first and foremost a clerk managing the numerous administrative & theological aspects of the cult. They are selected from the recruits based on their magic affinity, so they can be better used in the covert operations and skirmishes. Mixing arcanes and powers of the planet core, they can summon entities of their own imagination to fit the needs ; which is often rudimentary elementals. Not because they cannot, but it would be superfluous for the spend energy. They also serve as chaplains teaching and spreading the faith, or just serve as religious support for members. Some of them may rise the ranks and occupy more symbolic roles in processions.
"No, no no no..! First we catch the surrounding energy, then we appropriate it, and ONLY THEN we cast it toward the planet core. [magma explosion] No ! Don't use the planet core as a source for casting to the planet core ! I told you 36 times already ! ... no... no no no ! It doesn't make it more powerful, you're just wasting more energy and it is uncontrollable for your level ! And here we go... you are all completely tired."
- Black Summoner teaching new recruits

Support spellcaster
☼ [Initiate] [Auto] Lesser Reignite
Increases the target HP regen for a duration
While the target has max HP, increases its attack speed instead
[Adept] Plasma Ring
Summons a magic immune ball of plasma attacking nearby enemies
Continuously lose max HP
Can sacrifice to create a continuously dispelling area for a duration
[Master] Magma Pillar
Creates a destructable magma pillar increases nearby friendly attack damage
The pillar cools down, reducing the bonus but increasing its armor
The bonus damage can stack up to the base value of the magma pillar
Becomes a passive wall when completely cooled down

FlameofChange's hint : Be aware of where you place your Magma Pillars since it can block off your rather slow units. Don't hesitate to create multiple Magma Pillars so the bonus damage doesn't get reduced for a while. Cinderling healing is always better, but the Lesser Reignite helps stacking up attack speed for heavy units. Against this faction, use siege units to destroy the pillars as their armor is quite low when still hot.
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Awakener

The Awakener is an artificial form of life with very close ties to volcanoes. At first they were created to quickly transfer communications through the complex and changing natural magma ducts. Due to the randomness of these networks, they were given the ability to awaken small volcanoes for more convenient travel ; hence their name. As they matured, they gained increased wisdom and powers to serve the cult. Their bird like appearance is only an artistic choice from their creators, they aren't parented to birds. Awakeners mostly serve as scouts and messagers, avoiding combat when possible. Their low numbers doesn't provide a good aerial threat, but their spell repertory can control the terrain to the advantage of the cult. They speak their own language between themselves to accelerate the communications. By the generations their own culture flourished numerous chants, poems, dances and stories. It is hard even for them to translate into common tongues.
"When the first light of the day rise before dawn, witness the ascent of the free creation of Earth.
A new era of change and war shall cry through the mountains eyes, as Us the Awakeners thrive.
Molten sky will rain upon mortals and immortals.
Even if the dream of our creator fades away with our bodies, our legacy already marks the ones who are yet to tread the world"
- Approximate third translation of the Chants of Awakeners

Flying offensive spellcaster
Controls the terrain and dissuades the enemies
Weak against ranged and air units
☼ [Young] [Auto] Combust
Grants to an ally a flame aura damaging units of the same height level for a duration
When the aura expires (and not dispelled), explodes and instantly damages nearby enemies
[Mature] Lava Plume
Summons a slow moving mass of lava along a straight line for a duration
Constantly damages and slow down hit enemies
Gets destroyed when hitting a building, dealing more damage if enemy
Instantly transforms into a passive destructible path blocker when touching water
[Elder] Volcanic Storm
Channels a storm in an area, charging damage over time
The first enemy air unit entering it receives all the charge, and so on for the next ones
Cannot charge damage when there's enemy air units within, dealing small periodic damage instead
Breaks if finished, interrupted or the caster killed, wasting the remaining charge

FlameofChange's hint : This unit shines when used properly, able to punish slow enemies and forcing an experienced foe to waste its APM into evading the AoE spells. The auto combust may buff the wrong units, so you may use it manually if you have APM to spare. It is not a damage dealer like gryphons or chimeras, so massing them must be compensated by spamming their spells.
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Launch Pad

The Launch Pad is the emblematic siege engine of the cult, improved after centuries of engineering. Some of the pieces are older than most of the members. The goal is to throw projectiles above the stratosphere so they can land like meteor on the ground, smashing devastating blows on enemy targets. It has its advantages and drawbacks, as the shots takes time to land. This makes it able to hit aerial threats with disputable precision, however the scattering projectiles rains a barrage which may have its chances.
"All the nuts ideas we've got... doz guys threw them to the sky, literally ! An absolute marvel our parents have cooked. It is even more amazing to see how they managed to keep it in one piece after every usage. If one of them goes wrong, you get a dozen more problem, and so on..."
- Engineer-operator apprentice of Dark Iron ancestry, mixed human-dwarf

Long ranged siege weapon
Effective against buildings and stacked enemies
Can attack flying units, with reduced damage
Weak against melee and magic damage dealers
More robust than other siege weapons, but more expensive
☼ [Passive]Black armor
Reduces non-poison damage by 65% above 80% HP, 5 minimum from attacks
Cannot reduce damage by more than 10% of the unit max HP
☼ [Passive/Active] Meteor shower
Each attack also fires secondary projectiles against enemy air units in the area
The active ability can load one non-heroic level 4 unit or less, fired at the next attack
Can load friendly heroes
The loaded unit is dropped if another is picked
[Passive] Molten ground
Spills fire on the ground around the attack area, damaging enemy units in it

FlameofChange's hint : You can use it as a standard siege weapon with no differences, but you should still keep them away from enemy attacks due to its higher XP reward. A mass of them can add serious anti-air support DPS, so they don't make you sacrifice anti-air. If you are confident enough, you can play around with Meteor shower by throwing enemy units everywhere.
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latest
Juggernaut

Capital airship of the cult, unleashed during grand campaigns. Not very numerous, expensive to run, but their firepower and toughness applies a pure pressure on the battlefield. They also serve as mobile HQ on open fields. The complex technology doesn't allow for a smooth usage, however they surely need immense destructive powers to at least bring it down. Old myths talks about flying fortresses raining down fire upon the mortals realm, and few live long enough to share their witness. On practice these antiquities can miraculously stay afloat, and most of the crew are experienced engineers to constantly repair it in flight. Destroy one of them and it's a big chunk of the strategical output of the Black Legion gone.
"Charles... remember the orc juggernaut ?
\- Yeah.
\- We got the flying version on us now...
\- Yeah, yeah, and it is manned by hot chicks ? Stop getting drunk.
\- 'can't say for sure about the chicks, but you should watch this."
- Alliance remnants guards on duty, before a large scale assault launched by the Black Legion

