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  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!
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War's Legacy v1.60 (Kul Tiran)

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

Created by wa666r

After months of anticipation and countless community requests, I am incredibly proud to present War’s Legacy. The ultimate realization of my custom faction ecosystem.

This massive project consolidates 23 fully custom factions into a single, seamless battlefield. Every faction has been re-engineered from the ground up, outperforming and outlasting any standalone versions previously released.

War’s Legacy by the Numbers (v1.60):

  • 9,500+ Custom Assets
  • 2,600+ Custom Triggers
  • 2,300+ Custom Abilities
  • 900+ Custom Units
  • 870+ Custom Buffs & Effects
  • 460+ Custom Upgrades
  • 170+ Custom Items
Custom Melee AI
To bring this map to life, I stepped outside my comfort zone to master the fundamentals of AI design. With the help of some incredible community friends, every single faction now features its own custom melee AI. While Warcraft 3’s engine introduces rigid constraints, particularly with custom goldmine pathing, each faction is fully equipped to fight back. Note that performance varies slightly by faction as they navigate these engine limitations!

A Note on Optimization:Pushing Warcraft 3 to these extreme limits is a balancing act. While I have optimized the map extensively, the sheer scale means you may encounter occasional performance dips or instability. This is an enormous labor of love, and your feedback is vital as I continue to refine the experience.

Download v1.60 now and choose your legacy!




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Included Custom Factions (Click images for more info):





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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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Discord Server

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.
  • This gets more unstable with more players. Recommended to stick with 4 Players.

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V.160​

Added Kul Tiran faction.​

Forsaken​

  • Fixed Corpse Mortis Essence not being gained from the Graves.




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.


Ice Trolls​

  • Fixed Ice Troll Training Charges auto disabling after some time.

Felblood Elves

  • Fixed the Channel Demonfire – Red ability.

Nightborne

  • Fixed the cost of tiering up the main base; it now properly consumes resources.

Kirin Tor

  • Fixed Converge Energy.
  • Fixed Displace Magic ability.
  • Prismatic Link still shows damage being dealt to the caster, but now provides increased healing and restores hit points to the caster when the channel ends. (Due to limitations of Drain Life-based abilities, the caster must take damage for this to function properly.)
  • Calming Waters now functions more reliably.
  • Phaseblade ability now has an increased arc radius and a new, more blue-themed icon.
  • Runed Armor ability cooldown increased to 90 seconds.
  • Curator renamed to Skyseer.
  • Dalaran Golem renamed to Curator.
  • Collector, Curator, and Arcane Carrier have updated soundsets.
  • Magician ability positions have been swapped.
  • Anti-Magic Field no longer applies the default Silence debuff; it now uses a custom Anti-Magic Field debuff.
  • Mystic Talons now also burns enemy mana on attack.
  • Violet Spellwing now uses a fixed missile attack type so the new Mystic Talons effect functions correctly. Overall effectiveness remains unchanged.
  • Instant Travel channel time reduced from 3 seconds to 1 second.
  • Fire Essence now uses a new buff icon.
  • Fixed a float issue with lingering docking special effects; they will no longer remain indefinitely at the cast location.
  • Orb of Power has been reworked to deal spell damage on basic attacks.
  • Impetus tooltip updated to clarify it now generates mana, rather than stealing it.
  • Chromatic Anomaly now has a new special effect. Illusion damage increased from 30% to 60%.
  • Galvanized Plating upgrade now increases the effectiveness of Mitigation Core.


Scarlet Crusade​

  • Added to the race pool.

All Factions​

  • Reworked most "start spell effect" abilities to Jass and optimized them. Increasing performance.



V1.54A

All Factions​

  • Reworked some of the changed abilities that were broken by the optimization.
  • Small tooltip changes.



V1.55

Observer​

  • Added an Observer faction to watch the game unfold.
  • Note: Trying to figure out how to make a full-pledged observer mode; however there are many unforeseen technical problems to try to figure out.

Worgen​

  • Added to the race pool.

All Factions​

  • Reworked many spells to be more jassified.
  • Replaced icons.
  • 364551-b50d5cbeba34dd17b413c1da6746f696.png

Wildhammer Clan​

  • New UI.
  • All units gain around +100 hit points

Living Nerubian​

  • New UI.

Lightforged Draenei​

  • Seraph ability reworked to be jass, and less impactful on performance.



Update v1.56A

  • Fixed texture file, restoring many models' textures.
  • Added new icon for Dark Horde Black Dragon.

Update v1.56



A complete revamp of the Felblood Elves. Every hero, unit, building, icon, upgrade, and mechanic has been reworked from the ground up.

New Mechanic: Eternal Thirst

As a faction that succumbed to their magical addiction by feeding on demonic energies, the Felblood Elves must manage their Eternal Thirst.
  • The Cost: Units constantly lose maximum mana over time and after casting spells.
  • The Satiation: Dealing damage restores maximum mana, and units naturally possess very fast current mana regeneration.
  • The Battery: Maximum mana is restored through proximity to Subjugated Doomguards, which act as a passive mana source. Additionally, maximum mana can scale into very high ranges, with each unit possessing its own ceiling.

Core Changes

  • Subjugated Doomguards: These continue to serve as the faction’s food source and early defense, but they now function as a vital mana battery for the Eternal Thirst mechanic.
  • Fel Fervor: This remains mostly unchanged, acting as a potent buff that increases the effectiveness of unit abilities.
  • Spellcasters: Casters remain a primary focus. They start with all basic abilities unlocked without research; however, their ultimate ability still requires a Tier 3 Town Hall.

Hero Reworks

  • Nether Master: A total rework of the Arch Nethermancer. Her kit has been redesigned to synergize more effectively with Nether-themed abilities.
  • Legionnaire: Reworked to function as a frontline damage-dealer and commander.
  • Arch Warlock: Replaces the Bulwark. The Bulwark did not fit the faction's theme; the Arch Warlock replaces it as a dedicated demon-summoning specialist.
  • Perpetrator: A rework of the Vandal. She remains a stealthy assassin but now focuses heavily on lifesteal and self-sustain.

Unit Adjustments

  • Initiates: The old Initiate unit has been removed. The Falconer has been renamed to Initiate to take its place.
  • Neophyte: Reworked so she no longer sacrifices her own life to heal allies. Her permanent buff ability has also been redesigned for better utility.
  • General: All other units have been reworked—there are too many individual changes to list!

Visual Updates

  • Massive Icon Expansion: Over 685 new icons have been added, covering abilities, units, and upgrades across all factions.

Model Reworks & Replacements

  • Fel Horde: The War Station has received a new model and icon.
  • Wildhammer Clan: The Elementalist has been updated with a new unit model and icon.
  • Bronzebeard Clan: New unit model and icons.
  • Exodar Draenei: The Elekk Rider has a new model and icon.
  • Dark Iron Clan: A massive overhaul of the Dark Iron roster, with the majority of their unit models being replaced with a new models.


