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Warhammer: Eternal Strife (Melee)

Warhammer: Eternal Strife. Melee Map
By Nightmare
>Additional Melee maps
>Yet more custom maps - now ladder ones!
>Campaign (first 5 chapters)
>Races' description and discussion
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We have an active Discord! Arrange games, make suggestions, report bugs etc >>> discord.gg/uW34Y49


Season 1 of WH:ES League begun on 29.02.2024! Go to our Discord to signup and see this spreadsheet.

Map Info:
Warcraft III versions supported: 1.26 and later, including Reforged.
This is an Altered Melee map based on Warhammer Fantasy Battle universe (not to confuse with Warhammer40K universe). A 4-player Altered Melee map features 16 unique, fully-developed playable races: Skaven, Lizardmen, High Elves, Empire, Dwarfs, Warriors of Chaos, Orcs&Goblins, Dark Elves, Beastmen, Wood Elves, Vampire Counts, Ogre Kingodms, Daemons of Chaos, Tomb Kings, Bretonnia and Dogs of War. All 4 original Warcraft III races are intact and are also playable. If you are not familiar with WH universe - don't worry, just think of this map as another Fantasy, I'm sure you'll enjoy it nonetheless.
The custom races are analogous to Warcraft III original fractions: each race (normally) contains 4 unit-producing structures, 3-level townhall, item shop, 4 heroes, 10+ combat units, including spellcaters and siege units... all that good stuff! Type a command in chat to select a race.
There are no extra complicated instructions or additional files for "installing" this mod: it's a single map.


Key features:
It was of course challenging to implement Warhammer armies into Warcraft races, but overall I think I did well balancing the WH universe armies and War3 strategy mechanic. A few races ended up having more than regular 10-11 units, but thats a good thing, right? :)

The main feature of this altered melee is the specialisation system. I must admit I feel quite proud about coming up with the idea and implementing it.
Each race has 4 specialisations (called "doctrines", "paths", "guilds"... depending on the race, the idea is the same); the player can choose only one. For players who don't want to use the slight advantage granted by specialisations, they can be disabled (the instructions for that are given ingame). Specialisations give each hero a free item (a weak one), unlock new abilities and improve already existing ones, allow the training of new special units and upgrade the ordinary ones. All this is done through instant but pricey upgrades at townhalls: there are a total of 7 upgrades (1 at T1, 2 at T2 and 4 at T3). The last thing I want to note here is that even without specialisations the races are still fun and interesting (and probably more balanced, lol), but I of course suggest you try them out as they allow great difference in playstyles within a single fraction, making the gameplay much more exciting.
Now that I've talked about the good stuff, I feel it's time to mention a couple of minor downsides. Firstly, unfortunately, I've made no AI for the custom races yet (I plan to in the future, but not in the near future), so if you play alone vs PC, your opponents can only be original War3 races. Sorry for the big filesize and the long loading time (relevant for patsches 1.27 and earlier).

The map is open source. Feel free to look around it if you are interested. You may modify it all you want for personal use, just don't go around spreading it on other websites or at least give credit if you do (can't imagine someone doing that anyway, lol). Feel free to borrow anything from this map, from ideas to icons; no credit required if you do.

If you like my mod, make sure you check out my Campaign (first 5 missions) based on this altered melee. Quite honestly, the dream of making a huge badass campaign is precisely what drove me to do this mod for so long! One can even say that for me the campaign is primary, while the altered melee maps are only means to make it. Sadly, the campaign has been lying dormant for the last years, but I will return to it once I finish making all the races.

Additional information:

This might be one of the best altered melee maps I've ever played. - Grubby

The Races
See this thread for detailed description of each race! Pictures included.

The Map

>Four additional Melee maps
This is just one of the maps, the 'main' one, if you will. The background map is set in summer. It is deliberately done quite big so it is easier for me to rework it in the future (make it for 8 player). Neutral buildings: There are a total of 12 gold mines, 4 mercenary camps, 4 merchants and 1 fountain of health. Creep camps: 12 red camps (including starting location ones), 16 orange camps, 8 green camps. There is only one land pass - in the middle. I acknowledge that it is somewhat unconventional; it is done for ease of exploration.
Looking for a different set-up? Make sure to check out >Additional Melee maps.
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Future Plans

Thanks to everyone showing interest in my mod, I'm not even considering stopping. I plan to upload more melee maps (with other setting and set-up) as well a big Campaign, for which I have done the first five chapters.
You may be wondering, given the scope of the project, if I accept donations. As a matter of fact, I don't. The mod has always been and will always remain 100% non-commercial. This is my principled stance.

Read and ask about all the latest news and plans on our
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Discord.

Gameplay screenshots and videos:

See also: Race units gallery (September 2019).
See also: July 2017 architectural reform album.
Note: gameplay screenshots were made in 2014-16 and may feature outdated models.
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Change Log:


See this post

Credits:

Key: Already Mentioned, More than 1 resource used.
Icons: Blizzard Entertainment, Static, DiscipleOfLife, Darkfang, Hellx-Magnus, Null, Sin'dorei300, Mr.Goblin, PeeKay, The_Silent, The Panda, Huinipachutli, Stanakin, kola, Eagle XI, Scias, 67chrome, Murlocologist, NFWar, Mc!, Zephyrius2412, Ceterai, CRAZYRUSSIAN,, BLazeKraze, oh_snap, bigapple90, Kimbo, sarumanthecursed, Deon, Horn, Apheraz Lucent, BLazeKraze, CloudWolf, Marcos DAB, Chucky, mikeisman2, olofmoleman, Dr.Death, protivogaznik, GooS, exN, D.ee, asdasdgfrw, BlackDoom, The_Gauntlet, lllLSDlll, Sun gate, zbc, chr2, r.ace613, Tenebrae, Midnighters, Mustang, Liomsi.