Super heavy fortified airship
Very durable, but needs time between moving and attacking
Weak against siege weapons when grounded, or when isolated
☼ [Passive] Black armor
Reduces non-poison damage by 65% above 80% HP, 5 minimum from attacks
Cannot reduce damage by more than 10% of the unit max HP
☼ [Passive] Heat Distribution
Need 5 seconds between attacking and moving again, during which it gains/loses movement speed and cannot attack
[Passive] Hot coal
Each attack fires secondary projectiles against enemy air units, dealing some damage and reducing their movement speed for a duration

FlameofChange's hint : They are very expensive and don't bring a lot of DPS. Their advantage resides in their absolute staying power. You can keep one or two in the fight without risking to lose them, as they continue to barrage the enemy without much scratch. Anticipate when to engage fights and retreat due to the 5 seconds window. That can be alleviated with the Coal Engine and Steam Engine upgrades. They also cannot directly attack enemy air units, you might need to manually target enemy ground units bellow enemy air to benefit from the Hot coal ability.
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Salavamander

The ecosystems present in the earth crust doesn't stop surprising the mortals and immortals of the surface. The Salavamander species is a perfect example. Puzzling the most well versed scientists and biologists of Azeroth, this enigma is able to convert magic energy into heat - and reverse. Through the process is not instant nor without high strain in the organism, this enables close ties to mana. They can purge at distance magic sources and burn them, which is excellent against tricky enemy mages. The Black Legion domesticated them not without issues, as their playful character made it clear that they don't want to be ordered around. However when thrown against a cohort of wizards, the real fun begins ; which is great against the numerous arcane factions of the world.
"There ? Not There ! There ? Not There ! There ? THERE ??! NOT THERE !!! Again ! Again ! Again ! No die. No die. Continue."
- The one and only time a Black Summoner actually used a "animal translation" spell on a Salavamander, before having her hair burned twice before her notes did.

Quirky creature of the depths, effective at checking enemy casters & heroes
Weak against ranged units and siege
Magic immune, but has inferior mana regen
☼ [Passive] Exothermic
Attacks applies a periodic mana burn on the target, converting the burned mana into HP and mana
► Also works on summons on their HP
When upgraded, exedent HP & mana is converted into a flame aura, stacking duration
Consumes the duration of the flame aura to deal extra damage
[Auto] Heat Treatment
Reduces the target armor and increases its received magic & spell damage for a duration

FlameofChange's hint : They are quite secondary in the overall strategy of the faction. You can do marvel with brute strength, however against a hero & caster focused pro player the salavamander can check them effectively. Since the heat treatment is expensive in mana and not guaranteed, use it manually against high priority targets ; to be then blasted by Fire Giants.
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HOW TO PLAY
Select any race, a popup will show at start
Load wisps in the main building to trigger gold gathering
AI will never pick the custom faction

Previous version pastebin
Contents

Tanaris - Ragnaros 1.0.6 (Map)

Tanaris - Ragnaros 1.0.7 (Map)

Reviews
deepstrasz
Approved based on Techtree Contest #19 - Results The gameplay does not need to be fast but not a drag either. Complexity is fine if properly executed but when thrown all at once on you (as opposed to for instance per tier level or something) it can...
Found some time to do another playthrough and list out my thoughts. I'm aware this is still WIP and you know a lot of the issues especially as it pertains to QoL

Good

  • Unit abilities, while a bit more complex than I'd prefer in a Wc3 faction, are fun to play with and generally well thought-out. Some highlights:
    • Basically all of Mantleress's abilities are awesome. Solidification is visually and functionally very unique.
    • Fuel Transfer on a high HP unit with negative armor is an interesting idea
    • Once I figured out what Heat Remains were, they were pretty neat as an idea.
  • Unit and building assets were great. Special effects ranged from decent to great.
  • Wisp wood-harvesting is not revolutionary, but novel. It's a good counterbalance to the fact that Wisps die on constructing anything. I only wish there was some special effect, and if you could do away with the chopping sound / anim.
  • Complexity aside (I'll touch on that later), the global menu's abilities were cool and reasonably well-balanced. The [E] is a standout that I used often; it's simultaneously powerful, but also has drawbacks (lots of Ember Points, and is kinda wasted being used on weaker units). It's like a more clutch Holy Light.

Lacking

  • Important QoL missing
    • I eventually figured out a decent build (3 wisps in gold, 1 on lumber for 5 seconds, 1 building altar), but the lumber cost of Heat Canals and Black Legions makes getting a smooth build order up a bit trickier than the other 4 races'. I think both could be 5 / 10 lumber cheaper respectively.
    • Wisps not being able to be loaded / unloaded individually, and entirely while you're teching up, is an issue. They also don't come back if you cancel construction, which seems unfair.
    • When the Gold Mine collapses, all Wisps inside of it dies.
  • I don't believe your race has any detection aside from the global [Q].
  • It's clear you're not aiming for a "5th race"-style faction. This techtree is one which you love the more you play… but on the flipside, it's really overwhelming early on - and I've done 3 playthroughs already. Contributing factors:
    • The balance of active and passives is good, but the sheer abundance is a lot to track. Many abilities also have long descriptions and multi-layered effects. The global menu + Ember points was the cherry on top in terms of complexity, but each ability on it is at least a bit easier to understand.
    • The number of upgrades is overwhelming. I thought this was just my vibe and unfamiliarity at first, but then I went into the World Editor and saw you have 37 upgrades! That's more than double Undead's! This is not just a design preference, but actually will impact late-game balance. A faction with many upgrades will mean that in the ultra-late game when they're all researched, they'll be OP.
    • I understand that some upgrades are mutually exclusive, e.g. the Aspects, Deepr Canals vs Additional Vents … this is just another layer of complexity.
  • The faction feels like a vague industrial fire cult, but does not feel tied to Ragnaros.


Nitpicks

  • Salavamander starts at 0 mana. Not sure if it's intended
  • "Heat Remain" sounds wrong; remain is typically not a noun. Something like "Leftover Heat" or "Residual Heat" makes more sense.
 