V.157A​

Forsaken​

  • Fixed tier 3 requirement to tier up.

Wildhammer:​

  • Added a custom UI element to activate Traditions of the Wildhammer instead of having to use it from a main.
  • Removed the ability to activate it from the main structure.

V.157​

Forsaken​

  • Added to the race pool. Plus unit, hero, tiered upgrades icons overhauled.

New Performance Mechanic:​

  • Factions that were not chosen will now have all their related triggers disabled, resulting in a slightly smoother experience.

Exodar Draenei​

  • New Peacekeeper icon.

Ice Trolls​

  • New High Champion icon.



V.158​

Tauren​

  • Added to the race pool. Plus unit, hero, building, tiered upgrades icons overhauled.

Fel Horde Rework:​

  • Necrolyte
    • Necrotic Aura now Decay Aura, degenerates nearby enemy units hit points and deals mana damage upon taking Chaos damage.
    • Sacrament removed.
    • New ability Necrotic Storm added, drains life from enemy units in an area while channeling, healing the necrolyte and her skeletal orcs.
    • Barbarian
    • Removed Havoc Aura.
    • New ability Vengeful Blood, increases damage reduction and life-steal with each 10% hit points misssing.
    • Slaves
    .
    • Slave's Bond states that the extra life regen is part of the design. Tier 2 now also restores a flat amount of hp on hit.
    • Bruiser
    :
    • Reworked Chaotic Rage, now longer acts as a morph ability. Now an autocast ability and instead of draining life, makes the Bruiser take more damage. Added a visual showing the aditional damage from the abiilty.
    • War Station
    Added new ability Forced Recovery, while Slaves are inside they restore hit points quickily. To incentivize using them as heal cattle. Dark Shaman
    • Added True Sight to Corrupt Fire. New icon for the transformed form. Now also drains mana per attack.
    • Toxic Air no longer drains life, but reduces healing effectiveness by 50%. No longer destroys trees when cast and cant be selected.
    • Summon Molten Giant changed spawn effect.
    • Tormentor
    • Unbound replaced with Hinder, which disables ranged attacks to enemies in an area.
    • Drain Soul now has a visual indictor when extra damage is proc'd.
    • Warlock
    • Fel Energy now causes friendly units to deal 50% more damage as Chaos damage.
    • New missile art.
    • Marauder
    • Reworked Burning Blade triggers and ability. Now instead of a passive cleave has a chance to deal additional damage as Chaos damage.
  • Drummer
    • Reworked unit. Can attack both ground and air.
    • Has different interchangeable auras called Beats, each providing a different area buff. Beat of Chaos increases Chaos damage an enemy takes; Beat of Marches increases friendly units' movement; Beat of Bloodshed increases attack rate and life steal.
    • Impaler
    • Small movement speed increase.
    • Removed Swift Flight.
    • Drakefire now has a research requirement. Deals more damage as Chaos damage.
    • Food cost increased to 5.
  • All heroes have new proper names.
  • All hero icons reworked to be closer to warcraft style.
  • Blood Aura model more red.Rot effect changed.
  • Fel Boar moves to rally point.
  • Dark Shaman, Executioner, and Warlord name issue fixed.
  • Heroes resource costs are same as others.
  • Dragon Roost renamed to Dragon Monument.
  • Pathing updated.Reworked main hall costs.War Tower new ability, Tainted Arrow, which deals split Piercing (80%) and Chaos (20%) damage.
  • Bastion renamed to Frontier Bastion.
  • Warlock costs lumber. Reduced starting mana to 200 from 400.
  • Improved Slavers Bond did not have ability level increase set.
  • Blood Salve scarped.
  • Bolt of Savagery had the wrong ability upgrade set. Rectified that, added Forge requirement.
    Many many other changes.

Dark Iron Clan​

  • Some updates on icons.

General​

  • Custom Goldmine ai system disabled. Too unstable and decreases performance.



V.159​

Faceless Ones Rework:​

  • NEW HERO. Dreadnought, a bruiser style hero that can manipulate its own flesh and the minds of enemies.
  • Herald (assassin hero) removed.
  • Dark Speaker renamed to Herald. Kit completely reworked.
  • High Disciple kit completely reworked.
  • C'thrax kit completely reworked.
  • Abnormal unit removed.
  • NEW UNIT. Witness, a flying observer that gazes at enemies to debuff them and strips armor off buildings.
  • New ubersplat.
  • All Awoken recieved new icons.
  • All Awoken received updated textures.
  • All Awoken had stats reworked.
  • All units had their kits changed.
  • Most units, upgrades, abilities reworked.
  • New AI to work with the new Faceless Ones.

Dark Horde​

  • Triggers reworked and optimized thanks to Riki.
  • misc. changes and fixes.

High Elves​

  • Huge amount of bug fixes and changes implemented thanks to the reports of Kotol.
  • New UI.

All Factions​

  • Huge optimizations of hundreds of triggers across all factions.
  • Bug fixes and general improvements from various user reports.






00110000, 13lackDeath, 67chrome, A.R., Aleister, Alethos, Alpain, Amaruak, AndrewOverload519, AnemicRoyalty, Arch Angel, assasin_lord, Bakr, BaiyuGalan, Battleborn, biridius, BlackDoom, BLazeKraze, Bleeq, Blizzard Entertainment, Bribe, bu3ny, Callahan, Carrington2k, Cavman, Champara Bros, chr2, CloudWolf, CRAZYRUSSIAN, CreatorD3292, Daelin, Darkfang, Deolrin, Devine, Diego Delgado, dickxunder, Direfury, dlrlwns, Donach, donut3.5, doom_sheep, Dx666xN, Edge45, EdwardSwolenToe, EnetheruAnuon, Erkki2, Ether, eubz, eXciTe, Fingolfin, Frankster, FrIkY, Fuzzyfury, General Frank, Glitzage, GooS, Gottfrei, GreyArchon, Grendel, HandCLAW, HappyCockroach, Hantoo, Hate, Hawkwing, HerrDave, Himperion, Horn, Hyunrai, IamMclovin, Ilya Alaric, JetFangInferno, Jhonny Janbo, johnwar, Kacpa2, Kangyun, kellym0, KelThuzad, keepitmovin, Kolbosa, Kuhneghetz, kuanish, KYTON, Kyrbi0, Lender, leyrender, Lichkings slave, Lockheart, Lord_T, M0rbid, Mad Manastorm, Manastorm, MatiS, MasterHaosis, Mc !, Mr ogre man, Mythic, Nasrudin, NatDis, nGy, Nilas Aran, nightelfbuilder, NightSkyAurora, Norinrad, olofmoleman, PeeKay, Power, Praytic, PrincePhoenix, PrinceYaser, PROXY, ratamahatta, Red XIII, ReplikanT, Retera, Riot Games, ROMICH UA, RvzerBro, Saelendious, Salmon, Sarsaparilla, Scias, s4nji, Sellenisko, Shardeth, Shorka, Shyrony, Sin'dorei300, SinisterX, skrab, SnooBvip, Spellbound, Stan0033, Stefan.K, T.J., Tasyen, Tarrasque, Tauer, The_Silent, Thrikodius, Totoro, Tranquil, trinc, Trokkin, Ujimasa Hojo, Uncle fester, Valve, valkemiere, viiva, Villagerino, Vinz, Volvox, War_Golum, WILL THE ALMIGHTY, Windrunner29, Winter, Wolffman, Zack1996, ZiBitheWand3r3r, Zucth