Effects/missiles/attachments/etc: Infrisios, M_Exanimeб JetFangInferno, Mythic, Pyritie, Ergius, Grey Knight, JesusHipster, Daelin, s4nji,, Thrikodius, UgoUgo, biridius, Stan0033, CreatorD3292, gookywooky, TheWhiteWolf, Champara Bros, Kuhneghetz, doom_sheep, General Frank, Callahan, NewbieMapper, Lord_T, Jab1z, cotd333, HammerFist132, Blood Raven, Love Seeker, Metal_Sonic, Softmints, Direfury, KAIL333XZ, donut3.5, frostwhisper, Yours Truly.
Buildings: Ujimasa Hojo, Edge45, supertoinkz, Alok, bakr, DoomWolf.

MODELS SKV: Gluma, Mephestrial, Direfury, Kimberly, Kimbo, The Weird Human, Cavman, HerrDave
MODELS LIZ: Misha, Ujimasa Hojo, Hayate, AndrewOverload519, MasterHaosis, -Grendel, Doom Wolf, Zephyrius2412, Kehel, olofmoleman
MODELS HEL: Elenai, kangyun, Deolrin, Ilya Alaric, Rhapsodie, Ujimasa Hojo, HerrDave
MODELS WOC: Horn, Nagirya, takakenji, Grey Knight, Kuhneghetz, Ujimasa Hojo, General Frank, -Grendel, Sellenisko
MODELS EMP: Kitabatake, Kuhneghetz, Ujimasa Hojo, HerrDave, Wandering Soul, Tranquil, paulH, General Frank, CRIS, HappyTauren, DireFury, loktar, Ujimasa Hojo, Cuore, Tarrasque, A.R.
MODELS DWR: wingednosering, takakenji, Fuzzyfury, IamMclovin, Villagerino, Arch-archdemon, General Frank, Tranquil, Amaruak, Urkdrengi, TurieL, Ujimasa Hojo, DireFury, Em!, HerrDave, Mechanical Man, GreyArchon, Alpain
MODELS ORC: Ujimasa Hojo, Em!, oktar x2, johnwar, Stefan.K, Urkdrengi, Kuhneghetz, eubz, Nirvendor, Sunchips, Tauer, Cavman, Sellenisko, HerrDave, Callahan, Grey Knight, Just_Spectating, Mister_Haudrauf
MODELS DEL: A Void, gookywooky, Tranquil, ,Sellenisko, General Frank, Tarrasque, Sin'dorei300, Forsaken, Sunchips, Miseracord, Edge45, Uncle Fester
MODELS BOC: WyrWuulfe, NaserKingArthas/MN Lahmar, Sin'dorei300, Gluma, Uncle Fester, Bagysta&Zavorakto, Ujimasa Hojo
MODELS WEL: Red XIII, AndrewOverload519, Ujimasa Hojo, Lord_T
MODELS VAM: Cavman, Kuhneghetz, DireFury, Em!, PROXY, stein123, WhiteDeath, GUNNER, ironmaiden, BaiyuGalan, -Grendel, Mister_Haudrauf, HerrDave, Ujimasa Hojo,, Gottfrei, manasou
MODELS OGR: eubz, Wisdom, Mr Ogre man, borissuworov, AhhFreshWeeD, Hermit, NhazUl, Chriz, Hawkwing, Dionesiist, PROXY, Kitabatake, -Grendel, DireFury, Uncle Fester, Mr.Goblin, Sellenisko, Cavman, Zephyrius2412
MODELS DOC: FerSZ, Misha, icewolf055, ChevronSeven, -Grendel, Mephestrial, Ujimasa Hojo, MasterHaosis, Tranquil, Sellenisko, Hermit, AndrewOverload519, General Frank, Kuhneghetz, NaserKingArthas/MN Lahmar
MODELS TOK: Ujimasa Hojo, HappyTauren, Callahan, Edge45, -Grendel, Direfury, UncleFester, Mister_Haudrauf, supertoinkz, Sellenisko, Stefan.K, Seoki
MODELS BRT: Asssssvi, Mike, Mechanical Man, infrenus, The_Warchief, Pyramidhe@d, Ujimasa Hojo, Tranquil, HerrDave, Stefan.K, kangyun, AndrewOverload519, Direfury, Callahan.
MODELS DOW: Explobomb, HappyCockroach, MassiveMaster, Jiok, Mr. Bob, Bioautomaton, WhiteDeath, purparisien, The_Silent, Tarrasque, Villagerino, Arch-archdemon, HerrDave, Ujimasa Hojo, Mike, Em!, Uncle Fester, AndrewOverload519, Wandering Soul x2, PROXY, paulH, icewolf055, Callahan, Hayate, loktar, JesusHipster.

Special thanks:

  • Blizzard for the awesome Warcraft III game.
  • Games Workshop writers for creating the great Warhammer Fantasy universe. (All rights reserved to them!)
  • sarumanthecursed for invaluable support, criticism and playtesting during the early stages of the mod.
  • Diazon for help with modelling.
  • DieBieneFranz and other active members of the community! Our popularity exploded in early 2024 thanks in large part to him :)
  • Most importantly, this very website HiveWorkshop. Would've been nowhere without it.


Note: some screenshots may represent outdated versions.
If you have any questions, comments, suggestions or you find any bugs, please contact me here or anywhere else!
Feedback greatly appreciated. Thanks and have fun everyone!