Oh yes, that's the stuff I was waiting for. Walls of text for the waller of texts !
More seriously.
I eventually figured out a decent build (3 wisps in gold, 1 on lumber for 5 seconds, 1 building altar), but the lumber cost of Heat Canals and Black Legions makes getting a smooth build order up a bit trickier than the other 4 races'. I think both could be 5 / 10 lumber cheaper respectively.
My build order is the following, if that can help you :
All 5 on gold
6th altar
7th heat canal
8th gather 5 lumber then build a Ground Maw
Next wisps on lumber
Fallen God + 4-5 black legions
Foundry
2-3 cinderlings + fuel transfer
Get a shredder ASAP
Expand
Etc
Wisps not being able to be loaded / unloaded individually, and entirely while you're teching up, is an issue.
That's one of my main concern about this faction, as I would need to code by hand a whole workaround... However I may trivialy add a single drop button (that's on my TODO list). I also started some fancy visual animation but kept for later due to lack of time.
They also don't come back if you cancel construction, which seems unfair.
It is a strategical drawback I wanted to assume, making errors and denies more hurtful in the short term as it is a long term faction.
Even if they die at building finishing, that would be too close to Night Elves. The Water Aspect can alleviate that if you seek flexibility.
When the Gold Mine collapses, all Wisps inside of it dies.
That is very strange and unintended. All wisps are dropped and they smart the rally point of the main building. Maybe you were rallied on trees and your wisps just took a breather in the Barren Forests. Unless it is a wild bug who sneaked in just before uploading this version !
I don't believe your race has any detection aside from the global [Q]
Permanent Glow upgrade in the Astral core giving supply and tower detection
Usurpress [E] passive
Unit wise I don't think I'll add detection, since the Q does the heavy lifting by itself. Maybe I'll nerf the flare a bit since it's too effective at its role.
I only wish there was some special effect, and if you could do away with the chopping sound / anim.
This is a bit outside my capabilities, because detecting harvesting is quite tricky. Also I don't know how to approach a custom based lumber harvesting, which would be sensibly time consuming regarding my schedule and the remaining time. I do however sought to imitate NE Wisp animations but threw in the towel quickly. Who knows I'll gain a breakthrough and implement it in a fancy way ?
The faction feels like a vague industrial fire cult, but does not feel tied to Ragnaros.
That is mostly because I haven't finished the resource description I wanted to circumvent the obvious choice and directly flip the table. Ragnaros here is more a horizon than a core, which avoids redundancy. Gods and cults are numerous in the world of Warcraft, so it could be perfectly witness the birth of heresies amid different sentient species. Here is a faction centered around humans harnessing creatures from the earth crust ; believing in the representation they make of Ragnaros. In the perspective of coop-commanders it makes more sense to put humans at the center of the design so it have better relationship with the other humanoids. Furthermore it removes the omnipresent fire/magical aspect by mixing it with neighboring concepts (flint, lava, meteor, sun, plasma, ash, steam, etc) and does not overlap with the existing Fire Lord. They can coexist with a true faith Ragnaros faction and brawl each others. Religion wars aren't quite exploited in the game.
So yes, I put a heavily industrial fluff on top of it to glue all of this together ; yet more you advance in the tiers, more you bump into fire centered units. Finally you can summon a Ragnaros Avatar at tier 3.
Complexity aside (I'll touch on that later), the global menu's abilities were cool and reasonably well-balanced. The [E] is a standout that I used often; it's simultaneously powerful, but also has drawbacks (lots of Ember Points, and is kinda wasted being used on weaker units). It's like a more clutch Holy Light.
While the Ember cost won't be spend for other stronger abilities, I'm considering nerfing it a bit. This is sacrificing 1% global attack speed bonus for 1000 HP healing tho, so in late game it can make some difference. Maybe reducing the healing to 600-800 HP.
Salavamander starts at 0 mana. Not sure if it's intended
There's two (three) main reasons
Heat treatment is very strong so I don't wanted to make it able to cast it once or twice when freshly trained
Its passive can suck mana on enemies when attacking them, this pushes the Salavamander to actively seek juicy heroes/casters instead of waiting for the mana to come
The upgraded passive grants it a flame aura and increased damage while being over the max of mana ; so it makes this power spike a bit later
Yet setting its starting mana is a balance leverage. I'm also considering a rework of its upgraded passive.
"Heat Remain" sounds wrong; remain is typically not a noun. Something like "Leftover Heat" or "Residual Heat" makes more sense.
That is a good point nonetheless. It is tricky for me to find both coherent and exclusive names for my heat based stuff.
It is clear you're not aiming for a "5th race"-style faction. This techtree is one which you love the more you play… but on the flipside, it's really overwhelming early on - and I've done 3 playthroughs already.
On the other hand I cannot remove elements since they are needed, nor fusing them at the risk of cranking the complexity even higher.
I made this faction to let players compose their army with different combos. The bread and butter is Black legions, Cinderlings, Crust grinders, supported by Black Summoners. You can even go wild by going full Steamlings, or full Fire Giant, or Full Juggernaut/Fury, or full Harbinger, or Full Crust Grinder, etc.
Furthermore a lot of the abilities are passive/auto to concentrate the micro on the heroes and main casters ; else it would be indeed much worse than my previous contest entry (ADHD).
The number of upgrades is overwhelming. I thought this was just my vibe and unfamiliarity at first, but then I went into the World Editor and saw you have 37 upgrades! That's more than double Undead's! This is not just a design preference, but actually will impact late-game balance. A faction with many upgrades will mean that in the ultra-late game when they're all researched, they'll be OP.
Like you said later, even taking in account the exclusive upgrades this is on the upper limit of Warcraft 3 scope (to the point of hindering clarity, I concur). I also wanted to experiment a Age of Mythology minor god system on Warcraft 3. Maybe I'll add the 4th Aspect of Fire and regrouping existing secondary upgrades in it ; which will both nerf the overall faction and synthesize it further. Late game OP is another concern of mine. I'm still testing doomstacks but even Insane AI can be exploited... I am interested however on how you would simplify things.

While I was expecting this kind of feedback, mostly because I also bumped into the same problems, it is always a pleasure to get my blind spots covered by good insight. Let's see what a half dozen updates would do. Don't hesitate to send replays by the way.
 
This is a bit outside my capabilities, because detecting harvesting is quite tricky. Also I don't know how to approach a custom based lumber harvesting, which would be sensibly time consuming regarding my schedule and the remaining time. I do however sought to imitate NE Wisp animations but threw in the towel quickly. Who knows I'll gain a breakthrough and implement it in a fancy way ?
Riki's faction does it so you can reference it. To my mind, it's not too difficult to do if you can use a custom Gather ability based off Channel that only targets trees. Then you'll need to trigger the fire FX, green floating +1, removal of HP from the tree, and auto-recast after the tree dies.

While the Ember cost won't be spend for other stronger abilities, I'm considering nerfing it a bit. This is sacrificing 1% global attack speed bonus for 1000 HP healing tho, so in late game it can make some difference. Maybe reducing the healing to 600-800 HP.
I just played another game, and do agree it needs to be nerfed. The synergy with Fallen God is a bit much. I previously suggested making the benefit and cost more dynamic, e.g. heals up to 1000HP, and costs 2 ember points per 100HP.