(If I missed any please let me know)


Contents

WL - Bane Burrow v1.60 (Map)

WL - Candlestick v1.60 (Map)

WL - Enfold Spinach v1.60 (Map)

WL - Encircled v1.60 (Map)

WL - Legion's Demise v1.60 (Map)

WL- Lilious v1.60 (Map)

WL - Over Rainbow v1.60 (Map)

WL - Ripjaw v1.60 (Map)

WL - The Juggernaut v1.60 (Map)

WL- Sorrel Autumn v1.60 (Map)

WL - Vanguard Point v1.60 (Map)

WL - Winterly Magic v1.60 (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...
Damn dude, you are a legend! All those years and still making content for the game, Activizzard could never. It's always impressive how dedicated moders/map makers can be for a game, especially doing it all in majority for free.
Can't wait for Tauren and Kul Tiran! Love their global hot bar abilities, wish more factions had such mechanic, it spices up gameplay real good.
Small question: I'm not asking for them, just curious, why no standalone Naga faction? Illidari are cool with their 3-way mechanic but considering majority of the faction already had assets it feels like it would be easier to add them.
 
Damn dude, you are a legend! All those years and still making content for the game, Activizzard could never. It's always impressive how dedicated moders/map makers can be for a game, especially doing it all in majority for free.
Can't wait for Tauren and Kul Tiran! Love their global hot bar abilities, wish more factions had such mechanic, it spices up gameplay real good.
Small question: I'm not asking for them, just curious, why no standalone Naga faction? Illidari are cool with their 3-way mechanic but considering majority of the faction already had assets it feels like it would be easier to add them.
I appreciate it.
Custom UI stuff is a good way to spice it up.
Naga is one of the most popular and oversaturated factions people make, there's not much I can add to it that hasn't already been done. I'm just not interested. There's plenty of other less popular factions I'd rather make.
 
Hello. I previously mentioned that I'll be checking out the other factions to find bugs & typos, and make suggestions. I also mentioned that the next faction I'll review will be the Fel Horde, which is the first faction I ever played and my favorite. I found some bugs and typos in your Fel Horde faction too. I also wanted to state my own suggestions regarding the Fel Horde faction.


Boar Farm:
  • The Fel Boars generated by Boar Farm do not move to Rally Point.
    1773611327144.png

    1773611346790.png

Slave:
  • Slave has +2.0 HP regeneration instead of +0.2 HP regeneration.

Bruiser:
  • After using the Chaotic Rage ability, the unit's name changes to Fel Horde – Bruiser.
    1773611368361.png

Warlock:
  • Warlock quickly heals when casting the Sacrificial Pact ability but the ability tooltip doesn't inform like that.
    1773612028274.png

    1773612127840.png
Dark Shaman:
  • Toxic Air dummy unit can be selectable. It can be unselectable by adding Locust ability.
    1773612169695.png
  • After using the Corrupt Fire ability, the unit's name changes to Fel Horde – Dark Shaman.
    1773612192051.png
  • Corrupt Fire does not grant True Sight, attack but the ability tooltip states that Corrupt Fire grants True Sight.
    1773612221843.png

Tormentor:
  • Units with Unbound debuff don't take damage when moving every movement. Sometimes they take damage, sometimes not.
  • Unbound causes 15% chance to miss on an attack but the ability tooltip doesn't inform like that.
    1773612278035.png
Drummer:
  • The Drummer can carry up to 4 items at once instead of 2 items. Kodo Rider can carry up to 4 items at once.
    1773611416701.png

Heroes:
  • The gold and lumber requirements for heroes differ. Warlord requires 400 Gold / 100 Lumber, Necrolyte & Barbarian requires 425 Gold / 100 Lumber, and Executioner requires 425 Gold / 135 Lumber.
    1773612371209.png
    1773612350250.png
    1773612338048.png

    1773615591128.png

Hero – Barbarian:
  • War Shout attack damage debuff cannot be dispelled while War Shout attack rate debuff can be dispelled. War Shout attack damage debuff must be dispelled.

Hero – Warlord:
  • After using the Malice ability, the walking animation is played and the hero's name changes to Fel Horde – Warlord.
    1773612802279.png

    1773612867279.png

Hero – Executioner:
  • After using the Equip Bows ability, the hero's name changes to Fel Horde – Executioner.
    1773611444777.png
  • Marked for Death: Level 1 deals 5 damage per second instead of 6.


Rampart:
  • Rampart requires a lot of gold to build (425 gold 195 lumber). Maybe you wanted to balance the faction like this because the faction is quite strong (in older versions this faction was much stronger).
    1773612620595.png

Bastion:
  • Both the primary structure (Rampart/Bastion/Bulwark) in the Fel Horde faction and the primary structure (Bastion/Grand Hold/Sacrarium) in the High Elves faction have the name Bastion. The name of either faction can be changed. I am suggesting a name change for High Elves faction Bastion. (Also High Elf UI Time Indicator (Day/Night) is bugged. I don't suggest Dota 2 based UI's.)
    1773612604412.png

    1773616188922.png

War Tower:
  • Unlike your other factions, War Tower does not have any abilities. Just like your other factions, War Tower should also have abilities. I would say that the Piercing damage type can be changed to Chaos damage type, but if that is the case, the tower will be very powerful. Instead, Piercing damage type remains, but a certain percentage of the damage can be dealt as Piercing damage type and a certain percentage as Chaos damage type. Thus, War Tower will also have the Chaos damage-type capability.
    1773612896057.png

Dragon Roost:
  • Dragon Roost pathing map is as small as the boar farm building. Pathing map area should be updated to 12x12 (PathTextures\12x12Simple.tga)
    1773612935962.png
  • The name Dragon Roost does not suit the Tauren Totem-looking building. The building model can be replaced with the Fel Horde textured vanilla Dragon Roost building model, or the building name can be changed without changing the building model. (This building was called "Totem of Doom" in Ultimate Battle maps.)
    1773612975120.png

