Test of Faith v1.19b

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Melee micro simulator with huge amount of choice involved.

Fight your everyday foes to earn the gods favor. Manage fate of your units and guide them to live another day.



Map contains no modified or altered units and provides high variety of enemies you get to either encounter or control. No heroes allowed!


Cannot be played on Reforged graphics. Map uses terrain modification triggers which do not bother to work.


Features & Details

-waves are randomly generated out of group of randomed units making every wave unique (following certain patterns)
-reliably structured reward system that considers player's state after each day
-countless systems preventing getting overwhelmed by bad rng
-waves get stronger over time (determined by selected difficulty)
-several playable game modes adding extra flavour and challenge
-6 tilesets to choose from - Ashenvale, Barrens, Black Citadel, Cityscape, Dungeon, Icecrown Glacier (pathing and tree locations kept the same for every tileset)
-possibility of other people join the game and vote on player rewards instead of player choosing for himself


Gameplay Details
-starting food cap is 10 Orc, 11 Human, 12 Undead, 13 Night Elf - gets further modified by selected modes & difficulty
-once you kill all spawned enemies, summons die along with them
-enemy spawns at 200 movement speed which is reset to default as soon as combat starts
-you are locked within the circular area - leaving is punished by death
-AI doesn't switch it's targeting priority (no poison spreading, neither 7+ creeps switch to low health units)
-whenever you are left to fight flying enemies with nothing but ground-attacking units, all enemies will get ensnared down to the ground
-as soon as 1/3 of enemies remains, you have 50 seconds until whole area gets covered by decay slowly draining 3 + 1% max health & mana/sec (prevents from exploiting)
-Divine Encouragement - aura emitted by the Sacred Pillar providing armor and health regen to all player units & armor bonus to Sacred Pillar (more effective less units player has - at 4 dissipates)
-Restore - ability that can be used at any point to heal all units as long as it has charges
-enemy receives 0.6 research per day (random research)
-player cannot get offered more than 2 units with Healing Ward spell, 2 Naga Sirens or 3 Couatls within rewards if already owns their correspondent cap

Difficulty Settings
Easy - Starting army: Starting food supply bonus: 2, enemy strength level increases every 7 days, Sacred Pillar starts with 600 extra health.
Normal - Starting army: Starting food supply bonus: 1, enemy strength level increases every 5 days, Sacred Pillar starts with 300 extra health.
Hard - No starting food supply bonus, Enemy strength level increases every 3 days.

Tips

-Cannibalize as well as any channeling gets interrupted while reward selection window opens
- the "+ - ?" signs next to rewards are shown if whenever reward somehow affects your current challenge (Challenges mode)
-if you reach to a point whilst you're playing Queen of Suffering and your army gets much more massive than the enemy, game starts to rise up enemy level by 2 every day
-owning Ancient Hydra makes enemy gain researches faster and if you own two of them, Day 6 increases on difficulty (some rewards also become offered at higher cost)
-owning Draenei Seer slightly increases level of days 1 & 3 (back to normal if dies)
-Divine Encouragement aura increases armor of summoned units but not their regen
-all trees respawn by the end of every week
-check Help(F9) for many useful commands




Reward System

How it works:
Every rolled Forces in rewards have 20%(+1% per research) chance to belong to a research you already own. For example to increase chances for a Necromancer you need either Necromancer Adept/Master Training or Skeletal Mastery.
Researches have 30% chance to be tied to a unit you currently own. Starting with Archers & Huntresses is quite likely to offer Strength of the Moon.
Aid options increase chances to receive healing as an option if your army is low on health. If Sacred Pillar is lower than 10%, chance to repair it takes over.
Summoned units are not taken into account by any reward.

Options to receive new units get hidden as soon as you have no spare food. Instead, you get offered food supply and an extra research.


Types of Rewards:


Rewards marked by * are influenced by player's current state.


*Forces level 2
-Human: Footman, Priest, Sorceress
-Orc: Troll Headhunter, Shaman, Troll Witch-Doctor, Troll Batrider
-Undead: Ghoul, Gargoyle, Necromancer, Banshee
-Night Elf: Archer, Hippogryph, Druid of the Talon
-Neutral: Ice/Forest/Dark Troll Priest, Makrura Tidecaller, Draenei Disciple, Mur'gul Blood Gill
-Naga: Mur'gul Reaver, Naga Siren (Naga mode)
-always contain some health or mana restoration (40 heal to all units, 40 mana to all units, 125 heal to 3 random units, 125 mana to 3 random units, 200 heal to lowest health % unit, 150 mana to lowest mana % unit)


*Forces level 3
-Human: Rifleman, Spell Breaker, Dragonhawk Rider
-Orc: Grunt, Raider, Spirit Walker
-Undead: Crypt Fiend
-Night Elf: Huntress, Dryad, Faerie Dragon
-Neutral: all level 3 neutral creeps
-Naga: Snap Dragon (Naga mode)


*Forces level 4
-Human: Knight, 3 Flying Machines, Mortar Team
-Orc: Demolisher, Kodo Beast, Wind Rider
-Undead: Meat Wagon, Abomination, Obsidian Statue
-Night Elf: Glaive Thrower, Druid of the Claw, Hippogryph & Archer
-Neutral: all level 4 neutral creeps
-Naga: Naga Myrmidon, Couatl (Naga mode)


*Forces level 5
-Human: Gryphon Rider
-Orc: Tauren
-Undead: Destroyer
-Night Elf: Chimaera
-Neutral: all level 5 neutral creeps
-Naga: Dragon Turtle (Naga mode)


Forces level 6
-all level 6 neutral creeps
--2 food supply cost on receive (-3 if player's army level is greater than enemy level incoming +15)
-Draenei Seer costs 2 more supply


*Random forces
-unknown force of level of specific day (days 1,2,3,5 - level 2 & 3; days 4,6 - level 4; day 7 - level 5)
-displayed number shows level category


Replace random unit with #
-# = Knight, Tauren, Abomination, Druid of the Claw, Naga Myrmidon (Naga mode)
-same unit type will not be replaced
-in case player's army contains at least one of any 5 units above, "Replace # with ##" will share chance for roll


*Replace # with ##
-# = Knight, Tauren, Abomination, Druid of the Claw, Naga Myrmidon (Naga mode)
-## = Frost Wyrm, Mountain Giant, Naga Royal Guard -4 food supply (Naga mode)


*Aid
-150 heal to all units
-100 mana to all units
-30% missing health to all units
-40% missing mana to all units
-Mass Dispel - can only get offered if at least 3 units are negatively affected
-+2 food supply (+1 if player's army level is greater than enemy level incoming + 10)
-Sacred Pillar 30% repair
-Taunting Shards next day - spawns 10 immobile units around with 15 + 15 x EnemyLevel health and Hero armor. Triggers Taunt as soon as an ally is attacked within 800 range


*Research
-a yet unreceived research


*Research Extra
-a yet unreceived research
-available only when no Forces options are offered (due to full food supply)


Item
-24 basic items, 28 unique items
-item rolls use priority meaning the same item has lower chance to get rolled again within next couple days
-unique items have food supply cost on receive and cannot be obtained more than once

-basic items: Healing Salve, Rod of Necromancy, Claws of Attack +9, Gloves of Haste, Scroll of Healing, Scroll of Mana, Potion of Greater Healing, Potion of Greater Mana, Scroll of the Beast, Scroll of Protection, Periapt of Vitality, Ring of Protection +3, Ring of Regeneration, Talisman of Evasion, Greater Replenishment Potion, Lesser Scroll of Replenishment, Cloak of Shadows, Wand of Neutralization, Pendant of Energy, Wand of Mana Stealing, Runed Bracers, Boots of Speed, Potion of Invulnerability, Wand of the Wind
-unique items (1 food suppply cost): Greather Scroll of Replenishment, Claws of Attack +15, Ring of Protection +5, Orb of Fire, Orb of Lightning, Orb of Venom, Healing Wards, Potion of Restoration, Scroll of Restoration, Khadgar's Gem of Health, Pendant of Mana, Staff of Negation, Scroll of Animate Dead
-unique items (2 food suppply cost): Legion Doom-Horn, Orb of Corruption, The Lion Horn of Stormwind, Alleria's Flute of Accuracy, Scourge Bone Chimes, Orb of Darkness, Cloak of Flames, Staff of Silence, Ankh of Reincarnation
-unique items (3 food suppply cost): Orb of Frost, Mask of Death, Scepter of Mastery, Khadgar's Pipe of Insight, Warsong Battle Drums, Ancient Janggo of Endurance


Spend Restore charges to summon level # Divine Guardian
-random neutral creep is spawned to your assistance controlled by AI
-it's level is based on number of Restore charges spent + 1
-lasts until it dies or gets replaced by another Divine Guardian


Rune

-can have only one rune on the battlefield at the time
-uses similar roll priority as Items rewards, however same rune type can be rolled more than once
-no food cost: Rune of Dispel Magic, Rune of Lesser Healing, Rune of Mana, Rune of Shielding, Rune of Speed, Rune of Spirit Link
-1 food cost: Rune of Healing
-2 food cost: Rune of Greater Healing, Rune of Greater Mana, Rune of Restoration
-3 food cost: Rune of Lesser Resurrection


Sacrifice all units to summon #
-7+ level level neutral creep
-level of creature offered equals to level of enemy attacking on day 7
-same creep will not be rolled two weeks in row


Disable enemy tech next day
-title doesn't lie


Enemy spawns at half health
-all enemy restoration spells are muted until first enemy gets aggroed (movespeed reset)


