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War Crafts v0.5

War Crafts is a tug-o-war type of map where you spawn AI controlled units from a main Hall, by using abilities. Each faction will get higher tiers every few minutes where new and stronger units are unlocked.
For now it is only single-player.

War Crafts can also be seen as a battle simulator made for fun, relaxation and epicness!
It is best experienced if you need to relax for a little bit or if you want to see some factions of the warcraft universe fight against each other.

Games are on average 15-20 minutes long.

Current Player Factions:
  • Blackrock Clan
  • Warsong Clan
  • Ironforge Dwarves
  • Blood Elves & Naga
  • Undead Scourge
  • Draenei (Broken/Lost Ones)
  • Corrupted Ancients
  • Alliance of Lordaeron
  • Night Elves
  • Bloodhoof Tauren

Current Enemy Factions:
  • Undead Scourge
  • Night Elves
  • Burning Legion (Balnazzar)
  • Burning Legion (Archimonde)
  • Alliance Forces (Garithos)
  • Orcish Horde
  • Fel Horde (Magtheridon)
  • Blood Elves & Naga
  • Old Horde
  • Forsaken
  • Burning Legion (Kil'jaeden)
  • Sea Creatures
  • Centaurs
  • High Elves
  • Naga

Resources used from:
General Frank, Tranquil, IamMclovin, Murcologist, Stefan.K, AltruisticAlduin, Blizzard Entertainment
Link to resources: Resources

Blood Elves And Naga are now fully playable
Changed gameplay quite a bit, should be more fun now with more cool stuff for the player. Also, countless of balance changes to the units themselves (not the spells to summon them). Added Undead and Draenei faction for the player.
Added 3 more enemies to fight: The Alliance ---> Lord Garithos, Orcish Horde ---> Thrall, alongside Samuro, Cairne and Drek'thar and Fel Horde ---> Magtheridon, alongside Rend and Maim Blackhand and a vast army of fel orcs and demons.
Alliance of Lordaeron faction added for the player and Blood Elves & Naga faction added for the enemy.
The Warsong Clan faction has been reworked. Blackrock Clan faction has been slightly changed here and there. Blood Elves & Naga player faction has been nerfed a bit.
Enemy factions have also been changed a bit, especially how the heroes work. Now most heroes will only appear 3 times, the 2nd and 3rd being a lot stronger than the 1st.
Cenarius for example will keep respawning indefinitely and Archimonde will not respawn at all.
A lot more unit balance changes (like a lot). Most notably the Doom Guards: they now have 1600 hp (up from 1350), 6 armor (up from 3), no longer have resistant skin so they can be targeted by A LOT more spells, but have 50% spell damage reduction and take 6 less damage from each enemy attack. Increased the damage of their abilities and reduced their mana cost.
From this patch onward I will make it so there are less total units on the battlefield, from both sides.
New Player faction: Corrupted Ancients.
New Enemy factions: Old Horde and Forsaken.
Player Undead Faction got reworked, but more updates to it will come in the future.
Currently the Ironforge Dwarves and Alliance of Lordaeron have NOT been reworked, I plan to rework them next.
Alliance (Garithos) enemy faction also received some changes, but more will come to it in the future.
Also a lot of balance changes to many different units and abilities of units.
Mini update*: Archmage Dalar Dawnweaver now spawns for (enemy) Garithos. Also some more gyrocopters spawn as well.
Added Kilrogg Deadeye, Cho'gall and Ner'zhul to the enemy Old Horde faction.
Reworked Alliance of Lordaeron player faction.
New Enemy factions: Kil'jaeden, Sea Creatures and Centaurs.
Made most demon units stronger (mainly gave them spell damage reduction and some physical damage reduction), made Ogre Magi cost 5 mana per unit, up from 4.
Enemy Night Elves now are aided by Shandris and Furbolgs.
Made enemy Burning Legion (Balnazzar) a bit stronger.
New Enemy factions: High Elves and Naga.
New Player factions:
  • Night Elves, which have a branching path with their tier upgrades, allowing the player to either choose Furion and the druids or the other path, which will eventually grant him Cenarius. Cenarius path grants Jarod Shadowsong beforehand, Ancient Protectors, the Force of Nature ability and earlier Hippogryph Riders.
  • Bloodhoof Tauren: consists of Tauren Youngblood, Tauren Hunters, Tauren War Priests, Tauren, Koto Beasts, Tauren Koto Beasts, Tauren Catapults, Wyverns, Spirit Wyverns, Spirit Walkers, Tauren Bearwalkers and Tauren Oldblood. Led by Cairne Bloodhoof and Hamuul Runetotem.

