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Tribe Wars

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Level 16
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The Tribe Wars



Story:
Two civilizations, isolated from the rest of Azeroth have been fighting each others for centuries. Just like any other battle, this one will end some day, and that day is now. Both sides have trained their best warriors and kept them secret for the final encounter. Those warriors are you, and they lay their hope on your skills in combat.

System:
when the game begins you will be able to chose class of your hero. Currently there are 7 classes:
-berserker
-headhunter
-cleric
-mystic
-shaman
-totemic
-warlock

Each class is unique and has it's own special abilities. Most of the game you will be competing with your enemies about neutral rare spawns, dungeons and speed killing. After certain time computer controlled armies will spawn and you may chose either to follow them and finish the game by killing opponent's boss or take an advantage over neutral creeps. This event will repeat itself a few times during game, and the winner team is the one which first kills opponent's boss.
As for game system itself it's simple: there are 4 types of items:
-weapons (may have only one at a time)
-armors (may have only one at a time)
-boots (may have only one at a time)
-miscellaneous (no inventory limit)
and these items are divided into 3 groups:
-fighter (+damage, +strength, +hit points)
-assassin (+damage, +agility, +attack speed)
-caster (+damage, +spell damage, +hit points, +int\mana)
and you can not miss the class build if you take a good look into it's stats.

Spell Damage:
Each magical spell, which either damages target\area or heals target\area gets bonuses from spell damage. But not all spells make damage\healing equal to bonus spell damage.
attachment.php

For example:
Firebolt - Mystic - (single target nuke) makes bonus damage equal to total spell damage.
Dark Affliction - Warlock - (single target dot(damage over time)) makes bonus damage over 15 seconds equal to 150% of bonus spell damage
Prayer of Healing - Cleric - (area of effect heal) makes bonus healing equal to 80% of bonus spell damage
attachment.php

Spell damage can be increased by gathering caster items and throughout some spells. This caster improvement i had in mind since i first played dota cause most of intelligence heroes get weak in late game. To prevent that i made spell damage which will make them able to keep the dps up with other assassin\fighter classes.
attachment.php


Items:
When the game begins each player will get enough gold to buy himself starting gear which is one weapon, one armor, and (if needed) scroll of teleportation or some potion. Basicly anything you might need, but as the game goes on, these armors\weapons\boots will get old, and weak, so in order to balance pvp\pve requirements you can upgrade your items at the same vendor where you bought them, but only 3 times. After that you will have to go to a neutral city to upgrade them further on. items that you get at neutral cities (tier 1 items) are just enough to do the first level 30 (max hero level) dungeon, Deathnibe Islands, where you will get better weapon (tier 2 item), one of each type (fighter, assassin, caster), and then you will be ready for Black Citadel, next dungeon in lower right corner of the map where after killing Dark Prince you will get armor better than that one upgraded in neutral city (tier 2 item), and so on...

In order to make map more user friendly, next version will have this list implemented. This list shows items' location, or a way you can get them.

Scoreboard:
There is also an ingame scoreboard which shows you the icons of class selected by each player ("?" means that the player hasn't chosen his hero yet or that he don't have one), the name of player in his color, amount of heroes killed by that player, how many times his hero died, amount of creeps killed, damage done in player vs player combat (includes damage done to heroes only) and the time remaining to revive. Besides being very useful, this scoreboard also shortens if total number of players isn't 10 (meaning that no matter which colors players use or in what team they are, they will be all put as closest as possible to the top of it and compressed, leaving a blank line separating one team from another).
attachment.php



So, after you chose your hero you should consider what's your party role, and in that manner focus on that hero build. For example: if you are totemic you can chose if you want to be tank or a dps, or in another words should you pick fighter or assassin items. But when it comes to pvp you might need some extra hit points, but you will also need to be able of dealing enough amount of damage.. and the best way to do so is to pick items made for your hero's class (fighter, assassin or caster). As for trinkets and charms, well you can't miss much on that, but all in all it's always considered good to have a large variety of them because most of them don't stack or share cooldowns with other charms of a same type.


Version 1.01b

-Fixed a major bug with arena: players used to get stuck in it after they defeat someone and they used to stay hostile with them
-New battle added: after about 40 minutes mobs spawn and battle on the west plain in the map
-Mobs now gain health every 8 minutes 20 seconds
-Some balance issues fixed

Version 1.1

-Terrain greatly improved
-New dungeon and items set implemented
-Continuous battles after some time
-Tribe gods buffed up so that they can survive long enough to be saved from opposing team
-A lot of new creeps and items all around the map
-Some interface problems fixed
-Some huge terrain exploits fixed
- "-repick" command implemented
-Side tribe bosses greatly buffed
-When some of the side tribe bosses die, players gain additional gold for killing them, and their tribe gains additional improvements
-Both tribes' units buffed
-Spell damage contribution from items increased
-Armor bonus from agility decreased
-Mobs now gain health and damage increase every 8 minutes 20 seconds


