Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
What is Village Fall?
Short answer: It's a Castle Defend map. Pick a Hero to defend the Town Hall.
Each hero has two specialization with four talents to choose from. There are some items that will come in handy as well. See more below.
Main Quest:
- Defend the Town Keep from 50 waves of upcomming monsters!
- The three brave heroes must survive.
Gameplay features:
Up to three (3) Players.
Two specializations with four talents each for every heroe.
Cooperative Upgrades.
Secret buffs and hidden optional quests.
~40/~45 mins of gameplay.
Game difficulty options.
Intended to play on Classic Graphics (but I'm not gonna stop you). Last patch.
In celebration of the 1000º downloads here is a short trailer of the map.
More about Gameplay
As mentioned above, you have to protect the Town Keep of the incomming 50 waves of undead with your selected hero.
You can gear upyour hero with items, purchasing co-operatives upgrades in the Town Keep and choosing one of the two specializations. Each character has critical strike ability, which is meant to be spammed on the early game. All of them can have up to 4 items on their inventory.
Enemies monsters will spawn throughout 3 lines* and go directly into the "Circle of Power" in front and back of the T.K.. Everytime one of them enters the circle, T.K. will take damage.
Some enemies will ignore you and go straight for the T.K., while some others will target you first. Every 10 rounds a mini-boss encounter will happen, you should be careful because they are extremelly dangerous. *4 lines if you play -NoHope mode. Recomendations
Partner up with 1 or 2 friends (this map was meant to play full house).
Each hero has a secret buff that can be obtained by going to certain area. Whenever the time comes, look for them.
Also, there are some secret quests that can grant you some uncommon items that can be useful on the early stage of the game.
There a few but fun achivements that you can complete on the map.
Note: If no players, you'll be granted that unit's control. It's up to you if you want to control the three heroes or go solo.
Characters
Abilities
Rol
Difficulty
(1/3)
Tyroil Sunchaser
Tank: wave clear, auto attacker, damage dealer, crow control.
Tank / Warrior
Anya Eagleye
Ranger: wave clear, burst single target damage, movility, long range attack.
Damage dealer
Peril Spellbinder
Priest: heal, burst healing, auto-attacker, damage over time.
Specializations:
As mentioned before, each character has a total of 5 spells + two specializations to choose from. Each spec. is meant to grant you new spells or upgrade the ones you already have. Have in mind that choosing one will lock you out of the other one.
New Units - Vaults
In order to upgrade your powers and specializations, you'll need to do so by using your Vault (F8).
Vaults are meant to upgrade your spells / specializations and heal you when needed. It also has the Give Gold function: automatically gives all your gold to the Castle.
Castle's Vault:
The castle's owner is a neutral player that needs gold for it to upgrade stats: attack, defense and new spells.
Upgrades:
These are inside the Town Keep's Vault needed for your hero to improve their stats and their spells. It also offers researching a bonus auras that benefit the whole team. You will find it next to the Town Keep.
Game Modes:
-Easy (no upgrades, no new spells, normal HP & MP). Town keep +1000 starting gold + periodic income.
-Normal (enemies have their armour and attack increased +1, also enemies mini bosses will have +1 new spell, +Hp +Mp). Town keep +750 starting gold.
-Hard (enemies have their armour and attack increased +2, also enemies mini bosses will have +2 new spell, +Hp +Mp). Town keep +750 starting gold.
-NoHope (enemies have their armour and attack increased +3, also enemies mini bosses will have +3 new spell, +Hp +Mp + a new line of minions spawn). Town Keep +500 starting gold. Each player gets +150 gold.
-nd (No deaths disables the "Defeat by heroes fallen" contidion defeat)
If no game mode's selected the game will set itself automatically in -Normal.
Camera modes:
-cam 2 (set the distance camera to 2000)
-cam 3 (set the distance camera to 3000)
In-game help and information about the character you can check on "Quests" (F9) or by typing:
-help
Gold:
Gold is shared equally across all players but the Town Keep gets only half of it. That's why you must cooperate with your teammates and plan how to spend your gold.
Slain bosses will give a (no shared) little bounty to the one last hitting them.
XP:
The whole concept of the map was using units not heroes, but since it was so annoying not selecting your hero with F1 I decided to change them to heroes just because.
Stats and levels aren't relevant on this map.
Items:
There are four ways to obtain items:
Garreth Stage
William the Stenographer
Garreth
Quests
In the early game you can buy items at Garreth Stash. You can upgrade those items by buying the corresponding recipe to William the Stenographer.
In the middle / later game, Garreth himself will start selling powerful items. You may encounter some items across the map by triggering certain events. (Secret quests).
Color equals quality of the items:
Light Green = For quest only
White = Common
Green = Uncommon
Blue = Rare
Purple = Epic
Red = Hero
Orange = Legendary
Each character has intentionally 4 slots at their inventory. This is done so that you think carefully what do you want equipped on.
Screenshots
Credit List Blizzard Entertaiment (World of Warcraft + Heroes of the Storm) and www.hiveworkshop.com
v1.1
Flower Spring > Ceterai
"Electrified arrow" > Darkfang
Electric arrow missile > JesusHipster
Devine Barrier > JesusHispter
"Cleasing Fire" icon > b17rider
"Weakenss" upgrade icon > 4eNNightmare
v1.2
"Lightning Spear" icon > kola
"William" model > johnwar
Bleeding effect > Callahan
Bats > Vinz
v1.2b
Arcane Tank Icon > 8512590215848
Note: If by any chance I used any of your resource and didn't credit you/wrotte bad your name please comment and I'll add you ASAP.