Keywords: Warhammer, WH, WHES, Nightmare, Eternal Strife, melee, Elves, Dwarfs, Orcs, Goblins, Skaven, Chaos, Empire, Beasts, Beastmen, Wood Elves, Dark Elves, High Elves, Fantasy
Contents

Warhammer: Eternal Strife (Melee) (Map)

Reviews
http://www.hiveworkshop.com/forums/members/stopcampingn00b/"]Moderator: StoPCampinGn00b Map approved with no rating as requested by the author. I checked off the list... and hey! All rules are followed. Map approved. If you do decide to change your...
Level 17
Joined
Apr 5, 2011
Messages
323
Hi all! Today's update:

  • Item reform - generic items are overhauled and they are now way more thought out and diverse, including the addition of some basic recipes (composite items). Race-specific items also gain quite a few improvements.
  • WEL, DOW and especially LIZ see some additions. Also added a 'Rivalry' system for the first time that affects about a third of all races.
  • A multitude of minor fixes and improvements, as always, such as typo fixes and balance&visual tweaks.
  • Please note, as this is a relatively smaller update, the Additional maps are not updated. I will update them within the next several months alongside a new patch.
 
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Level 17
Joined
Apr 5, 2011
Messages
323
Update:
  • Some reworks to two races: WOC heroes now have Demon Princes and see some additions for Khorne; HEL heroes now benefit from 4 levels of each skill and 13 skillpoints in total.
  • Antimagic reform across all races started. There is now an emphasis on each faction having anti-spellcaster units. This will be finilised in the next patch.
  • As with each patch, I've made a score of balance tweaks and fixed a multitude of typos and minor bugs.
  • Additional maps updated; notice that this wasn't the case the last time. Furthermore, desert map reworked and enlarged:

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Lastly, check out this page with a version of the Tropic map, modified specifically to suit 1v1 competative play: Warhammer: Eternal Strife. 2-player map variations
 
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Level 17
Joined
Apr 5, 2011
Messages
323
Hello,

Can this be played in singleplayer?
Yes sir, absolutely you can playtest the races fully vs AI. The only problem is that these would be standard war3 bots, but that's hardly a big deal; since the balance is based on War3 races – it's kinda even better that way :)

Also, please check out a short campaign I made a number of years ago. It's not as glamorous as the current version here, but it features a story and is meant precisely for soloplay :) (see also this thread: [Campaign] - Warhammer: Eternal Strife )

Lastly, we have an active discord if you have feedback or guidance or just looking to playtest with some real humans such as myself: discord.gg/uW34Y49

Cheers!
 
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Level 17
Joined
Apr 5, 2011
Messages
323
Hi everyone, today I'm releasing the last update before Jul-15th which is the 9th anniversary. The July patch will be an important update, since I plan to not add anything past that date, only fix and optimise existing issues.
Anyway, here's what we have today:
  • Some reworks to two races: SKV and OGR.
  • Antimagic reform across all races continued.
  • New loading screen arrived – it will now work with Reforged.
  • Additional maps updated.
  • As the mod is nearing it's final form, I recently began playtesting with pro-players. Big thanks go to Dise, Neytpoh, RazorMoon, Orfey and MisterWinner. These fine gentleman gave invaluable feedback and made countless suggestions, most of which I was able to implement. So as always, this update sees a myriad of visual and gameplay tweaks&fixes.
 
Level 17
Joined
Apr 5, 2011
Messages
323
Hi all!! Today's annual July-15 update is the penultimate one. I'm happy to say that the mod development has entered it's final stage....
9 years ago I first uploaded it here, and 1 year from now I plan to update it with the final version :)

As of today, the changelog:
  • Tons of improvements, small additions, bug fixes, optimisations, etc.
  • In fact, I have finished (well "finished") everything I wanted! But the mod will still see some tweaks, fixes, and many minor changes within the next 365 days.
  • Additional maps updated - please welcome the custom 10 player Fall map.
  • Please welcome yet more custom maps - now ladder ones! Thanks go to Bawbz, and to Mafe and Kaer who generously allowed me to use their maps.
 
Level 17
Joined
Apr 5, 2011
Messages
323
Hi all!! December 2023 and I'm still kicking :)

Today's changelog:
  • Many improvements, small additions, bug fixes, re-balancing, etc. A lot of them are back end optimisations, so don't expect too too much.
  • Competative maps expanded and updated: go here! Many thanks go to Bawbz and his amazing tool that made this possible. Last Refuge, Northern Isles, Gnoll Wood and other can be found there.
  • Thanks to Grubby for playtesting my mod on his stream and for all of his kind words, I feel honored and very happy to receive praise from such legend :)
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Level 17
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Apr 5, 2011
Messages
323
Copy-pasting the historical changelog spanning the past 9.5 years (I no longer wish to keep it in the map description):

Lots of balance tweaks and bug&typo fixes.
Competitive maps expanded and updated.
Additional maps updated.

Balance changes:
Neutral: the item Branch of Beasts now has 1 charge.
Neutral: the item Greater Dispel Scroll is now more expensive, has 3 charges and affects a larger area.
Neutral: merc Stone Thrower can now buy Silencing projectiles (50 gold per shot) to combat enemy casters and channeling heroes.
Neutral: item drops now mostly correspond to the current patch. Notably, I have eliminated all auras and ability-granting items such Cloak of Flames and Cloak of Shadows.
Neutral: maps such as Norther Islands and Echo Isles now have more trees near starting locations
All races that have the amour boosting spec-item now see it buffed from +2 armour to +3.
All races now have a Scroll of Town Portal sold at their shop.