Enrage
-next day 7 enemy spawn with 40% attack speed & 40% damage undispellable buff
-+4 food supply (+3 if player's army level is greater than enemy level incoming +10; +2 if +20)


Sacrifice random unit for an unknown reward
-33% chance for either random level 4, 6 or 7 neutral creep
-16% chance for 2-4 food supply
-16% chance for 100% health & mana to all units
-16% chance for random research
-16% chance for 20-70% Sacred Pillar repair


Examples:


full

(1) Level 3 Forces
(2) Level 3 Forces / Random Level 3 Forces / Replace
(3) Aid
(4) Research
(5) Rune / Disable enemy tech next day
(6) Item

*Rune is available first 5 weeks, then Disable enemy tech next day takes over


full

(1) Level 3 Forces
(2) Level 3 Forces / Random Level 3 Forces / Replace
(3) Aid
(4) Research
(5) Spend Restore charges to summon level # Divine Guardian
(6) Item


full

(1) Level 4 Forces
(2) Level 4 Forces / Random Level 4 Forces
(3) Level 6 Forces / Rune
(4) Aid
(5) Research
(6) Item

*Rune is available whenever player has no spare food (Level 6 Forces cannot be offered)


full

(1) Level 3 Forces
(2) Level 3 Forces / Random Level 3 Forces / Replace
(3) Aid
(4) Research
(5) Sacrifice all units to summon high level neutral
(6) Item


full

(1) Level 3 Forces
(2) Level 3 Forces / Random Level 3 Forces / Replace
(3) Aid
(4) Research
(5) Enemy spawns at half health
(6) Item


full

(1) Level 4 Forces
(2) Level 4 Forces / Random Level 4 Forces
(3) Aid
(4) Research
(5) Rune / Enrage
(6) Item

*Rune is available first 5 weeks, then Enrage takes over


full

(1) Level 5 Forces
(2) Level 5 Forces / Random Level 5 Forces
(3) Aid
(4) Research
(5) Sacrifice random unit for an unknown reward
(6) Item




Challenge results:

Some results have higher odds to be rolled than others.
Value of results is determined by the difficulty of current challenge.


Sapper

+1 food supply
5% Sacred Pillar repair next week
4 random researches
"1 supply cost item"
33% enemies spawn debuffed next week
+20% max health & mana to all units
100% mana to all units
1 level increase on next Divine Guardian option
Mass Dispel next week
100% replenish Divine Guardian
+40% Taunting Shards permanent health increase

full




Shredder

+2 food supply
"Race spellcaster + neutral" (total unit level of 4)
8% Sacred Pillar repair next week
6 random researches
"2 supply cost item"
66% enemies spawn debuffed next week
+40% max health & mana to all units
100% health to all units
2 level increase on next Divine Guardian option
Free level 1 forces next week
Unique items next week
Enemy vision next week
"Replace highest level neutral with 1 level higher random neutral"

full




Shredder & Sapper

+3 food supply
11% Sacred Pillar repair next week
8 random researches
"3 supply cost item"
100% enemies spawn debuffed next week
+60% max health & mana to all units
3 level increase on next Divine Guardian option
"Replace highest level neutral with 2 level higher random neutral"
Double next received forces
Take over Divine Guardian
Newly obtained units spawn buffed
Divine Aid next week

full





Game Modes

Army Customization:

Gives player opportunity to select units & researches into his starting army replacing default composition of units.
Turned on decreases starting food supply by 0-3 (depending on race - nullifies race food bonus).

Race Focus:
First Forces option & first Research become tied to your starting race + unlocks the daily level windows in which units belong (means day 1 reward can offer tauren).
Turned on decreases starting Sacred Pillar health by 200.

Challenges:
Every week challenges you to fulfill a task of either easy, medium or hard difficulty. Success is rewarded by unique options.
Turned on doubles the rate of which enemy receives researches - 0.6 into 1.2/day.

Supply Management:
At the end of every week adds 1 food if player has food to spare, subtracts 1 food if player has no food to spare.
Turned on increases starting food supply by 2.

Advanced Spellcasting:
Enhances AI to utilize most of it's units spells rather than dying with no cooldowns.
Turned on increases starting food supply by 4.

Naga:
All campaign naga units & researches become available for the player as well as for the enemy.



Screenshots

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Changelogs


v1.19b
-Challenges mode - "Do not use any health or mana restoring items or abilities" it's difficulty now scales depending on units the player owns
-Challenges mode - Sapper result options replaced by Zeppelin
-Aid mana rewards can no longer be rolled on consecutive day (prevents caster spam from being too powerful)
-fixed major bug with Mass Ensnare not occuring after player unit died (often resulted with unfair defeat)
-Mass Ensnare no longer occurs when player has more than 2 magic damage units
-fixed Anhk of Reincarnation being offered for -1 supply
-fixed enemy burrowed Crypt Fiends & cannibalizing Abominations misbehaving whenever remained as last units alive
-Advanced Spellcasting mode - fixed Unholy Frenzy being spamcast on already buffed allies
-improved wording on max health & mana restoring challenge result

v1.19
-new terrain types - Cityscape, Black Citadel & added option to random
-Sacred Pillar Destructible & Items are no longer selectable modes - on by default
-Race Focus mode - turned on reduces starting Sacred Pillar health by 200 (-4 food supply removed)
-Race Focus mode - no longer grants enemy race researches as player gets them & mode doesn't get disabled when player receives all racial researches
-Supply Management mode - reduced starting food when turned on from +2 to +1
-Advanced Spellcasting mode - reduced starting food when turned on from +4 to +3
-removed Spell options on days 2 and pre-week 6 day 6
-removed Divine option from day 7 - was available only when Race Focus mode was off
-Divine Guardian option moved from day 1 to day 2
-added "Disable enemy tech next day" option on day 1 from week 6 onward
-added new option on every day that would offer 5 options to choose from - Runes (can only have one rune at a time)
-improved roll system on Pillar repair when in between 15-80% - ensures option to be rolled eventually instead of just relying on rng
-Sacred Pillar repair option 100% roll chance increased from when Pillar is under 10% to 15%
-added 2 extra seconds in between day 7 reward and challenge result / next week start
-Ankh of Reincarnation supply cost increased by 1
-Taunting Shards aggro range & aoe increased by 125
-Challenges mode - fixed "Do not use any health or mana restoring items or abilities" & "Do not use any form of dispel" not counting on cast
-Challenges mode - fixed rolling odds on challenge results not working as intented (all options had equal chance)
-Challenges mode - fixed "Sacred Pillar repair next week" result not being rolled properly
-Challenges mode - added new hard challenge result "Newly obtained units spawn buffed"
-Challenges mode - "# level increase on next Divine Guardian" option now meets the maximum level requirement with current level of day 7 creep (if day 7 was level 9, you can't get offered 3 level increase)
-Challenges mode - "Mass Dispel next week" moved from medium result pool to easy and chance to roll slightly reduced
-Challenges mode - "Take over Divine Guardian" chance to roll slightly increased
-Challenges mode - fixed possibility of "Double next receive forces" being rolled again while already active
-Challenges mode - "Do not use any health or mana restoring items or abilities" bug where it would count non-player casts
-Challenges mode - "Do not use any form of dispel" challenge can no longer happen while "Mass Dispel next week" result is active & fixed bug where it would count non-player casts
-Challenges mode - "Do not receive any new items" challenge can no longer happen while "Unique items next week" result is active
-Advanced Spellcasting mode - added missing intelligence on Finger of Pain
-increased roll odds of all brawler creeps on Forces - was very small chance (Ogre Warrior, Furbolg, Wendigo, Wildkin, etc...)
-day 1 second forces reward being a neutral healer is now tied only to first week (mentioned in patch notes v1.18 but failed to happen)
-anti-air mass ensnare trigger-check now also happens automatically upon first enemy hit
-days 3 and 6 anti-air mass ensnare decay timer now scales around number of ensnared units rather than fixed 40 seconds
-"random forces" option now displays level category of the randomed unit
-Sundering Blades research removed (1.32.10 game patch)
-fixed extra frost wyrm or chimaera spawning daily for each additional hydra player owned + added gryphon rider
-"Enemy spawns at half health" now costs 2 food when player owns an Ancient Hydra
-days 1 and 3 now spawn 1 level higher whenever player owns a Draenei Seer
-fixed day 7 spell immune spawn rolls when player has Chimaeras (they were treated as if they could hit spell immune ground)
-balance & design improvements

v1.18c
-Race Focus mode - causes first forces option ignore daily level window (works same as Divine option rework since 1.18 version)
-enemy research per day gets increased by 0.6 for each player controlled Ancient Hydra (0.3 for Divine controlled)
-day 6 spawns an additional Frost Wyrm or Chimaera on top of regular army for each player owned Ancient Hydra beyond 1
-day 6 "Day 7 enraged for bonus food" reward offers +3 food at most if player owns an Ancient Hydra
-Naga Royal Guard is now considered as a level 10 unit within enemy army composition
-"Replace unit for another" option can no longer be rolled on day 5 right after "Sacrifice all units to summon #" was chosen
-Advanced Spellcasting mode - fixed bugs regarding Druid of the Claw Bear Form
-fixed missing area leave lighting strike effect
-fixed slight chance of "Free level 1 forces" challenge result or "Spend restore changes to summon level 1 Divine Guardian" not spawning a unit
-fixed occasion where air units (especially flying machines & hippogryphs) would get mass ensnared outside of circle area - units outside of bounds get teleported in
-fixed difficulty star not displaying on challenge result viewer voting dialog
-fixed health & mana bar on Restore Charges appearing whenever saved game was loaded