Changes: 12/08/2023 *Launched v1.4c
Heroes: Bladedancer:
- Increased Attack Range from 220 to 250.
- Increased Blacedancer hp from 290 to 305.
- Reduced Blacedancer's hp regen from .65 to .60 secs.
- Increased Crippling Attack level 1 damage from 120 to 150.
- Increased Crippling Attack level 1 CD from 6s. to 7,5s.
- Increased Dark Note hp boost from 150 to 275.
- Reduced Dark Note cd from 16 to 15secs.
Lightbringer:
- Increased Heaven's Blessings Life regen from 10 to 15 HPxSec. Level 2: from 20 to 30 HPxSec.
- Reduced Heaven's Blessings cd from 6 to 5secs. Lv2. from 4 to 3secs.
- Reduced lv2. Heaven's Blessings mp cost from 50 to 40.
- Everytime he cast Rebirth, now the selected target will also get the lv.1 Heaven's Blessing buff.
- Reduced Heaven's Favour CD from 12 to 9 secs.
- Heaven's Favour now adds +7 armour.
- Reduced Heaven's Favour duration from 6 to 5secs.
Rogue:
- Reduced Base defense from 6 to 5.
- Reduced Upgrade defense from 3 to 2.
- Increased Blanca's Attack range from 320 to 330.
- Reduced HP regeneration from 0.67 to 0.66 hpxsec.
- Reduced Ilusionist cd from 20 to 14secs (lv.1) and 15 to 10secs (lv.2).
- Reduced Ilusionist debuff duration from 10 to 6 secs.
- Ilusionist upgrade now decreases enemy's armour from 10 to 20.
- Increased Ilussions Acquisition Range from 600 to 950. Note: now they have less chance of sitting doing nothing but the downside is that they might run after the enemies who attack and not focusing near targets.
- Increased Rogue and Ilusions Base Damage from 46 to 50.
- Increased Ilusions movement speed from 350 to 365.
- Now Ilussionist cost 100 mana points in both levels. (before lv.1: 70, lv.2: 105).
- Reduced Blink, dagger cd from 5 to 4secs. Lv.2 goes from 4 to 3secs.
- Increased Blink, dagger mana cost from 20 to 40 and 15 to 30.
- Increased Blink, dagger level 2 range from 1000 to 1250.
- Increased Puncture AoE from 225 to 250.
- Increased Puncture lv.2 cast range and final area to 525.
- Increased Puncture mana cost to 85.
- Bladefury now reduces Puncture cd from 5 to 4 secs.
- Increased Shadow Explotion (Ultimate upgrade) damage from 800 to 1250.
- Increased Shadow Explotion mana cost from 100 to 250.
- Increased Shadow Explotion CD from 80 to 120 secs.
- Guding Light increased attack speed reduction from 25% to 40%.
Note: I'm buffing her 2º ultimate so it can compete with Bayblade. Now you can choose from a sustain damage over time that moves around or a boost of chaos damage in an much grater AoE.
Warlock:
- Increased Warlock speed from 305 to 310.
- Increased Warlock's hit points from 250 to 260.
- Sovereign Soul now reduces Inferno's CD from 40 to 10 secs.
- Increased Inferno lv.1 AoE from 500 to 600, while at upgraded version from 600 to 800.
- Increased Warlock's pit's HP regen from 0.5 to 1 per sec.
- Increased Pit's healthstone life gain from 65 to 75 per pulse.
- Increased Life Drain Cast Range from 700 to 900.
- Improved Finger of Death (Destruction) now increases cast range from 900 to 1000. (+Fixed tool tips).
Warrior:
- Increased Improved Chain Lightning cooldown from 60 to 70 secs.
- Decreased Improved Chain Lightning casting time from 1 second to 0,25sec.
Final Boss:
- Reduced hit points regeneration from 7 to 5 HPxSecs.
- Reduced Defense Upgrade bonus from 22 to 20.
- Increased Attack Range from 275 to 295.
- Increased Base Damage from 325 to 335.
- Reduced Attack cooldown time from 2.2 to 1.8secs. (there's just too much attack speed reduction so I'm buffing his speed attack a bit to compete with the new heroes).
MISC:
- Changed Dummy's models in the right top corner of the map (Air dummy is now a Hawk and Earth dummy is now a Bear).
- Fixed the Enchanter's Vault beeing on game while he was not.
- Fixed PlayerHero[2] variable on ending cinematic and in some dialogues.
- Changed some Dialogues from the Secret Quest Chain.
- Updated some character lore in F9.
- Resseted the atribute icons since now we have more than 3 heroes.
Author's Note:
To be honest... when I released these new heroes (Rogue, Lightbringer, Bladedancer and Warlock) I was fasting things up and putting myself unnecesarry pressure (that's how my life is lol). Therefore, for months I've got this tense feeling that the new heroes aren't good enough or aren't at the same level as the first three heroes (Ranger, Priest, Warrior). It's been bothering me a little.
I still have my doubts about certain heroes since some of them are kind of random, but I think they bring some new utility to the game...? Idk. I'll try to keep a look at them and If somethings comes to mind I'll update them.
Now that I've finally got some time, I gave them some buffs.
Also, someone got QUITE A BUFF hehe Blanca new meta(?). I felt she was a bit underpowered and at disadvantage from launch. I'm powering her up the most to see if she can compete with Anya but also giving most of her spells an increased of mana cost. On test she looked fine, but I'll keep an eye on her.