    1773616496723.png

Bruiser:
  • Chaotic Rage ability does not actually deal 4 damage per second, it sets Bruiser's HP regeneration to -4.0. Bruiser has +0.15 HP regeneration. In order for the ability to deal 4 damage per second, Bruiser's HP regeneration should be set to -3.85 instead of -4.0, or more appropriately, the ability's cast should apply an undispellable debuff to the unit that actually deals 4 damage per second.
  • Chaotic Rage ability that gives 5 bonus damage can state it as +5 in green will create the impression that bonus damage is added. +5 attack damage can be created by adding bonus item ability.
    1773613003496.png

Crossbowman:
  • Crossbowman food cost could be either 2 or 3. (Bruiser food cost is 3). This is just a suggestion. You can change it or not.
    1773613027137.png

War Station:
  • War Station doesn't have Chaos damage-type capability. Chaos damage-type capability can be introduced when War Station is taking up 3 Slaves (or XX% Siege + XX% Chaos damage).
  • The projectile angle doesn't quite match the model. The projectile angle could be increased slightly.
    1773613263549.png

Warlock:
  • No lumber need to train a Warlock. Lumber should be also required for training a Warlock.
    1773613289147.png
  • The Warlock has 400 max mana without any training upgrades. The Dark Shaman and Tormentor have 200 max mana without any training upgrades. For balancing purposes, the Warlock should have 200 max mana instead of 400.
    1773613322790.png
  • The Warlock attack projectile model seems to be quite outdated. Every time Warlock attacks I see a flaming Lich head flying. Also when Warlock units attack there is no projectile launch SFX.
    1773613390200.png
  • Warlock doesn't have Chaos damage-type capability. Fel Energy can grant XX% bonus Chaos damage instead of increase target friendly units damage by 100%. Attention should also be paid to balancing.

Dark Shaman:
  • Toxic Air can also reduce health regeneration and healing (health restoration) XX% percent (You can use Heal Event to do it. Negative Draenei Gift of Naaru racial bonus ability). Attention should also be paid to balancing.
  • The Summon Molten Giant ability summons a Lesser Molten Giant. The “Lesser” adjective should be removed.
    1773613473633.png

    1773613496017.png
  • The Summon Molten Giant ability is summoned with meteor falling from the sky spell effect, but wouldn't it be more compatible with the spell effect if Summon Molten Giant ability was an Inferno-based ability? Or the ability cast will create a dummy and this dummy will cast the Inferno-based Summon Molten Giant ability in front of the caster (No target ability like War Stomp).
    1773613523549.png
  • Dark Shaman (Corrupt Fire) model uses Corrupt Fire ability icon.
    1773613548284.png
  • Dark Shaman food cost could be either 2 or 3. (Warlock & Tormentor food cost are 2). This is just a suggestion. You can change it or not.

Tormentor:
  • No lumber need to train a Tormentor. Lumber should be also required for training a Tormentor.
    1773613568433.png
  • A spell effect should be added when bonus damage is triggered during Drain Soul. I can't tell if the unit took Chaos damage, so I don't know if the Drain Soul debuff is working. There might be a bug in the Drain Soul debuff.

Rager:
  • Rager doesn't have Chaos damage-type capability. Chaos damage-type capability can be introduced when Unarmored units also takes Chaos damage from Knockout ability. Attention should also be paid to balancing.

Drummer:
  • Strums of Bloodsheed is actually the vanilla Warcraft III ability Endurance Aura.
  • Drummer doesn't have Chaos damage-type capability. Chaos damage-type capability can be introduced when Strums of Bloodshed also gives bonus Chaos damage to nearby units. Attention should also be paid to balancing.
  • The old War Drummer ability could be overhauled. The War Drummer ability was granting the Drummer Chaos damage-type, increasing hit point regeneration by 5, granting attack ground units & buildings, and enhancing the Strums of Bloodshed aura, but rendered Drummer immobile.
    1773698114025.png

Marauder:
  • Marauder doesn't have Chaos damage-type capability. Chaos damage-type capability can be introduced when Burning Blade grants bonus Chaos damage instead of increase attack damage. Attention should also be paid to balancing.
  • Burning Blade flame buff model (spell effect) and ability icon could be change to fel flame (green colored flame).
    1773613724893.png

Impaler:
  • Impaler doesn't have Chaos damage-type capability. Chaos damage-type capability can be introduced when attacks unleash three felbolts (green colored firebolts) that deal Chaos damage to nearby enemy units (Felfire). Attention should also be paid to balancing.
  • Impaler food cost should be 5 instead of 4.
    1773613781568.png
  • A spell effect should be added during Swift Flight buff.
    1773613802027.png
  • The Impaler could require the Drakefire ability research upgrade, instead of Swift Flight ability. I think elite units should have offensive upgrade requirements (like Gryphon Rider Storm Hammers or Tauren Pulverize).
    1773697890333.png
Hero – Barbarian:
  • Barbarian, unlike other Fel Horde heroes, does not have the Chaos damage-type capability. Mutilate can deal Chaos damage, or bonus Mayhem damage with a percentage chance to deal Chaos damage. Attention should also be paid to balancing.
  • A spell effect should be added when bonus damage is triggered during Mayhem.
  • Proper names (Mranak, Bryruk, Sahai, Dang, Larag, Xoratk, Derk. Crashnak, Karg) don’t have a surname. Surname should be added to proper names.

Hero – Warlord:
  • The Warlord portrait may be positioned slightly closer, as in the previous version of the model.
    1773612540806.png

    1773616680545.png
  • A spell effect (debuff) should be added when disarm is triggered by Butcher ability.
  • Blood Aura model color could be changed to red instead of white or Blood Aura model could be reverted (4 red skull aura model).
    1773612773613.png

    1773616749220.png

Hero – Necrolyte:
  • It can be easily understood from the green text that the Rot ability is Shadow Strike based. It can be arranged as an Acid Bomb based ability.
    1773615513430.png
  • The Sacrament ability seems quite outdated. A new ability can be created instead of this ability. Also, the Sacrament unit uses the Voidwalker model, which is a creep model, and the other lesser Sacrament units they spawn use the same model as the main Sacrament unit. Sacrament (spawned unit) ability icon is Raise Dead.
    1773615726232.png
  • Necrotic Aura can also reduce health regeneration and healing (health restoration) XX% percent (You can use Heal Event to do it. Negative Draenei Gift of Naaru racial bonus ability). Attention should also be paid to balancing.
  • Necrolyte unit sound set is Drek'Thar. This unit sound set is not suitable for such a female hero.
  • Proper names (Paincarrier, Stabber, Deathbiter, Redscar, Swiftchaos, Voidstriker, Blood) don’t have a name. Name should be added to proper names.

