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War's Legacy v1.52

This bundle is marked as high quality. It exceeds standards and is highly desirable.

Created by wa666r

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After many requests and much anticipation, I am proud to present War's Legacy—a project I’ve been working on for quite some time. It currently features 18 fully custom factions in a single map, all updated to the latest versions, surpassing even the standalone versions I’ve previously uploaded. As of version 1.0, this project includes 558 custom units, 101 custom items, 1,222 custom abilities, 415 custom buffs/effects, 84 custom upgrades, over 1,100 custom triggers, and nearly 5,000 custom assets.

Each faction also comes with its own custom melee AI. Creating these required me to learn the fundamentals of AI design, and with the help of a few friends, I was able to bring them to life. However, it should be noted that some perform better than others, especially given the limitations of Warcraft 3’s AI system—most notably, the constraints on custom gold mines.

I’ve done my best to optimize this project, but there are still occasional moments of instability. Whether due to my own limited skill set or the constraints of the game engine, please keep in mind that this is an enormous project, and some issues are inevitable.



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Included Factions:
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HUMAN

The Human Alliance is a coalition of noble kingdoms united to protect Azeroth from external threats, emphasizing honor, faith, and perseverance. They value cooperation and fight to preserve their heritage against encroaching darkness.
ORC

The Orcish Horde, forged in blood and strength, embraces a culture of survival and unity. Driven by honor and a desire for freedom, they rally under Warchiefs to overcome any challenge.
NIGHT ELF

Ancient guardians of nature, the Night Elves wield druidic magic and shadowy power to protect the world from destruction. Their civilization thrives in harmony with the wilds they revere.
UNDEAD

The Undead Scourge is an unholy army of mindless and malevolent creatures, raised to serve under the will of their dark masters. They exist to spread plague and death across Azeroth.
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BRONZEBEARD CLAN

The Bronzebeard Clan are hardy and industrious dwarves, known for their unmatched craftsmanship and stalwart resolve. Loyal and dependable, they form the backbone of Ironforge's strength.
DARK IRON CLAN

Masters of fiery magic and shadowy intrigue, the Dark Iron Clan is a faction of rebellious dwarves who serve darker powers. They forge alliances of convenience to further their ambitions.
WILDHAMMER CLAN

The Wildhammer Clan are adventurous and nature-revering dwarves, famed for their mastery of gryphons and lightning-infused weaponry. They live in harmony with the wilds of the Hinterlands and beyond.
FEL HORDE

Twisted by demonic influence, the Fel Horde is a savage and merciless faction of orcs and allies. Fueled by fel magic, they bring ruin to all who oppose them.
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DARK HORDE

The Dark Horde is a splinter group of brutal and unrelenting orcs who rejected redemption. They align with monstrous allies to wage war and reclaim their lost dominance.
VOID ELVES

Void Elves are former blood elves who embraced the mysterious power of the Void. Balancing the temptation of corruption, they use their shadowy gifts to protect Azeroth from the Void's horrors.
QIRAJI

The Qiraji are an insectoid race driven by the will of their Old God masters. Bound to their ancient city of Ahn'Qiraj, they plot to spread their dark influence across the world.
ICE TROLLS

The Ice Trolls are fierce and resilient natives of the frozen north, clinging to their shamanistic traditions. They are often hostile to outsiders encroaching on their lands.
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FACELESS ONES

Servants of the Old Gods, the Faceless Ones are eldritch horrors who embody madness and chaos. They dwell in the depths, seeking to bring about the return of their masters.
FELBLOOD ELVES

Felblood Elves are blood elves corrupted by demonic fel energy, trading their grace for monstrous power. Their thirst for power makes them dangerous and unpredictable.
UNDEAD NERUBIANS

Undead Nerubians are the cursed remnants of the once-great nerubian empire, enslaved by the Scourge. They serve as cunning and relentless agents of undeath.
LIVING NERUBIANS

The Living Nerubians are the last free descendants of a fallen empire, defending their subterranean kingdoms with unmatched intelligence and resilience. Fiercely independent, they struggle against overwhelming odds.
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EXODAR DRAENEI

The Exodar Draenei are a resilient and mystical race, deeply connected to the Light and advanced technology, using Arkonite Crystals to empower their troops with auras that boost strength and resilience. Their divine Gift of the Naaru enhances healing capabilities, while their mechanical units and technological prowess make them a formidable force in any conflict.
LIGHTFORGED DRAENEI