Please download again the version v1.4b for the following fixes: 28/03/2023 *Re-Launched v1.4b (quick fix) Gameplay:
- Fixed T.K. moving out of place when using "Repair".
- Increased Garreth and William scale.
- Upgraded some minor icons.
Upgrade:
- Change the name of Castle Defense's to Arcanite Arquitecture.
- Upgrading Aracnite Arquitecture now doesn't level up Repair spell.
- Repair HP increased from 250 to 350.
- Repair CD increased from 2 to 3 secs.
--- Previous v1.4b version ----
27/03/2023 *Launched v1.4b Heroes:
- New Hero: Warlock (Damage Dealer/Summoner).
- New Hero: Lightbringer (Support/Utility).
- New Hero: Bladedancer (C.C./Enchanter/Utility/Tank).
- Changed Blanca defense from small to medium.
- Increased Anya HP from 230 to 240.
- Increased Anya MP from 135 to 150.
- Increased Peril MP from 185 to 210.
- Reduced Peril range from 750 to 700.
- Increased Blanca range from 220 to 320.
- Increased Blanca movement speed from 315 to 320.
- Increased Blanca hp from 260 to 270.
Town Keep:
- Increased Armour of Devotion Aura when Fortify is on CD from 10 base defense to 5% of their armour.
Updates:
- Changed Guiding Light Upgrade function: Now everytime Blanca cast "Throw Dagger", she will cast Guiding Light to the main target, but increases it's cooldown from 2 to 5 seconds.
- Increased Countermeasure (Rogue) gold cost from 100 to 200 also it's research time from 10 to 20 secs.
- Fixed Mana Burst not affecting Blanca.
Terrain:
- Changed some of the terrain.
Gameplay:
- Fixed tooltips
- Vaults appear only when hero selected.
- Increased time between 49 and 50 wave from 30 to 60 seconds so you can have more time to buy items and re-arrenge upgrades.
- Reduced secret buf timer from 980 to 920 elapse game time. (look for glowing things).
- Forbidden Lovers is now a quest chain. Find the letter and start it!
- Fixed Multiboard death counts.
- Fixed random heroes beeing picked by Monsters.
- Fixed Anya model's death.
09/03/2023 *Launched v1.4 Heroes:
- Added New Hero:Blanca, the Rogue.
- Reduced Anya's defense upgrade from 5 to 4.
- Increased Sizes of all heroes so they can be a bit easier to see in all the fight.
- Changed Anya's secret buff place.
Monsters:
- Reduced Deceiving Mask armour from 8 to 5 but increased upgrade bonus from 3 to 5.
- Reduced Gargolyte armour from 2 to 1.
- Reduced Banshee (Attack) defense from 12 to 10.
- Reduced Banshee (Def) defense from 18 to 15 and her upgrade bonus from 25 to 22.
- Changed the left top Obelisk position to fit the new terrain.
Boss:
- Removed banish spell from Final Boss, stage one.
- Increased Slam AoE from 225 to 350.
Tooltips:
- Put some notes and fixed some tool tips that were not alright.
- Reverted heroes stats' name back to normal since now we have a fourth hero.
Terrain:
- Reduced some terrain on the left. (again lol).
- Changed litttle ttinnyy bits of terrain that may be helpful for quests.
Gameplay:
- Removed and re-arrenged some in-game dialogues to fit the new updates and hero.
- Now Tyoril's player gets full refund of buying the Cursed Bow. (sorry about that). 31/01/2023 *Launched v1.3b
Heroes:
- Increased Priest movement speed from 300 to 310.
- Increased Ranger movement speed from 305 to 315
- Increased Warrior Movement speed from 290 to 305.
- Increased Priest Collision size from 16 to 18.
- Increased Priest defense from 4 to 5.
- Increased Warrior Defense from 5 to 6.
- Increased Warrior defense upgrade from 7 to 8.
- Increased Ranger defense upgrade from 4 to 5.
- Reduced Priest defense upgrade from 5 to 4.
- Increased Long Shot decaying damage from 10 to 20. And it's upgrade from 50 to 60.
- Reduced Priest's CD attack from 1.650 to 1.5.
- Reduced Warrior's CD attack from 1.8 to 1.7.
- Reduced Warrior's bounce damage loss factor from 0.600 to 0.400
- Increased Warrior's damage.
- Increased Ranger's damage.
Units:
- Deceiving Mask is now targeted as an undead unit.
Upgrades:
- Recharge lv.2 increased from 300 to 350 mana points. Also fixed tooltip not showing correct amount.
- Decreased Attack and Defense upgrade's time for level increment from 15 to 8.
- Increased Weapons Dice Bonus from 1 to 3 (increased all heroes basic attacks).
- Increased Feedback's upgrade damage from 135 to 200.
- Reduced Feedback's upgrade cd from 7 to 5 secs.
Gameplay:
- Changed -Easy early gold from 500 to 1000.
- Changed -Normal early gold from 500 to 750.
- Changed -NoHope early gold from 1000 to 500.
- Now players start with +150 gold if -NoHope.
- Fixed the camera after boss presentation.
Terrain:
- Reduced left part of the map. IMO in previous update I made it too big. Kind of regreat that.
18/04/2022 *Launched v1.3
GAMEPLAY
-Easy game mode now gains 3 gold every 10 seconds.
-Easy mode starting gold increased from 250 to 500.
-Reworked half of the map terrain.
-Increased map playable size.
-No longer hero assigned by player. Now you can select your hero by entering the circle of said hero. (You still have the same amount of time before the first waves spawns.)
-Added cooldown to the killing responses (now every 40 seconds) + fixed some bugged lines (now they should be heard clearly).