PS: deputyMajor is me. I created that account like a month ago (for funny reasons, this map uses this author instead of my real nickname 'raypack' but I will maybe use it for future maps as well).
Contents

War Crafts 0.5 (Map)

Reviews
deepstrasz
Seems like a nice map generally. Not sure about the balance though. For instance, the Draenei seem to be quickly overwhelmed by Magtheridon's forces, not only because of Chaos attack type but also because of stronger units in general. Same with Undead...
I think the idea of reducing unit is something that needs to be addressed as urgent for this map, especially the Alliance of Lordaeron faction. That, OR at the very least, distribute the units to more player, especially with 24 players from newer patches, will really help alleviate the unit movement becoming very choppy and frustrating to deal with.
 
I think the idea of reducing unit is something that needs to be addressed as urgent for this map, especially the Alliance of Lordaeron faction. That, OR at the very least, distribute the units to more player, especially with 24 players from newer patches, will really help alleviate the unit movement becoming very choppy and frustrating to deal with.
Yes, I am already doing that sir!
I am distributing the units amongst more players and also reducing the amount of units. I am currently updating the map and play-testing it with the reduced units and I think that I will reduce them even more!

I think I will take a step back with the Alliance of Lordaeron and do it like the other factions or at least change them in some way.
I've already begun splitting the units into more factions. So far the Blackrock Clan and Warsong Clan have been changed for the player (warsong clan also received a rework) and for the enemy:
Undead Scourge, both Burning Legions, Cenarius and Blood Elves & Naga.

Heroes for the player are also being changed, in the way they function. So far only the heroes for Blackrock and Warsong clans have been changed.

I will notify you when all of the factions have been fixed @Daffa !

Thanks for the feedback!
 
New update:
  • A lot of balance changes
  • Heroes automatically spawn for the player and level up (not all of them) if they are alive when you upgrade into a new tier, instead of being killed and respawned
  • Made it so there are (slightly) less units on the battlefield and spread them by making them owned by many different players. The biggest example is that now each unit costs more mana to spawn.
  • Units now have fixed mana cost, although there are some exceptions. Example: a grunt costs 5 mana, but if it's a tier 3, or 4, or 5 spell that spawns like 5 different unit types and ends up costing 72 mana, it will cost 70 mana or 75, depending on how strong the faction is.

Things I would like to do in future updates is to slightly change up how some spellcasters work (not vastly, just a little) and make specific factions events.
Nothing groundbreaking but it would be fun in my opinion.

PS: I actually made the changes on my computer quite many months ago but I didn't decide to upload it because I never managed to update every single faction, but most of them got updated.
This map is in no way abandoned but I just don't have time to work on it currently but I think the update is still nice.
 
-Sadly, the Night Elf faction still not playable, their factions still buggy, cannot do much against enemy attack.
-Not all faction already updated with the new hero mechanism.
-The "next faction dialog" show again on new version.
-had you investigated the Undead vs Undead faction?.
 
Do not worry, I'm cooking something up ;)

A very good update! But there are a couple of things you can look at..

Old Horde (enemy): I would have tightly fortified the base with orc lairs and guard squads. Since we have entire clans here, it would be cool to break through their strong defenses, it will give the spectacle of battles. Also, from the balance side, they don't have a problem, their main combat unit is a wolf rider, but his attack is a siege one that can't do damage so well and kill the enemy quickly, as a result of which the horde has no damage from the main unit. You can change their damage to normal so that they can fight on equal terms with the infantry.

Battlefield: It would be very good if, when choosing a faction on the battlefield, the area of the base changed according to the mood of the faction. It would look very beautiful and aesthetically pleasing, emphasizing the scope of the war. It would also be interesting to make each faction have its own "base features", for example, peasants will run out of their houses and fight.


Music: Since we have such a melancholic map, the battle tracks would look very good for such a battle, or the tracks are calmer so that the ears do not wilt.

Of course, I wanted a lot of things, but as for me, these elements are very necessary and will significantly improve the map..