Version 1.2

-Reduced filesize by 0.5MB
-New minimap picture
-By opening quest window, players will be able to see list of all items dropped by neutral monsters, as well as which monsters drop them
-Some items remade so that they affect only one class, or give some extra bonuses to that class
-Increased spawning time on waves after one hour so that they spawn slower
-Reduced mobs' health gain per upgrade from 25% to 15%
-Fixed all bugs with the arena
-Fixed bug with Vortex Blade not having a model
-Gods will now have splash attack
-Reterrained Zul'Jin Temple so that orc tribe will no longer have time advantage in battles
-Fixed bug with wolves not gaining hit points from spirit endurance
-Fixed some interface issues


Version 1.2b

-Fixed Talisman of Infinity so that it can be combined


Version 1.3

-Added a new feature - instant revive at Spirit Lodge for a price which is determined by your hero's level
-Spirit Endurance now increases wolves' armor instead of hit points
-Shaman's Spirit Exhaustion will no longer be able to banish bosses
-Fixed Spirit Exhaustion tooltip for level 3
-Berserker's Rend ability will now properly stun the target after the proc of Weapon Master
-Fixed some rare bugs with warlock's imp sometimes not granting bonus hit points or even reducing total hit points
-Headhunter's pet bear will now have ability which will let you chose if you want him to have his own AI turned on or off
-After player leaves the game the control of his hero will be given to his teammates
-Respawn time of tormented souls reduced from 8 to 6 seconds
-Neutral and god bosses fixed so that they can not attack each other
-Gods' splash attack will no longer affect allied units
-Increased starting gold for teams having more than one player
-Spirit healers are now indicated as yellow dots on map
-More spirit healers added across the map
-Added arena vendor which lets you change your kills for bonus strength/agility/intelligence/spell damage
-Fixed Holy Strength so that it gives proper amount of bonus hit points
-Holy Hand paladins buffed up, but they will drop more items now
-Talisman of Infinity can now be upgraded to Talisman of Gods at the same vendor
-When the game ends spawning of all units will be stopped
-Fixed typo in Mana Potion's tooltip
-Reduced duration of Eartgrap's entangle from 5 to 4 seconds
-Buffed Grounding Totem's hit points from 1200 to 2400 and armor from 5 to 10
-Reduced the amount of bonus healing from spell damage and healing for Healing Wave from 100% to 70%
-Reduced Trap's reaction time from 1.5 to 1 second
-Added new creepspots near troll base to balance things up
-Mobs on Deathnibe Islands buffed up
-Reduced drop chance of trinkets on Deathnibe Islands
-Shuffled items from bosses in Zul'Bane
-Reduced the cost of tier 1 items (weapons and armors) from 3000 to 2000
-All world and tribe bosses buffed up
-Reduced creep return range from 1500 range to 1000 and return time from 15 to 5 seconds


Version 1.4

-New class introduced: Demon Warrior
-Limited gods' movement so that they can't be kited too far from base
-Increased god's attack damage
-Balanced creeps so that their stats match their level
-Hunter's Mark will now reduce armor by 10 (15 with upgrade)
-Removed mobs on the way to spiral mountain because of crashing the game sometimes
-Cooldown on Mystic's abilities reduced
-Fixed Orb of power so that it can't be combined if you already have Talisman of Infinity or Talisman of Gods
-Fixed a bug from last version where by killing bosses in Zul'Bane items spawn next to other bosses in it
-Fixed some minor graphic/effect issues
-Fixed bug with Fire Obelisks auto casting spell and killing creeps in black citadel
-Reduced the stun duration of slaves in Nordhog from 2 to 0.5 seconds
-Reduced Warlock's health gain per level from 50 to 30
-Reduced Warlock's strength gain per level from 4.5 to 4
-Increased Warlock's agility gain per level from 2 to 2.5
-Reduced Zul'bane Berserker's attack range from 500 to 300
-Increased Cleric's attack damage and rate
-Rewritten hints pointing to the class trainers
-Players will now be able to turn hints on/off by typing "-hints off" or "-hints on"
-Removed Item List quest due to bugs and included new quests with all needed info about gameplay