-Added new responses.
-Added an ending cinematic.
-Reduced the map info here on hiveworkshop.
-Readapted the barricade event to the new map. Now it no longers block the paths as much as it previously did.
UPGRADES
-Magic Adept Training now gains 75 hp gain per upgrade. (Before was 40 hp).
MONSTERS
-Fixed Mini-Boss' Monster's HP Increased over time spell on other modes but -NoHope.
-3 new monster units.
-Specters CD attack time increased from 1.5 to 1.7.
-Specters upgrade bonus reduced from 6 to 4.
-Specters colition size from 28 to 32.
-Specters speed from 270 to 250.
-Specters max hp from 850 to 800.
-Specters damage based reduced from 113 to 93.
-Shades ms. reduced from 180 to 160.
-Fire Ranger ms. reduced from 250 to 240.
-Cript Friend ms. increased from 240 to 280.
18/04/2022 *Launched v1.2b Added new screenshots of the new patch.
UPGRADES
-Nerfed Mana Infusion defense bonus from 25 to 15.
-Increased Mana Infusion attack damage from 70% to 100%.
-Mana Scroll now gives Tyoril +10 armour for 3 seconds.
-Unholy Fire kills now restores 75 hp instead of 50 hp.
-Unholy Fire damage buffed from 25 dps to 40 dps.
-Nerfed Electrified Arrow's cooldoown from 18s to 14s.
-Added new Town Keep upgrade: Back Pack: now heroes can carry +1 item.
-Decreased Cleansing Fire's cooldown from 20s to 15s.
-Remove "Holy Armour" from priest upgrade.
-Reworked Cleasing Fire upgrade: now replaces "Heal" spell for "Cleasing Fire" spell.
-Cleasing Fire now grants the priest +50 armour for 14 secs.
-Holy Light upgrades now grants Priest "Holy Presence": Heal nearby friendly units near the priest by 1% of their health points. -Added New upgrade for Priest: Purification: Calls down lights from heaven damaging units inside it. Ranged units withing the selected area can't attack.
MONSTERS
-Final boss armour reduced from 85 to 50.
-Increased Final Boss' bats damage from 25 to 95 and changed attack type to Magic.
-Added new skill to Final Boss: Simple Carrior Swarm. Everytime he's attacked has a 20% chance of releasing a wave of bats that will travel to his horizontal or vertical ways. Last stage has a 30% chance of releasing more bats. -Added -NoHope spell for Necromancer:Shower of death.
GAMEPLAY
-Changed some terrain.
-Changed the name of the second spec of "Warrior Spirit" to "Mana Addict".
-Fixed the Hide and Seek quest triggering after the Ghost died.
-Changed and swapped some icons.
-Changed/Added some visuals and FX.
-Repair Town's Keep skill cost increased from 25 to 50 gold.
-Increased sheeps hit points from 15 to 500.
-Increased sheeps hit points reg from 0.5 to 1hp/s. -Changed game modes for better understand from -Normal, -Hard, -Nightmare, -NoHope to -Easy, -Normal, -Hard, -NoHope.
-Fixed start gold gain in Normal from 750 to 500.
-Fixed start gold gain in Hard from 500 to 750.
-Changed name of "Tank spirit" to "Arcane Tank" spec.
-Added some Animations to Final boss. -Added Voice Lines for Final Boss. (voiced by me)
Note: The Warrior Spirit spec was way too tanky and felt lacked some auto-attack damage. Hope this can be more "on-theme". Also I'm giving some of that armour while casting Mana Scroll.
11/04/2022 *Launched v1.2
UPGRADES
-Mana explotion damage nerfed from 450/300 to 225/100 dmg per second.
-Long Shot upgrade damage nerfed from 500 to 300.
-Long Shot upgrade cooldown increased from 4s to 5s.
-Ranger's Critical strike upgrade damage nerfed from 300 to 250.
-Fury's upgrade movement speed buffed from 25% to 50%.
-Fury's upgrade attack speed buffed from 100% to 125%.
-Weakness upgrade improved from 22,50% to 33%.
-Increased Town keep repairs cooldown' level from 0.5s to 1s.
-Buffed both healing specs for Priest. Healing +100 to both.
-Holy Light upgrade now cures poison and bleeding.
-Increased Holy Light's damage/heal to 500 to 600.
-Increased Holy Light's upgrade dmg/heal from 800 to 900.
-Reduced Holy Light's upgrade cooldown from 3s to 2s.
-Increased Open Fire! mana cost from 120 to 150.
-Increased Open Fire! AoE from 2500 to 2700.
-Open Fire! now targets flying units.
-Unstoppable now also debuff the new units' slowing and stun spells.
-Mana Burst replenish mana increased fom 250 to 300 mana points per use.
HEROES
-Priest's Holy Light now can be used againts Catapults (mini-boss).
-Priest's Heal improved from 50 hit points to 65 hps.
-Reduced Warrior's movement speed to 290.
-Reduced Ranger's movement speed to 305.
-Reduced Priest's movement speed to 300.
-Increased Warrior Mana Scroll's damage from 125 to 145.
-Increased Warrior Mana Scroll's taunt AoE from 900 to 1100.
-Increased Warrior feedback's manacost from 20 to 30.
MONSTERS
-Increased Obsidian Destroyer's HP from 750 to 1500
-New monsters units: Zombies, Frost Ranger & Frozen Wyrm.
-Banshe's def. reduction buffed from -25 to -30.
-Specters dead coil damage buffed from 175 to 250.