On the other hand I cannot remove elements since they are needed, nor fusing them at the risk of cranking the complexity even higher.
I made this faction to let players compose their army with different combos. The bread and butter is Black legions, Cinderlings, Crust grinders, supported by Black Summoners. You can even go wild by going full Steamlings, or full Fire Giant, or Full Juggernaut/Fury, or full Harbinger, or Full Crust Grinder, etc.
Furthermore a lot of the abilities are passive/auto to concentrate the micro on the heroes and main casters ; else it would be indeed much worse than my previous contest entry (ADHD).
I think you probably shouldn't remove any units and their abilities, but upgrades have a lot of room to streamline. For example, does your faction really need upgrades for building HP and regen? You could probably also remove a bunch of the global abilities.
As I predicted though, this faction definitely grew on me as I played it more. The units are somewhat esoteric in design, and the techtree vast and complicated - it makes it difficult to understand what everything is, but the more you do the more you appreciate the quirks in each unit.

Attached is a game vs Insane AI I played. The main new things I found from it:
  • Think in general the faction is a bit overtuned. The global heal as mentioned, but also think Awakeners are a bit too strong early on. A flying caster with good DPS straight out of T2 is asking for a bit of trouble. I lost both heroes this game in dumb ways, but ended up rolling over the AI.
  • I tried using the main caster, but their abilities feel quite low impact. Magma Pillar feels very weak for a T3 spell.
  • There's a bug sometimes when the gold generation just stops. Not sure what causes it but I had to unload and reload wisps at one point.
  • Heat Canal heal might be a bit too strong.
  • It seems very hard to accumulate enough points to summon Ragnaros. It's also a huge opportunity cost, given you need to not use other global abilities instead to save up 100 Ember points.
  • Some floating text n/5 for n-number of wisps in the gold mine would be handy, if not borderline necessary.
 

Attachments

I just played another game, and do agree it needs to be nerfed. The synergy with Fallen God is a bit much. I previously suggested making the benefit and cost more dynamic, e.g. heals up to 1000HP, and costs 2 ember points per 100HP.
I'm gonna cook something to circumvent that.
Awakeners are a bit too strong early on. A flying caster with good DPS straight out of T2 is asking for a bit of trouble.
For a 4 food unit they have 19+1D3 every 2 seconds, which is comparable to a bit more than two standard casters. On the other hand they don't have the raw punch of a T3 heavy magic air.
They benefit from attack and armor upgrades, although I'm gonna throw in some tweaks.
Cost increased from 220 70 to 225 75
Armor reduced from 2 to 1
Attack cooldown increased from 2 to 2.4
Caster upgrade cost increased from 100 50 + 100 to 125 75 + 100
Caster upgrade also increases its attack speed by 10% per level
I tried using the main caster, but their abilities feel quite low impact. Magma Pillar feels very weak for a T3 spell.
Its spells are there to stack with other bonuses, but I'd say the Plasma ring is the least elegant aspect of my faction by my standards.
The Magma Pillar can block the path of enemies and getting several of them assures you get the full +30% bonus damage. The enemy might also waste micro and DPS destroying these. Black Summoners are spammable so you can fill the map with Magma Pillars lol.
+25% attack speed from Lesser Reignite, +25% for picked up Heat Remains, up to +60% with Flint Aura, +150% from Steam Shot, +10% from Cooling Systems, ~+5% from Ember points, +10% from Artificial Sun, all of that could shred a lot of things.
It seems very hard to accumulate enough points to summon Ragnaros. It's also a huge opportunity cost, given you need to not use other global abilities instead to save up 100 Ember points.
There's two (three) tricks
Bonk your units in your base so heat canals can use their passive ; Deeper canals increases this generation by 50%
Upgraded Heart of Magma can scatter a lot of small heat remains if you use Crust Grinders in the front
Picking Flow Stabilizer early can scatter more heat remains to pick up
I'm gonna also add a cheatcode to give Ember points if you want to test.
Heat Canal heal might be a bit too strong.
I'm gonna cook something too.
Some floating text n/5 for n-number of wisps in the gold mine would be handy, if not borderline necessary.
That could work indeed, but depending on the other custom factions around there's a hardcoded limit for floating texts. I'm gonna make it in the meantime.
 
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1.0.1 uploaded
Fixing some stuff, more is yet to come !
Action Bar
Tier 1 abilities have 3 levels, improved at Tier 2 and 3
Tier 2 abilities have 2 levels, improved at Tier 3
The levels can retrograde if the player loses its last highest main building tier
Flare
AoE changed from 2000 to 500/1000/2000
The effect was too strong and accessible in the early game. The Tier 3 matches the previous power
Artificial Sun
Set hour changed from 12 to 12/9/6
Updated tooltip to reflect the Ember Point reduction cost through Aspect of Sky bonus
Attack speed bonus increased from 5% to 8%
Since it lasted for only 6 hours for 5% attack speed, it was more interesting to increase its duration with levels.
Remember it only affects faction units, heroes and buildings

Greater Reignite
Heal reduced from 1000 to 600/800/1000
If the target is under the effect of a Heat Remain, half of the healing is replaced and converted by attack speed duration
Tunnel
Level 2 tunnel cost reduced from 30 to 20 Ember points
Level 2 tunnel gain +50% HP
Redirection
Base Damage increased from 250 to 250/300
Damage nearby main buildings still 125/125
Updated tooltip to reflect the Ember Point reduction cost through Aspect of Sky bonus

Wisp
Turn rate increased from 0.6 to 1
Training time reduced from 15 to 14 seconds
Matches a bit more NE Wisps, the turn rate has been increased to make it a bit less awkward to use and gather.

Black Legion
Projectile model made smaller
Awakener / Harbinger
Cost increased from 220 70 to 225 75
Armor reduced from 2 to 1
Attack cooldown increased from 2 to 2.4
Projectile arc reduced from 0.15 to 0.05
Caster upgrade cost increased from 100 50 + 100 to 125 75 + 100
Caster upgrade also increases its attack speed by 10% per level
Adjusted shadow position and size

Harbinger
Attack animation is faster (doesn't change DPS nor damage point/backswing)
Tweaked the model to remove the attack sound and particles
Projectile launch Z reduced from 60 to 0
Shadow changed from unit to flying
Like @GhostThruster said, it was a bit too threatening to have a magic damage at T2. Its attack speed have been reduced and compensated through upgrade to match the previous T3.
Juggernaut
Adjusted shadow position and size

Fury
Adjusted shadow position and size
Shadow changed from unit to flying

Hub
Can now drop wisp one by one
Goldmine can also make the hub drop wisps

Fallen God
Attack cooldown increased from 3 to 3.25
HP reduced from 200 to 100

Heat Canal / Geothermal Station
Cost increased from 145 45 to 150 50
Repair cost increased from 170 45 to 180 60
HP reduced from 650 to 625
Ember point generation increased from 0.1 to 0.5 per minute
Ember point generation reduced from 0.5 to 0.1 for 30 seconds when using Heat Source, reset at each new occurrence