 
Corrupted Ancients
faction feels fresh for now, just their strength unbalance since their main power wait too long till second hero spawned. Before that tier their faction literally crushed to pieces fight other faction, their army pack too much lv 1 army, on upgraded tier, tier 1 still massive, and Xavius army pack is packed with lv 1 too. this army is same lv as zombies where that become a weakness of this faction for early phase. This faction power took too long to defend until second hero spawned. But after that tier, this faction is strong enough. Xavius is treated as Demi heroes? i thought if he is hero why there is no hero glow circle on him.

Undead (Player)
You start like added skeleton to army pack, a nice rework i can say, just little sad not seeing Araj anymore. I prefer if you add description that when player up their to tier that Frost Wyrm, you add description that there is third hero spawned. Skeletal Mages is nice, still connected to Undead Faction, i notice that you adjust pack that spawn 3 Abominations and Ghouls, which next tier that still spawn 3 Abominations. on older version it reduced to 2 Abominations.

Forsaken
This faction seems lack of fight power, since i can stand it against Corrupted Ancients which when i play Corrupted Ancients, that faction almost lose against any enemy main faction.

Old Horde
No heroes on enemy side? just a pack of clan swarm?. There is no pressure on this faction, need more improvement.

Garithos Forces
Not much different I guess, but that new Pyromancer unit surely crush our swarmling weak unit especially summoned and lv 1 unit, their AOE is strong.

Did the Night Elf become unhold for now? i thought Night Elf would done by fixing their bugs, but rather the Corrupted Ancients that show up. Always waiting for a new improvement :grin: .
 
Corrupted Ancients
After a lot of trying, finally got the strategy that bring this faction to the top. I managed to beat all enemy faction with current version.
-Xavius could be raised with Animate Dead of Satyr Hellcaller. This work on Xavius on all level. Did he used to be can raised?. He Super strong with a lot hp and mp at last tier, and can be raised to takes a lot amount of damage.
-I rarely get this condition after a lot try, Tichondrius after upgraded to greater one, he seems not respawable, I wait for so long that he could help the battle but only Xavius that respwaned. When Tichondrius already upgraded, this condition often player got win condition.
-The range that Xavius upgrade on each tier seems not balanced, since only the last tier that give a huge upgrade on his hp and mp.

Undead (Player)
Current condition only Arthas that managed to lv 10, other can't.

At Undead vs Undead, enemy Arthas show up late, enemy Kel'Thuzad show up first. I not sure if using another faction that fight enemy Undead but isn't it sequence Arthas first that showed up then Kel'Thuzad?.
 
Hey @raypack!

I played this map for my humble showcase and a little after. It's a funny tug-of-war map, and I can say that it is a coincidence - firstly I pushed my enemy, then my enemy nearly destroyed me, then counteroffensive and I'm victorious.
Why coincidence? I experienced the same pattern in two games in a row.


I featured it in my showcase video, is there no hidden factors to ensure balance, huh?

Anyway, I liked it and recommend to anyone, who want to relax and chill, while your minions destroy each other in customizable 1vs1 battle.
 
Hey @raypack!

I played this map for my humble showcase and a little after. It's a funny tug-of-war map, and I can say that it is a coincidence - firstly I pushed my enemy, then my enemy nearly destroyed me, then counteroffensive and I'm victorious.
Why coincidence? I experienced the same pattern in two games in a row.


I featured it in my showcase video, is there no hidden factors to ensure balance, huh?

Anyway, I liked it and recommend to anyone, who want to relax and chill, while your minions destroy each other in customizable 1vs1 battle.
There is a strategy in this map, there is a reason why there are a tower on that position and pushing is not always the best approach, wait for the proper timing. Unfortunately it's mainly a single push game, if your wave winning on mid or late game you guaranteed to win the battle, there is some exception, if you battle against enemy faction that have big game changer like Burning Legion Archimonde faction, but it nearly takes too long for that late game changer to come to the battle and it same as for our faction too. No matter how strong the game changer they can't push back the wave alone.
This map still fun though, it will be good if there are more of option for both player and enemy AI since there are many kind of clash that can entertain player.