Hero – Execucioner:
  • Equip Bow / Equip Dagger hotkey should be D instead of T, in my opinion. If a hero has a 5. ability, its hotkey should be D to be compatible with the QWER system.
    1773612460927.png
  • In the Marked for Death ability, since the hero uses a bow for casting the ability, it should throw a projectile that deals minor damage. (Similar to Storm Bolt, but deals less physical damage and doesn't stun.)
  • A spell effect should be added when Chaos bonus damage is triggered by Dirty Tricks. I can't tell if the unit took Chaos damage, so I don't know if the Dirty Tricks bonus Chaos damage is working. There might be a bug in the Dirty Tricks bonus Chaos damage.
  • The Shade unit appears when the Elaborate ability is used. The Shade unit should not be present during Elaborate. The Far Sight model color should changed to red.
    1773611444777.png

Item – Blood Fountain:
  • No unit sound set. Moon Well building sounds could be added.
  • The building model and collision size could be increased.
    1773613979385.png
  • Night Elf explosion effect color could be changed to red instead of blue.

Item – Orb of Anarchy:
  • Orb of Anarchy item icon and debuff icon is same as Orb of Slow icon. Orb of Anarchy item icon and debuff icon could be changed with another orb icon.

Upgrade – Bolts of Savagery:
  • Bolts of Savagery upgrade should also require Forge additional to Bastion.
    1773615826614.png

Fel Attack Mechanic:
  • Fel Attack deals 75% damage to heroes and buildings, but this does not inform the player. The fact that Fel Attack deals 75% damage to heroes and buildings should be informed to the player. Also, abilities that deal Chaos damage, such as First Blood / Bolts of Savagery, Rot, Necrotic Aura, Drain Soul, Abyssal Missile etc., deal 100% damage instead of 75% damage to heroes and buildings.

General:
  • You may need to update the icons for research upgrades and unit spells in this faction.



Slave:
  • Slave’s Bond: Friendly units attackng (i is missing) the Slave restore hit points based on damage they deal.
  • Improved Slave’s Bond upgrade does not increase level of Slave’s Bond ability, but it does grant bonus hit points and Slave’s Bond restore hit point effectiveness. There is no techtree requirement for the Slave’s Bond ability. I consider it as a typo that it does not increase level of Slave’s Bond ability.

Fel Boar:
  • Tooltip is pretty poor: Attack the Fel Boar to heal the attacker.

Bruiser / Bruiser (Chaos):
  • Chaotic Rage: The blood of the demons throws the Bruiser into a chaotic rage, giving it Chaos damage-type (and 5 bonus damage), but dealing 4 damage per second for 15 seconds.

Crossbowman:
  • Bolts of Savagery upgrade does not increase level of First Blood ability, but it does grant attack range. There is no techtree requirement for the First Blood ability. I consider it as a typo that it does not increase level of First Blood ability.
  • First Blood: Attacking enemies with 90% or more hit points deals an additional 25 Chaos damage-type damage. (Attacks to targets under 90% hit points have a 15% chance to deal 10 additional Chaos damage-type damage.)

Warlock:
  • Fel Energy: Increases a target friendly unit's damage by 100%, but reduces armor by 6 and drains (decreases) 6 hit points per second. Lasts 15 seconds.

Dark Shaman / Dark Shaman (Corrupt Fire):
  • Versatile spellcaster wielding corrupt elements. Can initially cast |cFFFF0000Corrupt Fire|r. Can also learn |cFFFF0000Toxic Air|r and |cFFFF0000Smmon (u is missing) Molten Giant|r.
  • Toxic Air: Covers an area with a toxic air that poisons all units with -2 hit points per second (deals 2 damage per second instead or reduces hit point regeneration by 2 instead) and slows movement speed by 20%. Lasts 2 minutes.
  • Summon Molten Giant: Summons a Lesser (the adjective “Lesser” should be removed) Molten Giant to fight the enemies. The Molten Giant deals Chaos damage-type. Lasts 45 seconds.

Tormentor:
  • Unbound deals Chaos damage but the ability tooltip doesn't mention it.- Unbound: Causes all enemy units in an area to have 25% reduced movement speed and when moving take 5 to 15 (Chaos) damage for 15 seconds.
  • Drain Soul: Reduces movement speed by 50% and damage by 50% of a target enemy unit. Whenever the unit takes damage it has a 20% (15%) chance to take 25 Chaos damage. Lasts 60 (20) seconds.

Nether Rider:
  • - Abyssal Missile: Attacks against Heavy armored targets cause area chaos (Chaos) (color of Chaos word should be fel green |cFF9ACD32Chaos|r) damage. Less effective on other armor types.

Bastion:
  • Upgrade to |cFFFF0000Bastion|r to enable the production of additional types of structures and units.

    (Trains:

    - Slave

    Upgrades:

    - Backpack Upgrade)

Bulwark:
  • Upgrade to |cFFFF0000Bulwark|r to enable the production of additional types of structures and units.

    (Trains:

    - Slave

    Upgrades:

    - Backpack Upgrade)

Hero – Warlord / Hero – Warlord (Malice):
  • Acrimony: Grants nearby friendly unit bonus armor and life-steal (lifesteal).

Hero – Barbarian:

  • Warrior Hero, adept at dispatching individual units and hit-and-run (hit and run) tactics.

Hero – Executioner / Hero – Executioner (Ranged):

  • Daggers and Bow: The hero cn (a is missing) switch between ranged and melee combat. Bow grants additional damage and even more against heroes, but reduces armor and attack rate.
  • Vendetta: For a short time the hero gains immunity to (pierced) ranged damage (still can be damaged by other attack types) and moves twice as fast.
  • Dirty Tricks: Each attack dealt has a chance to inflict a random debuff.. (two dots) (Hero – Executioner (Ranged)).
  • Elaborate: Manifests the battlefield with vision, granting a massive area of vision and detection of stealthed units. The player's hreoes (heroes) move 50% faster while active, and each kill the Executionre (Executioner) makes restores 20% hit and mana points.

Lesser Molten Giant:
  • Molten Giant has no tooltip.
  • The adjective “Lesser” should be removed.

Sacrament:
  • Sacrament (both ulti and unit) has no tooltip.

Blood Fountain:
  • Blood Fountain has no tooltip.

Necrolyte Skeletal Orcs:
  • Tooltip is pretty poor: Light melee unit. |n|n|cffffcc00Attacks land units.|r

Slave’s Bond:
  • Friendly units attackng (i is missing) the Slave restore hit points based on 75%/100% of damage they deal.

First Blood:
  • Enemies with 90% or more health take 25 additional Chaos damage. Attacks to targets under 90% hit points have a 15% chance to deal 10 additional Chaos damage. Enemies with 90% or more health take additional 40 extra Chaos damage Attacks to targets under 90% hit points have a 15% chance to deal 10 additional Chaos damage. (Take or deal. Take XX additional or take additional XX extra. You should choose one)

Strums of Bloodshed:
  • Increases nearby friendly units' movement speed by 15% and attack rate by 15%. Reduces nearby enemy attack rate and movement speed by 10%. (movement speed by 15% and attack rate by 15% or attack rate by 15% and movement speed by 15%. You should choose one.) (attack rate and movement speed by 10% or movement speed and attack rate by 10%. You should choose one)

Strums of Bloodshed (Enemy):
  • Increases (Decreases) nearby friendly units' movement speed by 10% and attack rate by 10%.