Tribe Wars 1.5

-To enter higher-tier dungeons you will need to kill all the bosses in lower-tier dungeons. This means that the first dungeon you will need to clear will be Deathnibe Islands, Black Citadel afterwards, and then comes Spiral Mountain and Zul'Bane.
-Killing all three bosses in Zul'Bane will trigger the summoning 4 new bosses at a certain locations
-Added AOE damage spell to each bosses which will be fired every time the god is attacked and his spell is ready
-Added summon spells to both bosses, one summoning two stronger mobs and the other one summoning two weaker which will multiply themselves after 12 attacks made
-Slightly nerfed trash mobs' hit points on islands leading to the boss
-Deeplord Revenant: Added a new monsoon ability which will be triggered whenever his mana reaches 0. This ability deals 1200 damage to units within 300 AOE of where it is casted at
-Number of Fire Obelisks increased from 2 to 4.
-Destromath: Cleave increased from 50% to 200% and his cleave now ignores armor.
-Dark Prince: Summons 4 Demonic Champions instead of 2 and changed ability so that he summons then every 30 seconds instead of once he reaches 25% health
-Ghar'Tor damage increased by 200%, but attack speed decreased by 65% to make his attacks easy to be dodged by moving away from him
-Fixed terrain so that troll or orc units rushing towards enemy base wouldn't attack Zul'Bane Master Assassin
-Reterrained Zul'Bane Barbarian's platform so that fighting nethermancer will not cause him to assist nethermancer
-Crusader's Hammer of Justice casting time increased from 1.5 to 2 seconds and cooldown from 9 to 15
-Paladin's Holy Light now has a 2 seconds casting time
-After the game ends warlocks' periodic damage spells will no longer cause any damage or restore health and mystics will lose their aspect of the phoenix
-Demon Warrior's Cheat Death will now work properly
-"-sd" ("-sp" from now on) command will now properly show spell damage and healing with totemic
-Fixed terrain so that there are no spots allowing players to walk on hills
-Fixed Assassin's Rush so that it works properly with The Three Thunders
-Warlock Minion's Dark Pact Level 4 will now properly show the amount of bonus hit points
-Fixed a few typos
-Higher level boots and orbs will properly remove Agonize Soul and Rage Explosion debuffs
-Shaman's Storm King will now properly activate
-Spirit Exhaustion's duration reduced to 1.25, 1.5, 1.75, 2 seconds, but it is now usable on ancients
-Demon Warrior's primary attribute changed to agility
-Increased duration on Demon Warrior's Blood Frenzy from 15 to 25 and cooldown from 20 to 25
-Increased Demon Warrior's strength per level from 4 to 4.5 per level
-Prices of Power Soul and Power Orb Fragment reduced by 50%
-Reduced berserker's charge range from 600/800/1000/1200/1400 to 600/700/800/900/1000
-Berserker's Bloodthirst's health steal increased from 3/6/9/12/15% to 8/10/12/14/16
-Mystic's Flame Wrath replaced with Molten Armor which gives the same amount of spell power, but also absorbs up to 75% of spell power damage
-Headhunter's Bear's armor increased from 10/15/20/25 to 15/20/25/30
-Weakened creeps rushing and defending bases, except the ones guarding bosses spawn points
-3 new bosses can now be unlocked by killing all three bosses in Zul'Bane
-18 new items dropped by these 3 bosses (6 sets of 3 items)
-Added a new quest to quest log to help new players with the game
-When the game starts Player 2 (blue) will be able to chose the game mode:
-short mode (-sm) - 200% experience gained, every player gets 3 gold per second, gods have less hit points
-random hero mode (-rh) - every player gets a random hero class (this mode will give up to one cleric per team, or none if there is
only one player in the team)
-rpg mode (-rpg) - there will be no battle events
player will be able to select mode only once within first 15 seconds of the game, and to select a combined mode player will have to put the mode names in the same line (for example: -smrpg or -rhrpgsm). Note that for example -smrpg and -rpgsm is a same mode
-Items lying on the ground will no longer have texts which indicates their bonuses due to most of them not being able to be seen. Instead when you click on them you will be able to see for what class(es) are they made for and what tier do they belong to
-Bonus spell damage and healing will from now on be called "Spell power", but the old command which was used to see your total spell damage and healing (-sd) will sill be usable, as well as the new "-sp" command