v1.18b
-"-air" command removed - flying enemies now get permanently ensnared down to the ground whenever the command would become usable
-Items mode - Scroll of Resurrection replaced by Mask of Death
-Items mode - chance to roll another unique item in consecutive day reduced by 30%
-Taunting Shards trigger range increased from 600 to 700 & aoe increased from 650 to 700
-enemy regeneration abilities (cannibalize, burrow, etc) now stop after all ground enemies die (included air units before)
-Challenges mode - increased odds to roll "Sacred Pillar # repair next week" & "Take over Divine Guardian" results
-Challenges mode - fixed "Do not take more than # pillar damage" requiring wrong amounts to complete
-Challenges mode - fixed text merging if player gets "Do not lose more than # units to the enemy" after Sacrifice # units by leaving the circle"
-Challenges mode - "Kill exclamation marked enemies first # times" no longer spawns exclamation marks if the goal requirement is met
-Challenges mode - "Kill exclamation marked enemies first # times" - exclamation mark is now 60% bigger and scales with "-cam #" command
-Challenges mode - "Do not lose more than # units to the enemy" - fixed difficulty star disappearing
-Advanced Spellcasting mode - divine creeps no longer use Sleep & Cyclone on units under 40% health or if only 1 enemy remains
-AS mode - Faceless One Terror now uses Sleep only on levels 4 and above
-AS mode - improved Druid of the Claw AI
-AS mode - fixed level 6 wolves spamming Roar
-AS mode - fixed divine creeps spamming Lightning Shield on player units
-day 5 can no longer spawn more than 1 creep with Bash right after "Sacrifice all units to summon #" been used
-queen event now scales with every week that passes (nerfed pre week 8, buffed later)
-"Spend # Restore charges to summon level # Divine Guardian" option now mentions current Guardian if one is alive
-fixed day 7 spawn requirements for Berserk Elemental & Siege Golem


v1.18
-snowmen return into the snowy icecrown terrain
-enemy tech rate set to 0.6/day at all difficulties (was 60% chance enemy gets random tech/day on easy, 75% normal, 100% hard) - now is a reliable counter
-Challenges mode - greatly improved - implemented layers of difficulty - result rewards are more rewarding based on the challenge difficulty (difficulty being displayed by either green, orange or red "*" top right on the tech scoreboard)
-Challenges mode - new types of challenges & new challenge result rewards
-Challenges mode - +1 food supply when mode turned on replaced by *2 enemy tech rate (enemy receives 1.2 research/day)
-Challenges mode - failed challenge no longer causes temporary enemy level increase, decline mechanic removed
-Challenges mode - completed challenge will no longer offer you any units if you are at or above your food cap (same as regular daily rewards)
-Challenges mode - "Do not spend more than # mana" added 5 second tollerance right after challenge is acquired
-Items mode - item rewards system reworked - implemented priority (item that was just rolled has lower chance to be rolled again within following days)
-Items mode - unique items become obtainable much earlier - 1 food = week 2+, 2 food = week 3+, 3 food = week 4+ (used to be week 3+ / week 5+ / week 7+)
-Items mode - increased odds of unique items being rolled over basic items
-Race Focus mode - any received research of the particular race too benefits the enemy
-Sacred Pillar mode - Sacred Pillar hp total & gain reduced from 2000/20 to 1600/16 on easy & 1500/15 to 1300/13 on normal
-Army Customization mode - starting food cost reduced by 1 for all races (hu = 1, orc = 0, ud = 2, ne = 3)
-day 7 enemy spawn system greatly improved - less punishing early game rng spawns, implemented priority (unit that was just rolled has lower chance to be rolled again within following days)
-day 7 enemy creep level is now equal to level of unit offered as "Sacrifice all to summon #" day 4 option (this fixes couple inconsistencies on hard difficulty)
-"Sacrifice all units to summon #" has no longer any of the restrictions of day 7 (for example level 10 dragons could be rolled only on weeks 8+)
-"Sacrifice all units to summon #" - implemented priority (same as day 7)
-"Replace # with Naga Royal Guard -4 food supply" option now requires week 4
-"Replace random unit with Druid of the Claw" now spawns the druid in his Bear Form
-added two new level 2 forces special - "+200 heal to lowest health % unit" & "+150 mana to lowest mana % unit"
-increased number of Taunting Shards by 2 (8 to 10)
-Taunting Shards taunt now triggers whenever enemy is within AoE and not ally
-day 1 second forces reward being a neutral healer is now tied only to first week
-divine option "race forces next week" no longer grants 1hp/sec & 0.25 mp/sec to units
-divine option "race forces next week" now removes daily food window in which particular units belong - means Destroyer (lv5) can be rolled on day 1 but also ghoul (lv2) on day 7 (affects first forces option only)
-Divine Encouragement health regeneration improved - 0.3hp/sec (1 unit) for each empty inventory slot (0.2hp/sec 2 units, 0.1hp/sec 3 units)
-week 1 day 1 now must consist of at least 1 level 3 creep (prevention against rng spawn of 8*level 1)
-rebalanced appearance of enemy Naga Siren, Arachnatid Earth-borer, Poison Treant, Plague Treant, Stormreaver Necrolyte, Lightning Revenant, Greater Voidwalker & Nerubian Webspinner (implemented several conditions to prevent getting punished by harsh rng)
-"Sacrifice all units to summon Harpy Queen" makes next day 6 spawn ground units only
-added missing Murloc Plaguebearer & Murloc Flesheater into day 4 enemy spawn pool (earliest spawn on week 2)
-newly received forces now glow until they are selected
-added new command "-result" - displays latest challenge result
-fixed Meat Wagons losing loaded corpses when they would naturally decay
-fixed Restore losing all 3 charges on unit's death whenever player was exactly at 3
-fixed many abilities from cooling down during reward selection in multiplayer (abuse prevention on spells like Divine Shield, Summon Prawns etc.)
-fixed Divine controlled summons continue to heal while game is paused
-fixed Divine Aid removing leftover summons at the end of the day (was also removing summons summoned by Divine Guardian)
-Advanced Spellcasting mode - couple behaviour improvements
-fixed little issue left from debugging - selecting archers as part of your Army Customization would spawn Queens of Suffering instead
-added 5 seconds sacrifice prevention mechanism right after "Sacrifice # units by leaving the circle" challenge is failed
-minor bug fixes


v1.17
-fixed corpses remaining on the battlefield indefinitely
-Challenges mode - challenge failed result reworked - no longer causes permanent enemy level increase but temporary (+2 levels next week)
-Challenges mode starting food bonus reduced from 2 to 1
-added floating text above units restored by rewards & Restore (displays how much health/mana have been restored)
-level 2 units special 100 heal to 3 random units increased to 125
-level 2 units special 100 mana to 3 random units increased to 125
-level 2 units special 30 heal to all units increased to 40
-level 2 units special 25 mana to all units increased to 40
-Army Customization mode - easy difficulty pillar starts with 12 mana, normal with 11 (hard remains 10)
-fixed night elf starting with 2 huntresses instead of 1 huntress & 1 claw druid since v1.6
-added enemy AI Animate Dead restriction - will no longer be used if unit is above 60% health
-Taunting Shards taunt effect AoE increased by 50
-fixed Possession causing issues so game would not progress
-fixed Divine Encouragement not activating immediately when player starts with less than 4 units
-fixed Advanced Spellcasting mode forcing usage of Roar on Divine Forces controlled units
-day 7 creep auto-speed reset takes 2 seconds longer
-fixed couple Challenges mode bugs
-fixed bug when game would not progress after viewers voted on challenge result
-fixed observer mode (-obs) for viewers showing voting dialog while being off
-fixed "-air" command not recognizing Faerie Dragons as magic immune fliers


v1.16
-new game mode - Army Customization
-odds of receiving heal all units option within Aid reward increased significantly for each injured higher level unit (level 4 and above)
-increased food supply bonus for selecting Advanced Spellcasting mode from 3 to 4
-allied divine units now use spells just like Advanced Spellcasting does for enemy
-week 1 will no longer spawn magic immune units if player has more than 3 levels worth of units with magic attack
-day 6 will no longer spawn either Gryphon Rider, Frost Wyrm, Destroyer or Chimaera within the week of sacrifice
-Challenges mode - "kill 2 units within 2 seconds xy times" challenge now includes player and divine units into count
-improved Taunting Shards reaction time aggro from 0.3 to 0.2 seconds (units with 0.3 attack animation time will no longer hit before switching target)
-replaced units now spawn with full health & mana rather than keeping % of it's predecessor
-Replacing into Naga Royal Guard food cost increased from 3 to 4
-fixed day 1 enemy spawning with Explanation Mark with Challenges mode off
-fixed Restore 4 & 5 charges being gathered in wrong order
-fixed enemies walking away sometimes while having no vision over player units when playing with Sacred Pillar mode off
-fixed cooldown abuse on long cooldown spells while units are paused (multiplayer)
-fixed corpse timers not being paused during reward selection (multiplayer)
-fixed new units voted by Viewers not spawning paused
-Destroyers no longer count into the odds of rolling all units mana restoration Aid reward when low on mana
-creeps with Raise Dead now spawn with ability being on auto-cast during when Advanced Spellcasting is on
-added missing Advanced Spellcasting Unholy Frenzy intelligence
-fixed missing variety on day 5 not spawning northrend version of wolves
-removed double undead dissipate effect on Sacred Pillar when it gets destroyed