Geothermal station
HP reduced from 800 to 775
The healing was a bit too strong for this cost, and the player was incited to bonk their units to automatically generate Ember Points. The Deeper Canals upgrade would have a bit less impact
Bug fixes
Adding a 6th or more wisp in a hub pauses the gathering Fixed
Geothermal station doesn't reduce Ember Point generation when destroyed Fixed
Impaler Tower doesn't reduce Ember Point generation when destroyed Fixed
Reign of Terror form gain +2 armor Fixed, wasn't intended

Known issues
Starting construction may kill another nearby wisp instead. In most case it's just the same equivalent consequence, but keep an eye on it
There could be a bit of blight remaining on rare case when finishing a building
You don't see how many wisps are working on the mine
You can target enemies with Reignite
Reign of terror does not reset correctly the height of the Fallen God the first time when finished
The attack button of the Fallen God disappears when its Reign of Terror starts/finishes
You can farm ember points by damaging a unit in your base manually and letting heat canals cast their heat remains
Music playlist is not random
Additional Vents icon placeholder
Goblin Shredder might attempt to deposit lumber to a wisp
A goldmine can be harvested by multiple Hubs (aka main building) at the same time in some cases
Avatar of Ragnaros needed a Fireorb like ability to deal AoE damage around the target, so its damage is reduced by 25 while the orb add 25 AoE damage
Exoarmor make the attack disappear from the UI, as well as sometimes putting the wrong scale ; it comes from Warcraft 3
The Multiboard may not show for other than Player 1
Reverted Quest log UI back to default to avoid desync issues
Solar Winds may also take effect at night instead of just during day
Credit list WiP

Planned next
Within my abilities and remaining time
Add the 3 secondary elements with their respective content
Make Fire Giants receive extra damage from Feedback based abilities
Edit the skins to replace yellow plating by red-orange magma-like texture ; and golden wings by magma wings Needs some tweaks
Replace the placeholder icons
Make gold and lumber gathering fancier
Make heat remain pickup more precise
Custom sounds for building
Custom voicelines for events
Design special items for each secondary elements
Custom icon for the Fallen God (right now it's a green vanilla Hydra)
Add hero glow to heroes Added through ability
 
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1.0.2 uploaded
More fixes and balance
General
Artificially added team glow is now colored more reliably
Adjusted buildings shadow textures
Better placeholder icon for the Greater Embers Upgrade
Goldmine has some sight range

Additional Vent
Made more reliable on building application
Movement speed bonus AoE increased from 900 to 2000
No longer add Heat Source to all buildings
Now reduces the Ember Generation penalty from 40 to 15 seconds
This rework should make the application less chaotic and more synergized with ember generation, as other buildings would tend to be busy doing stuff instead of healing.

Action Bar
Flare
Detection range changed from 1000 to 500/1000/2000 to match the vision
Tunnel
Level 1 no longer able to load units level 5 or more
Drop period changed from 0.125 to 0.15/0.1
The drop period is now dynamic depending on if the tunnel owner is tier 3 or not
Avatar of Ragnaros
Melee range reduced from 250 to 225
Base damage reduced from 63 to 58
Bonus damage reduced from 25 to 20
HP reduced from 4000 to 3000
Ragnaros Wrath
New ability
Slow nearby enemies for 4 seconds and deals them 150 damage
For each hit enemy, increases the attack speed of the Avatar by 25% for stacking 3 seconds.
Burst
New ability
Fires one projectile per enemy within between 250 and 700 range, dealing 100 mana burn, in quick succession
Can only target enemies with at least 100 mana
Each projectile costs mana
Max 10 projectile, or until mana depletion

Awakener/Harbinger
Armor type changed from Unarmored to Small
Heat Canal / Geothermal Station
Base Ember Generation reduced from 0.5 to 0.25 per minute
Ember Generation reduction duration increased from 30 to 40 seconds
It was too strong, the player could just print abilities.

Mantleress
Slightly edited the model to tweak the green glow into red
Magma Mantle
HP per second reduced from 25/33/40 to 25/30/35
Damage per second increased from 10/12/15 to 10/13/16
Mana cost increased from 100 to 105
Cooldown increased from 10 to 12 seconds
This ability was too strong on light units at level 3, and a bit too spamable from a high intelligence hero. The role of the ability stays the same, but to compensate its damage was increased slightly.
Solidification
Attacks against the targets now sound like stone

Fallen God
New icon (might evolve again)

Bug Fixes
Meteor damage not upgraded at Tier 3 Fixed
Artificial sun hour doesn't upgrade with level Fixed

Known issues
Starting construction may kill another nearby wisp instead. In most case it's just the same equivalent consequence, but keep an eye on it
There could be a bit of blight remaining on rare case when finishing a building
You don't see how many wisps are working on the mine
You can target enemies with Reignite
Reign of terror does not reset correctly the height of the Fallen God the first time when finished
The attack button of the Fallen God disappears when its Reign of Terror starts/finishes
You can farm ember points by damaging a unit in your base manually and letting heat canals cast their heat remains
Music playlist is not random
Additional Vents icon placeholder
Goblin Shredder might attempt to deposit lumber to a wisp
A goldmine can be harvested by multiple Hubs (aka main building) at the same time in some cases
Avatar of Ragnaros needed a Fireorb like ability to deal AoE damage around the target, so its damage is reduced by 25 while the orb add 25 AoE damage
Exoarmor make the attack disappear from the UI, as well as sometimes putting the wrong scale ; it comes from Warcraft 3
The Multiboard may not show for other than Player 1
Reverted Quest log UI back to default to avoid desync issues
Solar Winds may also take effect at night instead of just during day
Credit list WiP

Planned next
Within my abilities and remaining time
Make Fire Giants receive extra damage from Feedback based abilities
Edit the skins to replace yellow plating by red-orange magma-like texture ; and golden wings by magma wings Needs some tweaks
Replace the placeholder icons
Make gold and lumber gathering fancier
Make heat remain pickup more precise
Custom sounds for building
Custom voicelines for events
Design special items for each secondary elements
Custom icon for the Fallen God (right now it's a green vanilla Hydra) New icon but needs rework
Add hero glow to heroes Added through ability
 
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1.0.3 uploaded
Even more fixes and balance
General
Fury upgrade now requires Tier 3 and Factory
Impaler tower upgrade now requires Foundry
Steam Engine upgrade now requires Factory
Tier 2 and 3 specify it improves the action bar abilities
Tier 2 cost increased from 240 210 to 320 210
Tier 3 cost increased from 210 210 to 360 210
This would make things a tad more logical

Action Bar
Spawn Fire Giant

Cannot longer spawn a Fire Giant if there's not enough supply

Launch Pad
Attack damage against air reduced by a third
Removed the impact VFX against air
Build time increased from 35 to 40 seconds
Level increased from 3 to 4
With its access to numerous upgrades compared to other siege weapons, as well as its high AA punch made it too rewarding when massed. Hence the risk was increased without changing much its role.