-Increased Demon Cript's projectile speed from 650 to 850, also its attack range to 550.
-Increased Specter attack damage from 96 to 113.
-Increased Banshees attack damage.
FINAL BOSS
-Increased final boss HP from 10k to 11k.
-Nerfed final bos HPRegen from 5 to 4.
-Increased final boss armour from 70 to 80.
-Increased defense base upgrade from 17 to 20.
-Increased defense reduction attack from -100 to -150.
-Increased attack damage from 325 to 400.
-Nerfed Knockback cooldown's from 20s to 40s.
-Nerfed Knockback range from 500 to 400.
-Added new stage (x2): Carrion Swarm. -50% HP releases multiple waves of bats across the map.
Note: the new upgrade skills were too powerful so the boss needed some update.
Mini-Bosses
-Nerfed Warlock's Grip damage from 80 to 40.
-Increased Warlock's Grip range from 700 to 900.
-Increased Warlock's Grip duration from 7 to 12.
-Increased Warlocks' base health from 750 to 4000.
-Increased Warlocks' base defense from 2 to 15.
-Increased Warlocks' base attack to 103.
-Removed Summon Tomb on Warlock.
-Increased Monster's base health to 2500.
-Increased Monster's base damage to 120.
-Reworked some of Monster's spells mechanics.
-Increased Catapult's base health from 700 to 3000.
-Increased Catapult's damage from 70 to 375.
-Decreased Catapult's attack's cooldown from 0.400 to 0.200.
-Increased Catapult's projectile speed from 500 to 800.
-Reduced Catapult's minimum attack range from 225 to 200.
Reworked Mini-Bosses mechanics.
- Wave 10. Monster: Cripple and unholy aura (speed boost).
(-Nightmare) Heals to +50% of its hp when about to die.
((+) -NoHope) Gains +300HP every 15 seconds.
- Wave 30: Demoness: Blinks around. Gains attack speed.
(-Nightmare) Shadow Stalk gains her +7 hp/reg.
((+) -NoHope) Each blink grants her +10 attack damage. Up to +150 dmg.
- Wave 40: Catapults. High long distance damage.
- Wave 49: Necropolis. Deals aprox 5k dmg to the castle if enter circule. Gains MS as its HP drops.
(-Nightmare) Gains hard skin and 7 HP reg/sec at 1000 or less HP.
((+) -NoHope) every 3 seconds gets a dispel.
ITEMS
Now Items have a color in their name to match the quality of them:
Light Green = For quest only
White = Common
Green = Uncommon
Blue = Rare
Purple = Epic
Red = Hero
Orange = Legendary
-Nerfed Garreth Stage's items stats.
-Garreth Stage items now cost 700 gold each.
-Added new shop: William the Stenographer.
He sells Recipes that will upgrade each Garreth Stage's items. Items will be upgraded from Uncommon to Epic quality.
-Reworked some items stats / spells.
-Added new Items.
How does the upgrade work?
Once you purchase the item, look for the recipe in William the Stenographer. Then purchase it and your uncommon item'll level up. Have in mind that recipe itself alone gives no stats and you have to have the item the recipe tells you it requires.
GAMEPLAY
-Nerfed gold income gain by killing mosters from 6 to 5.
-Nerfed gold income gain by killing monsters for Castle for 3 to 2.
-Reworked some terrain.
-Changed the Castle's visuals to match the theme of the map to Town Keep.
-All players gain +200 gold by killing mini-bosses except for Catapults (+100) and Necropolis (+500).
-Fixed some sound files.
-Now you have 100% chance of finding Letter to Ronald.
-New Achivement "Hide and seek".
-Reviewed and change some tooltips.
-Increased some waves levels by increasing enemies or new ones to scale up the power's level. 09/03/2022 *Launched v1.1
MONSTERS
-Aberration now has 310 attack range.
-Ghoul (Bosses) now have 200 attack range. / 280 range for structures.
-Specters now have 170 attack range.
-Specters now explode if they reach the circle of power, making 400 damage to the Castle.
-Warlock range nerfed from 750 to 680.
-Reduced Final Boss Magic Reduction from 75% to 55%.
-Buffed Final Boss Hard Skin, increased from 50% to 55% to ignore 95 damage.
-Dreadlord is now a Hero: some buffs/spells will have less impact on him.
-Final boss now has Hero type of armour.
-Increased Dreadlord attack range from 250 to 275.
-Decreased DL colition Size from 50 to 40.
-Nerfed DL armour from 90 to 70, and defense upgrade bonus from 20 to 17.
HEROES
-Fixed "Helping Hand". Removed autocast. Now he does not stand still waiting for cooldown to use it again.
-Nerfed Ranger damage from 53 to 49.
-Nerfed Priest damage from 33 to 31.
-Fixed Priest mana point regeneration x360 while Anya'secret was found.
-Now Anya's secret buff should grant her +0.50 mana regen as intended.
-Pull In cooldown reduced from 150s. to 80s. Fixed tooltip.
UPGRADES
-Buffed Long Shots Upgrade. Crital Strike: from 200dmg to 300dmg and Long Shot from 300dmg to 500dmg.
-Reduced mana cost from Fury's Upgrade from 30 to 15.
-Increased Fury's Upgrade duration from 30s to 42s.
-Rescaled Fury's cooldown to 45.
-Improved Mana Burst: now also levels up the Recharge spell.
-Reworked Ranger's Weakness Spell Upgrade: Replaces multishot: Now it has a 22,5% chance to make a x2 attack damage on normal attacks.