v1.15c
-reduced amount of enemy siege units spawning
-fixed level 7 Divine Guardian sometimes not spawning properly
-fixed higher odds of day 7 level 7 creep and sacrifice all units level 7 to be Razormane Chieftain or Nerubian Queen & added missing Wendigo Shaman
-Challenges mode - "Do not lose more than 1 unit to the enemy" now scales with enemy level strength (at 30 goes to 2, at 45 goes to 3)
-day 7 creep no longer reduces Decay timer while attacking Taunting Shard
-fixed rare bug when Crypt Fiend would remain burrowed


v1.15b
-fixed major bug with units dying instantly after getting picked by a viewer
-Challenges mode - added possibility of declining a challenge - on day 1 random enemy spawns with an explanation mark. Killing it first off declines a challenges.
-Challenges mode starting food bonus reduced from 3 to 2
-player will no longer get offered more Couatls if already owns 3
-Draenei Seer day 3 option food cost increased by 1
-fixed bug when most of naga unit types could get offered twice the same day (also were caused to have higher odds for roll over any other race research)
-fixed units player units spawning with auto-cast Raise Dead when "Spend no more than # mana challenge was on"
-Taunting Shards trigger AoE increased by 25 (now sucessfully catches units with 500 attack range)
-chance of Taunting Shards option being rolled slightly increased


v1.15
-added new feature - Viewers - possibility of other people join the game and vote on player rewards instead of player choosing for himself
-Supply Decay mode replaced by Supply Management - at the end of every week adds 1 food if player has food to spare, subtracts 1 food if has no food to spare (+2 starting food when turned on)
-Challenges mode failure result reworked - no longer opens up window to choose from but increases enemy strength by a linearly growing amount (+1 first, +2 second, +3 third...)
-Challenges mode success result option "4 random researches" increased to 5
-Challenges mode success result option "Sacred Pillar 5% repair next week" increased to 6%
-Challenges mode starting food bonus increased from 2 to 3
-Items mode starting food cost reduced from 3 to 2
-Race Focus mode starting food cost reduced from 8 to 4
-reduced starting food supply of all races by 5
-Replace units option now takes player researches into account (now way more reliable to get Mountain Giant / Frost Wyrm / Naga Royal Guard)
-fixed summoned units keeping guard positions (summons now chase less & split hydras do not change targets to spread poison)
-Aid reward option "Sacred Pillar 100 armor next day" removed
-new Aid reward option "Taunting Shards next day" - randomly spawns 8 immobile allied units with hero armor and 20 + Enemy level * 10 health that automatically use taunts whenever a defender within range is attacked
-Offensive Spells reward options on day 5 removed
-new day 5 reward option "Enemy spawns at half health"
-Divine race rewards now grant 1 hp/s & 0.25 mana/s for all units of that race while active
-Divine Encouragement now also grants 5/10/15 armor (3/2/1 units) to Sacred Pillar
-added two new challenges to Challenges mode "Do not spend any Restore charges" & "Do not lose more than 1 unit to the enemy"
-Challenges mode "Kill 2 units within 2 seconds from one another # times" challenge now scales on difficulty if player has way bigger army than enemy
-enemy no longer uses heals or mana restoration abilities before their movespeed is reset
-day 7 can spawn Infernal Juggernaut week 5 earliest & Ancient Hydra week 6 earliest
-day 1 Sacrifice random unit to restore everyones' health & mana reward replaced by new reward - Spend Restore charges to summon level # Divine Guardian (unit that behaves like Divine Aid but remains until it dies - level is based on how many charges are being spent)
-Items mode - added week roll requirement to items that cost supply - 1 supply cost req. week 2, 2 supply cost req. week 4, 3 supply cost req. 6
-new items added to Items mode - no food cost = Potion of Invulnerability, 1 food cost = Potion of Restoration, Scroll of Restoration, 3 food cost = Scepter of Mastery
-food cost of some items in Items mode increased - The Lion Horn of Stormwind, Alleria's Flute of Accuracy, Scourge Bone Chimes from 1 to 2, Khadgar's Pipe of Insight, Warsong Battle Drums, Ancient Janggo of Endurance from 2 to 3
-food cost of some items in Items mode reduced - Wand of the Wind from 1 to 0, Khadgar's Gem of Health, Pendant of Mana, Staff of Negation, Scroll of Animate Dead from 2 to 1, Orb of Darkness, Cloak of Flames from 3 to 2
-enemies on first week spawn at 50% mana
-week 1 day 1 can no longer spawn Murloc Nightcrawler, Spitting Spider & Gnoll Assassin
-week 1 day 2 can no longer spawn Naga Siren & Snap Dragon (Naga mode)
-week 1 can no longer spawn more than 1 type of creep with Raise Dead ability (Necromancer & Nerubian Webspinner)
-added two new Defensive Spell options - Mass Rejuvenation & Mass Unholy Frenzy
-starting food supply bonus for playing on easy difficulty reduced from 4 to 2 & normal from 2 to 1
-Replacing into Naga Royal Guard food cost increased from 1 to 3
-reduced amount of spawned enemies with entangle (treants)
-slightly reduced level of air attackers (even more within week of sacrifice)
-fixed enemy behaviour issues on spells like crushing wave or purge
-fixed Challenges result "4 random researches" option not increasing the odds of rolled unit being tied to owned research
-using Restore manually or using F1 no longer returns selected group of units
-fixed Advanced Spellcasting Force of Nature intelligence
-improved Advanced Spellcasting Lightning Shield intelligence (now will be cast also on ranged enemies)
-fixed "Sacrifice all units for high level creep" Harpy Queen & level 10 dragons to have same week requirements of being randomed as day 7
-"Sacrifice all units for high level creep" bonus on easy & normal difficulty reduced by 1 (now easy - +2, normal - +1)
-removed extra 2 seconds between days on easy and 1 second on normal difficulty (2 seconds for all difficulties)
-fixed Restore generating charges when unit gets killed by "air" command damage distribution
-Challenges result now pops on screen as text to the player
-fixed Scroll of Resurrection not triggering Divine Encouragement unit count check
-fixed observers not having correctly set camera bounds
-Decay now damages Divine Forces units
-fixed Harpy Queen not showing up warning message when picked up orb of lightning/darkness/corruption (splash attack)
-couple challenges on Challenges mode rewritten
-fixed rare occasion when Divine Aid level 1 melee would not spawn
-re-added menu minimap image


v1.14
-added new mechanic - Restore - ability that heals all units based on available charges to spend. Gains charge when player survives day without losing unit or denies own unit. Loses 2 charges if a unit is killed by the enemy. Starts at 10 + 0.5% max health at 1 charge and doubles for each additional charge.
-reduced overall health & mana restored by Aid rewards (200 health to 150, 125 mana to 100, 40% max health to 30%, 50% mana to 40%)
-night elf starting supply reduced from 19 to 18
-night elf now starts with Druid of the Claw instead of second Huntress
-completed challenge unit pool - replaced Druid of the Claw with Dryad
-player will no longer get offered more Naga Sirens if already owns 2 (same as units with Healing Wards spell which was implemented couple patches ago)
-reworked day 7 exploit timer (had tendency to skip ahead of time warning) - now takes maximum of 90 seconds until decay starts which counts down quicker if player doesn't fight
-day 7 unit movespeed reset timer increased from 8 to 10
-Couatl now can spawn week 4 earliest (was week 2)
-maximum of one Naga Siren can spawn first 3 weeks
-fixed Cloak of Flames being offered for 2 food
-slight buff to couple spells of Advanced Spellcasting AI
-fixed "-" being shown next to Sacrfice random unit to restore everyone's health & mana reward when Do not increase food supply challenge was on


Older

v1.13

-removed "-allcreeps" command - all creeps are now included in waves and rewards
-improved system on spawning flying enemies - much less punishing early, reduced necessity of using "-air" command
-new terrain - Icecrown Glacier
-added decay timer on day 7
-day 7 unit now resets to default movespeed within 8 seconds (prevents kite of lowspeed unit)
-night elf starting supply increased from 18 to 19
-units upon replace are healed to minimum of 40% max health
-reduced Staff of Silence food cost from 3 to 2
-enemy destroyers no longer spawn at 50% mana
-fixed player summoned Deeplord Revenant not spawning with full mana
-fixed Advanced Spellcasting Necromancer Cripple intelligence (was still utilizing triggers for Incite Unholy Frenzy)
-added missing Advanced Spellcasting Hex & Polymorph intelligence
-increased Advanced Spellcasting Animate Dead AoE intelligence
-Challenge to spend less than xy mana rephrased
-health & mana of units are visibly frozen during rewards selection
-couple bug fixes


v1.12
-Spells rewards reworked - details below
-added new Spell options - Mass Spirit Link & 80% enemies spawn Cursed
-Mass Dispel moved back from Spells to Aid (requires at least 3 units to be negatively affected for chance to show up)
-day 1 Spells replaced by "Sacrifice a random unit to restore everyones' health & mana"
-day 2 Spells rolls from positive buffs only (Mass Bloodlust / Frost Armor / Inner Fire / Spirit Link)
-day 5 Spells rolls from negative buffs only (enemy spawns Polymorphed / Rooted / Crippled / Faerie Fired / Cursed)
-day 6 week 1-5 now offers Spells (positive) instead of Enrage - from week 6 onward Enrage
-increased 60% enemies spawn Polymorphed to 70%
-improved chance to receive heal all units option when units are injured
-increased food reward for selecting Challenges mode by 1
-removed food cost when selecting Naga mode
-fixed sometimes receiving options to research naga upgrades whilst playing with Naga mode disabled
-fixed Frost Wyrms, Naga Myrmidons & Naga Royal Guards not having inventory when replaced unit was carrying items
-fixed Resistant Skin & Hardened Skin not being highlighted green on multiboard when researched
-fixed slight issue with Divine Encouragement after unit gets replaced
-supported graphics set to classic only (reforged did not work anyways)