HEL Elf Workers nerfed: +5 gold (75>80g), and -15 hp (220>205).
HEL Scout Hawk ability (Beasts spec) +50 sec cooldown (150>200).
HEL Archmage Fury of Khaine manacost 110>125. Arcane Unforging item-remover effect vs heroes now has a level cap (2/4/6/8) and works only if the victim is both below 50% hp and mp, but the main effect will now affect heroes for 4 seconds; the single-item additional effects are removed.
HEL Combat Mage Shield of Saphery +8>+5 armor.

EMP Scroll of Town portal now costs 525 gold but has 2 charges.
EMP two units now refund a bit of gold if you have SKV, VAM, ORC or Chaos as your enemies: Swordsmen (1-10 gold) and Warrior Priests (10-20 gold). Warrior Priest collision size reduced 48>32.
EMP Militia Barracks now cost +60 gold, while State Barracks upgrade costs -60 gold (same total cost).
EMP Archers bonus damage vs creeps and BOC reduced from +10 to +5.
EMP Farms Surplus Redistribution mechanic reworked; they now will heal approximately half of what they used to.
EMP Wealth spec changes: Exploitation upgrade now grants +6 gold instead of +10; 'Improved Farming' and 'Sturdy Construction' reworked and merged.
EMP Faith spec under Rivalry: Holy Zeal now refund 100-100; Order of the Silver Hammer grant +300 hit points to Altars of Sigmar; Inviolable Faith grants +2 STR to Arch Lector.

VAM Sylvanian Cay blight hit point bonus 30>50.
VAM Dark Arts research chain costs 50 base lumber less (e.g. for the first research 125g/125l > 125g/75l).
VAM Zombie Peons and Skeletal Corpses cheapened a bit (75 > 70 gold for peons, 40 > 30 gold for corpses).
VAM Lahmia Bloodline research Tribute now grants 3 random items instead of 300 gold.

DOC Unstable made less punishing: duration reduced 16>12 sec, and damage amplification reduced 50%>40%.
DOC Skulltaker hero Raging Battlefield 90>50 manacost; Skulltaker threshold and heal values increased by 50% (now 150 xLevel).
DOC Skullcannons hit points reduced 400>350, level increased 2>3.
DOC Bloodthirster now has Resistant Skin (60%); Brass Meteor cooldown 15>30 sec.

BRT Knights gold cost reduced 300>260. Errantry (knights' spec) now refunds 25, not 50 gold.
BRT Villagers now suffer from Malnourishment: unaffected Villagers are now limited to 30 (House-total limit stays); having more at a time will inflict a significant combat penalty to the newly trained Villagers.

WOC Dragon Ogres +1 supply (5>6), +2 levels (5>7), base attack time 1.65>1.8, gold cost 270>290, +150 gold cost to their Cleave research, collision size 32>48.
WOC Chaos Dragons are now identical to other dragons (such as HEL's Moon Dragons): they are now, basically, more expensive and stronger.
WOC Warhounds -70 max hp (300>230) and they now deal -50% damage to buildings.
WOC Khorne Champion spells now require 10 more experience and may are capped at that value.
WOC Word of Agony (Slaaneshi Lord Spell) now deals 35% less damage on all levels (100>65 per level).
WOC Flickering Fire of Tzeentch nerfed: damage 100>50, cast range 800>600, mana cost 70>105, hero duration 1>0.4.

DOW-Araby Efreet gold cost increased by +80 (280>360). Arabian Warriors collision size 31>32.
DOW-Araby Hashishins level +1 (2>3) and buildtime +6sec (20>26); Subterfuge now usable only if cast at 90%+hp. Envenomed Daggers damage decreased 75>35.
DOW-Araby Wizard-Caliph cast point increased 0.3>1.25.
DOW-Chd Devastators nerf: max hit points 520>505; base attack time 1.5>1.7; gold cost 205>220; attack range 375>370. Improved Rifle design now grants +70 range (down from +100).
DOW-Kislev Frost Maidens gold cost decreased from 180 to 135.
DOW-Cathay Night Blade gold cost 195 > 345. [due to an oversight on my part, this change affects only the 5 ladder maps]

WEL can no longer power-build mechanical structures.
WEL Arrows of Hatred (Wrath&Vengeance spec) now cost +3 mana (7>10), and last 8>4 seconds (3>1 on heroes).
WEL Hagbane Tips arrows switch place with Starfire Shards (T2<>T1). Satrfire Shards DPS decreased 8>3. Asrai Marksmenship gold cost is now 75/150/225, up from 75/75/75.
WEL Forest Spirit Treekins now require 25 sec to summon (10>25 mana cost); their hire interval at Trees of Seasons increased 30>40 sec.
WEL Elf Workers cost +5 gold (75>80) and -15 hp (220>205). Nerfed Archers: 355>335 hp, 20>25 wood, 1.40>1.50 base attack time. Waywatcher hero summon spell costs 5 more mana (120>125).