The Lightforged Draenei are a devout and tenacious race, blessed with radiant abilities and exceptional durability, excelling in prolonged battles and restoration. Their light-based powers bolster their ranks, ensure swift recovery, and illuminate the path to victory with unwavering faith and robust defenses.
ILLIDARI

The Illidari are a faction of demon hunters and fel-infused warriors led by Illidan Stormrage, dedicated to using the Burning Legion’s own power against them. Formed from exiled Night Elves, Blood Elves, and other outcasts, they train relentlessly in the arts of chaotic warfare and spectral sight to hunt demons with ruthless efficiency.
KIRIN TOR

The Kirin Tor is a powerful conclave of mages that governs the magical city of Dalaran, dedicated to the study, preservation, and control of arcane magic. Originally stewards of magic in the Eastern Kingdoms, they played a crucial role in battles against the Burning Legion and other threats to Azeroth. Though once nearly destroyed by the Scourge, they have since rebuilt and continue to serve as the world's foremost authority on magic, defending against those who would misuse its power.
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HIGH ELVES

High Elves in World of Warcraft are a proud and noble race descended from the ancient Night Elves, known for their mastery of arcane magic and refined culture. Once part of the mighty Quel'Thalas kingdom, many were devastated by the Scourge invasion, leading to a division between those who became Blood Elves and those who retained their original identity. Despite their dwindling numbers, the High Elves remain fiercely loyal to the Alliance and uphold their traditions with unwavering resolve.
NIGHTBORNE

The Nightborne are an ancient elven civilization, descendants of Highborne who shielded their city of Suramar within a powerful arcane dome for 10,000 years. Sustained by the potent magic of the Nightwell, they became physically dependent on its energy (often consumed as Arcwine), risking a debilitating Withering without it. Freed from Legion influence and their isolation, they are now proud members of the Horde, known for their sophisticated culture, mastery of arcane magic (especially illusion and temporal arts), and distinct physical features shaped by millennia of living on concentrated arcane power..






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Gameplay Notes:
Player 1 will act as the Host, selecting the races for the Computer players at the start of the game. The difficulty can also be adjusted here.

Make sure the Computer's race is not set to Night Elf. (Even if you wish to face Night Elf opponents, selecting them can cause non-Night Elf AIs to malfunction.)

Once the match begins, each player will proceed to a custom race selection screen.


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Factions yet to be added:
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High Elf Remnant
Forsaken
Lost Ones
Scarlet Crusade
Worgen
Technical Notes:
  • While working on this project, I discovered an interesting limitation: the gameplay constants in Warcraft III do not provide infinite slots for heroes and town halls. To address this, a new system was implemented with the help of Riki. This system introduces a custom tier and hero limit mechanism. However, one limitation remains: once you select a hero, you cannot choose another until the current hero has finished summoning or reviving.
  • I am uncertain about the stability of the engine and whether it can support adding all my factions into a single map file. While I aspire to eventually complete and implement all my factions, the feasibility of this goal remains unclear.
  • This project is designed to be played on Warcraft 3 version 1.31+.
  • If anyone is interested in creating exclusive melee maps for this project, let me know. I think it would be cool to have maps based on each faction.
  • Looking for anyone who can optimize code, particularly GUI and JASS. I am trying to make this as optimized as I can so that I can fit all my factions.

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V1.50
  • Nightborne added.
  • Plugged up a lot of leaks. Hopefully resulting in a more stable gameplay.
V1.51
  • Fixed Custom UI issues that arise from v1.50.
  • Added an additional condition check for all damage event, should result in less bugs with abilities that use dummy abilities.
V1.52
  • Reworked Ice Troll Training Charges mechanic:
    • Due to engine limitations, multiple research items cannot be queued simultaneously.
    • Reduced the time required to accumulate a charge by 15 seconds.
  • Increased default UI size for future projects.
  • Fixed the Nightborne’s Life Elixir item.
  • Categorized all items by adding their race prefix.
  • Patched several memory leaks.
  • Replaced the UI element for the Dark Horde.
  • Updated tooltips on several heroes for consistency.





First release


- New UI system implemented, allowing all factions to have their own UIs.
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  • Exodar Draenei added.
  • Lightforged Draenei added.