v1.11
-new game mode - Race Focus
-fixed major bug Divine Aid not working
-fixed Naga forces next week never being available
-fixed selecting Naga mode giving +1 food intead of taking
-race spellcasters are no longer considered as air attackers by "-air" command (means you don't have to loose them to use the command) - includes Spirit Walkers & Statues
-Supply Decay mode subtracts 1 food every week (reduced from 2/week)
-Sacred Pillar Destructible mode supply activation grants 2 supply (1 before)
-Reincarnation & Ankh proc on sacrifice all units to summon high level neutral
-Orb of Corruption supply cost increased by 1 (2 now)
-Naga Royal Guard can now spawn at enemy difficulty of 17 earliest (15 before)
-fixed manacost challenge counting 2 more mana when 5 units are healed by Essence of Blight
-added missing warnings upon picking up Orb of Darkness & Orb of Frost on splash units (auto-drop on Gryphons and Hntresses)
-returned Cannibalize, Burrow & Stone Form for the enemy
-fixed bug with some items costing supply occuring more than once
-fixed Advanced Spellcasting AI for Dragon Turtle Crushing Wave
-fixed terrain shifting back to snowy default after loading saved game
-improved behaviour on flying enemies which are unable to hit ground
-starting supply is now shows as text at start
-fixed sky types on different terrain presets
-many bug fixes


v1.10b
-fixed major bug with challenge complete units reward instantly dying


v1.10
-new game mode - Naga
-introduced terrain variations - Ashenvale, Barrens, Dungeon (Northrend temporarily removed)
-added new mechanic - Divine Encouragement - a Sacred Pillar aura that increases health regen and armor of nearby allies. Gets more effective less units player has (disabled when more than 3)
-different races now start with different amount of supply - Human(16), Orc(15), Undead(17), Night Elf(18) (previously all were 15)
-disabled health & mana regeneration while reward window is open (health & mana for every unit gets stored and then returned)
-new items at cost of 2 supply - Legion Doom-Horn, Khadgar's Gem of Health, Pendant of Mana, Scroll of Animate Dead
-new items at cost of 3 supply - Cloak of Flames, Orb of Darkness, Orb of Frost, Staff of Silence, Scroll of Resurrection
-Day 1 second force reward being a neutral healer is now tied only to first 3 weeks (after behaves just like rewards on days 2/4/5)
-added limit to amount of Witch Doctors & Razormane Meidice Men you can have - maximum of 2
-items that cost supply are now considered unique - after chosen once they cannot be rolled again
-added new replace options - replace Knight/Abomination/Tauren/Claw with Frost Wyrm or Mountain Giant "or Naga Royal Guard - Naga mode" (unit type that will be replaced is known ahead)
-added Hardened & Resistant Skin researches
-late game day 6 buff - included spellcasters units for the enemy after level difficulty gets over 14 (maximum only one of each type though to keep it different from day 2)
-removed 1 level bonus into counter on hard difficulty at week 3 for Sacrifice all units to summon powerful creep (result is level 8 creep on third week instead of 9)
-added Spirit Walker into pool of rollable casters when challenge is complete
-fixed 60% units spawn polymorphed reward attempting to affect level 6 creeps
-Advanced Spellcasting: fixed units using dispel abilities on negatively affected enemies
-AS: fixed units using Dispel Magic, Disenchant & Devour Magic on all non magic immune units instead of summons
-AS: fixed Animate Dead & Inferno
-AS: fixed units using Ensnare on already ensnared units
-AS: added Abolish Magic, Healing Wave, Ray of Disruption, Inner Fire & Frost Armor intelligence
-AS: sligthly improved Charm & Berserk intelligence
-improved Devour AI - units now stop chasing after few seconds (too much kite was possible expecially against day 7)
-improved Druid of the Claw bears AI - once enemy researched Master Training they would immediately turn into elf form as they spawn
-flying attackers that can't hit ground will now attack any visible flying enemies instead of just standing next to pillar
-fixed Obsidian Statues mana use not being counted properly during manacost challenge (attempt to fix it at patch 1.09b failed)
-fixed Queen of Suffering event not working
-added reminder message about Cannibalize getting interrupted by reward windows (pops up when researched)
-"-reward" and observer message now mentions what unit was replaced (Replace random unit with Knight/Abo etc.)
-fixed observer message on long length challenge units reward
-couple of minor fixes


v1.09b
-units now become paused during rewards selection - harshly impacts caniballizing units as it interrupts their eating
-added few second preloading sequence before game starts to reduce ingame lag
-starting supply increased by 1
-Spell rewards affecting enemies now prioritize units it can affect (fe. 80% spawn rooted on wave of 3 grunts and 1 dryad will always root grunts instead of possibility trying to root dryad)
-reward Sacrifice all units for powerful neutral now forces units to drop Ankhs of Reincarnation instead of spending them
-fixed major bug with summoned unit being devoured while all enemy units get killed (game would not progress)
-fixed "-air" command not working when ranged unit is being devoured (only happened on day 7 against dragons)
-improved AI usage of some abilities on Advanced Spellcasting mode
-added supply modification messages upon selecting modes & difficulty
-added new command "-circle" - changes outer circle effect into second variation (reforged doesn't show first one)
-resource trading turned off


v1.09
-new game mode - Advanced Spellcasting
-reworked combinations of attackers spawning on days 1/3/4/5 (endless variations instead of several preset combinations but still follow same rules as before)
-default starting food supply set to 14
-game modes & difficulty now modify starting food supply
-new command "-allcreeps" - answering the call to bring Queen of Suffering back - opens up possibility for all other creeps aswell
-observers & referees get shown info about player's rewards
-attacking enemies no longer have vision of entire map
-siege units spawn 200 range farther
-Challenges mode quality of life improvement - rewards that directly affect challenge are now marked by a +/- sign
-Challenges - scaling on "Spend maximum of xy mana." increased from 300+((EnemyLevel/3)*50) to 300+((EnemyLevel/3)*100)
-Challenges - scaling on "Kill 2 units within 2 seconds from one another xy times." increased from 2+(EnemyLevel/6) to 2+(EnemyLevel/3)
-completed challenge reward option 3 random researches increased to 4
-removed chance to recieve same challenge twice in row
-hippogryph added into day 6 enemy spawn pool (only one can spawn)
-added Exhume Corpses research into the pool (for the enemy aswell)
-Divine Aid now spawns one ground attacking & one air attacking unit every day instead of random
-added all neutral units into Divine Aid pool (level 5 max)
-reward penalty -3 food supply for level 6 unit takes over when your army level is 15 levels higher than enemy (10 before)
-Battle Golem(3), Enraged Elemental(4), Infernal Contraption(5) added into daily reward pools
-all supply requiring items are now twice as rare as regular items
-added following items - Boots of Speed, Cloak of Shadows, Wand of Neutralization, Pendant of Energy, Wand of Mana Stealing, Runed Bracers, Claws of Attack +15(-1), Ring of Protection +5(-1), Staff of Negation(-2)
-enemies with Raise Dead now spawn with ability on autocast
-Mass Dispel option now contains number on how many units are debuffed
-Dryad Slow Poison & Slowed(Frost Armor debuff) no longer considered as debuff in Mass Dispel option calculation
-command "-reward" after using random forces now includes what have been randomed
-fixed interation when player's Crypt Fiend with Burrow gets possessed/charmed (enemy fiends started burrowing)
-fixed 70% enemies spawn Faerie Fired option progressing manacost challenge for every dummy spellcast
-fixed ankh of reincarnation bug when you were able to continue to play after pillar being destroyed
-fixed possessed units being stuck at 150 movement speed if used before enemy speed is set to default
-units with Abolish Magic/Heal/Raise Dead now spawn without spells on autocast during manacost challenge (to prevent immediate use)
-fixed Obsidian Statues mana use not being counted properly during manacost challenge
-slightly improved behaviour on flying attackers unable to attack ground
-improved behaviour on summoned units (they used to chase alot)
-fixed Destroyer & Dragon Whelps not showing warning message to the player upon picking up Orbs of Lightning and Corruption
-fixed Sum of levels of defending units showing 14 instead of 12 in the beggining on hard difficulty
-new command "-debug" - serves as anti-stuck help in case enemy becomes somehow untouchable (Ethereal Form, Burrow etc.)
-new command "-roll" - rolls a random number between 1 and 100
-new command "-clear" - clears up the screen from all text messages


v1.08b
-fixed Spells options being broken
-added in-game hint about "-air" command when becomes viable first time
-some minor tweaks fixed & improved
-fixed "-color r" command sometimes randomizing same colors


v1.08
-new game mode Challenges
-items now drop on the ground upon death
-Items mode reworked - now offers an item reward every day. Many new items added to the pool. No longer level day specific, instead some items are offered with supply penalty
-decay timer increased from 40 to 50 seconds
-decay damage rescaled from 2% of max health to 3 + 1% of max health (same for mana)
-day 6 Enrage option strength from 50% to 40%
-option enemies spawn Crippled increased from 40% to 60%
-option enemies spawn Polymorphed increased from 30% to 60%
-option enemies spawn Rooted increased from 50% to 80%
-option enemies spawn Faerie Fired increased from 60% to 70%
-added all missing level 3 neutral units to the forces pool except Battle Golem (chance to roll race units in comparison to neutrals increased)
-added all missing level 4 neutral units to the forces pool except Enraged Elemental (chance to roll race units in comparison to neutrals increased)
-added all missing level 5 neutral units to the forces pool except Infernal Contraption (chance to roll race units in comparison to neutrals slightly increased)
-added all missing level 6 neutral units to the forces pool except Draenei Seer
-added all missing level 7 neutral units to the forces pool except Harpy Queen (Day 7 attackers pool included)
-added all missing level 8 neutral units to the forces pool except Infernal (Day 7 attackers pool included)
-added all missing level 9 neutral units to the forces pool (Day 7 attackers pool included)
-modified warcraft 3 bug - parasite lasting forever on high level creeps
-fixed "-air" command not working properly while devouring ground unit
-fixed few bugs with possession
-fixed Gargyole not keeping inventory after leaving Stone Form
-fixed rare bug with glaive thrower occuring twice as option