More notes:
Corrupted Ancients
  • Corrupted Ancients Protectors tower have a friendly fire against other Protectors? not only enemy crushing but the Protectors are destroying each other.
  • Corrupted Ancients Protectors that uproot have a big collision. Mostly they will body block against any unit behind them since the lane of unit movement seems mainly on two fixed line movement on top and bottom, making thinking twice to spawn them that they delay the reinforcement on main wave.
  • Sadly Tichondrius on greater one didn't respawn and there is no periodically Satyr Hellcaller even on last tier.
  • There is a disadvantage when Infernal raining from sky, that Tichondrius sometimes only walk toward until the place where the Infernal fall while ignoring all enemy that attack and surround him, then he cast summon Infernal first, only then he start attacking enemy. The mechanism is same for Doom Guard that appear randomly on battlefield that must cast Rain of Fire first on the place of Infernal fell.
  • The skeleton pack that cast Searing Arrow and Cold Arrow seems no improvement with only addition of 1 Giant Skeleton Warrior. I feel that the Burning Archer and Skeletal Marksmen are on the same level.
 
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bro i download it but i can't play howwww i watch @Daffa when he play xd
Yeah, do what raypack said.

Download game version 1.29 or higher. You can have a multiple installations, even with the latest patch you installed through Battle.net app (buying Reforged isn't necessary), but put them in a different folder.

Then place your downloaded map in "C:\Users\[yourname]\Documents\Warcraft III\Maps".
 

Get the 1.29.2 version through here, don't update any patches. Download it in a different/new folder, for example in D disc, not Documents.
After that simply drag and drop the map into the Maps folder.
 
how to download it i have crack one @raypack
guys i try to download patchs but nothing happned xd @raypack @Ravager16829
Don't double-posts. Also, Hive doesn't support any kind of piracy. Warcraft III is NOT free. You'll still need a legitimate CD Key.
Just follow what raypack said. You can also get any versions of Warcraft III here:

In theory, you must start the game using "Warcraft III.exe", NOT the "Warcraft III Launcher.exe".
 
bro can make one for 1.26 cus my pc is stupid @raypack
Once again, you have been warned because of double-posts.
And speaking of the image you posted, you'll still need a legitimate CD Keys (both Reign of Chaos and The Frozen Throne). Basically, you need to own the game first.
You can also find a random set of CD Keys online via Google. They still work on non-Reforged versions of Warcraft III.
 
Archmage Dalar Dawnweaver now spawns for (enemy) Garithos. Also a couple of gyrocopters as well.
Currently this project is not on my #1 priority, as I am reworking the Invasion of Kalimdor, but I will be thinking about some unit/abilities balancing that could be done. Followed up by reworking the Ironforge Dwarves and creating a couple of new factions for the enemy, since making factions for the enemy is a lot faster and easier than making them for the player.
Been thinking about Kil'jaeden
 
Right now, my problem with the game is mainly its AI. Sometimes, when I play, some units intentionally don't attack. When I play Alliance, they just stand there, costing me a game.

Edit: It'd be nice if the AI does that too, but they just keep coming and coming. So its not equal.
 
Right now, my problem with the game is mainly its AI. Sometimes, when I play, some units intentionally don't attack. When I play Alliance, they just stand there, costing me a game.

Edit: It'd be nice if the AI does that too, but they just keep coming and coming. So its not equal.
What game version you are currently playing on? I think the original author (raypack) should address that AI issue if you still face that bug with 1.29.
 
Right now, my problem with the game is mainly its AI. Sometimes, when I play, some units intentionally don't attack. When I play Alliance, they just stand there, costing me a game.

Edit: It'd be nice if the AI does that too, but they just keep coming and coming. So its not equal.
Not making any promises, but probably next week I will release an update, which will feature:
  • Balance update for Warsong Clan. Will make it not become so powerful on tier 5 (not all spells will summon demons anymore)
  • Planning to rework the Ironforge Dwarves (basically to fix their AI and balance them, will see if I can change up some of the units a bit)
  • New enemy -> Kil'jaeden. He will be fully demons, unlike Balnazzar or Archimonde's forces, or unlike Maghteridon. He is fully demons!
  • Going to add heroes to the enemy Old Horde
  • Will do my best to make 1 more enemy, perhaps the Draenei, but I might think about some faction that's not currently in the game, for either player.
  • Some bug fixes I found will be fixed
  • Overall unit balance changes, such as giving quite a few demon units spell damage reduction (amongst other changes)

A new faction for the player will most likely be included in the update/patch after this upcoming one (alongside with the Alliance AI bug fix)
Player faction will most likely be Night Elves, but time will tell
 