Mantleress
Hero Glow now directly on the edited model rather through an ability (thanks @General Frank for the tutorial !)

Fallen God
Hero Glow now directly on the edited model rather through an ability (thanks @General Frank for the tutorial !)

Metalmorph
Attack cooldown increased from 2 to 2.1
Metallic Flesh
Fixed typo
Bonus damage reduced from 10/15/20 to 8/12/16
Bonus armor reduced from 3/5/7 to 3/4/5
The Metalmorph was hitting a bit too hard for a mana-free passive ability. This also nerfs Lashing Strike indirectly a bit.
Bug Fixes
Trapper Shredder may get paused indefinitely after finishing shredding Fixed
Tunnel level 2 tooltip not updated Fixed
Heat Source tooltip not updated Fixed
Cooling Systems tooltip doesn't mention Trapper-Shredder Fixed
Additional Vent movement speed bonus ability required Deeper Canals Fixed

Known issues
Starting construction may kill another nearby wisp instead. In most case it's just the same equivalent consequence, but keep an eye on it
There could be a bit of blight remaining on rare case when finishing a building
You don't see how many wisps are working on the mine
You can target enemies with Reignite
Reign of terror may not reset correctly the height of the Fallen God the first time when finished May have disappeared somewhat
The attack button of the Fallen God may disappear when its Reign of Terror starts/finishes May have disappeared somewhat
You can farm ember points by damaging a unit in your base manually and letting heat canals cast their heat remains Is now less of a problem
Music playlist is not random
Additional Vents icon placeholder
Goblin Shredder might attempt to deposit lumber to a wisp
A goldmine can be harvested by multiple Hubs (aka main building) at the same time in some cases
Avatar of Ragnaros needed a Fireorb like ability to deal AoE damage around the target, so its damage is reduced by 25 while the orb add 25 AoE damage
Exoarmor make the attack disappear from the UI, as well as sometimes putting the wrong scale ; it comes from Warcraft 3
The Multiboard may not show for other than Player 1
Reverted Quest log UI back to default to avoid desync issues
Solar Winds may also take effect at night instead of just during day
Credit list WiP

Planned next
Within my abilities and remaining time
Add the 3 secondary elements with their respective content
Make Fire Giants receive extra damage from Feedback based abilities
Edit the skins to replace yellow plating by red-orange magma-like texture ; and golden wings by magma wings Needs some tweaks
Replace the placeholder icons
Make gold and lumber gathering fancier
Make heat remain pickup more precise
Custom sounds for building
Custom voicelines for events
Design special items for each secondary elements
Custom icon for the Fallen God (right now it's a green vanilla Hydra)
Add hero glow to heroes Added through ability
 
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Note: I had played the race just on the very first version, so probably my impression will be somewhat outdated.

OVERALL, I liked this custom race. At first, I thought that you would create something like we see in Firelands or one of the latest WoW raids - Amidrassil, all that army with flame worms, dragons, and dozens of unusual fire elementals. Then I read that you created a "cult of mortals", so I immediately thought about Twilight Hammer, but styled in red.

Your idea surprised me, at least. I especially loved that "building finished" animation - how nearby land burns down to ashes, cool!

In terms of BALANCE, I thought that Ember grew very slowly, even when I started to build more farms to accelerate its grow tick. I hardly imagine that you could have 100 Ember at some point of the game on this map, especially in a 1 vs 1 battle.
Am I right that the Teleporter idea was inspired by the Age of Mythology Hades teleporter building?

Heroes are strong enough, especially that flame knightess. Overall Ember mechanic allowed me to quickly regenerate the desired weakened unit back to normal in a short time, its so bizzare and cool.

In the end, I want to say that this Ragnaros interpretation have its right now exist - mysterious, everburning, and with cool ember mechanic.
Like!
 
Thank you for your feedback.
In terms of BALANCE, I thought that Ember grew very slowly, even when I started to build more farms to accelerate its grow tick. I hardly imagine that you could have 100 Ember at some point of the game on this map, especially in a 1 vs 1 battle.
In all versions each picked up level of heat remains also give 1 ember point.
For example if your level 10 hero dies, it drops a level 10 heat remain which gives 10 points when picked up. Units are however constant.
Heat canals can also give level 1 heat remains.
In later version I increased the Heat Canal generation but nerfed the ember point farm through Heat Canal.
1v1 or not it should have roughly the same generation since it is tied to your base and how your units are bruised. This faction doesn't encourage to sacrifice units at all (because XP feed to enemy heroes...) but makes setbacks and coming back a bit smoother. You may just also keep stacking ember points to be overwhelming. On a side note I'm planning on tempering somewhat excessive stacking ; maybe after 100-150.
[EDIT] I forgot to mention Orb of Magma and upgraded Heart of Magma (Crust Grinder).
Your idea surprised me, at least. I especially loved that "building finished" animation - how nearby land burns down to ashes, cool!
Well long story short I just wanted to change the tiles direcly in a random yet cosmetical effect. However thank you Blizzard any direct changes in the terrain is reflected on the minimap, which will spoil building location in the fog of war ! So I had to be creative. Spawn blight then remove the blight generation. Tadah ! The rest is just some free to grab eyecandy.
Heroes are strong enough, especially that flame knightess.
After numerous tests I tuned them down a bit. The Fallen God tanked way too well and the mantleress healing was too interesting at level 3.
The Flint Knight role is to support the frontline and apply the logic of "hit on me and find out". The Flint aura can stack really well with heroes and tanking units constantly being healed, but that implies being actively involved in combat. While being a warrior heroine she's not a super tank like the Paladin, Fallen God or Tauren Chieftain.
Overall Ember mechanic allowed me to quickly regenerate the desired weakened unit back to normal in a short time, its so bizzare and cool.
Remember it sacrifices attack speed to heal a bit. I recently nerfed it a bit too, since it was intended to be an emergency trick.
Note: I had played the race just on the very first version, so probably my impression will be somewhat outdated.
Yep it is a bit. I'm surprised you haven't bumped on the old softlocks. Well the new version I'm flooding doesn't bring groundbreaking changes however it makes less and less rough around the edges.
OVERALL, I liked this custom race. At first, I thought that you would create something like we see in Firelands or one of the latest WoW raids - Amidrassil, all that army with flame worms, dragons, and dozens of unusual fire elementals. Then I read that you created a "cult of mortals", so I immediately thought about Twilight Hammer, but styled in red.
I'm am not fond at all of the WoW extended lore, even less knowledgeable about it.
I wanted to make a twist, starting by "what if humans worshiped Ragnaros in their own way, would that be heresy ?" and then continued into this fluff. By no means my stuff is cannon but it could be. I find the "roar grr I am the big bad evil fire lord of the flame" trope completely stupid. So I used my actual grown up world builder skills to cook something really good. Well it is a one shot due to the contest context.
Am I right that the Teleporter idea was inspired by the Age of Mythology Hades teleporter building?
Yes and no. I can't remember if I got inspired by it consciously or not. However there's multiple aspects inspired from Age of Mythologies : spawning a titan, fire giants, global abilities, units having passive/automatic abilities to mess up the fight, and most importantly selecting a secondary element (minor god) which gives exclusive upgrades/unique units/buildings.
 