DWR Troll Slayers now have lvl1 Cleave at lvl 2 and lvl3 cleave at level 3 (so 0-0-2 > 0-1-3)
DWR Hammerers Resolution and Heavy Bash research now cost 100 gold less (200>100 and 175>75 respectively). Resolution and Greater Resolution block +1 and +3 more damage (9>10 and 12>15). Bash always lasts 1 second longer (0/1/2/ > 1/2/3), proc chance now also increases by 2.5% with upgrades (15/15/15% > 15/17.5/20%). Collision size reduced 32>31.
DWR Dwarven Woodcraft research now has Forge (instead of Dwarven Hold) requirement.
DWR Giant Slayers now have the ability 'Slayer Oath': you are refunded 50 x [unit's level] gold upon their death (75 for heroes) (capped at 350 gold).
DWR Thane Rune of Breaking item-remover effect vs heroes now has a level cap (3/6/9) and works only if the victim is both below 50% hp and mp, but the main effect will now affect heroes for 4 seconds; the single-item additional effects are removed.
DWR Thunderer allround buff: +3 base damage (18>21), +25 range (500>525). +35 hp (505>540); Armoured Thunderers now also gain +2 armour.
DWR Warriors and Clansmen gain +25 hp (520>545). The research Shield Defence now also grants them +2 armor.
DWR townhalls now grant 20 food (up from 16).
DWR Research 'Fortitude' (warrior spec) now boosts hp by 200, up from 100.

ORC Giant Spiders -50% damage penalty against buildings; base damage 15>12; hit points 500>440; web duration (spec) 8>6 sec.
ORC trolls Normal>Siege damage; -2 armor (mundane variant only); lumber cost 30>45. "Focus!..." ability cooldown +30 sec (60>90).
ORC Mob Boys (orc spec) collision size reduced 32>16.
ORC Snotlings base attack time nerfed (1.3 sec > 1.65 sec); Snotling Breakout cooldown for barracks increased from 48 to 65 seconds; smaller breakout (for towers & pump wagons) now requires a bit of mana to charge up (50 sec for towers, 10 sec for wagons).
ORC Squigs's Gulp can now be used only if the squig is above 50% hit points; cooldown doubled 45>90 sec. Great Cave Squig now has Heavy armor (was Fortified before).

BOC Centigors build time reduced 40 sec > 25 sec. Their ability Drunken Bravado now burstheals the user by 250 hit points upon usage (instead of granting these 250 hp proportionately).
BOC Hunter's Skills (Slaanesh spec) research for ungors and gors buffed: from +20 ms +4 damage to +40 ms +8 damage.
BOC Shapeshifter Bear Form mana cost 125>100; Wingbrute form (Tzeentch spec) mana cost 225>125. Shamans of Nurgle (Nurgle Spec) hp buffed 525>600.
BOC Gors hitpoints 590>650 and base armor 1>3. Khorngors are now identical to melee Gors: base attack rate nerfed 1.35>1.6 (except for abilities and heavy armor type).
BOC All heroes sight range improved 1800/800 > 2000/1200. Baleful&Blasphemous Orbs attack rate improved 2>1.8.
BOC Warhound-Protected Pig Pens now have 10 charges for spawning Warhounds.
BOC Tainted Wood level 1 now boosts lumber carried by +6 (up from +2); Tainted Wood level 2 now boosts buildings' hp regen by 3.5 (up from 2.5)
BOC Aura of Carnage (Doombull hero) buffed by 50%: 10/20/30 > 15/30/25 % melee damage bonus.

LIZ Totems of the Old Ones now have 8 charges for spawning Lizards.
LIZ Serpents of Sotek (spec) now deal -50% damage to buildings.
LIZ Improved Blowpipes research moved to T2.
LIZ Stegadon-hero normal-type damage, but can carry 2 items, +1 item per levelup. Indomitable now costs 25 mana (was 0), damage block chance increased from 25/30/35 to 50/65/80.

DEL Shield of Living death (t3 item) armor bonus +5 > +2.
DEL Storage 30>50gold. Barracks, Bestiary and Dreadhall gain +300 max hp (to 1300, 1400 and 1400)
DEL War Hydra's Devour now has a lvl 3 cap; slight cost increase of +30g +10l (290/80 > 320/90).
DEL Supreme Sorceress' spell Lahmeks Dominion base spell's duration against heroes is halved (to 3/5/7); cast range decreased 700>550.

SKV Gutter Runners nerf: base attack time 1.1>1.4; hit points 400>375; cost 185g/30l>205g/40l; they now deal 60% damage less against structures; Snare-Net now lasts 4 seconds less and can't target heroes, though this is mitigated by the newly introduced 2nd level of the Snare-Net research.

TOK Hierophants gain +30 max hp (300>330)
TOK Sentinels of Heaven (Labour spec) landing near enemy starting locations are now damaged by 75% of their current hit points (reduced to 25% in an open field and to 0% near your own start. loc.); this ability also now requires a a Sepulchral Shrine; airborne movespeed reduced 220>170.

OGR Sabretusks normal>piercing damage type; Hit Points 800>750; Overwhelm research moved to T3 and now costs 75>175 gold; Olfaction research no longer requires T3.
OGR Gnoblar Traps nerfed: cooldown 10>50 sec, duration 600>200 sec, trap's hit points 100>5.

Mostly balance and visual improvements. Notably, DEL are buffed quite a lot. The mod is now very near its final form!
Competitive maps expanded and updated.
Additional maps updated.

Many improvements, small additions, bug fixes, re-balancing, etc. A lot of them are back end optimisations, so don't expect too too much.
Competitive maps expanded and updated: go here! Many thanks go to Bawbz and his amazing tool that made this possible.
Thanks to Grubby for playtesting my mod on his stream and for all of his kind words, I feel honored and very happy to receive praise from such legend :)

Tons of improvements, small additions, bug fixes, optimisations, etc.
In fact, I have finished (well "finished") everything I wanted! The mod will see some tweaks, fixes, and many minor changes within the next 365 days, but after that date the update will be final.
Additional maps updated - please welcome the custom 10 player Fall map.
Please welcome yet more custom maps - now ladder ones! Thanks go to Bawbz, and to Mafe and Kaer who generously allowed me to use their maps.