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Update finally out, although it got delayed a bit:
  • Did some general balancing, such as the Stone Golems (primarily used by enemy Alliance)
  • Reworked Ironforge Dwarves (aka: fixed the AI); will see if I need to buff or nerf them in the future
  • Added a new enemy -> Kil'jaeden. For now it's only a demon army, I think I will make Kil'jaeden replace the Obelisk in the next patch, and the win condition would be to kill Kil'jaeden (he will be able to move around, but he will remain in the defense zone). Might also add a special ability for this enemy, similar to Cenarius and the Undead Scourge
  • Will add heroes for the Old Horde (enemy) in the next update. They will be Ner'zhul, Kilrogg Deadeye and Grommash Hellscream

For now I will probably do the Kil'jaeden and Old Horde stuff, maybe add 1 more enemy and then move on back to my Invasion of Kalimdor Reworked project (I'm currently reworking the Grom missions).
But for a bigger update in the future, I shall add 1 more faction for the player I guess. Most likely the Night Elves and for sure at least 1-2 more enemy factions (since enemies are much faster and easier to create).
 
  • Old Horde faction after getting hero, they are more strong with hero AOE spells, it make a worthy enemy faction.
  • Kil'jaeden army lost it power after recent updates, nerf is needed but it too much on their army composition. Compared to the first time they showed up, they overwhelmed all player faction. I already tried several times none of any strategy can break through, some of their Eredar seems render to spells immune that Flame Strike deals no damage, it become challenging. For some tries, only unreworked Alliance player faction that can withstand it, but they still hard to move since too many unit. But now they are weak, weak forces to overcome player attack wave, too weak for a demon faction.
  • I could say that current Night Elf enemy still quite weak with massive composition of Archer and Huntress only.
  • Kael did not level up to 10 when up tier to Illidan first tier when he not killed.
 
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  • Old Horde faction after getting hero, they are more strong with hero AOE spells, it make a worthy enemy faction.
  • Kil'jaeden army lost it power after recent updates, nerf is needed but it too much on their army composition. Compared to the first time they showed up, they overwhelmed all player faction. I already tried several times none of any strategy can break through, some of their Eredar seems render to spells immune that Flame Strike deals no damage, it become challenging. For some tries, only unreworked Alliance player faction that can withstand it, but they still hard to move since too many unit. But now they are weak, weak forces to overcome player attack wave, too weak for a demon faction.
  • I could say that current Night Elf enemy still quite weak with massive composition of Archer and Huntress only.
  • Kael did not level up to 10 when up tier to Illidan first tier when he not killed.
  • Glad Old Horde update is getting positive reviews.
  • More updates will come to Kil'jaeden. I plan to add Kil'jaeden himself, for now I plan to make him replace the obelisk. So kill him and win will be the objective. Apart from that maybe a Pit Lord hero, will have to see.
Also quite a few of demon units got slightly buffed, but Eredar Warlock got nerfed a bit since he had 75% spell damage reduction + 33% damage reduction from Mana Shield, which made him have over 100% spell damage reduction.
  • I might make some changes to the Night Elf faction. Maybe add Shandris as a demi-hero, so she will spawn alongside some Sentries, Archers and Huntresses. Might add a new spellcaster... will have to think about this faction.
  • Will check the Kael bug.

Thank you so much for the feedback, I mean it!
 
  • Glad Old Horde update is getting positive reviews.
  • More updates will come to Kil'jaeden. I plan to add Kil'jaeden himself, for now I plan to make him replace the obelisk. So kill him and win will be the objective. Apart from that maybe a Pit Lord hero, will have to see.
Also quite a few of demon units got slightly buffed, but Eredar Warlock got nerfed a bit since he had 75% spell damage reduction + 33% damage reduction from Mana Shield, which made him have over 100% spell damage reduction.
  • I might make some changes to the Night Elf faction. Maybe add Shandris as a demi-hero, so she will spawn alongside some Sentries, Archers and Huntresses. Might add a new spellcaster... will have to think about this faction.
  • Will check the Kael bug.