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1.0.4 uploaded
Even more fixes and balance (even though deepy don't like the version spam).
Ember points was significantly nerfed, and made the tech printer going less brrrrrrr
General
Added the cheatcode -fireitup XXX to add XXX ember points, only enabled if there's only one user in the game (don't put aberrant values as it would hurt Warcraft 3 itself)
Made Ember point generation timer events a bit more secured to avoid division by 0
All exclusive & aspect techs now also cost Ember points (in red in logs)
Reinforced/Regenerative Granite costs changed from 100 100 45 to 50 75 35 5
Cooling/Overburst Systems now costs an additional 15
Additional Vents/Deeper Canals now costs an additional 20
Heavy Plating/Coal engine now costs an additional 20
Each aspect now costs an additional 25, their secondary techs 5 by default
Steamling tech, Harbinger tech, Fury tech costs 15 instead
Base generation reduced from 1 to 0 per minute
After 100, half of the surplus is converted into 0.01 HP regen instead ; for example
0 to 100 : +0 to +10% attack speed (like before)
101 : +10.05% attack speed, +0.005 HP regen
150 : +12.5% attack speed, +0.25 HP regen
200 : +15% attack speed, +0.5 HP regen
This makes Ember Points more like a 3rd resource which will nerf its usage without having to compensate the power creep of techs by making them more expensive in gold and lumber. The overstacking attack speed is also another concern. Thus its bonus was converted into a bit of HP regen. Early to mid game should not be changed.

Cinderling/Steamling
Added team color through model

Crust Grinder
HP reduced from 875 to 825
HP bonus from Heavy Plating reduced from 100 to 50 (other units unchanged)
With Metal Aspect they were still too cost effective. This will make them weaker against AoE spells without increasing their cost. Having +2 armor and +11% hp was quite daunting for 150 150 ; now the bonus HP is only 6.5%.

Trapper-Shredder
Now affected by Coal Engine
Coal engine also reduces the cooldown of its ability by 10%

Great Hub
Expanded tooltip
No longer deposit gold (can still deposit lumber)
No longer restricted by goldmine distance for placement
Spawns a bit closer to the goldmine
Ember generation increased from 0 to 1/2/3
This makes expanding a little more rewarding, while being whipped out makes the global generation more logical.

Bug fixes
Heavy Plating mentions not Trapper-Shredder Fixed
Impaler tower attack is disabled when fully charged Fixed
Mantleress cannot attack air Fixed

Known issues
Starting construction may kill another nearby wisp instead. In most case it's just the same equivalent consequence, but keep an eye on it
There could be a bit of blight remaining on rare case when finishing a building
You don't see how many wisps are working on the mine
You can target enemies with Reignite
Music playlist is not random
Additional Vents icon placeholder
Goblin Shredder might attempt to deposit lumber to a wisp
A goldmine can be harvested by multiple Hubs (aka main building) at the same time in some cases
Avatar of Ragnaros needed a Fireorb like ability to deal AoE damage around the target, so its damage is reduced by 20 while the orb add 20 AoE damage
Exoarmor make the attack disappear from the UI, as well as sometimes putting the wrong scale ; it comes from Warcraft 3
The Multiboard may not show for other than Player 1
Reverted Quest log UI back to default to avoid desync issues
Solar Winds may also take effect at night instead of just during day
Credit list WiP
[New] Cinderling glow sometimes blinks a bit
[New] No UI feedback when not having enough ember points for techs and abilities
[New] Redirection may not deal damage when nearby main buildings

Planned next
Within my abilities and remaining time
Add the 3 secondary elements with their respective content
Make Fire Giants receive extra damage from Feedback based abilities
Edit the skins to replace yellow plating by red-orange magma-like texture ; and golden wings by magma wings Needs some tweaks
Replace the placeholder icons
Make gold and lumber gathering fancier
Make heat remain pickup more precise
Custom sounds for building
Custom voicelines for events
Design special items for each secondary elements
Custom icon for the Fallen God (right now it's a green vanilla Hydra)
Add hero glow to heroes Added through ability, but some are direct model edits.
 
Last edited:
1.0.5 uploaded
More polishing in the juice and UX. It got closer to the shape I have envisioned.
General
Permanent Glow cost reduced from 100 100 45 to 50 50 30 to match the equivalent Magic Sentry upgrade
New UI for the faction (worker idle button still vanilla)
Made Gold gathering fancier with wisp VFX moving back & forth (just cosmetic)
Dropping wisps will move them according to the position of their VFX instead at the hub
Added Remove one Wisp to main building and gathered goldmine
Added Remove all Wisps to gathered goldmine
Now the player can unload wisps more precisely and even when the main building is upgrading

Added custom UI sounds and messages for the following events
Reality rift started
Reality rift destroyed
Avatar Finished
Avatar destroyed
Avatar resummoned
No direct vision for Action Bar spell
Target point not walkable for Action Bar Spell
Not enough Ember Point
Not enough food for summon
Not enough food cap for summon
Goldmine low/collapsed
Reality Rift available (if was bellow 100 ember points)
Flow Stabilizer damage to the wisp reduced from 100% to 75% of its max HP when starting construction

Action Bar
Reality Rift

Avatar of Ragnaros now counted as Giant
Avatar of Ragnaros has now Hard Skin
Avatar of Ragnaros Transported Size increased from 1 to 8

Heat remains
Pickup range reduced from 50 per level (intended) / 50 + 50 per level (actual) to 50 + 25 per additional level
Pickup range detection margin increased to be a bit more precise
VFX on the ground size increases slightly less per level
When a building is finished, it will push away the heat remains outside so units can pick it up
If the picker was already under the effect of the heat remain, it gives one (1) less ember points (minimum 0)
Heal and time appears as floating texts when picked up
Changed the VFX when spawning a Heat remain
VFX are more transparent and darker if they are enemy
Starts to decay after 5 minutes, losing 1% of its values per second ; its VFX and area also get smaller as it decays.
Farming ember points was too strong with magma orb + flow stabilizer.
On the other hand the QoL improvements should soften UX when there's too many scattered heat remains everywhere, friend and foe.