-Added new upgrade for Priest: Cleansing Fire: Replaces Critical Strike. Now active to damage nearby enemies. Drains mana points per second.
-Added new upgrade for Ranger: Electrified arrow: Replaces Critical Strike. Now throws an electrified arrow to the target. The shock from the arrow also affects surrounding enemies, reducing their movement speed and take damage over time.
-Added new upgrade for Tank: Mana explotion: Replaces Critical Strike. Make the target enemy unit explode inside out, damaging them and the nearby enemies.
-Increased Castle Defenses gold cost from 3k to 5k.
-Decreased Open Fire! cooldown from 200s. to 140s.
GAMEPLAY
-Added Secret Quest: Flowers for the dead. Rewards: the three heroes gain +75 permanent bonus hit points.
-Increased drop chance from 50% to 75% for Secret Lovers quest.
-Removed the benefits from agi/str/int stats at Gameplay Contants, therefore some minimal stats were nerfed.
-Returning units will wait for the next x5 wave to go in again.
*****
UPGRADES
-Fixed techtree upgrades and spells correlations.
-Reduced Orbs of Destruction mana cost from 300 to 250.
-Mana Pool no longer has mana infusion with it. Now it has Fog Reveal: reveals invisible units as intended.
MONSTERS
-Increased unit size of Warlock (mniboss) for better distintion from 1.2 to 1.3
2/3/2022
-Fixed grammar
01/03/2022 *Launched v1.0!
15/02/22
Fixed mayor bug where things didn't go as planned on Final Boss.
Added new Achivement.
Fixed some tooltips.
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16/02/22 Balance Update
SPELLS
*Glaive Throw upgrade's cooldoon increased from 3s to 4s.
*Glaive Throw upgrade's range decreased from 2000 to 1200.
*Glaive Throw upgrade's mana increased from 20 to 35.
*Mana Infusion upgrade's cooldown increased from 45s to 50s.
*Mana Infusion upgrade's duration decreased from 60s to 45s.
*Mana pool upgrade's damage per second increased from 10 to 40.
*Mana pool upgrade's AoE damage per second increased from 500 to 550.
*Holy Armor upgrade's increased defense from 20 to 25.
*Holy Armor upgrade's cooldown incresed from 20s to 30s.
*Reduced Fumi's upgrade cooldown from 70s. to 60s.
*Reflection upgrade changed funcionality: No longer replaces Jump spell for Mirror Image spell. Now it improves Jump ability.
Reflexion: Increases Jump range, plus everytime you jump you'll leave a 10 second image that will take 50% increased damage and deal 100% of your current damage. Removes roots and slows.
*Nerfed secret buffs for the three heroes.
ITEMS
*Added new item to Garreth Stash: Dark Mask: +250Mp +10 armor.
*Added item bonification to Talisman: +100 manapoints.
GENERAL
*Fixed some icons and tooltips.
TERRAIN
*Added advantages on some highgrounds.
*Now reforged friendly (i'm not sure tho)
GAMEPLAY
*Added some random variety on the creep spawns.
*Added new command "-nd ("No Deaths" no loss when 3 heroes slain)
*Added secret quest "Forbidden Lovers". Reward on completting: 1 of 2 possible items. 1) Delicate ring: +300 HP. 2) Branch: +8 damage.
*Added some variety to dropped items.
*Fixed and improved some dialogues and grammar.
UNITS
*Fixed Fumi's mana points: now has 1000 mp + 2 manapoints regeneration.
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28/02/2022
SPELLS
*Added new upgrade for Ranger. "Weakness": Has a 15% chance to reduce armour by 10 on her basic attack target for 4 seconds. Cooldown: 10 seconds.
*Added new upgrade spell for Priest. "Unstoppable" Everytime he cast "Healing shock", removes roots, slows and death grip.
UPGRADES
*Added "Mana Burst" upgrade at the castle vaults: Inceases the heroe's mana points by 200.
GAMEPLAY
*Added new achivement: No deaths while outnumbered. No one died on your party during the siege of undead.
*Fixed some command modes.
*Fixed some tooltips and dialogue lines.
*Fixed cinematics.
*Added/Fixed sounds.
I wanted to talk to you guys about Village Fall and how it came to be.
The original idea came to me thanks to the Overwatch Halloween Event. We used to play it with friends but eventually, my friends started to get bored and move to other games. I stayed but the queues started to get longer and, sadly, I also stopped playing it.
Time passed, pandamic started and I went back to W.E. I asked myself: "What if I do a T.D. with Heroes and some talent choices?" (Inspired by Heroes of the Storm). Not that it was anything new but i liked the idea.
I started to work on it and then went on hiatus for some time. Then, I've returned and the workflow began just that: work on it intensely for months and then hiatus for months. I've never forced anything about the map. I worked on it whenever I was inspired and felt so, and that's why I think it's one of the few maps I ever finished.
It took me aprox. 2 years to finish the first version of the map.
I've played with W.E. since I was little, but I hardly finished any of whatever I was doing. So you have no idea how much accomplishment and joy I'm feeling over the past months.
Of course, it's a long way for it to be perfect but if you play Village Fall with your friends, I hope you have fun.
Special thanks to: deepstrasz and all of those who really gave me some constructive feedback.
Achivements
No sheeps left behind: Saved one or more sheeps from the horde of zombies.
No deaths while outnumbered: No one on your party died during the siege.
Mana Pool can be selected and it has Mana Infusion spell.
Peril can't use Orbs of Destruction without an item to get him more maximum mana or without Professional Magic Training.
Maybe some items could be upgraded and it would be nice for some...