Thank you so much for the feedback, I mean it!
Other than Pit Lord hero, maybe a Dreadlord hero that summon Infernal, some that Tichondrius alike.
The Eredar that I mean is Eredar Diabolists, is it truly had spells damage reduction similar to Eredar Warlock?, I revised the spells immune cause Illidan can Mana Burn it, buat deals no HP damage only MP reduced. Based on the Mana Burn, Eredar Diabolists seems had spells damage reduction 100%.
 
23/10/2025 -> Version 0.5 released.
Changes are in changelog. Currently have some plans for 0.6 and for the overall 1.0 release.
Version 0.6 will bring at least 1 (maybe 2) player factions and 1 or 2 enemy factions.
Currently planned player factions are:
  • Night Elves
  • Tauren
  • Gnolls
  • Bandits
  • Orcish Horde
  • Darkspear Tribe
  • High Elves
  • Forsaken
  • Burning Legion (might do like the enemy factions and make one Burning Legion with Archimonde and another one with Balnazzar)
(I will try not to add too many orc factions for now since there's already 2 of them)

Currently planned enemy factions are (note that enemy factions are less certain than player factions currently):
  • High Elves (will feature some custom units) and/or Blood Elves (without Naga, would probably feature a few more custom units)
  • Naga (without Blood Elves, will feature more units than original race)
  • Murlocs (orc tutorial missions with Sea Witch)
  • Blue Dragonspawn
  • Nerubians
  • Stormreaver Clan

The main idea is to have around 20 factions for the player and at least 20 for the enemy for version 1.0
 
Alliance of Lordaeron
  • Could be all heroes that support Arthas at least use their ultimate?, it a little distracting that Muradin not Avatar but since Jaina ultimate useless and Sylvanas would be too OP for player if the original ultimate remain still, a custom spell is needed.
  • Seems that the unit spawn from each building aligned with another if grouped, if all building have enough MP when spawn a unit pack, other building do the same that aligned with that unit pack, this make all building must not be in group, which I always group them.
  • There bugs if player already tier up to second tier with 1 support faction, when upgrading for upper tier once more and when research still on progress and 2 remaining support faction icon appear, it can be stacked research so all support faction could be researched at once. If the upgrading tier completed without stacking the support faction it still do some delay for last support faction.
Kil'jaeden
When Kil'jaeden defeated, no win condition completed, game still goes through and there is invicible obelisk on enemy base. When Kil'jaeden appear he should bring a more army within. For demon army recently a decent clash and not overwhelmed against player faction.

Sea Creatures
This faction a perfect combination of it, but there is still lacking Ancient Hydra on it composition and Crab would be make sense if added too. It complete if there is a heroes that lead on. Could be more challenging if all max tier unit come together or at least 1 of each and it would be a good wave pusher, like 2 Sea Giant Behemoth, 1 Dragon Turtle, 3 Mur'gul Marauder, 3 Mur'gul Shadowcaster, 1 Ancient Hydra, 2 Makrura Tidal Lord, 3 Spider Crab Behemoth (if added).

Centaur Marauder
This faction still need rebalanced. Still lacking of army pack and 1 Centaur Khan can do nothing on player waves. Beside from massive tier 1 unit, needs more massive upper tier unit. Maybe if combined with Harpy army could improve this faction.
 
Alliance of Lordaeron
  • Could be all heroes that support Arthas at least use their ultimate?, it a little distracting that Muradin not Avatar but since Jaina ultimate useless and Sylvanas would be too OP for player if the original ultimate remain still, a custom spell is needed.
  • Seems that the unit spawn from each building aligned with another if grouped, if all building have enough MP when spawn a unit pack, other building do the same that aligned with that unit pack, this make all building must not be in group, which I always group them.
  • There bugs if player already tier up to second tier with 1 support faction, when upgrading for upper tier once more and when research still on progress and 2 remaining support faction icon appear, it can be stacked research so all support faction could be researched at once. If the upgrading tier completed without stacking the support faction it still do some delay for last support faction.
Kil'jaeden
When Kil'jaeden defeated, no win condition completed, game still goes through and there is invicible obelisk on enemy base. When Kil'jaeden appear he should bring a more army within. For demon army recently a decent clash and not overwhelmed against player faction.

Sea Creatures
This faction a perfect combination of it, but there is still lacking Ancient Hydra on it composition and Crab would be make sense if added too. It complete if there is a heroes that lead on. Could be more challenging if all max tier unit come together or at least 1 of each and it would be a good wave pusher, like 2 Sea Giant Behemoth, 1 Dragon Turtle, 3 Mur'gul Marauder, 3 Mur'gul Shadowcaster, 1 Ancient Hydra, 2 Makrura Tidal Lord, 3 Spider Crab Behemoth (if added).