Summon Molten Giant:
  • Summons a Lesser (The adjective “Lesser” should be removed) Molten Giant to fight the enemies. The Molten Giant deals |cFF9ACD32Chaos|r damage. |nLasts 45 seconds. |n|n|cffffcc00Attacks land units.|r

Agony:
  • Causes a single target to have reduced attack rate by 25% and take 5 damage per second. |nLasts 60 (30) seconds.

Amulet of Chaos Link:
  • Allows the Hero to cast Chaos Link on a target unit Chaos link creates a link between 5 units, distributing damage taken by 40%.
    Lasts 75 (<= two spaces) seconds.
    Contains 2 charges.

War Shout:
  • The War Shout ability is given incorrectly in the tooltip.
  • War Shout – [Level 1]: - The Barbarian releases a shout which causes enemies to have 15% (10%) reduced attack rate and 15% reduced attack damage. |nLasts 15 seconds.
  • War Shout – [Level 2]: -The Barbarian releases a shout which causes enemies to have 20% (15%) reduced attack rate and 25% reduced attack damage. |nLasts 15 seconds.
  • War Shout – [Level 3]: -The Barbarian releases a shout which causes enemies to have 25% (20%) reduced attack rate and 35% reduced attack damage. |nLasts 15 seconds.

Acrimony:
  • Gives nearby friendly units life-stealing (lifestealing instead maybe), attacks and armor. |nLasts 15 seconds. seconds. |n|n|cffffcc00Level 1|r - 15% life-steal (lifesteal instead maybe), 1 armor.

Necrotic Aura:
  • Nearby enemy units have decreased life regeneration by .5 (0.5 instead maybe). and take additional 20% damage from |cFF9ACD32Chaos|r damage.
  • Nearby enemy units have decreased life regeneration by 1 (1.0 instead maybe). and take additional 20% damage from |cFF9ACD32Chaos|r damage.

Chaotic Rage (Buff):
  • This unit is benefiting from Chaotic Rage. It has Chaos attack type and attacks faster. (it does not attack faster but it has increased damage)

Corrupt Fire (Buff):
  • This unit is benefiting from Corrupt Fire. It has Chaos attack type, (and) True Sight, but takes constant damage (when attacking).

Elaborate (Buff):
  • Typo: Elabortate (Elaborate)
  • This unit is under the effects of Elaborate Enemy Aura (“Enemy Aura” should be removed) ; it has an increased movement speed.

Malice (Buff):
  • This unit is in Malice form; it has increased hit points, (increased hit point regeneration and Chaos attack instead of attack damage) attack damage, reduced armor, and is immune to spells (reduced armor, and is immune to spells should be removed).

Marked for Death (Buff):
  • This unit has been Marked for Death. (<= two spaces) It has reduced armor, movement speed, and is being damaged over time.

Rot (Buff):
  • This unit was hit by Rot; it will take extra (Chaos) damage from the Necrolyte.

Acrimony (Buff):
  • This unit has Acrrimony (Acrimony); its (armor) has been increased and has life-steal (lifesteal instead of life-steal).

Agony (Dummy) (Buff):
  • This unit is in Agony(; its attack rate is decreased and it takes damage over time.).

Burning Blade (Buff):
  • This unit has Burning Blade; its attack damage has been increased and attacks deal area damage (attacks cleave).

Drain Soul (Buff):
  • This unit is Drain Soul (Drain Souled); its movement speed and damage have been reduced. Ithas (It has) a chance to take Chaos damage.

Fel Energy (Buff):
  • This unit has Fel Energy; its attack damage are increased, but armor and health regeneration (are) decreased.

Sacrificed (Buff):
  • This unit has been stricken with Sacrificed; it cannot cast spells and will take damage until it dies, and a health orb (another name could be find instead of health orb) will spawn from its corpse. This cannot be dispelled or cancelled.

Unbound (Buff):
  • This unit is Unbound (Unbounded); it's movement speed is reduced (and taking Chaos damage when moving).

Vendetta (Buff):
  • This unit has a (a should be removed) Vendetta; it moves more quickly than it normally does, and has ranged (pierced) attack immunity.

Abyssal Missile (Upgrade):
  • Allows the Nether Riders to have |cfffd0b35Abyssal Missile|r, which causes attacks against Heavy armored targets to deal (Chaos) area damage. Less effective with other armor types.

Basalt (Upgrade):
  • Increase War Station's attacks with basalt, resulting in 15 extra damage and more area damage (radius instead of damage).

Burning Blade (Upgrade):
  • Allows Marauders to use |cfffd0b35Burning Blade|r, which increases attack damage and caues (causes) cleaving attacks. Grants a passive cleave attack (Also grants passive cleaving attack instead of Grants a passive cleave attack).

Bolts of Savagery (Upgrade):
  • Improves the Crossbowman's attack range by 100, and |cfffd0b35First Blood|r (Chaos) damage is increased to 40.

Chaotic Rage (Upgrade):
  • Allows the Bruisers to use |cfffd0b35Chaotic Rage|r, which throws the Bruiser into a chaotic rage, giving it |cFF9ACD32Chaos damage-type|r (and 5 bonus damage), but dealing 4 damage per second for 15 seconds.

Knockout (Upgrade):
  • Allows the Ragers to have |cfffd0b35Knockout|r, which causes some (some should be removed) attacks to stun unarmored targets (with a percentage chance).

War Drummer (Upgrade):
  • Increases the Drummer's |cfffd0b35Strums of War|r (Strums of Bloodshed) effectiveness by increasing attack rate and movement speed by 5%. Now also decreases nearby enemy units attack rate and movement speed.


Actually, the next faction I was going to review was the Lost Ones (I'm following the release order in the race overview), but since that faction won't be updated for a while, the next faction I'll review will be the High Elves.

Naga is one of the most popular and oversaturated factions people make, there's not much I can add to it that hasn't already been done. I'm just not interested. There's plenty of other less popular factions I'd rather make.

I'd really like to create a Naga altered melee map with truly balanced and unique mechanics someday. Yes, the Naga race is very popular and oversaturated, but none of them quite reflect the mechanics and balancing I imagine. I have an idea in mind to add different bonuses on watery areas to the different unit-types (like Undead Nerubian Guards gaining movement speed bonus on blighted areas).

EDIT: Another suggestion regarding Impaler has been added. An image has been added to illustrate the features of the old War Drummer ability. (17.03.2026)

EDIT-2: A suggestion regarding Orb of Anarchy has been added. A suggestion regarding Fel Attack Mechanic has been added. A typo regarding Nether Rider has been added. (17.03.2026)

EDIT-3: A suggestion regarding Dark Shaman has been added. (21.03.2026)
 
Last edited:
Hello. I previously mentioned that I'll be checking out the other factions to find bugs & typos, and make suggestions. I also mentioned that The next faction I'll review will be the Fel Horde, which is the first faction I ever played and my favorite. I found some bugs and typos in your Fel Horde faction too. I also wanted to state my own suggestions regarding the Fel Horde faction.