v1.07
-greatly improved reward system - every option except Items now considers player's current state increasing chances to offer more appealing options (used to be pure rng)
-removed Sacrifice options on days 2 & 6
-added +40% of missing health to all units, +50% of missing mana to all units, Sacred Pillar 100 armor next day to Aid options
-added new Spells options on days 1/2/5
-removed Mass Dispel from Aid options (now contained in Spells)
-added new Enrage option on day 6
-added health & mana loss decay to prevent from exploiting in order to regenerate
-added limit of how many siege units can spawn in a single wave (to prevent too many spawning especially in the early game)
-level 6 creep reward no longer costs 3 supply but 2 (unless your army strength is high)
-reworked notification warning about orbs (Gryphons & Huntresses can no longer carry them)
-fixed orbs modifying units attack indexes (fe. flying machine wouldn't need Bombs research to attack ground)
-if Sacred Pillar Destructible is on, idle enemies will now attack the pillar instead of chasing player units
-added all different types of neutral trolls & wolves into reward pool (keeping the same chance to roll)
-fixed replace abom/druid/knight/tauren not keeping items
-enemy no longer researches cannibalize/stone form
-fixed enemy Spirit Walker occasionally using Spirit Form
-fixed several issues with "-reward" command
-fixed some minor issues


v1.06c
-added sound effect 1 second before reward window appears (should help to prevent accidental picks)
-fixed losing benefit of picking "race units next week" as soon as double research shows up
-items now spawn closer to the pillar


v1.06b
-fixed recieving same research twice as an option
-fixed reincarnation issue messing defenders level counter (occured when unit died while another unit was reincarnating)


v1.06
-added extra research option when your current food is equal or higher than your food cap
-using Sacrifice all units for a powerful neutral will now cause to spawn no flying units on following day 6 and maximum of 2 units on day 3
-hard difficulty Sacrifice all units for a powerful neutral week 3 is now 1 level higher (8 to 9)
-added Rock Golem & Elder Sasquatch to level 6 unit reward pool
-added all 4 other types of Dragon Whelps into level 3 rewards (however chance to roll remains the same as it was one unit - previously only Red Whelp)
-added "-color r" command
-multiboard now stretches wider upon selecting rewards (no longer overlaps orc researches)
-some UI & Info(F9) text updates


v1.05
-new game mode Supply Decay
-added new reward on day 3 - level 6 neutral at cost of 3 supply
-enemy strength on all difficulties now grows faster (hard affected mostly)
-hard difficulty Sacrifice all units to summons high level neutral level advantage removed
-pillar health on easy & normal difficulties reduced to 2000/1500 (20/15 growth)
-fixed bug with health/mana specials not working properly in every case
-health/mana specials are now being randomed every time a level 2 unit is rolled instead of being fixed (for example Batrider always had 85 heal to 3 units)
-aid option 150 mana to all units reduced to 125
-level 2 units special 85 heal to 3 random units increased to 100
-level 2 units special 50 mana to 3 random units increased to 100
-level 2 units special 20 heal to all units increased to 30
-level 2 units special 15 mana to all units increased to 20
-removed Bronze Dragon Whelp & Nether Dragon Hatchling from level 3 unit reward pool
-added Fire Revenant & Quillboard Hunter & Gnoll Warden to level 3 unit reward pool
-removed Tuskarr Trapper from level 4 unit reward pool
-added Giant Spider & Eredar Sorcerer & Giant Sea Turtle to level 4 unit reward pool
-removed Satyr Soulstealer & Ogre Magi from level 5 unit reward pool
-added Tuskarr Sorcerer & Unbroken Darkweaver to level 5 unit reward pool
-removed Queen of Suffering from Sacrifice all units reward pool
-added Razormane Chieftain & Nerubian Queen & Ancient Wendigo to both enemy day 7 spawn pool and player Sacrifice all units pool
-added Magnataur Warrior & Elder Sasquatch to enemy day 5 spawn pool
-removed Staff of Negation from level 3 item reward pool
-added Scroll of Protection to level 3 item reward pool
-added Scroll of Healing & Scroll of Mana to level 5 item reward pool
-fixed several inventory issues
-added "-modes" command
-removed slightly advantageous chance to roll some level 2 units in rewards (Archer, Priest, Shaman...)
-fixed reincarnation bug when you were able to continue to play after pillar being destroyed
-divine aid units now head back faster if forced out the circle by flying enemy units
-added lightning effect on wards being killed outside the circle


v1.04
-introduced game modes: added Sacred Pillar Destructible & Items
-removed -tech command. Research Status board is now visible at all times also showing current week and day
-bonus 85 heal or 50 mana to 3 random units can no longer pick just spawned unit


v1.03
-food supply reward is now reduced from 2 to 1 if your units level is higher than enemy+10
-added commands to change player's, ally's, enemy's color (-color # / -color ally # / -color enemy #)
-time before 1w/1d wave spawns increased by 2 seconds
-bonus 65 heal to 3 random units increased to 85 (Gargoyle, Batrider, Hippogryph reward)

v1.02
-fixed a major issue with map not showing in game
-first two weeks now spawn maximum of 1 air unit (0 if you have less than 2 units able to attack air)
-faerie dragons can no longer spawn first week
-no longer spawns more than one kodo/destroyer on the same wave
-added lightning effect when killed for leaving the area
-improved endgame message now also showing difficulty you played on
-new loadscreen image

v1.01
-release



Videos & Thanks


PBDS System by J2Krauser Proper Bone Decay Suspension System
BTNFrostShield icon by Darkfang
BTNFireSwordBlue icon by 67chrome

Origin idea from a custom map in my beloved PC game of my childhood Celtic Kings: Rage of War <3



Join the MStylo World Editor Discord Server! (sQKaEVk).
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Contents

Test of Faith v1.19b (Map)

Reviews
deepstrasz
This is not altered melee (please remove this tag). It's Strategy/Risk and Defense/Survival, more of the latter. No player colour change? Could work better with more players too. "Our allied town is under siege!" spam. Does food supply count? I mean...
J2Krauser
Greetings, Stylo. Since you linked this the other day again in discord, I decided to give it a try myself after having watched it in the past. I gave it a few runs (around 7 or so), and I'll have to admit I didn't get too far, but I only played on...
That is weird. It is working for me even if I logout on Chrome. Although I opened it at Microsoft Edge and it doesn't load. Can you see other people images? Anyone else can't see them?

I can se other people's screenshots, yeah. Try force refreshing your browser. Your local cache might still make you see the pictures even if they're not there.
download-png.325568
 

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deepstrasz

Map Reviewer
Level 53
Joined
Jun 4, 2009
Messages
15,559
Forcing players to use a command to manipulate the gameplay like the elimination of air units when the players can't fight them anymore is a bad game design. You should create the waves accordingly, depending on the strength and units the players have beforehand. If a player loses to such an attack but had the capability to win against it, then it's the player's fault.

The map doesn't show in the game at all on 1.31.1. What version have you saved it with? Actually, it might be because you've protected it. You should find a different way of doing it. If you're using Vexorian's Optimizer, do some tests, tick and untick some fields and see if 1.31.1 sees it ingame.

Awaiting Update.


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ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
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If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
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deepstrasz

Map Reviewer
Level 53
Joined
Jun 4, 2009
Messages
15,559
This is not altered melee (please remove this tag). It's Strategy/Risk and Defense/Survival, more of the latter.

  1. No player colour change?
  2. Could work better with more players too.
  3. "Our allied town is under siege!" spam.
  4. Does food supply count? I mean I could choose a Grunt when having 22/24. Or, if you don't have enough supply, you don't get to choose a unit next round/day?
  5. Curious, did you make use of all game's units, except heroes of course?
  6. Enemy units don't come together so you can easily smash the weaker ones first or the stronger ones depending on the case.
  7. Usually you choose units because upgrades are so random that you might not even have or get that unit until the "end".
  8. Razormane Medicine man :aht: and Spirit Walker.

Enjoyable and creative although it could use more content, gameplay mechanics and stuff as well as a multiplayer mode.

Approved.

(previous comments: Test of Faith v1.02)

All your screenshots are broken.
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Level 8
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1. I wanted to give it more of an adventure feel to it so I chose purple for the player and violet to the allied units and obelisk which you are defending. This way it's clean to recognize who is who.

2. Was playing with the idea of multiplayer. I may consider making it for two players.

3. Wasn't happening to me so much it would bother me and it was a good notification for player that the enemy reached middle.

4. I left that option to freely go over supply cap because otherwise let's say you have 3 supply left and after wave 7 it wants to offer you gryphon and destroyer. Both require over 3 food so you would have to be given an option of supply instead. It would be unnecessarily punishing and frustrating. Only when you have no spare food, your units options are replaced by supply. Here within map desription are screenshot examples of rewards, Day 6 contains this happening.