  • Illidari added.
  • Reworked Dark Horde mechanics to reduce lag and hopefully crashes.


  • Kirin Tor added.
  • Reworked Dark Horde mechanics AGAIN to reduce lag and hopefully crashes.


  • Fixed the Moon Glaive issue introduced by Reforged patch 1.33.
  • Organized variables. Deleting many unused ones.
  • True Grit trigger changes for better performance.
  • Fixed issue with Channel Demonfire.


  • High Elves added.
  • Added an organization library to better track factions.


  • Nightborne added.
  • Plugged up a lot of leaks. Hopefully resulting in a more stable gameplay.


  • Fixed Custom UI issues that arise from v1.50.
  • Added an additional condition check for all damage event, should result in less bugs with abilities that use dummy abilities.


  • Reworked Ice Troll Training Charges mechanic:
    • Due to engine limitations, multiple researches cannot be queued.
    • Reduced the time required to accumulate a charge by 15 seconds.
  • Increased default UI size for future projects.
  • Fixed the Nightborne’s Life Elixir item.
  • Categorized all items by adding their race prefix.
  • Patched several memory leaks.
  • Replaced the UI element for the Dark Horde.
  • Updated tooltips on several heroes for consistency.





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(If I missed any please let me know)


Previews
Contents

War's Legacy - Bane Burrow v1.52 (Map)

War's Legacy - Candlestick v1.52 (Map)

War's Legacy - Encircled v1.52 (Map)

War's Legacy - Enfold Spinach v1.52 (Map)

War's Legacy - Legion's Demise v1.52 (Map)

War's Legacy - Lilious v1.52 (Map)

War's Legacy - Over Rainbow v1.52 (Map)

War's Legacy - Ripjaw v1.52 (Map)

War's Legacy - Sorrel Autumn v1.52 (Map)

War's Legacy - The Juggernaut v1.52 (Map)

War's Legacy - Vanguard Point v1.52 (Map)

War's Legacy - Winterly Magic v1.52 (Map)

Reviews
deepstrasz
Without further ado, I bring to you, Approved. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules Map Submission Rules M A P - D E S C R I P T I O N BB CODES BB Codes | HIVE MELEE MAPS...
Level 5
Joined
Sep 18, 2024
Messages
84
Well it shouldn't be crashing every 5 mins. There's going to be a little lag here and there, especially with a lot of factions at once.


What was happening when it crashed?
Maybe I was exagurating, but what I really meant was lag every five mins and occasional crashes
To other question: lag, screen goes black and I find myself on the "play" button again
 
Level 1
Joined
May 30, 2025
Messages
1
Hello everyone! I have a problem, when i paste the War's Legacy folder in my Documents/WarcraftIII/Maps/Download folder it doesn't show up ingame. I tried making it shorter, removing characters, nothing works. Is there anyone who can help me? I'm playing on 1.36 WC3 reforged version.
 
Level 34
Joined
May 14, 2021
Messages
1,656
Hello everyone! I have a problem, when i paste the War's Legacy folder in my Documents/WarcraftIII/Maps/Download folder it doesn't show up ingame. I tried making it shorter, removing characters, nothing works. Is there anyone who can help me? I'm playing on 1.36 WC3 reforged version.
The author updated this map with the most recent version of World Editor (currently 2.0.2), so it will probably not work on the older patches.
 
Level 3
Joined
Mar 31, 2021
Messages
14
There is a bug for some reason when i used life's exiler item on nightborne shop it spawned this, i tried the 2nd time and it did the same thing. I have the new version of the map.
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1750508573665.png
 
Last edited:
Level 3
Joined
Dec 15, 2021
Messages
11
There are also bugs in the Ice Troll Training Charge Mechanic. When a unit is trained, gold or lumber is not spent. Also, when research is started and then units are queued and then the research is completed, all the units in the queue are instantly trained and you suddenly have six units. This bug is also present on the standalone map.
 
Level 28
Joined
Feb 19, 2011
Messages
760
There are also bugs in the Ice Troll Training Charge Mechanic. When a unit is trained, gold or lumber is not spent. Also, when research is started and then units are queued and then the research is completed, all the units in the queue are instantly trained and you suddenly have six units. This bug is also present on the standalone map.
Oh. That is true, can't believe I never noticed. That's quite a big issue. Might need to remove the whole charges mechanic if it can't be fixed.
 