Tribe Wars 1.5b

-Changed model for troll heroes
-Player 2 will have to select mode within first 10 seconds of the game. Due to this change, player will have to wait 10 seconds instead of 8 before selecting their hero. Also, a text will inform player 2 about.
-Selected game modes will appear after 10 seconds instead of immediately after typing game modes. but player 2 (blue) will still be able to see what modes he selected.
-Gods will properly have 100,000 less hit points in short mode.
-Modes will no longer be able to be selected twice.
-Quests for beginners shortened.
-Headhunters' base attack speed reduced by 33%, agility gain from 5 to 4 and starting damage from 25 to 20.
-Headhunters' critical strike chance reduced from 8/11/14/17/20% to 6/8/10/12/14%.
-Demon warrior will no longer become invulnerable or transparent while casting Assassin's Rush spell.
-Increased demon warrior's starting hit points by 10 and hit points gain per level from 20 to 25.
-Lowered damage done by Deeplord Revenant's monsoon from 1200 to 800.
-Reduced area that you need to enter to get info about the Far Seer.
-Weakened level 14 creeps (Prairie Stalkers and Murloc Lakerunners).
-Fixed a terrain bug with orc base which let orc players leave the base before the trolls.
-When picking up a part of already completed sets, text indicating the completing of a set will no longer show.
-Fixed "-repick" command.
-Bosses in Nordhog Mine will respawn 100 seconds after they have been killed.
-Changed kills to Soul Crystals; every creep killed gives amount of soul crystals equal to his level, but upgrades at arena vendor are now more expensive.
-Items dropped by furbolgs and satyrs are now worthless, but gold dropped by those creeps slightly increased.
-Charge and Assassin's Rush spells can no longer be cast on gates and other destructibles to avoid exploits/bugs
-Crypt will now drop new item.
-Trying to learn other classes' specializations will now properly show error message.
-Gods' splash attack AOE slightly decreased.
-Gods will now spawn with random spells instead of always having 2 same spells. Spells, including old ones are: Fire/Thunder Storm (Starfall like spells), Fire/Frost wave (carrion swarm like spells), Fire/Energy Implosion (Fan of knives like spells, old spells) and Summon Lava Spawn/Champion (summon spells, old spells).
-Fixed Zul'Bane terrain so that you will not be able to see units running from one base to another when standing at Master Assassin's terrace.
-Spirit wolves and bears will not longer kill themselves when attacking fire obelisks in Dark Prince encounter.


Tribe Wars 1.6

-Fixed bugs causing crashes, server splits or double damage/effect with following spells: Assassin's Rush, Cheat Death, Agonize Soul, Shadow Raze, Fiery Swing and Fireball
-Instead of quests which obviously weren't useful, there have been added pointers, leading to low level creep spawn points
-Armor type of world bosses changed from Heavy to Hero
-Increased hit points of all world bosses
-Increased berserker's agility gain per level from 4 to 4.5 and attack speed cooldown from 1.8 seconds to 1.5 (increased attack speed)
-Warlock's Infernals' attack damage by 30, but their attacks now deal bonus spell damage to the target equal to 15% of warlock's spell power
-Greatly increased warlock's spell power contribution from items, thus greatly increasing his damage output
-Increased mystic's spell power contribution from items, intelligence gain per level by 1 and reduced cooldown on molten shield from 40 seconds to 20 seconds, fire ring from 7 to 6.5 seconds and rain of fire from 8 to 7 seconds
-Increased Demon Warrior's agility gain per level from 4 to 6
-Demon Warrior's Cheat Death ability's duration reduced from 10 to 8 seconds, chance to ignore damage from 75% to 60% and it's chance to reflect has been removed
-Increased duration of Demon Warrior's Blood Craze from 25 to 30
-Increased Shaman's spell power contribution from items, agility and intelligence gain per level by 1 and chance to reset spells with Lightning Overload from 5/8/11/14% to 6/10/14/18%
-Reduced Headhunter's Hunter's Mark armor reduction from -10/-15 to -8/-12 armor
-Increased Headhunter's intelligence gain per level from 2 to 3.5
-Reduced Totemic's bonus attack speed from elemental weapons procs from 20/40/60/80/100% to 12/24/36/48/60%, and bonus damage from Mental Quickness from 50% of spell power to 30% of spell power
-Added animation for Cleric's Holy Power upgrade
-Battle events will now start at 12 minutes, 30 minutes and 45 minutes
-Fixed a bug with double drops in Nordhog Mine
-Mark of fire will now grant 30 spell power instead of 50
 

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Level 16
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Messages
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screenshots

Here are the game screenshots, mostly terrain showing
 

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Last edited:
Level 4
Joined
Jun 8, 2004
Messages
66
So the map is sort of a cross between an aos and an arena?

How do the spell damage bonuses get triggered? Is it like a chance to critical hit with a spell?

Are you familiar with vB code? You could probably spice up that OP with lists, larger fonts for headers, colors, etc.
 
Level 3
Joined
Aug 16, 2007
Messages
30
Good map, I like the meteors that fall like in different angles :p that's cool
I will post a more approfondite comment leater, I want to test all teh heros...
btw, totemic is pro ;D
 
Level 16
Joined
Sep 26, 2005
Messages
1,088
ok that was one...funny comment, dabar :D

btw soon enough i will implement new hero class, make some more terrain and release beta. i hope people will like it, tho so far everyone that have tested it does.

I would like to hear some more critics, ideas or anything that might help.
 
Last edited:
Level 16
Joined
Sep 26, 2005
Messages
1,088
there are some new stuff going on in tribe wars: i added boots of speed that you can upgrade just like other stuff. it's not exactly named boots of speed, but that's the closest relative.
except that: heroes now gain health and spell damage (if they have use of it) when they level up.
every hero gets a new special spell at level 30.
new dungeon implemented to the south-west of map center.
download it from first post in this topic if you want to test it.
 
