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Warcraft: A New Dawn

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First if you're doing this as spin off then tell people it's spin off. If you are making this a continuation of Warcraft 3: The Frozen Throne story then don't change anything at all. Removing any race would not only piss off people but they wouldn't be interested at all. Keep all four races and add new ones. Don't dumb this mod project. It's fine saying that it's your own mod and that you can do whatever you want. However here 87 pages got used as IM instead for the project updates. If you can't do a proper mod, then don't start the mod that will be the butcher of the game lore.
 
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Idk - I don't actually own sc2, I just figured when TWIF was going to make 3 races it was due to the necessity that sc2 doesn't support more then 3. Sorry if I'm wrong.

I'm pretty sure the decision was because he no longer has as much time as he'd hope to get the modification completed. So he made some cut backs, which is understandable.

However, I'd make it that there is a faction consisting of the Humans and the Night Elves, and another faction with the Orcs. Sorry, but Humans and Night Elves + Orcs just doesn't work. At least the Night Elves have had some strong alliances between the Humans before.
 
I have my own reasons for switching to three races. I didnt know this would cause such a shitstorm, if people are really that nvested in my mod to care, whoopie.

The primary reason is simplicity and balance, to create a competitive melee atmosphere, we have to limit it to a resonable number of races to balance. Another is a lore interest. But also, the alliance is only created at the beginning of the campaigns, and begins to unravel as the game progresses. An expansion may contain the races split as the melee set up, reflecting that fact in the campgains of said expansion. The night elves may or may not be included in this alliance, or in melee at all. i've gonsidered removing them from melee, but improving their notability in the campagins, but who knows?

Thanks alot for your input, Debode, King, thanks.

The action of swapping to more managabe race quantity was not bourne of engine restrictions, this project is both a MOD ( an editation of the game itself ) and a series of CUSTOM SC2 MAPS. And as far as i know, blizzard incuded the ability to add more races and natural resources to the game.


Edit - Thinking about it, adding races in expansions is a good idea, that might be the way to go, but our fist game, reflecting on the campaigns, will feature, most likley, the humans and orcs. or, as king suggested, the humans and night elves. although i dont fancy ditching the orcs.
 
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I would go with Melee having Humans, Orcs and the Burning Legion. Add Undead and Night Elves in an expansion if you still have the time.

EDIT: You could also add extra units in your expansions. It'd be a good way to get people excited for content, and will keep people playing (which, in my opinion, is a very good thing). Just think about it.
 
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Well, the Legion's techtree is supposed to be finished, but we're making changes in the races, and I can see some interesting ideas there.
 
I love the ideas, and while we may not adopt the ENTIRE thing, i think it will Definetly (definetly most of it) will be added into the main race, i was thinking of a mesh between some of the older concepts and the newer concepts, which may assuage some of my fears of having movig demon buildings be a major imbalance. I'll have to think more, but having the rift be a field bearer, and the 'nodes' be able to produce minor fields... also, i was thinking of originally, buildings only being able to 'produce' while in this field, and also having the original moving speed be very, very negligable, also, the buildings could be target by air and ground, again, making it a two-faced benifit. I like the 'vassal' units, they are a good idea, why not seperate the workers into two groups? the vassals harvesting wood, and repairing, (non magic buidlings only) and also being the basis for bringing new units in, and th 'summoners' harvesting gold, and bringing in new buildings, AND healing non 'magic' buildings? its an idea.

'll talk to you when you get on msn.
 

Rui

Rui

Level 41
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Here a few excerpts of our MSN discussion that may be relevant:

Stathisdjs: Rui
bout that power field idea
i kinda dislike it
it would give them them a protoss feel
i had another idea
making buildings that work like this
2 autocast abilities
1 being a +defense w/e
and 1 being +production speed
kinda like the chrono boost
but
only 1 can be built within the range of another
err
you can't build more than 1 inside each field

Rui: That was the idea, actually, while giving it a Warcraft feel

Grey Nightmare: I like it, sept I would make dispel completely nullfied "IN" the field
rather than 50%

Stathisdjs: heh
what about
other units getting slowed by 10%?
including projectiles

Grey Nightmare: Sure do you want to code that?