Boar Farm:

Slave:
  • Slave has +2.0 HP regeneration instead of +0.2 HP regeneration.

Bruiser:
  • After using the Chaotic Rage ability, the unit's name changes to Fel Horde – Bruiser.
    View attachment 578503

Warlock:
Dark Shaman:
  • Toxic Air dummy unit can be selectable. It can be unselectable by adding Locust ability.
    View attachment 578508
  • After using the Corrupt Fire ability, the unit's name changes to Fel Horde – Dark Shaman.
    View attachment 578509
  • Corrupt Fire does not grant True Sight, attack but the ability tooltip states that Corrupt Fire grants True Sight.
    View attachment 578510

Tormentor:
  • Units with Unbound debuff don't take damage when moving every movement. Sometimes they take damage, sometimes not.
  • Unbound causes 15% chance to miss on an attack but the ability tooltip doesn't inform like that.
    View attachment 578511
Drummer:
  • The Drummer can carry up to 4 items at once instead of 2 items. Kodo Rider can carry up to 4 items at once.
    View attachment 578504

Heroes:

Hero – Barbarian:
  • War Shout attack damage debuff cannot be dispelled while War Shout attack rate debuff can be dispelled. War Shout attack damage debuff must be dispelled.

Hero – Warlord:

Hero – Executioner:
  • After using the Equip Bows ability, the hero's name changes to Fel Horde – Executioner.
    View attachment 578505
  • Marked for Death: Level 1 deals 5 damage per second instead of 6.


Rampart:
  • Rampart requires a lot of gold to build (425 gold 195 lumber). Maybe you wanted to balance the faction like this because the faction is quite strong (in older versions this faction was much stronger).
    View attachment 578519

Bastion:
  • Both the primary structure (Rampart/Bastion/Bulwark) in the Fel Horde faction and the primary structure (Bastion/Grand Hold/Sacrarium) in the High Elves faction have the name Bastion. The name of either faction can be changed. I am suggesting a name change for High Elves faction Bastion. (Also High Elf UI Time Indicator (Day/Night) is bugged. I don't suggest Dota 2 based UI's.)
    View attachment 578518
    View attachment 578550

War Tower:
  • Unlike your other factions, War Tower does not have any abilities. Just like your other factions, War Tower should also have abilities. I would say that the Piercing damage type can be changed to Chaos damage type, but if that is the case, the tower will be very powerful. Instead, Piercing damage type remains, but a certain percentage of the damage can be dealt as Piercing damage type and a certain percentage as Chaos damage type. Thus, War Tower will also have the Chaos damage-type capability.
    View attachment 578523

Dragon Roost:
  • Dragon Roost pathing map is as small as the boar farm building. Pathing map area should be updated to 12x12 (PathTextures\12x12Simple.tga)
    View attachment 578524
  • The name Dragon Roost does not suit the Tauren Totem-looking building. The building model can be replaced with the Fel Horde textured vanilla Dragon Roost building model, or the building name can be changed without changing the building model. (This building was called "Totem of Doom" in Ultimate Battle maps.)
    View attachment 578525
    View attachment 578551

Bruiser:
  • Chaotic Rage ability does not actually deal 4 damage per second, it sets Bruiser's HP regeneration to -4.0. Bruiser has +0.15 HP regeneration. In order for the ability to deal 4 damage per second, Bruiser's HP regeneration should be set to -3.85 instead of -4.0, or more appropriately, the ability's cast should apply an undispellable debuff to the unit that actually deals 4 damage per second.
  • Chaos Rage ability that gives 5 bonus damage can state it as +5 in green will create the impression that bonus damage is added. +5 attack damage can be created by adding bonus item ability.
    View attachment 578526

Crossbowman:
  • Crossbowman food cost could be either 2 or 3. (Bruiser food cost is 3). This is just a suggestion. You can change it or not.
    View attachment 578527

War Station:
  • War Station doesn't have Chaos damage-type capability. Chaos damage-type capability can be introduced when War Station is taking up 3 Slaves (or XX% Siege + XX% Chaos damage).
  • The projectile angle doesn't quite match the model. The projectile angle could be increased slightly.
    View attachment 578529

Warlock:
  • No lumber need to train a Warlock. Lumber should be also required for training a Warlock.
    View attachment 578530
  • The Warlock has 400 max mana without any training upgrades. The Dark Shaman and Tormentor have 200 max mana without any training upgrades. For balancing purposes, the Warlock should have 200 max mana instead of 400.
    View attachment 578531
  • The Warlock attack projectile model seems to be quite outdated. Every time Warlock attacks I see a flaming Lich head flying. Also when Warlock units attack there is no projectile launch SFX.
    View attachment 578532
  • Warlock doesn't have Chaos damage-type capability. Fel Energy can grant XX% bonus Chaos damage instead of increase target friendly units damage by 100%. Attention should also be paid to balancing.

Dark Shaman:
  • Toxic Air can also reduce health regeneration and healing (health restoration) XX% percent (You can use Heal Event to do it. Negative Draenei Gift of Naaru racial bonus ability). Attention should also be paid to balancing.
  • The Summon Molten Giant ability summons a Lesser Molten Giant. The “Lesser” adjective should be removed.
    View attachment 578533
    View attachment 578534
  • The Summon Molten Giant ability is summoned with meteor falling from the sky spell effect, but wouldn't it be more compatible with the spell effect if Summon Molten Giant ability was an Inferno-based ability? Or the ability cast will create a dummy and this dummy will cast the Inferno-based Summon Molten Giant ability in front of the caster (No target ability like War Stomp).
    View attachment 578535
  • Dark Shaman (Corrupt Fire) model uses Corrupt Fire ability icon.
    View attachment 578536

Tormentor:
  • No lumber need to train a Tormentor. Lumber should be also required for training a Tormentor.
    View attachment 578537
  • A spell effect should be added when bonus damage is triggered during Drain Soul. I can't tell if the unit took Chaos damage, so I don't know if the Drain Soul debuff is working. There might be a bug in the Drain Soul debuff.

Rager:
  • Rager doesn't have Chaos damage-type capability. Chaos damage-type capability can be introduced when Unarmored units also takes Chaos damage from Knockout ability. Attention should also be paid to balancing.

Drummer:
  • Strums of Bloodsheed is actually the vanilla Warcraft III ability Endurance Aura.
  • Drummer doesn't have Chaos damage-type capability. Chaos damage-type capability can be introduced when Strums of Bloodshed also gives bonus Chaos damage to nearby units. Attention should also be paid to balancing.
  • The old War Drummer ability could be overhauled. The War Drummer ability was granting the Drummer Chaos damage-type, increasing hit point regeneration by 5, granting attack ground units & buildings, and enhancing the Strums of Bloodshed aura, but rendered Drummer immobile.