Level 3
Joined
Dec 15, 2021
Messages
11
I know a few solutions: The problem of not spending gold and lumber can be solved with code, just like in the Curse Essence mechanic you made in before. When a building starts training an unit, the gold and lumber cost required for the unit is spent by codes. If training is stopped, the gold and lumber can be refunded. For the research problem, a separate add-on structure can be created like in the Terran building mechanic and the researches can be added to that building. Or, as in the previous version of the Scarlet Crusade map, all Ice Troll research upgrades can be based on weapons and armor.

I think the Training Charges mechanic is quite unique and removing the Training Charge mechanic would destroy all the uniqueness.

Finally, are you planning on adding innate abilities/racial bonuses to all factions similar to Worgen faction, which you recently overhauled?
 
Level 28
Joined
Feb 19, 2011
Messages
760
I know a few solutions: The problem of not spending gold and lumber can be solved with code, just like in the Curse Essence mechanic you made in before. When a building starts training an unit, the gold and lumber cost required for the unit is spent by codes. If training is stopped, the gold and lumber can be refunded. For the research problem, a separate add-on structure can be created like in the Terran building mechanic and the researches can be added to that building. Or, as in the previous version of the Scarlet Crusade map, all Ice Troll research upgrades can be based on weapons and armor.

I think the Training Charges mechanic is quite unique and removing the Training Charge mechanic would destroy all the uniqueness.

Finally, are you planning on adding innate abilities/racial bonuses to all factions similar to Worgen faction, which you recently overhauled?
Will need to see what I can do. The editor isn't friendly to unique training mechanics.
No, each race already has unique mechanics to them that doesn't need to be specified in a tooltip.
 
Level 5
Joined
Jan 17, 2023
Messages
43
Will need to see what I can do. The editor isn't friendly to unique training mechanics.
No, each race already has unique mechanics to them that doesn't need to be specified in a tooltip.
Unless there is someone who is going to do a review of your mappack with ALL RACES. I can't guarantee that I won't give up on this idea, besides from English only UI and subtitles...
 
Level 28
Joined
Feb 19, 2011
Messages
760
Unless there is someone who is going to do a review of your mappack with ALL RACES. I can't guarantee that I won't give up on this idea, besides from English only UI and subtitles...
Thats quite the undertaking if they're gonna go piece by piece. Well, if there were someone that wanted to take on localizing all the text, I wouldn't mind helping here and there. Otherwise, that's a massive undertaking and AI can only translate so well.
 
Level 3
Joined
Dec 15, 2021
Messages
11
Ice Troll Training Charges mechanic bugs are no longer present. The Ice Troll Training Charge Limitation idea is quite unusual. I thought this bug could only be fixed with a mechanic like Terran add-ons or the outdated Scarlet Crusade upgrade mechanic. I had never thought of this idea. However, when I was researching and then I canceled research with the ESC key, I got the message "Completed: [Ice Troll] - Iced Hatchet". I think it can't be fixed due to engine limitations.
 
Level 28
Joined
Feb 19, 2011
Messages
760
Ice Troll Training Charges mechanic bugs are no longer present. The Ice Troll Training Charge Limitation idea is quite unusual. I thought this bug could only be fixed with a mechanic like Terran add-ons or the outdated Scarlet Crusade upgrade mechanic. I had never thought of this idea. However, when I was researching and then I canceled research with the ESC key, I got the message "Completed: [Ice Troll] - Iced Hatchet". I think it can't be fixed due to engine limitations.
The issue is not easily fixed. I'm not sure what you mean by the old Scarlet method, the having abilities be leveled and unlocked by the damage and armor upgrades? I didn't want to have a Terran-like add-on system either, though it was an option. I might save that mechanic for another faction. Yeah, with the ESC cancel its either the message or have the game completely crash. If ESC chose the first thing in production to cancel instead of the last, it would have been no issue.

Maybe in the future a genius coder would find a workaround, but for right now, the limitations are too much.
 
Level 3
Joined
Dec 15, 2021
Messages
11
The issue is not easily fixed.
The current Ice Troll training charge mechanic now works, I think the minor message bugs can be ignored.