5. Nearly every unit is being used only with very few exceptions that didn't fit the mechanics. Like there is never gonna be a flying dragon as level 10, infernal as level 8 who could easily rekt 50% of your units with permanent immolation, infernal juggernaut as level 10 who casually summons an infernal or level 3 ghosts who could possess your knight.

6. This may seem like a negative and appear like it's me making it easy to let you kill a single unit while not fighting them all at once but this is intentional. After 5-6 weeks you are usually at 30-40 food and enemy strength keeps growing while yours doesn't. Soon these pickoffs become necessary for you to survive and it's all about skill to be able to reposition yourself. Fighting slightly weaker armies every day head on while getting barely one new unit would otherwise end after 3 days. :)

7. Yes you cannot foresee what unit you are gonna get to choose from but it is rewarding once you get a chance to use it. I dare to say there is alot of possibilities to play around especially with day 7 reward when you can focus on a certain race.

8. Statue and Kodo mvp aswell :D always happy to get them.

To be fair, I thought hard about putting together as much melee content as possible while making it always fair to the player. Waves are different every single time even after you play it 100 times. It offers as many options to play with as units in warcraft 3 can provide. You can choose which race you want to focus onto, you can sacrifice everyone for a powerful neutral, all spells are available, you can get help when you realize you need it, etc. There is lot's of content and mechanics behind it already so it's quite harsh to say it needs more. :/ There is only so much a man can do with unmodified warcraft 3 units. :D
 

deepstrasz

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I wanted to give it more of an adventure feel
Well, honestly there's only arena defense. An adventure would require going beyond the death borders, doing things, basically, on other parts of the map than the middle.
7. Yes you cannot foresee what unit you are gonna get to choose from but it is rewarding once you get a chance to use it. I dare to say there is alot of possibilities to play around especially with day 7 reward when you can focus on a certain race.
Well, honestly, I prefer a new unit than say, Moon Glaive, unless you have at least 3 Huntresses, of course.
You can choose which race you want to focus onto, you can sacrifice everyone for a powerful neutral,
Yeah. Didn't try that yet. Can you have more units afterwards along the powerful one? How many times can you do this sacrifice? What's the minimum number of required units for the sacrifice?

Well, you could think of more game modes. It's a really fun map but the downside is, totally main game material and mechanics.
 
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Well, honestly there's only arena defense. An adventure would require going beyond the death borders, doing things, basically, on other parts of the map than the middle.
Then consider it more as a quest. :D Just like the elves orcs and humans defended Mount Hyjal :D
Well, honestly, I prefer a new unit than say, Moon Glaive, unless you have at least 3 Huntresses, of course.
Sure some upgrades you don't get to use because you simply don't get that unit but it is always one option amongst many and it is up to you if you can afford to risk it.
Yeah. Didn't try that yet. Can you have more units afterwards along the powerful one? How many times can you do this sacrifice? What's the minimum number of required units for the sacrifice?
It kills everyone to summon a big guy so always only one. No difference when you already have an army of 15 units or last unit with 5% health.
Well, you could think of more game modes. It's a really fun map but the downside is, totally main game material and mechanics.
That is a good point I was thinking about some extra modifications but not so much yet since priority was to make the main concept working. Some extra features are something I will definetily consider.
 
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Pretty interesting and fun map, i really like the reward system and the simplicity of the entire map having to deal with only 100% strategic micro and choosing the right reward, but the big problem with it its the fact that its getting to repettitive, especially after week 3~4, i played untill week 8 with 60 food army and then i killed all of them by leaving the circle :xxd:, My suggestions would be the following:

1. Change the day 7 high lvl mob to day 6 instead, and put on day 7 a Random Hero to spice up the things(fighting only agaisnt units gets boring) for the first week the hero would be lvl 2, and gets 1 or 2 levels(depending of the difficulty for the next weeks).
On harder difficulties the enemy heroes can have some items as well.

2. There are too many weeks :mwahaha:, more than 7 weeks seems to be to much in my opinion. So make week 6 or 7 the last one(giving maybe only units with chaos dmg in the last week as well? and the hero for that week would have chaos dmg as well like an exemple(Grom Hellscream from the campaign with the blood from Mannaroth).

3. Change the color of the enemies to red or blue( a color that can be seen on the minimap would be great, since the current color is invisible).

4. Make the obelisk in the middle be vulnerable to attacks as well( forcing the player to protect it and not just run arround the map focusing the enemy creeps one by one), give it maybe 5k hp with fortified armor for easy mode, 2500 hp for normal and 1500 hp for hard.

5. I noticed one of the choices we get after surviving a wave is this "orc/undead forces next week" with yellow words, what does this do exactly? i never get any forces the next week after picking that reward, so might be bugged.:eekani:

6. Another problem with the choice reward system would be the fact that the player has no idea what the rewards even are, for exemple: Sacrifice all units for etc powerfull monster, there should be said what lvl the monster is and what spells does it have as well, since sacrificing more than 5 units for any kind of unknown monster that is not atleast a lvl 9+ is really not worth it, maybe change the "sacrifice all units" to "sacrifice 4 units of your choising" that will be much better and make it more plausible in the late game as well when u have 10+ units already.

Overall great map with a cool and unique concept, i hope you all the best for the future of this project!:infl_thumbs_up:
 
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I really liked the idea of the map and played it for around 1 hour. It gets really boring and easy after that. I would give that map overrall 3/5 but i still hope for more content and mostly 2-3 player co-op
 
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I admit I never went over 44-46 food, I was always greedy for researches so it is possible it can get easy once your army gets really big especially on easy or normal. I'll think of some restrictions so it is acually the enemy who kills you, not boredom. :D

5. I noticed one of the choices we get after surviving a wave is this "orc/undead forces next week" with yellow words, what does this do exactly?

It allows you to focus on one race next week. Every day first unit option and resarch are of given race.

6. Another problem with the choice reward system would be the fact that the player has no idea what the rewards even are, for exemple: Sacrifice all units for etc powerfull monster, there should be said what lvl the monster is and what spells does it have as well, since sacrificing more than 5 units for any kind of unknown monster that is not atleast a lvl 9+ is really not worth it

It is meant more as a last resort or take the opportunity option but I can see it may have felt unnecessary since your army was way too big. I'd prefer keep it more as an unique option having it sacrifice all your units since it's a really powerful unit. If it was at cost of only few units it would be too op. But I may add into the option description unit level. Abilities are up to the players' knowledge. :D

Thank you for feedback and suggestions, I'll definitely consider them. What do you think in terms of co-op, should they have only one shared reward table or both players their own which would double the amount of armies on the battlefield? The first option seems more appealing to me and also more challenging to the players.
 
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Thank you for feedback and suggestions, I'll definitely consider them. What do you think in terms of co-op, should they have only one shared reward table or both players their own which would double the amount of armies on the battlefield? The first option seems more appealing to me and also more challenging to the players.
Personally i would have more fun if me and my friend got separate rewards but to not make it that easy, game could scale much faster in co-op
 
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Can i Have version map that working on Warcraft 1.30.1 ? i can't find version v1.04 in warcraft 1.30.1
btw the map is really cool
 
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Hello! I've been playing this map since v1.04 and I'm really impressed by its simplicity and difficulty in conjunction. Great work, I'm a big fan!
I've tried v1.06 today and found a few bugs:

1. When you get double upgrades (at negative supply ratio), sometimes the given upgrade choices are the same.
2. Units with reincarnation result in 'lumber' stat being reduced after their 'death'. After some research I found that it can be fixed with (although I haven't tested it):
JASS:
TriggerRegisterDeathEvent(trig, u) // fires when a unit with reincarnation dies
TriggerRegisterUnitEvent(trig, u, EVENT_UNIT_DEATH) // doesn't fire
There is also a system out there tracking reincarnation (both death and resurrection), however I don't remember the name.

Also, I'd like to suggest a few things:

1. The options to sacrifice a random unit for healing/mana is almost never picked (at least by me). I think it would be better to instead sacrifice a random unit of a certain level (randomized as well) and give ~100*level health/mana to others. That would alleviate the fear of losing an Abomination to heal already full hp Archers, let's say.
2. Have you considered Orbs giving an anti-air attack? Currently that would mean setting up a 2nd attack for each melee unit, which is too much of labor for a relatively insignificant effect. But when the Warcraft fixes become live, there is a chance of 'UNIT_WEAPON_IF_ATTACK_TARGETS_ALLOWED' actually working and giving/removing anti-air attack upon picking/dropping an item would be really easy. Something to keep in mind, I guess.
EDIT: 3. The rewards dialog shows up without warning (sure, you can time it, but that is a matter of getting used to, which is no the best design, imo). This sometimes result in unwanted missclicks in situations where you regroup immediately after the fight and targeting a heal only to click on the dialog instead. I would suggest adding 2-3 ticks (BattleNetTick.wav) before the dialog shows up to prevent such occasions.
4. The items sometimes spawn in an obstructed part of the field. I think it would be better to either spawn them south of the Pillar or within a ring (with min radius), so they are immediately visible when selected in the dialog.

Good luck with the development! Awesome map!
 

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Level 8
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Hey, I'm already aware of that double upgrade happening, but did not know about reincarnation. Gonna patch it out soon.

1. That acually sounds quite good!
2. As you described, it is pretty much impossible for me to allow melee units hit air with orbs unless I modify them all in object editor which is a kind of dumb thing to do. Also what I hate about orbs is that whenever you put them on units with effects like splash or bouncing it can ruin their attacks in one way or another. For example Orb of Corruption on Elder Hydra with splash makes the attacks to apply no debuf. Or worst case scenario - if you put it on Gryphon, his every attack will just vanish ending up doing nothing. I will have to improve on warning about that because that one hint when you pick your first orb is not enough.
3. I've been thinking about that and a tick is a nice solution.
4. Has it been spawning like too far from the pillar or too close to it?