Centaur Marauder
This faction still need rebalanced. Still lacking of army pack and 1 Centaur Khan can do nothing on player waves. Beside from massive tier 1 unit, needs more massive upper tier unit. Maybe if combined with Harpy army could improve this faction.
Thank you for playing and reporting bugs and your thoughts!

  • Will check Kil'jaeden (I think I just realized why that bug occurs...)
  • I need to think about the Sea Creatures, adding crabs sounds like a good idea though
  • Combining centaur factions with harpies actually sounds like a really good idea. Originally I was planning to combine them with the quillboar, but it felt a bit out of place. Harpies sounds really good, although they're strictly air units. Perhaps adding a few harpies and quillboar to the centaur faction will be a better choice
 
New update:
  • Introduces 2 new player factions -> Night Elves (which have a branching path) and the Bloodhoof Tauren
  • Introduces 2 new enemy factions -> High Elves and Naga.

Nerfed most enemies, some more than others.
Buffed Balnazzar's Forces since they died very quickly, usually before Balnazzar himself could even appear. Didn't buff too much, so might buff again in the future.
 
Corrupted Ancient
  • That gate was a good one, could it be spawn an additional periodical lesser demon army or unit beside the manual demon unit?.
  • With the gate, this faction already has a strong power on second tier, also a good option for defense method.
  • This gate was a good feature if player have Demon faction, even for some reason, this faction 60-70% Demon army.

Night Elf
  • More flexible and more option with the branching tech, nice tech.
  • I confused with Night Elf advantage on night time, is it regenerate only on night time that's why Moonlight support added?
  • Tyrande Starfall is an utterly advantage, in this Tug of War, it surely change the tide.
  • Somehow if Hippogyrph didn't find air target, they took a wrong path that not toward the obelisk but to the enemy summon gate area over the tree.
  • There some bugs that when chose Cenarius path, Tyrande lv 4 still spawn.

Bloodhoof Tauren
  • A sturdy and heavy unit faction, with having unit stronger than Knight, this faction is so strong from start until late game.
  • I believe the correct name should be Kodo Beast, the grammar currently Tauren Koto Beast and Koto Beast.
  • Same as Hypogryph that if enemy doesn't have air unit, Wyvern flew toward enemy spawn gate beyond the trees not toward the obelisk.



High Elven
  • Only 6 composition unit that used on this faction excluding the Guardian, still low on push power since the unit only basic composition.
  • Their Swordsman and Archer could not do the wavepush.
  • Guardian are ok but they much easily overwhelm by the wave.
  • If this faction mainly manage elemental to it army, a elemental on wave could be good, any of water, fire, earth element or rock golem would do.
  • If Night Elf (player) Tyrande had Starfall, then Sylvanas with Starfall on this faction could be more challenging.

Naga
  • The unit wave still lacking, their unit much consist Reaver, give a more stronger wave and Naga Royal Guard spawn earlier could be better, since the main power are on combination of Myrmidon and other ranged unit.
  • Hero spawn too late to add impact on battlefield.

Kil'jaeden
The invisible obelisk still exist, could it be at least attack disabled since the objective is defeat Kil'jaeden, I often push forward rather wait him to approaching, which always clash war on enemy side


If Baelgun added to Dwarves faction as additional heroes would it make it too powerful?, There is already Magni but Magni replace Muradin and at the end it only spawn 1 heroes at the time. As majority of all faction have more than 1 heroes at max tier.
Alliance additional building stack bugs still exist.
 

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Balance update, didn't add any new factions this time.
Next planned factions for player are Gnolls and Bandits.
For enemy -> Corrupted Ancients and Draenei.
Player faction Blood Elves will probably receive some kind of rework too.
Still thinking about player faction Undead, but they might get some update too in the future.
And as @Lang mentioned the Dwarves, well... I should probably give them a small rework too.

Happy New Year y'all :grin:

PS: @Lang, the obelisk issue with Kil'Jaeden seems to occurr only on the newer patches... it doesn't happen to me on patch 1.29.2 at least
 
Fun for what it is, would be better imo if you had the option to control at least one of your heroes
 
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