Stathisdjs: Erhem.
No coding required
This is the data editor we are talking about
brb, drop all ideas here

Rui: The only thing I dislike about having them as summons is that games with Demons would always be about dispelling them. That's why I want strong units, but with a considerable supply cost and a few spellcasters who are good at countering possible dispels, so that the enemy will not always go for them.
Stat, I don't think people would want to use abilities from buildings all the time.

Stathisdjs:
AUTOCAST

Rui: Why have the ability at all, then?

Stathisdjs: *cough*
increase production speed of buildings
weak
so it's the main target of attackers

*cough*
increase production speed of buildings
weak
so it's the main target of attackers

Grey Nightmare: "The only thing I dislike about the dispels is that games with Demons would always be about dispelling them."
Exactly why I suggested nullifying this effect inside the fields

Rui: [replying to Stathisdjs] Doesn't work with my idea; my idea is to have workers interchange with military. They're similar to Protoss in the way they summon structures, but similar more to Zerg in the way unit training is handled.
Buildings don't train units at all; they only research upgrades. And allow new units to be interchanged.

Grey Nightmare: Yeah fits the lore to
It has a lot of potential
:)
the idea
I like it better than our orginal one anyway

Stathisdjs: How about giving a twist to their workers
like
all workers within those building's range
move faster
etc etc

Grey Nightmare: I <3 the diabolist and temporary fields
How long were you thinking, 5-10mins?

Rui: For example, you have a Felguard that costs 3 food. So, to get a Felguard, you need to select 3 workers, and press the Interchange with Felguard button. You know how two High Templars or two Dark Templars merge to form an Archon? It'd be similar. The three Gan'arg mingle and a cool special effect is spawned;
Do you know how Undead buildings (or dying heroes) had «spirits» that went [from their death location] to the air? This is similar. Red lights would spawn and «travel» in a vertical way, just like those «Undead spirits», for half of the unit's «interchanging» time. In the second half, those lights have the opposite direction: from «space» (or whatever) to the place where the workers mingled.
Lol, no, 5 or 10 minutes would be insane =P a maximum of 60 seconds, preferably between or equal to 45 and 30. The idea with allowing the Demons to «space shift» buildings is mainly for adaptation purposes, much like the Undead can Unsummon their buildings. The difference is that Space Shifting takes more time, requires Warping Fields, and saves 100% of the resources
While Unsummon returns only 50%

Grey Nightmare: but buildings wouldn't even build within 60secs?

Rui: Space shift allows buildings to directly reposition themselves, and takes half of the time a normal structure would take to be built/warped in. What we don't want is the Demon player warping in towers directly into a player's base, similarly as to why Blizzard did not allow a Planetary Fortress to lift up.

Turminator8: so basically if TBL get rushed they are fucked?

Rui: Actually, the Demons would be pretty immune to rushes. I actually have to be careful with that. If they can interchange from workers to military units and from military units back into workers, what the player could do when rushed is pick all his workers and interchange with military. This would also make a demon rush quite tough to handle.

Grey Nightmare: Wow
Changing back?
THat's pretty cool
Perhaps potential for imba though..
GottA BE careful

Rui: Yes. You required 3 workers to interchange with a Felguard, right? If you interchange the Felguard back, you get back the 3 workers.

Turminator8: Maybe that should have some type of charge or energy cooldown like how the protoss main base has that excelerator
and at the beginning it starts at 0 and it slowly regenerates

Grey Nightmare: Kinda like how druids have to wait
to change back form
but longer
yeah

Rui: The waiting time to interchange can't be too long, but it has to be significant.
Grey, depends. The workers themselves have a waiting time to be trained. Making interchanging too short allows the Demon player to adapt way too fast to be balanced, but making it too long will also make the sum of unit training time too long to catch up with other races... of course they can interchange multiple units at once, that's a fact... perhaps I should look into Zerg macro a bit to make a decision (they can mutate various units at once).