I'm not sure what you mean by the old Scarlet method, the having abilities be leveled and unlocked by the damage and armor upgrades?
Yes, All their upgrades was based on weapons and armor. Ice Troll Training Charge Limitation on upgrades is much better solution in my opinion. Now I found a bug with Felblood Elves Channel Demonfire - Red. If Channel Demonfire - Red is cast, this ability is transferred to the target of ability unit and also does not appear as a buff.

Felblood Elves.png
 
Level 28
Joined
Feb 19, 2011
Messages
760
The current Ice Troll training charge mechanic now works, I think the minor message bugs can be ignored.


Yes, All their upgrades was based on weapons and armor. Ice Troll Training Charge Limitation on upgrades is much better solution in my opinion. Now I found a bug with Felblood Elves Channel Demonfire - Red. If Channel Demonfire - Red is cast, this ability is transferred to the target of ability unit and also does not appear as a buff.

View attachment 538733
To do something like the old Scarlet Crusade upgrade system would require completely reworking and revamping most of the Ice Trolls, making them lose the uniqueness they already have. I don't think its worth it. That upgrade system might return in a different faction, though I didn't like how it worked in old Scarlet Crusade it can still be salvaged.

I see. If its one small single bug, I'm just going to add it towards 1.60 when I add another faction. If you find other's let me know.
 
Level 2
Joined
Jun 25, 2025
Messages
1
Hello,
I'd like to report a bug concerning the Nightborn race. When attempting to upgrade the base using Tier 2 or Tier 3 resources, the resource values display with a negative sign, which seems unintended.
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It appears that resources are being added instead of being properly deducted during the upgrade process.
The problem first appeared in patch 1.52; it was not present in patch 1.51.
 
Level 3
Joined
Dec 15, 2021
Messages
11
Hello. I found a few more bugs in your Kirin Tor faction. I also wanted to state my own suggestions regarding the Kirin Tor faction.

BUGS:

Violet Spellwing:
  • Converge Energy ability does not work. When nearby units cast spells, Violet Spellwing neither gains hit points nor increases its attack rate and armor.
Arcanist:
  • Displace Magic ability has a bug. If Displace Magic is cast on a summoned unit with the Displace Magic buff, the expiration timer stops forever.
    Displace Magic.png
Apprentice:
  • Prismatic Link ability has a bug. During mana transfer, the health of the caster unit constantly decreases and then increases. When the channel ends, the caster always loses health.
    Prismatic Link.png
Hero – High Wizard:
  • Calming Waters ability has a bug. Calming Waters does not decrease cooldowns of the cast ability.
SUGGESTIONS:

Spellsword:
  • The name does not fit the unit very well in terms of lore. He can be renamed as Violet Guard or Violet Warden.
  • The Phaseblade ability icon and visual effects do not match in color. The icon is violet while the visual effects are blue.
  • The Phaseblade ability does not trigger on enemy units next to the target unit. It only triggers on enemy units behind the target unit. I think the cleave radius is quite narrow, which almost never causes the ability to trigger and wastes mana.
  • The Runed Armor ability is actually the vanilla Warcraft III ability Amulet of Spell Shield. It's also a bit too powerful for a basic melee unit. Instead, the Runed Armor ability can block a certain amount of magic damage from instances of damage above a certain amount of magic damage (the ability has a cooldown).
Scribe:
  • During the assistant spellbook buff, Scribe's attack type can be changed to magical. In this case, he will deal more damage against heavy armor and be able to attack ethereal units, but will deal less damage against medium armor and will not be able to attack spell immune units. This is just a suggestion. You can add it or not.
Curator:
  • Curator is more suitable as a name instead of Dalaran Golem. A new name could be found for the current Curator unit.
Arcanist:
  • Both Arcanist and Apprentice have dispell ability (Destabilized and Clearcasting). It is enough to have only one spellcaster to have the dispel ability.
  • The Mana Tumult ability can increase the mana cost of a target unit's abilities by 35% instead of costing 35% more mana when a target unit casts a spell. (Ability mana cost can be increased with the Set Unit Ability Real/Integer Field action)
Apprentice:
  • Both Arcanist and Apprentice have dispell ability (Destabilized and Clearcasting). It is enough to have only one spellcaster to have the dispel ability.
Invoker:
  • Attack ground AoE radius is quite low.
  • I am not a fan of such organic siege caster unit.
Collector:
  • Unit sound set: Mage Tower. Building sounds do not match unit sound set. Unit does not quote when moving or attacking.
Arcane Carrier:
  • Unit sound set: Way Gate. Building sounds do not match unit sound set. Unit does not quote when moving or attacking.
Dalaran Golem:
  • Curator is more suitable as a name instead of Dalaran Golem.
  • A mechanical unit sound set can be applied instead of the Mountain Giant unit sound effect
  • Instead of the Galvanized Plating upgrade, a feature that will make the Mitigation Core even stronger or something like spell immunity could be introduced. Galvanized Plating upgrade is a bit vanilla in my opinion.
Magician:
  • It would be more suitable if it had Duplicate ability as (Q) and Anti-Magic Field ability as (W).
  • Duplicate ability can be further strengthened as Kirin Tor is a caster faction. Illusions should deal damage, take lesser damage and cast spells but with lesser effect.
  • Anti-Magic Field can also reduce magic resistance. The magic resistance reduction mechanic is a rather unusual one, but is not generally used by altered melee mapmakers.
  • The Dark Ranger's ability Silence debuff icon shows when Magician casts Anti-Magic Field.
Violet Spellwing:
  • In the portrait model, its eyes glow violet, but in the unit model, its eyes do not glow violet.
  • Mystic Talons ability is actually the vanilla Warcraft III ability Searing Arrows. More unique features could be added.
Master Scholar:
  • Magic Entrapment is actually the vanilla Warcraft III ability Polymorph/Hex that deals damage. The ability could have been crafted in a more unique way.
  • Instant Travel ability does not teleport caster unit instantly. The casting delay can be reduced.
Council of Mages Summons:
  • Only the health points, attack speed and attack abilities of the stronger variants of summoned elemental units (Ice, Water, Fire) are increased. The attack damage and armor of the stronger variants are the same as the weaker variants.
  • The Firelord's ability Incinerate debuff icon shows when Fire Elemental attacks.
  • Slow debuff icon shows when Ice Elemental attacks.
Magus Hall / Arcane Hold / Citadel - Float:
  • Unit that does not consume food. Food cost should be added. Without food cost, a flying citadel army can be produced by spending all the gold and lumber, making this faction very powerful.
Wizard’s Watch:
  • Empowered Magics ability is actually the vanilla Warcraft III ability Orb of Annihilation. More unique features could be added.
Kirin Tor – Orb of Power & Void Elves – Orb of Rifts:
  • Orb of Power: Adds 5 bonus damage to the attack of a Hero when carried. The Hero's attacks also become ranged when attacking air and mana-steals for 4% of the damage dealt from basic attacks. Orb of Rifts: Adds 5 bonus damage to the attack of a Hero when carried. The Hero's attacks also become ranged when attacking air, and have a chance to steal 25 mana from the enemy target. Both steals mana on attack (actually restores mana on attack). The ability of one of these orbs can be reworked.
Innate Ability / Racial Bonus:
  • Innate / Racial bonus ability should be added for organic non-hero units. This ability can be a percentage mana restoration increase and mana regeneration rate increase, or a passive mana shield that prevents fatal damage but costs mana for it.
Hero - Librarian:
  • Accumulative Shielding does not inform about shield points. Shield abilities should inform the player how many shield points they have left, and what type of shield they have. Shield types can be specified as magical shields (blue), physical shields (red), and all shields (yellow). When a shield is active, the current shield values should be displayed above the health bar. (This feature is available in the Spiderlord ability Escutcheon in the Living Nerubians faction.)
    1751111407233.png
Hero - Transmuter:
  • Impetus’s mana-steal doesn't actually steal mana, it just restores a percentage of the damage done as mana to the attacking unit. Mana-steal is a completely different mechanic. In order for an ability to mana-steal, the attacking unit's mana must increase on attack, while the attacked enemy unit's mana must decrease on attack.
  • Chromatic Anomaly ability does not create any effect while creating illusions, they appear suddenly. Abilities\Spells\Items\AIil\AIilTarget.mdl effect can be added.
Hero - Headmaster:
  • Concentration Aura can give a maximum mana point bonus of a certain percentage instead of giving a flat mana point bonus.
Alternate Hero - Arcane Ranger:
  • One of the heroes can be changed to a mystic ranger like the Arcane Curator from the old Dalaran faction before overhaul with Agility or Intelligence as the main attribute. The High Elves faction has an Alleria based hero, and the Forsaken faction has a Sylvanas based hero. Why can't the Kirin Tor faction has a Veresa based hero?
Alternate Spellcasters - Spellcasters based on Ice/Water/Fire magic:
  • Ice/Water/Fire magic based spellcaster units can be added instead of Arcanist, Apprentice and Invoker spellcaster units.
 