Level 1
Joined
Dec 2, 2007
Messages
7
nj looks promising tested all the heroes (i think) and Totemic is probably the best while shaman is the worst (i think). It could rival dota when its more complete.(i think)
 
Level 16
Joined
Sep 26, 2005
Messages
1,088
Why is this one your last ?

after i'm done with it i will commit myself to my wowmates, and after that to sc2 after it comes out. but as it seems this ain't going to be done soon, and i'm already doing some small other projects so.. that was probably a disinformation.

and as for heroes: totemic is excellent but shaman ain't the worst, if you get used to him ofc. for example he can beat any of fighters. but that's the matter of taste.
 
Level 16
Joined
Sep 26, 2005
Messages
1,088
New version released:

Version 1.1

-Terrain greatly improved
-New dungeon and items set implemented
-Continuous battles after some time
-Tribe gods buffed up so that they can survive long enough to be saved from opposing team
-A lot of new creeps and items all around the map
-Some interface problems fixed
-Some huge terrain exploits fixed
- "-repick" command implemented
-Side tribe bosses greatly buffed
-When some of the side tribe bosses die, players gain additional gold for killing them, and their tribe gains additional improvements
-Both tribes' units buffed
-Spell damage contribution from items increased
-Armor bonus from agility decreased
-Mobs now gain health and damage increase every 8 minutes 20 seconds
 
Level 16
Joined
Sep 26, 2005
Messages
1,088
New version released:

Version 1.2

-Reduced filesize by 0.5MB
-New minimap picture
-By opening quest window, players will be able to see list of all items dropped by neutral monsters, as well as which monsters drop them
-Some items remade so that they affect only one class, or give some extra bonuses to that class
-Increased spawning time on waves after one hour so that they spawn slower
-Reduced mobs' health gain per upgrade from 25% to 15%
-Fixed all bugs with the arena
-Fixed bug with Vortex Blade not having a model
-Gods will now have splash attack
-Reterrained Zul'Jin Temple so that orc tribe will no longer have time advantage in battles
-Fixed bug with wolves not gaining hit points from spirit endurance
-Fixed some interface issues
 
Level 16
Joined
Sep 26, 2005
Messages
1,088
new version released!

Version 1.3

-Added a new feature - instant revive at Spirit Lodge for a price which is determined by your hero's level
-Spirit Endurance now increases wolves' armor instead of hit points
-Shaman's Spirit Exhaustion will no longer be able to banish bosses
-Fixed Spirit Exhaustion tooltip for level 3
-Berserker's Rend ability will now properly stun the target after the proc of Weapon Master
-Fixed some rare bugs with warlock's imp sometimes not granting bonus hit points or even reducing total hit points
-Headhunter's pet bear will now have ability which will let you chose if you want him to have his own AI turned on or off
-After player leaves the game the control of his hero will be given to his teammates
-Respawn time of tormented souls reduced from 8 to 6 seconds
-Neutral and god bosses fixed so that they can not attack each other
-Gods' splash attack will no longer affect allied units
-Increased starting gold for teams having more than one player
-Spirit healers are now indicated as yellow dots on map
-More spirit healers added across the map
-Added arena vendor which lets you change your kills for bonus strength/agility/intelligence/spell damage
-Fixed Holy Strength so that it gives proper amount of bonus hit points
-Holy Hand paladins buffed up, but they will drop more items now
-Talisman of Infinity can now be upgraded to Talisman of Gods at the same vendor
-When the game ends spawning of all units will be stopped
-Fixed typo in Mana Potion's tooltip
-Reduced duration of Eartgrap's entangle from 5 to 4 seconds
-Buffed Grounding Totem's hit points from 1200 to 2400 and armor from 5 to 10
-Reduced the amount of bonus healing from spell damage and healing for Healing Wave from 100% to 70%
-Reduced Trap's reaction time from 1.5 to 1 second
-Added new creepspots near troll base to balance things up
-Mobs on Deathnibe Islands buffed up
-Reduced drop chance of trinkets on Deathnibe Islands
-Shuffled items from bosses in Zul'Bane
-Reduced the cost of tier 1 items (weapons and armors) from 3000 to 2000
-All world and tribe bosses buffed up
-Reduced creep return range from 1500 range to 1000 and return time from 15 to 5 seconds
 
Level 16
Joined
Sep 26, 2005
Messages
1,088
Version 1.4


-New class introduced: Demon Warrior
-Limited gods' movement so that they can't be kited too far from base
-Increased god's attack damage
-Balanced creeps so that their stats match their level
-Hunter's Mark will now reduce armor by 10 (15 with upgrade)
-Removed mobs on the way to spiral mountain because of crashing the game sometimes
-Cooldown on Mystic's abilities reduced
-Fixed Orb of power so that it can't be combined if you already have Talisman of Infinity or Talisman of Gods
-Fixed a bug from last version where by killing bosses in Zul'Bane items spawn next to other bosses in it
-Fixed some minor graphic/effect issues
-Fixed bug with Fire Obelisks auto casting spell and killing creeps in black citadel
-Reduced the stun duration of slaves in Nordhog from 2 to 0.5 seconds
-Reduced Warlock's health gain per level from 50 to 30
-Reduced Warlock's strength gain per level from 4.5 to 4
-Increased Warlock's agility gain per level from 2 to 2.5
-Reduced Zul'bane Berserker's attack range from 500 to 300
-Increased Cleric's attack damage and rate
-Rewritten hints pointing to the class trainers
-Players will now be able to turn hints on/off by typing "-hints off" or "-hints on"
-Removed Item List quest due to bugs and included new quests with all needed info about gameplay
 