Stathisdjs: I just had an idea
random number X
every X units
an improved version of the unit is created
instead of the trained unit

Rui: The problem with inserting arbitrary elements is that they're just that: arbitrary. They have no logic whatsoever.
An improved version of a unit comes off as completely unexpected in a bad way.
And strategy is about that: having the data and rationalizing a way out of it. By inserting this arbitrary value you're denying the players a piece of data. If you get lucky, good for you, sucks for your enemy. If not, too bad for you. But ultimately you did not give either of the players a chance to do anything about it.


I will be editing my post to make it more clear, considering everyone here has read my post to the end. It didn't seem to come off very clearly.
 

Rui

Rui

Level 41
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I thought of that yesterday, and it is a good idea. Interchanging from military back to workers should remain free, though, but give back no resources, lest losing the point of giving interchanging a cost to begin with.

P.S. -- I've added notes to the Poltergeist's spells and will keep adding more examples to make it more clear.
 
Level 5
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Maybe the workers could be "Void Spirits" that extract wood and gold as the wisps do and can sacrifice themselves to create warp portals wich the units and buildings can be warped through. The buildings are too big, so only one spirit would be sacrificed per building and the building would materialize slowly. Or maybe they could "upgrade" into rifts if we keep the "rifts" mechanics.
Also, the void spirits can sacrifice themselves to open a warp portal for demons from offworld.
To warp some untis and buildings, the void spirit needs to channel energy from the adequate building before sacrificing, explaining the requirements of the techtree.

That's the easier to explain lore.

Also, Fussiler1, we'll send you the things from your desk.
 
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btw, if you're still looking for loremaster, then you just found him :grin:

{EDIT}
Here it is - Complete Forsaken unit techtree. It also have concept arts (taken from WoW :grin:, abilites and everything! Just take a look..

ftechtree.jpg


Deathguard
"Basic soldiers of Forsaken. They are using swords and shield to defend their acher lines."

  • Basic light meele unit
  • Abilities: Death Shield
  • Death Shield - Protects the Deathguard with his shield. Deathguard holds the line where he stands, unable to move with his defense increased.
  • Upgrades: Death Shield, Guardian of Death
  • Guardian of Death - Increase the life of Deathguard by (x)

200px-Silverpine_Deathguard.jpg


Marksmen
"Marksmen use crossbows to deal damage from long range. They are often in second lane, guarded by Deathguards."

  • Basic light ranged unit
  • Abilities: Rapid Fire
  • Rapid Fire - Increases Marksmen attack speed by (x) for (x) seconds.
  • Upgrades: Rapid Fire, Bone Crossbows
  • Bone Crossbows - Increase the attack of Marksmen by (x) if attacking from closer range.

(No picture, but could look like Deathguard with crossbow..)


Assasin
"Silent and deadly, Assasins stealth throught enemy's lanes and kill them from within."

  • Advanced light meele unit
  • Abilities: Stealth, Backstab
  • Stealth - Assasin vanishes, becoming invisible but reducing his movement speed by 30%.
  • Backstab - Passive - If Assasin atttacks from behind, he will do 2x of his normal damage.
  • Upgrades - Stealth ,Backstab

180px-UndeadRogue.gif



Dark Knight
"Dark Knights are human captains of Aliance, risen to undead. They use powers dark and unholy, riding their death steed for victory of Forsaken."

  • Advanced mounted meele unit
  • Abilities: Dark Charge, Shadow Strike
  • Dark Charge - Autocast - Charges at enemy, increasing movement speed by (x) for (x) seconds.
  • Shadow Strike - Autocast - Strikes the enemy, dealing (x) damage and stunning for 1 second.
  • Upgrades: Dark Charge, Shadow Strike, Deathcharger, Deathbringer
  • Deathcharger - Increases armour of Dark Knight and Deathcallers by (x)
  • Deathbringer - Increase attack speed of Dark Knight by (x)

200px-Rivendare.JPG



Banshee
"Dead elven women risen into form of horrible spectre. They can fear their enemies or they can use their deadly scream."

  • Advanced caster unit
  • Abilites: Fear Presence, Deadly Scream
  • Fear Presence - Passive - Every unit that attacks Banshee have 10% chance to flee in terror. The leader won't be able to control feared units for (x) seconds.
  • Deadly Scream - Passive - Every attack Banshee makes have 10% chance to unleash Deadly Scream, which deals (x) more damage to target.
  • Upgrades: Fear Presence, Deadly Scream, Haunt
  • Haunt - Increases the chance to perform special attacks by 10%.