Mana Pool can be selected and it has Mana Infusion spell.
Peril can't use Orbs of Destruction without an item to get him more maximum mana or without Professional Magic Training.
Maybe some items could be upgraded and it would be nice for some creative boss mechanics after each 10 waves or so.
Other than that, there is some replayability which makes the map more enjoyable.
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.
A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
Map thread tags are important. Please use those that fit and not more or none.
Mana Pool can be selected and it has Mana Infusion spell.
Peril can't use Orbs of Destruction without an item to get him more maximum mana or without Professional Magic Training.
Secondly, you are spotting something important here.
I forgot to add the Tetchtree for Orbs of Destruction (and for some other spells too). The spell should be available once the Magic Adept Training reaches level 3 (it's a replace-ultimate-spell), then he should be able to cast it with no MP problems. I did lowered the mp cost from 400 to 300 but I really don't remember if the v1.0 was the one with 400 mp cost. Anyways I'm fixing it asap so at least that's good.
Edit: I'm using Infernal spell for Mana Pool. The dummy unit already has Locust on it. So I think because of the nature of the spell, the summoned unit will still be able to be selected?
Maybe some items could be upgraded and it would be nice for some creative boss mechanics after each 10 waves or so.
Other than that, there is some replayability which makes the map more enjoyable.
Upgrading items means more stats or add a little bit of variaty on them?
The starting items (Garreth Stash) are meant to be like normal / uncommon items (middle to not so strong items). As for the items that Garreth sells are supposed to be epic (strong - [idk if I made it look like it lol]).
But I'll try to think of both posibilities.
Onto the boss mechanics after each 10 waves, that's a cool idea. I'll try to think of something and if I came up with something cool I'll upgrade it.
I dunno. Whatever you can think of that would be making the gameplay experience better and would create incentive to invest in that part of the gamplay: items.
For instance, you could upgrade them in a way that not just stats get buffed but abilities would be added to them like auras or even active ones (heals, summons, temporary stat bonuses, damage, anything you can think of). Just saying. An idea, might not be necessary at all.
I dunno. Whatever you can think of that would be making the gameplay experience better and would create incentive to invest in that part of the gamplay: items.
For instance, you could upgrade them in a way that not just stats get buffed but abilities would be added to them like auras or even active ones (heals, summons, temporary stat bonuses, damage, anything you can think of). Just saying. An idea, might not be necessary at all.
Ok to the items! Thanks for the brainstorming, that really helped.
On to the Mana Pool: I'm using Infernal spell for it. The dummy unit already has Locust on it. So I think because of the nature of the spell, the summoned unit will still be able to be selected?
This spell is one of the few that wasn't made by triggers.
************
Fixed: UPGRADES
Fixed techtree upgrades and spells correlations.
Reduced Orbs of Destruction mana cost from 300 to 250.
Mana Pool no longer has mana infusion with it. Now it has Fog Reveal: reveals invisible units as intended. (Still can be selected for time beeing)
MONSTERS
Increased unit size of Necro for better distintion from 1.2 to 1.3
On to the Mana Pool: I'm using Infernal spell for it. The dummy unit already has Locust on it. So I think because of the nature of the spell, the summoned unit will still be able to be selected?
Hmm, weird. If that's the actual case, you could use a trigger to replace the summoned unit with a normal one that would not be selectable.
Or if the spell uses a custom FX then the unit model can be set to none.mdl.
Hmm, weird. If that's the actual case, you could use a trigger to replace the summoned unit with a normal one that would not be selectable.
Or if the spell uses a custom FX then the unit model can be set to none.mdl.
Now you can choose your hero instead of beeing assigned by colour.
Fixed some bugs with voicelines, added new ones and now they have CD.
Added an ending cinematic.
Some balance on monsters + 3 new more enemy units.
Buffed easy game mode.
And some other quality of life changes.
Some few screenshots of the new areas. (W.E. versions).
As always, If want to see in more detail you can always check on the Upgrades / Patch notes.
v1.2b was the first time I ever worked with voicelines on world edit. I studied some more and I think they are a bit more enjoyable now.
I had some of these fixed a long time ago but wanted to bring a bigger update with more content but then life happened. I still have some ideas I'd like to add but I don't know if it'll be happening in the near future. That beeing said, if you go throw the credit list you'll see resources that aren't on the playable version of the map.
Since I still couldn't play this full house I don't know if the game modes as for now are balanaced at all. No hope is really hard lol.
I'd really love to hear what you guys think about this map. I'd mean a lot if some of those 550 downloads, stops by and says something.
Anyway, as always the full list is on [Patch Notes].
Also, wanna take a moment to tell you guys about my new map: Guardians.
I played this solo but I don't think it's really playable solo
So I will have to try it in multiplayer.
I do think you shouldn't be able to research upgrades for abilities you haven't unlocked yet.
I played this solo but I don't think it's really playable solo
So I will have to try it in multiplayer.
I do think you shouldn't be able to research upgrades for abilities you haven't unlocked yet
You do have a point and I agree. To be honest I did think about it at some point, but It slipped throw hehe
Edit: It didn't slip through lol. I checked and I'm already using one upgrade to those spells, and putting another upgrade (and telling it to be a certain level) to it will make a mess. I can add some tool tips to clarify, though.
Thanks! If may I ask, what game mode did you play?
What I mean is that you can research upgrades for jump even though you don't have jump unlocked yet (from the townhall). Same thing for multishot.
I played normal with the tank but as I couldn't kill all the zombies before they reached the townhall I switched to easy with the ranger.