Last edited:
Level 28
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Feb 19, 2011
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Your work completely made me into the Melee world! Well Done mate. I'm having some fun against easy bots XD
Hell yeah.
Hello,
I'd like to report a bug concerning the Nightborn race. When attempting to upgrade the base using Tier 2 or Tier 3 resources, the resource values display with a negative sign, which seems unintended.
View attachment 539068
View attachment 539069
It appears that resources are being added instead of being properly deducted during the upgrade process.
The problem first appeared in patch 1.52; it was not present in patch 1.51.
Thanks, thats a common thing to forget when importing over to War's Legacy.

Hello. I found a few more bugs in your Kirin Tor faction. I also wanted to state my own suggestions regarding the Kirin Tor faction.

BUGS:

Violet Spellwing:
  • Converge Energy ability does not work. When nearby units cast spells, Violet Spellwing neither gains hit points nor increases its attack rate and armor.
Arcanist:
  • Displace Magic ability has a bug. If Displace Magic is cast on a summoned unit with the Displace Magic buff, the expiration timer stops forever. View attachment 539450
Apprentice:
  • Prismatic Link ability has a bug. During mana transfer, the health of the caster unit constantly decreases and then increases. When the channel ends, the caster always loses health. View attachment 539451
Hero – High Wizard:
  • Calming Waters ability has a bug. Calming Waters does not decrease cooldowns of the cast ability.
SUGGESTIONS:

Spellsword:
  • The name does not fit the unit very well in terms of lore. He can be renamed as Violet Guard or Violet Warden.
  • The Phaseblade ability icon and visual effects do not match in color. The icon is violet while the visual effects are blue.
  • The Phaseblade ability does not trigger on enemy units next to the target unit. It only triggers on enemy units behind the target unit. I think the cleave radius is quite narrow, which almost never causes the ability to trigger and wastes mana.
  • The Runed Armor ability is actually the vanilla Warcraft III ability Amulet of Spell Shield. It's also a bit too powerful for a basic melee unit. Instead, the Runed Armor ability can block a certain amount of magic damage from instances of damage above a certain amount of magic damage (the ability has a cooldown).
Scribe:
  • During the assistant spellbook buff, Scribe's attack type can be changed to magical. In this case, he will deal more damage against heavy armor and be able to attack ethereal units, but will deal less damage against medium armor and will not be able to attack spell immune units. This is just a suggestion. You can add it or not.
Curator:
  • Curator is more suitable as a name instead of Dalaran Golem. A new name could be found for the current Curator unit.
Arcanist:
  • Both Arcanist and Apprentice have dispell ability (Destabilized and Clearcasting). It is enough to have only one spellcaster to have the dispel ability.
  • The Mana Tumult ability can increase the mana cost of a target unit's abilities by 35% instead of costing 35% more mana when a target unit casts a spell. (Ability mana cost can be increased with the Set Unit Ability Real/Integer Field action)
Apprentice:
  • Both Arcanist and Apprentice have dispell ability (Destabilized and Clearcasting). It is enough to have only one spellcaster to have the dispel ability.
Invoker:
  • Attack ground AoE radius is quite low.
  • I am not a fan of such organic siege caster unit.
Collector:
  • Unit sound set: Mage Tower. Building sounds do not match unit sound set. Unit does not quote when moving or attacking.
Arcane Carrier:
  • Unit sound set: Way Gate. Building sounds do not match unit sound set. Unit does not quote when moving or attacking.
Dalaran Golem:
  • Curator is more suitable as a name instead of Dalaran Golem.
  • A mechanical unit sound set can be applied instead of the Mountain Giant unit sound effect
  • Instead of the Galvanized Plating upgrade, a feature that will make the Mitigation Core even stronger or something like spell immunity could be introduced. Galvanized Plating upgrade is a bit vanilla in my opinion.
Magician:
  • It would be more suitable if it had Duplicate ability as (Q) and Anti-Magic Field ability as (W).
  • Duplicate ability can be further strengthened as Kirin Tor is a caster faction. Illusions should deal damage, take lesser damage and cast spells but with lesser effect.
  • Anti-Magic Field can also reduce magic resistance. The magic resistance reduction mechanic is a rather unusual one, but is not generally used by altered melee mapmakers.
  • The Dark Ranger's ability Silence debuff icon shows when Magician casts Anti-Magic Field.
Violet Spellwing:
  • In the portrait model, its eyes glow violet, but in the unit model, its eyes do not glow violet.
  • Mystic Talons ability is actually the vanilla Warcraft III ability Searing Arrows. More unique features could be added.
Master Scholar:
  • Magic Entrapment is actually the vanilla Warcraft III ability Polymorph/Hex that deals damage. The ability could have been crafted in a more unique way.
  • Instant Travel ability does not teleport caster unit instantly. The casting delay can be reduced.
Council of Mages Summons:
  • Only the health points, attack speed and attack abilities of the stronger variants of summoned elemental units (Ice, Water, Fire) are increased. The attack damage and armor of the stronger variants are the same as the weaker variants.
  • The Firelord's ability Incinerate debuff icon shows when Fire Elemental attacks.
  • Slow debuff icon shows when Ice Elemental attacks.
Magus Hall / Arcane Hold / Citadel - Float:
  • Unit that does not consume food. Food cost should be added. Without food cost, a flying citadel army can be produced by spending all the gold and lumber, making this faction very powerful.
Wizard’s Watch:
  • Empowered Magics ability is actually the vanilla Warcraft III ability Orb of Annihilation. More unique features could be added.
Kirin Tor – Orb of Power & Void Elves – Orb of Rifts:
  • Orb of Power: Adds 5 bonus damage to the attack of a Hero when carried. The Hero's attacks also become ranged when attacking air and mana-steals for 4% of the damage dealt from basic attacks. Orb of Rifts: Adds 5 bonus damage to the attack of a Hero when carried. The Hero's attacks also become ranged when attacking air, and have a chance to steal 25 mana from the enemy target. Both steals mana on attack (actually restores mana on attack). The ability of one of these orbs can be reworked.
Innate Ability / Racial Bonus:
  • Innate / Racial bonus ability should be added for organic non-hero units. This ability can be a percentage mana restoration increase and mana regeneration rate increase, or a passive mana shield that prevents fatal damage but costs mana for it.
Hero - Librarian:
  • Accumulative Shielding does not inform about shield points. Shield abilities should inform the player how many shield points they have left, and what type of shield they have. Shield types can be specified as magical shields (blue), physical shields (red), and all shields (yellow). When a shield is active, the current shield values should be displayed above the health bar. (This feature is available in the Spiderlord ability Escutcheon in the Living Nerubians faction.) View attachment 539456
Hero - Transmuter:
  • Impetus’s mana-steal doesn't actually steal mana, it just restores a percentage of the damage done as mana to the attacking unit. Mana-steal is a completely different mechanic. In order for an ability to mana-steal, the attacking unit's mana must increase on attack, while the attacked enemy unit's mana must decrease on attack.
  • Chromatic Anomaly ability does not create any effect while creating illusions, they appear suddenly. Abilities\Spells\Items\AIil\AIilTarget.mdl effect can be added.
Hero - Headmaster:
  • Concentration Aura can give a maximum mana point bonus of a certain percentage instead of giving a flat mana point bonus.
Alternate Hero - Arcane Ranger:
  • One of the heroes can be changed to a mystic ranger like the Arcane Curator from the old Dalaran faction before overhaul with Agility or Intelligence as the main attribute. The High Elves faction has an Alleria based hero, and the Forsaken faction has a Sylvanas based hero. Why can't the Kirin Tor faction has a Veresa based hero?
Alternate Spellcasters - Spellcasters based on Ice/Water/Fire magic:
  • Ice/Water/Fire magic based spellcaster units can be added instead of Arcanist, Apprentice and Invoker spellcaster units.
Now that's one hell of a bug report. I'll need to fix and play around with somethings then comeback with some thoughts on your suggestions.
 
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