Level 27
Joined
Sep 24, 2006
Messages
4,979
Lol i hosted this a while ago (i can host again now) and i must say its as fun as it was and better. I don't know if i had good players just now or we we're just doing everything right but we played like 2 hours (and i think even more). Sadly most of the enemy players left very soon so i didn't have the chance to play it optimally against good enemies.

Overall a very good game, i enjoy it every time i play but i think i take another class next time than warrior or demon warrior ;)

Also very good work on the WoW-like item drops (i dunno if you're glad im refering to WoW but i compare much RPG-like things with WoW these days). I think you might do something about the bosses, its not that i don't like them but they are just tough bosses with much hp and all (at least thats the feeling i get), maybe you could add some scripted attacks so we can create strategies to defeat them to get the items we want.

Will it also be possible to create set items? xD just giving some ideas =p
And ehm im still waiting for the terrain to be complete or when is it ever going to be complete ~.~? i think you've still got some room left on the map but its going to be a little tight with the current space (was it like 3800kb?).

But anyways! im very enthusiastic about it and its also pretty addictive! (Maybe make a total new one like Tribe Wars 2 but try to keep a low file size so you can add even more gameplay! i love these kind of things xD)
 
Level 16
Joined
Sep 26, 2005
Messages
1,088
well.. there was a lot of things i've been considering about this project...
i think that i will most likely recreate every of current bosses AIs so that every single one of them will have unique abilities and attacks etc.

Also i have been thinking about set items and there will be some, but the filesize limits the possibilities of further creation.

Also, i've been thinking about giving gods random abilities in every new game (like in 1 game they get splash attack, in another war stomp or thunder clap, in another chan lightning, lightning storm for falcon god and fire spell for rabishu etc.).

I have also considered adding new bosses and reterraining some areas so that the space could be used more efficiently.

And yes i have tried to at least make it remind people of wow-like item getting (except for recipe ones), and i'm glad you like it.


The only thing is.. there is not enough people playing it and i don't get much suggestions or critics, and basically those two things are the things that makes me finish my projects. But what you're saying is encouraging so i will make a new version in a few days.
 
Level 16
Joined
Sep 26, 2005
Messages
1,088
Tribe Wars: The Fury of the Elements

-3 new bosses
-Dozens of new items
-Variable battles
-New gameplay mods
-A lot of balance fixes






Bosses/Dungeons changes:

-To enter higher-tier dungeons you will need to kill all the bosses in lower-tier dungeons. This means that the first dungeon you will need to clear will be Deathnibe Islands, Black Citadel afterwards, and then comes Spiral Mountain and Zul'Bane.
-Killing all three bosses in Zul'Bane will trigger the summoning 4 new bosses at a certain locations

Gods:
-Added AOE damage spell to each bosses which will be fired every time the god is attacked and his spell is ready
-Added summon spells to both bosses, one summoning two stronger mobs and the other one summoning two weaker which will multiply themselves after 12 attacks made

Deathnibe Islands:
-Slightly nerfed trash mobs' hit points on islands leading to the boss
-Deeplord Revenant: Added a new monsoon ability which will be triggered whenever his mana reaches 0. This ability deals 1200 damage to units within 300 AOE of where it is casted at

Black Citadel:
-Number of Fire Obelisks increased from 2 to 4.
-Destromath: Cleave increased from 50% to 200% and his cleave now ignores armor.
-Dark Prince: Summons 4 Demonic Champions instead of 2 and changed ability so that he summons then every 30 seconds instead of once he reaches 25% health

Spiral Mountain:
-Ghar'Tor damage increased by 200%, but attack speed decreased by 65% to make his attacks easy to be dodged by moving away from him

Zul'Bane:
-Fixed terrain so that troll or orc units rushing towards enemy base wouldn't attack Zul'Bane Master Assassin
-Reterrained Zul'Bane Barbarian's platform so that fighting nethermancer will not cause him to assist nethermancer

Holy Hand Crusaders:
-Crusader's Hammer of Justice casting time increased from 1.5 to 2 seconds and cooldown from 9 to 15
-Paladin's Holy Light now has a 2 seconds casting time