Some reworks to two races: SKV and OGR.
Antimagic reform across all races continued.
New loading screen arrived - it will now work with Reforged.
Additional maps updated.
As the mod is nearing it's final form, I recently began playtesting with pro-players: they gave invaluable feedback and made countless suggestions, most of which I was able to implement. So as always, a myriad of visual and gameplay tweaks&fixes.

Some reworks to two races: WOC heroes now have Demon Princes and see some additions for Khorne; HEL heroes now benefit from 4 levels of each skill and 13 skillpoints in total.
Antimagic reform across all races started. There is now an emphasis on each faction having anti-spellcaster units. This will be finilised in the next patch.
Additional maps updated; notice that this wasn't the case the last time. Furthermore, desert map reworked and enlarged.
As with each patch, I've made a score of balance tweaks and fixed a multitude of typos and minor bugs.

Item reform - generic items are overhauled and there are now way more thought out and diverse, including the addition of some basic recipes (composite items). Race-specific items also gain quite a few improvements.
WEL, DOW and especially LIZ see some additions. Also added a 'Rivalry' system for the first time that affects about a third of all races.
A multitude of minor fixes and improvements, as always, such as typo fixes and balance&visual tweaks.
Please note, as this is a relatively smaller update, that the Additional maps are not yet updated.

DOW now has the last two subfactions: Kathay\Nippon\Ind and Kislev.
BRT now has the last specialisation, centered on Grail Knights and faith.
Tower & Base defense reform: all races recieve special bonuses for building towers near their main base.
A great many minor fixes and improvements.
Additional maps updated.
Notice that all "new" content for the mod is now 100% done - after over 11 years of work! There will be additions and reworks in the future (I still have plenty of ideas, trust me), but these will be somewhat limited in scale.

Chaos Dwarves are now available as sub-faction for Dogs of War!
Orcs and Goblins overhauled: a multitude of additions to make the race way more interesting (especially Goblins).
BRT now has the third specialisation.
A number of tweaks and additions; minor bug-fixes, rebalancing etc.
Additional maps updated.

Dwarves overhauled: a great many additions to make the race way more interesting.
Beastmen semi-overhaul: the race sees way less changes than Dwarves, but should be quite a bit more interesting now.
Icon reform: over 100 new icons imported to make the races more unique and appealing (mostly focuses on research at forge-type structures).
Various minor bug fixed, additions, tooltip typos, a few new models, re-balancing, optimisation etc.
Additional maps updated.

The final, 16th race has arrived! Dogs of War: note that these will have a total of 5 subfactions, of which the first two are done.
Various minor bug addressed, tooltip typos fixed, a few new models&icons, minor re-balancing etc. Many thanks to the activity of the player base, notably Swarmlord and Red Killer.
Additional maps updated.

Many additions for Bretonnia, notably custom items and two specialisations.
It is exactly 10 years today that I have first uploaded my mod anywhere. A dedicated easter egg is implemented to mark the occasion - please refer yourself to the nearest the Dogs of War Camp.
Various minor bug fixes, tooltip typos, new models&icons, re-balancing, optimisation, etc.
Additional maps updated.

BRetonnia [BETA] released! The race has no custom items or specialisations, but is otherwise fully functional. Type BRT to select.
Many minor bug fixes, tooltip typos, additions, optimisations etc.

TOK now have the last two Specialisations. This means all WHFB races are fully implemented!.. Save for those who didn't have at least a 7th edition army book.
Many minor improvements, re-balancing, typos, optimisations etc.
Additional maps updated.

TOK now have the first two Specialisations - War and Death. This means they lose the official 'Beta' status, although many more (minor) improvements and additions are planned for them. To commemorate that...
New loading screen has arrived!
BOC overhaul started; a couple of units reworked. Work on it will continue.
Many new models imported. Many thanks to the wonderful model-makes of Hive.
As always, countless small improvements, additions, optimisations, minor byg & typo fixes. A lot of balance adjustments due to recent play-testing by our wonderful Discord community.
Additional maps updated. Moreover, (6)City now redecorated to look more like a city.



SFX overhaul! Dozens of new models of buffs, missiles and other special effects. Many dark blessing to Daelin, Zephyrius2412, JesusHipster and Mythic, among others!
DOC now have the last two specialisations (Nurgle and Tzeentch). Plucking the quills from Lords of Change is said to bring good luck (that's not certain tho).
TOK see some additions (though not as many as I hoped to accomplish). Notably, the Nexrolith Sphinx has a proper skillset now.
Auxiliary maps updated.
As always, countless miscellaneous tweaks and fixes, typos, minor re-balancing, etc etc.

DOC now have the first two specialisations (Khorne and Slaanesh). Bloodthirster sighted!
Many adjustments and additions, notably to Daemons of Chaos (aside for the aforementioned specs), Tomb Kings (who unfortunately still remain a Beta), SKV (clan Skryre happy-happy) and DEL (Genevenburg convention now prohibits the killing of slaves).
Countless other additions, minor changes, optimisations, re-balancing, visual improvements etc.



Tomb Kings [BETA] released. The race lacks a unique skillset for the 4th hero, non-vanilla items and some other features, but is otherwise complete.
OGR have the last 2 specialisations.
Now on Discord! Join us: discord.gg/uW34Y49[/URL
Updated the [URL='http://www.hiveworkshop.com/forums/pastebin.php?id=0gaxxf']four auxiliary maps
.
Many new models and icons, as well as some minor bug fixes, tooltip typo fixes, optimisations etc.
100 years ago World War I has ended. Remembrance poppies have been diligently planted near the central fountain to mark the centenary.