Thanks alot for a very helpful feedback!
 
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You're welcome! I'm glad to help. :)

2. In that case, you could forcibly drop the items from the troublesome units with a warning message telling that it's for the better. That way there will be no need in the general warning when an Orb is picked the first time. This technique would require a list of items as well as a list of unit-types. Also it's generally better to drop the item to the exact spot where it's been on the ground by storing it's coordinates upon pick up so it will not move anywhere when spammed to pick up.
4. Both. Either it's very close to the Pillar's foundation or it is obstructed by the Pillar, when the item spawns to the north of it. I think that moving the spawn circle/rectangle to the forefront of the Pillar will make it more clear in general.

I've tested the reincarnation thing and attached a test map (jass). DeathEvent fires before the UnitEvent, so the latter acts as a lock for the decision about the reincarnation-death.
However it doesn't account for multiple units of this kind. You'd just need an array for that.
 

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Level 7
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Just a quick thing to say, i really dislike the fact that items vanish when a unit dies with them, it makes the game really annoying especially in the late game when everything is so chaotic and u can lose units very easily.

It pains me to see that for exemple even tho i managed to beat a hard level having lost only 1 unit, only to notice the fact that unit had lots of items on it resulting in me losing half of my total sum of items i managed to gather in the whole game/round, losing lots of progress.:ogre_rage:

I suggest making the items drop on the ground when the units die, similar to when you choose to sacrifice them.

I replayed the game on this latest patch, on hard with everything ON, the game is sure harder now, my highest "score" was getting to week 8, day 6 so far.

Another thing i noticed is the fact that the "random forces" choice has been nerfed somehow, from picking this reward 10 times, i only got 1 good unit from it once (chimera), the rest 9 times i only got low level useless units like murlocs,footman,banshees,etc.
 
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You're not the first person to mention these items not dropping on death. I will probably do it as you suggest and make them fall on the ground.

Random forces have not been touched. The way it works it has fixed level of units it randomizes from. Days 2,4,5 are level 2 or 3 (level 2 always includes healing or mana), days 3,6 are level 4 and day 7 is level 5. That means you can random chimaera only on day 7.
 
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No worries! I decided to get the current version!

if you don't mind me asking, what is the difference between the difficulty levels?
 
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Nice map. Looking forward new updates! (co-op mode or victorious mode could be the best)

Also, I don't find decay timer, which I read in F9 "Good to know" list, what is it anyway?
Some units like chimaera can't trigger corrupt orb effect.
"-air" deals lots of damages, but hope to add a tip in game. I don't know this command and quit the game first time.

other things:
My best hard record is week 7 day 3. But I always stuck in week 6.
I need a lot of luck to survive, once some high level units spwan it'll be very hard to defend, like gryphon riders and level 10 creeps.

And when i use undead i always get "cannibalize" instead of "web" tech, which is very strange, without web ud can only type -air.
So I recommend "orc" race because berserker upgrade is very common, which makes orc very easy to defend the first 2 weeks, and "200 heal" keeps berserkers good states.
About sacrifice I only recommend "satyr hell caller" bacause he is chaos melee+animate dead+unholy aura+bloodlust. Melee unit can use vampiric aura to heal itself. After sacrifice the defence force is weak, the only thing should do is recruit units.
 
Level 8
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Thanks for feedback.

Decay is just a mechanism against exploiting in order to regenerate. You don't need to be bothered by it's unless are unnecessarily extending the fight.
Thanks for pointing out the chimaera. There is a warning about orbs for every unit that has splash or bounce within it's attacks I just forgot to include chimaera.
"-air" was thinking about that before. Will add it.

Week 7 day 3 is not bad all. Yes game can get difficult and rng can screw you over at that point :D

Chances to get any research tied to your units are equal. You must have gotten unlucky getting cannibalize alot.
 
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No replay saved, but it may have just been an unlucky rare bug, I'd devoured a unit beforehand and the round went forward.
Then the second time it stopped, which is when all units died from decay.

Maybe add in a command to simply progress the round in rare cases like that?
I was using latest version of War3 and the latest version of the mod I had DLed the same day I posted the comment, for reference.
Items were on, food decay was off, health for obelisk was off... and difficulty... well, that's not really important...
It was easy.

I'll make sure to get a replay if it happens again . But yeah, a command to force end a round would definitely be nice.
 
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Sucks I can't tell what caused it. And even if I add command for instant clear it could keep happening :/ Will keep an eye out tho.

You acually made me laugh about mentioning the difficulty :D I was thinking to make obelisk permanently destructible but I can see people are playing it.
 
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Can you make a version where you always get queen of suffering for sacrificing all units? It would be so much fun try it :D
 
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I love the map! It's sad that orbs don't give units chance to attack air. Options for range attackers are a bit rare. Can we get super easy mode as well?
 
Level 8
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You are on point it is often tricky to have enough anti-air especially after you sacrifice all units. I will think of something to improve it. Yes I can add an extra difficulty.

Can you make a version where you always get queen of suffering for sacrificing all units? It would be so much fun try it :D
The queen is back but not in such glorious fashion as to have her every week. :D Added "-allcreeps" command which opens up possibilities to get all the rest of creeps.
 
I've played this map and although its fun to play it needs quite a balance update.
In my testing I've loaded specific savegames several times before a wave spawn to see how balanced they are,- it doesn't seem to be quite fair.
Sometimes you get like 5 small units which are easily manageable, another time I get a mountain giant, chimera and casters which hex my army and kill it shortly.

If I were to update this map to make it more fair I guess I would try to randomize spawns not on the food capacity but rather on the gold cost, which is a better indicator. (Food cost is too inaccurate)
Another thing would be to only unlock high food units after specific waves, which makes it a bit more fair.

Overall an excellent idea and well executed map.
 
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It randomizes based on level. Sure two footmen are way easier than a knight in lategame scenario but overall it's fair on average. And you have to get punished by rng at some point that's how the map in it's core works.

Another thing would be to only unlock high food units after specific waves
That's exactly how it works. Mountain Giants won't spawn anytime sooner than enemy level is at least 15. So on hard it's at least week 4 day 6 you get a giant earliest (unless you increase enemy level yourself by failing a challenge).

I get your point but I feel like the map accomplishes something that not many other maps do. You get to face nearly any warcraft 3 unit in always unexpected fashion. A bit of rng Chimaera is a reasonable price for all the replayability.
 
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Is it possible for me to edit the map to add in a starting hero ? I've played the map a lot and really like it but i wanted to see what it would be like if i had a hero at the start, i've tried editing the map in wc3 editor (i've never made/edited a map in my life) and the problem i was running into was that everytime i tried to save the map it wouldn't save because it needed to generate starting locations and if i do that the map just breaks

Is it possible to somehow bypass that or is that something that isn't allowed ? Sorry if it's a stupid question, i have no idea how wc3 maps work.

I would ask if you could add a "hero" gamemode but i don't want to bother you with things like that since it might be too hard to implement/something you don't want to do.
 
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I haven't made up my mind yet if I want to edit the map since this new blizzard ownership policy came out.
Yeah the map is protected by an external tool so I believe even if you can open it you won't be able to touch the triggers or save the map.

I'm quite happy with state I reached with last patch so unless a bigger bug shows up I'll not update the map. Sorry (a hero would be really broken anyway :D)
 
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I haven't made up my mind yet if I want to edit the map since this new blizzard ownership policy came out.
Yeah the map is protected by an external tool so I believe even if you can open it you won't be able to touch the triggers or save the map.

I'm quite happy with state I reached with last patch so unless a bigger bug shows up I'll not update the map. Sorry (a hero would be really broken anyway :D)

Yeah the EULA change that blizzard did is a really big dick move so i understand if you wouldn't want to touch it, but anyway thanks for the reply and for making this awesome map :)
 
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I really like this map. It's fun! And taught me a lot about micro. I went from barely being able to build an altar to being able to win melee games, and this map is partially responsible.
It's more of a brain focus exercise than anything. Only negative is that there is little incentive to keep playing, since there is no victory, and after a few "weeks" it's essentially the same. A more appropriate name would be Attrition of Faith xdd. Despite this, it has high replay factor.
Sounds like you're not going to continue working on this, however replacing the dialog with a fancy lua menu or something would be sweet.
(Also, I have not played the latest version)
 
Level 8
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Alright I'm coming back to this map. It would need some sort of online ranking that would give player incentive to play :D I'll try to think of something.
Never worked with lua before so it would be quite time demanding but u're right it would be nice indeed :D
Feels good reading that I'm doing better job at teaching people micro than Blizzard.
 
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I am using Warcraft III Public Test, v1.31. I have downloaded the map, pasted it in \Documents\Warcraft III Public Test\Maps\Custom, but I cannot see it once I am in the game. The Custom folder contains only this map: I can see the Custom folder in the game interface, but no map inside.
 
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As hextor, I'm currently using War3 version 1.30.2
I tried to copy the map to every war3 file I have but still, I can't see the map when open game.
 

deepstrasz

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I am using Warcraft III Public Test, v1.31. I have downloaded the map, pasted it in \Documents\Warcraft III Public Test\Maps\Custom, but I cannot see it once I am in the game. The Custom folder contains only this map: I can see the Custom folder in the game interface, but no map inside.
As hextor, I'm currently using War3 version 1.30.2
I tried to copy the map to every war3 file I have but still, I can't see the map when open game.
stylo.png


That means you need 1.32+.
 
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