Bug Fixes:
-After the game ends warlocks' periodic damage spells will no longer cause any damage or restore health and mystics will lose their aspect of the phoenix
-Demon Warrior's Cheat Death will now work properly
-"-sd" ("-sp" from now on) command will now properly show spell damage and healing with totemic
-Fixed terrain so that there are no spots allowing players to walk on hills
-Fixed Assassin's Rush so that it works properly with The Three Thunders
-Warlock Minion's Dark Pact Level 4 will now properly show the amount of bonus hit points
-Fixed a few typos
-Higher level boots and orbs will properly remove Agonize Soul and Rage Explosion debuffs
-Shaman's Storm King will now properly activate


Balance:
-Spirit Exhaustion's duration reduced to 1.25, 1.5, 1.75, 2 seconds, but it is now usable on ancients
-Demon Warrior's primary attribute changed to agility
-Increased duration on Demon Warrior's Blood Frenzy from 15 to 25 and cooldown from 20 to 25
-Increased Demon Warrior's strength per level from 4 to 4.5 per level
-Prices of Power Soul and Power Orb Fragment reduced by 50%
-Reduced berserker's charge range from 600/800/1000/1200/1400 to 600/700/800/900/1000
-Berserker's Bloodthirst's health steal increased from 3/6/9/12/15% to 8/10/12/14/16
-Mystic's Flame Wrath replaced with Molten Armor which gives the same amount of spell power, but also absorbs up to 75% of spell power damage
-Headhunter's Bear's armor increased from 10/15/20/25 to 15/20/25/30
-Weakened creeps rushing and defending bases, except the ones guarding bosses spawn points


New Features:
-3 new bosses can now be unlocked by killing all three bosses in Zul'Bane
-18 new items dropped by these 3 bosses (6 sets of 3 items)
-Added a new quest to quest log to help new players with the game
-When the game starts Player 2 (blue) will be able to chose the game mode:
-short mode (-sm) - 200% experience gained, every player gets 3 gold per second, gods have less hit points
-random hero mode (-rh) - every player gets a random hero class (this mode will give up to one cleric per team, or none if there is
only one player in the team)
-rpg mode (-rpg) - there will be no battle events
player will be able to select mode only once within first 15 seconds of the game, and to select a combined mode player will have to put the mode names in the same line (for example: -smrpg or -rhrpgsm). Note that for example -smrpg and -rpgsm is a same mode
-Items lying on the ground will no longer have texts which indicates their bonuses due to most of them not being able to be seen. Instead when you click on them you will be able to see for what class(es) are they made for and what tier do they belong to
-Bonus spell damage and healing will from now on be called "Spell power", but the old command which was used to see your total spell damage and healing (-sd) will sill be usable, as well as the new "-sp" command
 
Last edited:
Level 8
Joined
Dec 10, 2006
Messages
544
*Smiles*
That is awesome, I've been away for awhile, but I've always loved this series.
Mmm... I'm looking forward to these new changes, and I Can't wait to see what you can do!
You've done an awesome job so far, and I'll be more than willing to help with testing it. =]
Keep Working on it!
-Calvin
 
Level 16
Joined
Sep 26, 2005
Messages
1,088
I'm glad you still like it. I believe that you two have played this map way more than i did in last few weeks-months so, could you give me any advices about Heroes, is any of them imbalanced or is there something that's too strong compared to others or too weak maybe? Or is there any exploit that i have missed?
 
Level 8
Joined
Dec 10, 2006
Messages
544
I'm glad you still like it. I believe that you two have played this map way more than i did in last few weeks-months so, could you give me any advices about Heroes, is any of them imbalanced or is there something that's too strong compared to others or too weak maybe? Or is there any exploit that i have missed?

Gods,
It should be impossible to solo them, I mean they are "Gods" it should take pretty epic equipment and a decent sized party, and even than he should still give an epic fight.

They should be overhauled with some pretty nice skills.
Bases should maybe be overly more defended? Traps, ect. Some nice things,
I'll load up the version I have and do some more tests and thoughts about it. =]
 
Level 8
Joined
Dec 10, 2006
Messages
544
Well,
after playing a bit as the Demon Warrior I found a lot of dis likable things about him.
First, I Think he is considerably weak, I could do things with the Totemic that I couldn't do with him.
He is so very weak in the beginning, and yea, Agonize Soul gives mana to him aswell, I find that useless, He usually is very high on mana, and loses health easy.