Daemons of Chaos now have their last hero, Mastermind, and thus lose the status BETA. A lot of bug fixes and optimisations have been implemented for them. To welcome the Daemonic Host, loading screen has also been changed.
Ogres have the second specialisation - centers on Maneaters (mercenaries).
Updated the four auxiliary maps.
Several minor bug fixes, tooltip typos, optimisations etc.

Daemons of ChaosBETA released. Please welcome this by far most unorthodox - yet intuitive - fraction yet! Type in chat DOC.
Flying units reform: ranged flyers (e.g. dragons) may now attack land units while airborne. Fly\hover mechanic still retained for all units. Two types of areal units now exist: Avian Predator and Flying Behemoth. The former receive heavy bonuses while airborne, the latter - penalties.
EMP mage reform. Wizard Lords now rival Maneater Veterans as possessors of the most unconventional skillset (or 8 of them). Changes also made to ordinary Wizards (whose skillsets now overlap with those of Wizard Lords), notably to Gold Wizards and Amber Wizards.
WOC is now a more hero-reliant fraction: this is done through the Altar of Chaos upgrade for the ordinary altar.
Several new models, countless miscellaneous minor and semi-minor changes and tweaks, bug fixes, visual improvements, optimisations, etc.


Ogre Kingdoms have the first specialisation (Feast of the Great Maw).
Added the option to pick a random race (for +100 starting gold and +30 starting lumber): type in chat rndf.
Buffed Dark Elves to have more gold and more starting workers.
Made a 6-player additional map; updated the other three See this pastebin entry.

Architectural reform: all races now have a unique architectural style! The usage of vanilla building models brought to a minimum. Go here for viewing. Enormous, titanic thanks to Ujimasa Hojo! (Apologies for the filesize increase associated with this.)
Welcome the HD Loading screen! Thanks go to Softmints.
full

Vampire Counts have the third and fourth specialisations: Lahmia and Blood Dragon Bloodlines.
Big changes to SKV, WOC and ORC, making them much more unique. Skaven: The fraction's buildings are changed, the race is now much more reliant on Holes. Warriors of Chaos: Maruders and workers now merged into a single unit - Tribesman. Orcs and Goblins: a complex Animosity system implemented.
Countless miscellaneous tweaks and fixes. Notably, several new models added (aside for buildings, see above).

Ogre Kindgoms officially released. The race has no specialisations yet (has one provisional research), but otherwise fully done. Many tweaks to OGR to bring them into good shape (two new items, Hunter now has a unique skillset, new unit - Rinox, many minor bugs and typos fixed).
Vampire Counts have the second specialisation, Korchatov Bloodline. Several tweaks to the previous specialisation (fixed a bug with limit; Summon Thralls now also summons a Strigoi Thrall).
Countless miscellaneous tweaks and fixes. Notably, several new models added (for Savage Orcs, DEL's Death Hag and Reaper).
Updated the Additional Maps pastebin entry.

Ogre Kindgoms [BETA] released.
Vampire Counts have the first specialisation, Von Karstein Bloodline.
Countless miscellaneous tweaks and fixes. Notably, WEL Forest Spirits no longer require food to train; added the ability 'Underground Travel' for SKV Holes.

Added Backpacks (2 slots) for most mana-posessing units
Added or the following new abilities: Reinforce - Free Company Axemen, Taunt - Spawn of Chaos (WOC only), Great Shaman - Avatar of Mork (replaced the sometimes malfunctioning Wrath of Mork), High Mage - Asuryan's Protection (replaced the sometimes malfunctioning Wrath of Asuryan), Stegadon - entirely new skillset.
Orc Boys armour type changed to Unarmored.
WEL specialisation upgrade Enraged Spirits replaced by Forest Dragon Rage. A research added for Dragon Ogres.
Credits added to quest log.
Countless minor miscellaneous cosmetic and gameplay tweaks, bug/typos fixes etc.

VAM: fixed Purity of Bloodlines sometimes preventing new hero training; fixed a bug with Skeleton Peons being unable to construct structures after call to arms.

Custom loading screen made.
Many tweaks and fixes to Vampire Counts. Notably, Fell Bats now have true sight, specialisation provision is made (Purity of Bloodlines), new item added (Mitternacht Scroll) and base defense mechanism added.
WELs now have the last specialisation, Path of Root and Branch.
WOC Changed attack types of god-marked units: Tzeentch>magical, Slaanesh>Piercing, Nurgle>Siege, Khorne>Normal.
Countless minor miscellaneous cosmetic and gameplay tweaks, bug/typos fixes etc.
Updated the Additional Maps pastebin entry.

Vampire CountsBETA released. No specialisations, otherwise fully functional.
WELs now have the two more specialisations (3/4).
BOC Herdstone costs decreased/revised.
Countless miscellaneous cosmetic and gameplay tweaks, minor bug and typos fixes. Notably, added several new icons and fixed issue with attached heroglow always being red.

Created the Additional Maps pastebin entry, to which 3 maps were uploaded (notably a 2- and 8-player ones).
WELs now have the first specialisation.
Added an early alpha version of Vampire Counts. Type in chat VAM to select this recently-started fraction.
Added two chat commands: zoom out camera; disallow AI players to build flying units. See the 'Quest Log' for more info.
ORC: Trolls added, Boar Boyz removed. Barracks size decreased.
DWR: New model for Hammerers. Tweaks to Mortars and Cannons (to make them less similar).
LIZ: Added a research that allows Chameleons to be trained up to 4000 units away from the Skink Pool. Salamander armour type changed to 'Heavy'; Kroxygor attack type to 'Siege'.
SKV: Infectious Rat is now more expensive but has 0 collision. Fixed a bug with Catapults. Rat Ogre attack type changed to 'Siege'.
HEL: Claw and Fang specialisation tweaked: Star Dragon buffed but now limited to 1 per game; flying units now have 'Heavy' armour after research (not 'Medium').
Several icons remade.
Countless other gameplay/cosmetic tweaks, tooltip typos, bugs fixes (notably with 'Shield of Change').