145px-Melisara.jpg


Deathcaller
"Necromancers of Forsaken. They ride on steed rising fallen forsaken and supporting them. They wield hammers infused with dark energies."

  • Advanced support unit
  • Abilities: Dark Touch, Rise Fallen
  • Dark Touch - Heals a single unit for (x) amount of damage.
  • Rise Fallen - Brings allied dead unit back to life. Can only target lesser dead units.
  • Upgrades: Rise Fallen, Deathcharger
  • Deathcharger - Increase the armour of Dark Knight and Deathcaller by (x)

179px-Lord_Aurius_Rivendare.jpg



Black Arrow
"Black arrows are risen elven rangers. They are Dark Rangers that are not using necromancy and dark powers. But even without that, their long bows can still be deadly."

  • Advanced ranged unit
  • Abilities: None
  • Upgrades: Poisoned Arrows, Night's Eye
  • Poisoned Arrows - Increase the attack of Black Arrow by (x) and gives them 25% chance to affect target with Poison, which damages them for (x) amount of damage for (x) seconds.
  • Night's Eye - Increase the vision and range of Black Arrow while night.
138px-Dark_Ranger_Velonara_-_Graveyard.jpg




Plague Bringer
"Plague Bringers are siege weapons of Forsaken. They can throw boulders as well as barrels with plague."

  • High mechanical unit
  • Abilities: Switch Ammo
  • Switch Ammo - Switches between Boulders and Plague Barrels. Boulders are effective against building while Plague Barrels are effective against units.
  • Upgrades: Switch Ammo, Deadly Plague, Fire Missiles
  • Deadly Plague - Increase damage done by Plague Barrels.
  • Fire Missiles - Increase damage done by Boulders.

200px-Wintergrasp_Catapult.jpg



Abomination
"Many bodies stiched togheter with powerful science, Abomination are war tools of Forsaken. Their three arms can deal powerful damage using three axes each hand wields."

High hybrid unit
Abilites: None
Upgrades: Toughness, Cleave
Toughness - Increase defense and health of Abomination by (x)
Cleave - Allows Abomination to damage more units at time.

200px-Borgoth_the_Bloodletter.jpg




Plague Vagon
"Plague vagons are filled with deadly plague. They are controled by Apothecaries, which can take the plague and made it into good potions, or they can just release the plague on enemies."

  • High mechanical support unit
  • Abilities: Healing Plague, Devasting Plague
  • Healing Plague - Heals two allies close to each other for (x) amount of damage.
  • Devasting Plague - Damages two enemies close to each other for (x) amount of damage.
  • Upgrades: Devasting Plague, Vials of Death
  • Vials of Death - Allows apothecaries close to Plague Vagon to attack by throwing vials filled with plague.

180px-Plague_spreader.jpg



Plague Bat
"When Apothecaries rides bat to battle, it's called Plague Bat. Apothecaries throws vials at ground enemies, the flying ones just gets ripped apart by the bat."

  • Very High flying caster unit
  • Abilities: Screech, Black Vial
  • Screech - Bat uses his deadly screech to stun the flying enemy for (x) seconds.
  • Black Vial - Combining Flames and Plague, Apothecaries uses the Black Plague in the vial to stop buildings from training another units till the effect dissapears.
  • Upgrades: Screech, Black Vial, Royal Apothecary
  • Royal Apothecary - Increases damage. attack and movement speed of Plague Bat.

(no picture, just imagine apothecary riding black bat with tons of vials on it.)



Flesh Beast
"Kings of Abominations, this is how Forsaken calls Flesh Beasts. Combining ridiculous amount of animals and humans, these undead giants are born."

  • Very High meele hybrid
  • Abilities: Plague Vomit
  • Plague Vomit - Flesh beast vomits, covering his enemies in deadly plague, reducing their armour and damaging them for (x) damage for (x) seconds.
  • Upgrades: Plague Vomit, Kings of Abominations, Flesh Ripper.
  • Kings of Abominations - Increase health and damage of Flesh Beast by (x)
  • Flesh Ripper - Flesh Beast have 10% chance to eat meat of their enemies, restoring (x) life.