Well, some other things I'd like to point out,
on the loading screen when giving model credit it says.
"other random wc3sear/hiwe people, Spelling error. xD

Than, I Believe you should do something with the trade good vendors, just... something,
diffrent kinds of potions, items, whatever it may be.
Just giving my feed back, and you should most more pictures on it! =]
-Calvin
 
Level 16
Joined
Sep 26, 2005
Messages
1,088
Are you sure about the demon warrior? I mean, i'm like afraid of him being to strong. I've had no problems doing any boss :S

i'll leave him be for now, cause it seems that our impressions about him are quite the contrary. And btw, that agonize soul, it returns health and mana to every attacker of the agonized target, not only to him :)

Tnx for the hiwe typo report :)

I'm gettin on the work again
 
Last edited:
Level 16
Joined
Sep 26, 2005
Messages
1,088
New version uploaded:


Tribe Wars: The Fury of the Elements


Bosses/Dungeons changes:

-To enter higher-tier dungeons you will need to kill all the bosses in lower-tier dungeons. This means that the first dungeon you will need to clear will be Deathnibe Islands, Black Citadel afterwards, and then comes Spiral Mountain and Zul'Bane.
-Killing all three bosses in Zul'Bane will trigger the summoning 4 new bosses at a certain locations

Gods:
-Added AOE damage spell to each bosses which will be fired every time the god is attacked and his spell is ready
-Added summon spells to both bosses, one summoning two stronger mobs and the other one summoning two weaker which will multiply themselves after 12 attacks made

Deathnibe Islands:
-Slightly nerfed trash mobs' hit points on islands leading to the boss
-Deeplord Revenant: Added a new monsoon ability which will be triggered whenever his mana reaches 0. This ability deals 1200 damage to units within 300 AOE of where it is casted at

Black Citadel:
-Number of Fire Obelisks increased from 2 to 4.
-Destromath: Cleave increased from 50% to 200% and his cleave now ignores armor.
-Dark Prince: Summons 4 Demonic Champions instead of 2 and changed ability so that he summons then every 30 seconds instead of once he reaches 25% health

Spiral Mountain:
-Ghar'Tor damage increased by 200%, but attack speed decreased by 65% to make his attacks easy to be dodged by moving away from him

Zul'Bane:
-Fixed terrain so that troll or orc units rushing towards enemy base wouldn't attack Zul'Bane Master Assassin
-Reterrained Zul'Bane Barbarian's platform so that fighting nethermancer will not cause him to assist nethermancer

Holy Hand Crusaders:
-Crusader's Hammer of Justice casting time increased from 1.5 to 2 seconds and cooldown from 9 to 15
-Paladin's Holy Light now has a 2 seconds casting time


Bug Fixes:
-After the game ends warlocks' periodic damage spells will no longer cause any damage or restore health and mystics will lose their aspect of the phoenix
-Demon Warrior's Cheat Death will now work properly
-"-sd" ("-sp" from now on) command will now properly show spell damage and healing with totemic
-Fixed terrain so that there are no spots allowing players to walk on hills
-Fixed Assassin's Rush so that it works properly with The Three Thunders
-Warlock Minion's Dark Pact Level 4 will now properly show the amount of bonus hit points
-Fixed a few typos
-Higher level boots and orbs will properly remove Agonize Soul and Rage Explosion debuffs
-Shaman's Storm King will now properly activate


Balance:
-Spirit Exhaustion's duration reduced to 1.25, 1.5, 1.75, 2 seconds, but it is now usable on ancients
-Demon Warrior's primary attribute changed to agility
-Increased duration on Demon Warrior's Blood Frenzy from 15 to 25 and cooldown from 20 to 25
-Increased Demon Warrior's strength per level from 4 to 4.5 per level
-Prices of Power Soul and Power Orb Fragment reduced by 50%
-Reduced berserker's charge range from 600/800/1000/1200/1400 to 600/700/800/900/1000
-Berserker's Bloodthirst's health steal increased from 3/6/9/12/15% to 8/10/12/14/16
-Mystic's Flame Wrath replaced with Molten Armor which gives the same amount of spell power, but also absorbs up to 75% of spell power damage
-Headhunter's Bear's armor increased from 10/15/20/25 to 15/20/25/30
-Weakened creeps rushing and defending bases, except the ones guarding bosses spawn points


New Features:
-3 new bosses can now be unlocked by killing all three bosses in Zul'Bane
-18 new items dropped by these 3 bosses (6 sets of 3 items)
-Added a new quest to quest log to help new players with the game
-When the game starts Player 2 (blue) will be able to chose the game mode:
-short mode (-sm) - 200% experience gained, every player gets 3 gold per second, gods have less hit points
-random hero mode (-rh) - every player gets a random hero class (this mode will give up to one cleric per team, or none if there is
only one player in the team)
-rpg mode (-rpg) - there will be no battle events
player will be able to select mode only once within first 15 seconds of the game, and to select a combined mode player will have to put the mode names in the same line (for example: -smrpg or -rhrpgsm). Note that for example -smrpg and -rpgsm is a same mode
-Items lying on the ground will no longer have texts which indicates their bonuses due to most of them not being able to be seen. Instead when you click on them you will be able to see for what class(es) are they made for and what tier do they belong to
-Bonus spell damage and healing will from now on be called "Spell power", but the old command which was used to see your total spell damage and healing (-sd) will sill be usable, as well as the new "-sp" command
 
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