Beasts of Chaos now have 4 specialisations. Several bug fixes to them (notably: issues with Primal Fury and Harpy).
Many bug and tooltip fixes to Wood Elves, mostly minor. Visual additions/tweaks, such as several new icons, new personal names for heroes.
Made a whole bunch of new Charged-class items, which are now dropped by creeps and are sold at Arcane Emporium (replaces Goblin Merchant).
Buildings that summon units (HEL farms and townhall, LIZ totem of the OO, BOC pig pens) now offset theirs summons towards rally point, instead of always offsetting 'south'.
Fixed three spells not working properly: Deadly Contagion (SKV Plague Priest), Surplus Redistribution (EMP farm), Exorcism (EMP White Wizard, currently affects only Undead).
Skaven townhall concept remade (cosmetic only).
Countless minor visual and gameplay tweaks, tooltip typos etc.
Limited version updated

Beta version of Wood Elves released. The race has no specialisations yet, but other than that is fully functional.
First specialisation for Beasts of Chaos, Warherd of Swift Hunt is done.
Workers are now offset towards the nearest gold mine upon race selection (instead of being always moved "south").
HEL's Magic Suppression remade into Armour of Hoeth (Path of Sword and Shield). Dark Elven Slavemasters now have true sight. LIZ's Kroxigors can now 'hire' Skink Skirmishers. EMP farms now have Surplus Redistribution ability. High Elf Ranger's ability 'Hunt' reworked: it can now be targeted up to 6000 units away, the Shadowwariors will be summoned after a delay (the larger the distance, the longer the delay).
Countless minor visual and gameplay tweaks, tooltip typos, minor bug fixes.
Uploaded the Campaign (first 5 missions) for the first time.

Fixed DEL's 3 specialisations being avalable for Player 1 only; fixed a bug with DEL barracks building requirements; fixed Grand Master's order's reinforcement;
BOC workers now have an ability Ritual of Rage. First built Altars no longer create floating text (moved to tooltip); Undead's Banshee can no longer possess workers of custom races;
Stone Thrower now available at merc camp;
Buffed DWR's Runesmith specialisation: Master Runes now affect heroes; Weapon R-smith armor type is changed to 'Heavy' and increased by 1; Fire-imbude Rune of Striking now deals more dps and lasts longer.
Allows to "random" a race (suggests a random race), type rnd in chat.
BOC's Totem of the Dark Gods cost reduced; BOC building-research exploit fixed (no longer counts incomplete structures); Fixed P-fury timers being shown to all players;
EMP 'Long Rifles' now require Keep, Headshot ('Doctrine of Discipline') no longer affects heroes;
Fixed some minor issues with WAAAAAAAAAGH! (ultimate) and orc specialisation; Big&Little Green Energy mana cost decreased.
Several typos fixed +visual tweaks

Dark Elves now have 4 specialisations (Paths).
Great-Great Clan Moulder's Mutate can now only target player's units.

Beasts of Chaos released (officially). Mind that the race has no specialisations yet.
Dark Elves now have specialisations - although only the first one is done yet.
Various fixes to BOC, notably added personal names for heroes. Fixed DEL's Harpy 1 dmg descrepancy between fly-hover units.

Beta version of Beasts of Chaos released. Type in chat BOC to play as this new race.
Reduced stun duration on heroes for War Lions, Hammerers, Rat Ogres. Dark Elven Storage gold cost reduced from 300 to 280. Orcs and Goblins shamans no longer have 'Power of da Great Green', which is replaced by an equivalent.
Fixed 3 hotkey issues and 3 tooltips. EMP's Marketplace has a new model.

Fixed a weird bug with DEL's Storage being upgradeable into creeps.

2 new icons: Plague Censer Bearer and Steed of Shadows (Grey Wizard's spell).
Added a free Damage Block 5 to all Dragons (Sun, Moon, Star, Chaos and Dark).
Some minor cosmetic tweaks.
Limited version released

Fixed Storage's hotkey; couple of minor visual issues fixed.

Many minor changes and fixes to Dark Elves. Notably, added personal names for heroes, reworked many tooltips, fixed black dragons being untrainable, made new icon for Elven Spearmen.

Couple of minor bugs fixed, 2 new icons added.
Late beta version of Dark Elves released. The race has no specialisations yet, but other than that is fully functional.

Minor cosmetic tweaks, tooltip typos.
Gameplay: added Rework Lumber to Empire lumbermill (pay 100/300 lumber now to get 110/350 lumber after 45/90 seconds).
I've been mostly working on Dark Elves last month. Type in chat DEL to play as an early alpha-version of the race.

Minor tweaks, tooltip typos

Several icons reworked, lots of tooltip issues fixed.
Gameplay: reworked the Blessed Spawning of Quetzl research (now it simply gives +2 armour); replaced Master Moulder's Endurance Aura with Breeding Mastery (complicated spell that affects the other 3 through toggalable mutagens); revised Plague Priest's Disease Cloud (now deals less damage but in larger AOE).

Minor cosmetic tweaks, tooltip typos

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