Cinderling/Steamling
Changed attack and death sounds
Removed heavy step sounds
Turn rate increased from 0.6 to 1
Orientation interpolation reduced from 3 to 0
Fuel Transfer
Cannot longer target buildings, except for mana if they can
Prioritizes units over buildings
Is no longer instant, instead it will launch projectiles which heals the target on impact
The projectiles have a timeout of 3 seconds, after which it is wasted
Heal impact VFX is more transparent to reduce visual overloading

Cinderling
Fixed the blinking team color glow by removing the shadow aura VFX

Steamling
Rescaled the model

Crust Grinder
Heart of Magma
Max charges increased from 20 to 40
Attack speed bonus threshold increased from 10 to 20 charges
Charge VFX made closer
There were an issue where the conversion was either unpractical or too strong. The compromise was to increase the max to make the overcharge less frequent ; it also increases the number of charged projectiles ammo.

Trapper-Shredder
Transported size increased from 1 to 4

Fire Giant
Transported size increased from 1 to 2

Mantleress
New icon and scorescreen icon

Fallen God
New scorescreen icon
Added heavy footstep sounds to the base form
Slightly sped up the walk animation speed of the base form
Slowed the walk animation speed of the Reign of Terror form
Reign of Terror form now has hero glow
Transported size increased from 1 to 2

Metalmorph
New scorescreen icon
Selection size reduced from 1.5 to 1.35
Slightly moved the model downwards
Added attack sound
Added hero glow

Usurpress
New scorescreen icon

Heat canal
Slightly edited the model to remove the spikes

Bug fixes
Meteor dealt ridiculously low damage Fixed
Metalmorph keep finishing its previous order before starting the new one when selected in a group Fixed
Multiboard is only displayed for the first player Fixed
Orb of Magma can spawn heat remains on structures, summons and illusions Fixed
Astral core model details were bouncing Fixed
Wrath of Ragnaros dealt no damage Fixed

Known issues
Starting construction may kill another nearby wisp instead. In most case it's just the same equivalent consequence, but keep an eye on it
There could be a bit of blight remaining on rare case when finishing a building
You can target enemies with Reignite
Music playlist is not random
Additional Vents icon placeholder
Goblin Shredder might attempt to deposit lumber to a wisp
A goldmine can be harvested by multiple Hubs (aka main building) at the same time in some cases
Avatar of Ragnaros needed a Fireorb like ability to deal AoE damage around the target, so its damage is reduced by 20 while the orb add 20 AoE damage
Exoarmor make the attack disappear from the UI, as well as sometimes putting the wrong scale ; it comes from Warcraft 3
Reverted Quest log UI back to default to avoid desync issues
Solar Winds may also take effect at night instead of just during day
Credit list WiP
[New] Heat canals upgraded Geothermal Station may not be able to use Heat Source

Planned next
Within my abilities and remaining time
Add the 3 secondary elements with their respective content
Make Fire Giants receive extra damage from Feedback based abilities
Edit the skins to replace yellow plating by red-orange magma-like texture ; and golden wings by magma wings Needs some tweaks
Replace the placeholder icons
Make gold and lumber gathering fancier Gold now fancier, lumber remaining
Make heat remain pickup more precise Better now
Custom sounds for building
Custom voicelines for events Cannot replace most of vanilla ones, but it's there
Design special items for each secondary elements
Custom icon for the Fallen God (right now it's a green vanilla Hydra) Custom icon added, could be better
Add hero glow to heroes Now done
 
Last edited:
1.0.6 uploaded
This is the official contest entry !
We have here a lot of visual polishing, removing the details which bothered me the most.
Still, some work is left if I want to fully release it, but for the contest I guess it's enough.
General
Added custom sounds for all buildings
Adjusted death time for all units and buildings
Added extra sync safety when playing local sounds
Standardized birth animation for all buildings, based on the Black Dragon building pack (Thank you @General Frank for your tutorial and help !)
Additional Vents new icon
Starting Great Hub has now the finished building eyecandy

Cinderling
Fuel Transfer

HP reduction changed from ability to directly the unit stats
Tooltip updated with bonuses of the Cinderling Upgrade

Crust Grinder
Changed Gutz texture

Black Summoner
New icon

Usurpress
Slightly edited the model to show more TC
Projectile launch Y increased from 64 to 96

Bug Fix
Fuel transfer never reduces HP regen of the caster Fixed, could be from 2.0.2 bug
Fuel transfer researched by default Fixed, forgot to remove it after test
Upgraded Fuel transfer also increases the mana by 25% Fixed, it should only increase HP as intended ; steamling HP cost is also taken in account, so it costs 22.5 HP to give 12.5 HP and 10 mana.
Wisp have magic immunity even without Flow Stabilizer Fixed

Known issues
Starting construction may kill another nearby wisp instead. In most case it's just the same equivalent consequence, but keep an eye on it
There could be a bit of blight remaining on rare case when finishing a building
You can target enemies with Reignite
Music playlist is not random
Additional Vents icon placeholder
Goblin Shredder might attempt to deposit lumber to a wisp
A goldmine can be harvested by multiple Hubs (aka main building) at the same time in some cases
Avatar of Ragnaros needed a Fireorb like ability to deal AoE damage around the target, so its damage is reduced by 20 while the orb add 20 AoE damage
Exoarmor make the attack disappear from the UI, as well as sometimes putting the wrong scale ; it comes from Warcraft 3
Reverted Quest log UI back to default to avoid desync issues
Solar Winds may also take effect at night instead of just during day
Credit list WiP
Heat canals upgraded Geothermal Station may not be able to use Heat Source
[New] Usurpress ribbons still have white remains

Planned next
Within my abilities and remaining time
Make Fire Giants receive extra damage from Feedback based abilities
Edit the skins to replace yellow plating by red-orange magma-like texture ; and golden wings by magma wings Needs some tweaks
Replace the placeholder icons Done
Make lumber gathering fancier
Custom sounds for building Done
Custom voicelines for events Cannot replace most of vanilla ones, but it's there
Design special items for each secondary elements
Custom icon for the Fallen God (right now it's a green vanilla Hydra) Custom icon added, could be better
 
Approved based on Techtree Contest #19 - Results The gameplay does not need to be fast but not a drag either. Complexity is fine if properly executed but when thrown all at once on you (as opposed to for instance per tier level or something) it can frustrate. I feel some thinking for making the thing funner rather than overly diverse would do well.
 
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