What I mean is that you can research upgrades for jump even though you don't have jump unlocked yet (from the townhall). Same thing for multishot.
I played normal with the tank but as I couldn't kill all the zombies before they reached the townhall I switched to easy with the ranger.
The thing is that: Jump is already using 1 upgrade tech requierement: Hunter specialization.
In this case, "Fury" replaces "Jump". Furthermore, you can research "Fury" or "Reflection*" even if you don't have Magic Adept Training upgrade.
Let's use "Summon Fumi" for example. A level 3 "Magic Adept Training", under Hunter upgrade spec. As I said before, this spell (Summon Fumi) already needs 1 upgrade: Hunter. That is a level 1 tech.
Now the complicated part comes next: if I add Hunter Spect + Magic Adept Traning. I have to put "Magic Adept Traning level 3". Because its a tier 3 spell, an ultimate. And if I do that, it also means player needs to upgrade Hunter spect to lv.3 in addition to M.A.T. lv.3. Which It would cost too much gold.
You can add a unique level for each requirement. Here I made "Polished arrows" require level 2 in magic adept training and level 1 in arcane orb. View attachment 427410
Oh, I didn't know that. Thanks! I'll try it later then.
Edit: So I did try it but It only worked on whichever upgrade was first. It doesn't matter how many upgrades it has. I thank you anyways for the suggestion.
Reorganized icons, improved tooltips and added warnings.
Again, reworked on the same part of the terrain lol
Updated the description on Hiveworkshop.
I had an issue with Asset Manager, and didn't work on this map (It did work on others). So if I missed anyone on the credit list here (or on the map) please do let me know.
Since I added a new hero I had to change some core triggers. I think I did a good job, but if you find any blind spot or bugs please comment down here. If you wanna check more, please do so [Patch Notes].
It should have been fixed already but seems it did not. I'm trying a new approach this time: I think the cause of it moving around was because I was using Wind Walk as the base spell for Repair, causing the T.K. to move when the "buf" was gone and some unit was inside of it (that's one of the reasons why Heroes can't enter the T.K.'s walls). Anyways, I made a quick test and seems it's working allright, and the T.K. should not move arround but please let me know if you / anyone find(s) anything .
I also wanna thank you for the comment and the rating!
Finally, for those who downloaded the v1.4b map before this post, you should re-downloaded again so you can have that fixed. It's under the same name: v1.4b
It should have been fixed already but seems it did not. I'm trying a new approach this time: I think the cause of it moving around was because I was using Wind Walk as the base spell for Repair, causing the T.K. to move when the "buf" was gone and some unit was inside of it (that's one of the reasons why Heroes can't enter the T.K.'s walls). Anyways, I made a quick test and seems it's working allright, and the T.K. should not move arround but please let me know if you / anyone find(s) anything .
I also wanna thank you for the comment and the rating!
Finally, for those who downloaded the v1.4b map before this post, you should re-downloaded again so you can have that fixed. It's under the same name: v1.4b
They already are! I left just a tiiny window to let those melee monsters (the ones that don't explode) to go at it. It was weird seeing them running around the T.K. not beeing able to attack it.
But if the problem persists I'll find out a way to make it work
They already are! I left just a tiiny window to let those melee monsters (the ones that don't explode) to go at it. It was weird seeing them running around the T.K. not beeing able to attack it.
But if the problem persists I'll find out a way to make it work
Hello author, this is a very good map. Can I share it with Chinese players after being translated into Chinese? They will definitely love this type of map very much
Allright so after some time I've released this version that has been weighting on my mind lol.
Village Fall v1.4c is out!
Summary:
Balance Updates (or more like buffs to the new guys! hehe )
Updated some minor character lore and dialogues for the secret quests.
For more info check [Patch Notes].
To be honest... when I released these new heroes (Rogue, Lightbringer, Bladedancer and Warlock) I was fasting things up and putting myself unnecesarry pressure (that's how my life is lol). Therefore, for months I've got this tense feeling that the new heroes aren't good enough or aren't at the same level as the first three heroes (Ranger, Priest, Warrior). So it's been bothering me for a while now.
Now that I've finally got some time, I gave them some buffs.
Also, someone got QUITE A BUFF hehe Blanca new meta(?). I felt she was a bit underpowered and at disadvantage from launch. I'm powering her up the most to see if she can compete with Anya but also giving most of her spells an increased of mana cost. On test she looked fine, but I'll keep an eye on her.
Thank you to all who continue playing and giving me feedback on the map.
Allright so in celebration of the 1000º downloads and the unexpected ask for Chinese translation, I've made a quick short cinematic trailer of the map!
Though I haven't heard much from all who downloaded it, It's still pretty cool to see so many downloads. My younger self would have never imagined this much.
Cheers!
The Lightbinder can get multiple heroes with Castiel's Keys by teleporting into the hero selection area btw. It's quite funny actually and let me solo the map with 5 heroes. Also quick suggestion, would it be possible to make it so that you can teleport with Castiel's Keys using right click instead of attack? You just have to detect when a "smart" order (Order Id 851971) is used on the portal.
The Lightbinder can get multiple heroes with Castiel's Keys by teleporting into the hero selection area btw. It's quite funny actually and let me solo the map with 5 heroes. Also quick suggestion, would it be possible to make it so that you can teleport with Castiel's Keys using right click instead of attack? You just have to detect when a "smart" order (Order Id 851971) is used on the portal.
I'll take your suggestion and see what I can do. I do think It would bring a more fluent gameplay while using that spell so I'll see if I can try it but I'm no expert on triggers
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