180px-Beast1kmaws.jpg

Concept art is more badass :grin:
 
Last edited by a moderator:
Level 5
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Messages
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You should really work on your grammar. The descriptions of some units\abilities\upgrades are silly like hell.

Yea, because im from czech republic, land where english is common as japanese.
Don't judge me man, im trying to create something here...
 
You should really work on your grammar. The descriptions of some units\abilities\upgrades are silly like hell.

He's right, grammar is huge. It's Melee, not Meele. If you want to create a ground-breaking project, grammar is a must have and is huge when reviewing something.

Edit: Also.. the music is repetitive. If I were to listen to this for hours on-end, I would rip out my hair.
 
Level 10
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He's right, grammar is huge. It's Melee, not Meele. If you want to create a ground-breaking project, grammar is a must have and is huge when reviewing something.

Edit: Also.. the music is repetitive. If I were to listen to this for hours on-end, I would rip out my hair.

If that idea was an official post, then I would agree. However, I don't see how it's important when posting something that isn't official or final. So I have to disagree with you on that.

edit: nice song, but it is a little repetitive. Other than that I love the piano and such.
 
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Really, that music would fit perfectly for most human cinematics. Also, I already have an strategy in mind for such unit tree... heh. Also, apothecaries are like acolytes? And rename some abilities... Abomination's Cleave could be "Three Arms" or something. And... the Deathguard have a passive named Guardian of Death? LoL. Maybe rename to Unholy Perseverance, Undeath or something. After all, Death Shield is repetitive enough. And a damage skill autocastable? Maybe make it a instant spell that does little aoe dmg. Also, maybe increase attack speed a little for Death Charge. Banshee is a caster without anything to cast? lol. Either rename or give her something to cast. Deathcaller's Rise Fallen works only for T1? Plague Vagon: He have two skills... and both are an upgrade? That means that unupgraded he does not have any support skill at all... And Flesh Beasts ability should be restore (x) dmg and take (x) dmg extra from the enemy.
 
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Also, apothecaries are like acolytes?
Apothecaries are alchemists of Forsaken, while Grand Apothecaries are alchemists/necromancers. Yea, something like acolytes...

Deathguard have a passive named Guardian of Death? LoL. Maybe rename to Unholy Perseverance, Undeath or something. After all, Death Shield is repetitive enough.
Sure thing. I had no better name in my mind.


Deathcaller's Rise Fallen works only for T1? Plague Vagon: He have two skills... and both are an upgrade? That means that unupgraded he does not have any support skill at all...
Actually, with "lesser units" i mean the T1 and T2 non-mounted units.
Plague Vagon have the support skill without needing for upgrade, after upgrade he gains damage skill and ability to actually defend himself (attack with small ranged damage).

Im trying to post something here, sure it might not be perfect, but thanks for feedback. It's not official version so many things can (and will) change, im just posting some kind of "Unofficial alpha fanmade version". :grin:
 
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probably not, i just posted some ideas. I hope some of the units will be picked (of course redone with better grammar, nerf/buff and stuff..)
 
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Remember that we're ignoring all WoW lore, so we might prefer that the forsaken took other ways instead of researching weird war machines and plage variations. Apothecaries might don't even exist.
Also, there're a great deal of issues we would have to change before using any of these units. For example, the death guard's ability would make them the perfect victims for micromanagement.
Good work anyway. Even if we don't use any of these units, some units or abilities might be based on them.
 
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Remember that we're ignoring all WoW lore, so we might prefer that the forsaken took other ways instead of researching weird war machines and plage variations. Apothecaries might don't even exist.
Also, there're a great deal of issues we would have to change before using any of these units. For example, the death guard's ability would make them the perfect victims for micromanagement.
Good work anyway. Even if we don't use any of these units, some units or abilities might be based on them.

So...what are you going to make for their units? They don't have any necromancers in their lines (Deathcallers are actually just undead priests), so they cannot rise any undead units (skeleton, abomination, anything else). Apothecaries are creating new undead due to their alchemy and Frankenstein-like experiments.
So, basically, you will be left with 20% of Forsaken, which are actually some rotting corpses and undead elves - How will you make army from that?
 
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Just be logical. Usually the units a faction have depends on their leaders. So Sylvanas, Varimathras. Sylvanas is a inspiration for, like you said, all the elves slaughtered on Quel Thalas, and have also the power to easily corrupt any living being. Varimathras propably still have enough power to summon lesser demons... how do you know that they have no necromancers? Plague experiments really are something unrealistic, but for example: their army could be a mix of necromancer and varimathras creation, and every life under the range of Sylvanas corruption (undead elves, corrupted living beings, etc. I remember that long long ago, when I was trying to voice act here, I suggested that possessed humans could be something like spies; somewhat the assassins you recommended.)
 
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Just be logical. Usually the units a faction have depends on their leaders. So Sylvanas, Varimathras. Sylvanas is a inspiration for, like you said, all the elves slaughtered on Quel Thalas, and have also the power to easily corrupt any living being. Varimathras propably still have enough power to summon lesser demons... how do you know that they have no necromancers? Plague experiments really are something unrealistic, but for example: their army could be a mix of necromancer and varimathras creation, and every life under the range of Sylvanas corruption (undead elves, corrupted living beings, etc. I remember that long long ago, when I was trying to voice act here, I suggested that possessed humans could be something like spies; somewhat the assassins you recommended.)

They don't have necromancers because necromancers are loyal to Ner'zhul
Forsaken = Undead that regained free will
Necromancers = Scourge (Undead loyal to Ner'zhul)

But hmm...interesting ideas you have there. I actually like them very much, combining undead/corrupted humans/demons into single race of Forsaken....
Why don't you make a techtree? I guess it would have been better then mine :thumbs_up: :wink: :thumbs_up:
 
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They don't have necromancers because necromancers are loyal to Ner'zhul
Forsaken = Undead that regained free will
Necromancers = Scourge (Undead loyal to Ner'zhul)

Yes I agree that necromancers are more loyal to Ner'zhul, so they probably won't be in the forsaken army.

I actually like your "death Guard" unit. Although names can change I like the concept about having the Foresaken use units as their defensive structures instead of things like bunkers and watch towers. (and having mass amounts of defensive units instead of a few towers) I think that the foresaken won't have any demons because we are going to have a burning legion race.
 
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I cannot really think of any concept art as long as I have no clue of what the forsaken do need in terms of techtree, units, etc....

Some help would be appreciated!

I hear you M0rbid and we understand! We need to get some tech trees finalized, I'll push them to work on it, for now go to Worldcraft.hordestudios.com and we'll be putting up some tech trees soon.

Also for now, if you could make concept art piece of some goblin shredders. They are going to be in the Orcish Horde Race. They are a super lumber gatherer and also act like a melee unit. (kind of like the undead ghouls, but better).
 
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So...what are you going to make for their units? They don't have any necromancers in their lines (Deathcallers are actually just undead priests), so they cannot rise any undead units (skeleton, abomination, anything else). Apothecaries are creating new undead due to their alchemy and Frankenstein-like experiments.
So, basically, you will be left with 20% of Forsaken, which are actually some rotting corpses and undead elves - How will you make army from that?

There's always a way. Whatever we deceide the forsaken will be, We'll find a fitting lore, with apothecaries or without them, don't worry about that. Also, before any apothecary ever existed, Sylvannas and her few rotting corpses took over Lordaeron from the hands of the Burning Legion and killed a few demon lieutenants in the process, proving that a few undead elven rangers can still deal a huge amount of damage from the shadow to the enemy's weak points.
Anyway, we're not currently developing anything related to the forsaken, so I'll be able to give you more answers regarding this matter when the orcs and demons are complete.
Until then I don't think this conversation will get us anywhere.
 
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On a side note, since you guys have your own forums and all, why don't you use those for general game-related discussion then have this thread for actual game related announcements?

Because no matter how hard we try, people always post stuff directly on this forums instead of going to the actual website.. I know its frustrating. So this has pretty much become a general forums and the front page will be updated with announcements.
 
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