Marauder:
  • Marauder doesn't have Chaos damage-type capability. Chaos damage-type capability can be introduced when Burning Blade grants bonus Chaos damage instead of increase attack damage. Attention should also be paid to balancing.
  • Burning Blade flame buff model (spell effect) and ability icon could be change to fel flame (green colored flame).
    View attachment 578538

Impaler:
  • Impaler doesn't have Chaos damage-type capability. Chaos damage-type capability can be introduced when attacks unleash three felbolts (green colored firebolts) that deal Chaos damage to nearby enemy units (Felfire). Attention should also be paid to balancing.
  • Impaler food cost should be 5 instead of 4.
    View attachment 578539
  • A spell effect should be added during Swift Flight buff.
    View attachment 578540

Hero – Barbarian:
  • Barbarian, unlike other Fel Horde heroes, does not have the Chaos damage-type capability. Mutilate can deal Chaos damage, or bonus Mayhem damage with a percentage chance to deal Chaos damage. Attention should also be paid to balancing.
  • A spell effect should be added when bonus damage is triggered during Mayhem.
  • Proper names (Mranak, Bryruk, Sahai, Dang, Larag, Xoratk, Derk. Crashnak, Karg) don’t have a surname. Surname should be added to proper names.
    View attachment 578541

Hero – Warlord:

Hero – Necrolyte:
  • It can be easily understood from the green text that the Rot ability is Shadow Strike based. It can be arranged as an Acid Bomb based ability.
    View attachment 578544
  • The Sacrament ability seems quite outdated. A new ability can be created instead of this ability. Also, the Sacrament unit uses the Voidwalker model, which is a creep model, and the other lesser Sacrament units they spawn use the same model as the main Sacrament unit. Sacrament (spawned unit) ability icon is Raise Dead.
    View attachment 578548
  • Necrotic Aura can also reduce health regeneration and healing (health restoration) XX% percent (You can use Heal Event to do it. Negative Draenei Gift of Naaru racial bonus ability). Attention should also be paid to balancing.
  • Necrolyte unit sound set is Drek'Thar. This unit sound set is not suitable for such a female hero.
  • Proper names (Paincarrier, Stabber, Deathbiter, Redscar, Swiftchaos, Voidstriker, Blood) don’t have a name. Name should be added to proper names.
    View attachment 578545

Hero – Execucioner:
  • Equip Bow / Equip Dagger hotkey should be D instead of T, in my opinion. If a hero has a 5. ability, its hotkey should be D to be compatible with the QWER system.
    View attachment 578515
  • In the Marked for Death ability, since the hero uses a bow for casting the ability, it should throw a projectile that deals minor damage. (Similar to Storm Bolt, but deals less physical damage and doesn't stun.)
  • A spell effect should be added when Chaos bonus damage is triggered by Dirty Tricks. I can't tell if the unit took Chaos damage, so I don't know if the Dirty Tricks bonus Chaos damage is working. There might be a bug in the Dirty Tricks bonus Chaos damage.
  • The Shade unit appears when the Elaborate ability is used. The Shade unit should not be present during Elaborate. The Far Sight model colo should changed to red.
    View attachment 578505

Item – Blood Fountain:
  • No unit sound set. Moon Well building sounds could be added.
  • The building model and collision size could be increased.
    View attachment 578542
  • Night Elf explosion effect color could be changed to red instead of blue.
Upgrade – Bolts of Savagery:

General:
  • You may need to update the icons for research upgrades and unit spells in this faction.


Slave:
  • Slave’s Bond: Friendly units attackng (i is missing) the Slave restore hit points based on damage they deal.
  • Improved Slave’s Bond upgrade does not increase level of Slave’s Bond ability, but it does grant bonus hit points and Slave’s Bond restore hit point effectiveness. There is no techtree requirement for the Slave’s Bond ability. I consider it as a typo that it does not increase level of Slave’s Bond ability.

Fel Boar:
  • Tooltip is pretty poor: Attack the Fel Boar to heal the attacker.

Bruiser / Bruiser (Chaos):
  • Chaotic Rage: The blood of the demons throws the Bruiser into a chaotic rage, giving it Chaos damage-type (and 5 bonus damage), but dealing 4 damage per second for 15 seconds.

Crossbowman:
  • Bolts of Savagery upgrade does not increase level of First Blood ability, but it does grant attack range. There is no techtree requirement for the First Blood ability. I consider it as a typo that it does not increase level of First Blood ability.
  • First Blood: Attacking enemies with 90% or more hit points deals an additional 25 Chaos damage-type damage. (Attacks to targets under 90% hit points have a 15% chance to deal 10 additional Chaos damage-type damage.)

Warlock:
  • Fel Energy: Increases a target friendly unit's damage by 100%, but reduces armor by 6 and drains (decreases) 6 hit points per second. Lasts 15 seconds.

Dark Shaman / Dark Shaman (Corrupt Fire):
  • Versatile spellcaster wielding corrupt elements. Can initially cast |cFFFF0000Corrupt Fire|r. Can also learn |cFFFF0000Toxic Air|r and |cFFFF0000Smmon (u is missing) Molten Giant|r.
  • Toxic Air: Covers an area with a toxic air that poisons all units with -2 hit points per second (deals 2 damage per second instead or reduces hit point regeneration by 2 instead) and slows movement speed by 20%. Lasts 2 minutes.
  • Summon Molten Giant: Summons a Lesser (the adjective “Lesser” should be removed) Molten Giant to fight the enemies. The Molten Giant deals Chaos damage-type. Lasts 45 seconds.

Tormentor:
  • Unbound deals Chaos damage but the ability tooltip doesn't mention it.- Unbound: Causes all enemy units in an area to have 25% reduced movement speed and when moving take 5 to 15 (Chaos) damage for 15 seconds.
  • Drain Soul: Reduces movement speed by 50% and damage by 50% of a target enemy unit. Whenever the unit takes damage it has a 20% (15%) chance to take 25 Chaos damage. Lasts 60 (20) seconds.

Bastion:
  • Upgrade to |cFFFF0000Bastion|r to enable the production of additional types of structures and units.

    (Trains:

    - Slave

    Upgrades:

    - Backpack Upgrade)

Bulwark:
  • Upgrade to |cFFFF0000Bulwark|r to enable the production of additional types of structures and units.

    (Trains:

    - Slave

    Upgrades:

    - Backpack Upgrade)

Hero – Warlord / Hero – Warlord (Malice):
  • Acrimony: Grants nearby friendly unit bonus armor and life-steal (lifesteal).

Hero – Barbarian:

  • Warrior Hero, adept at dispatching individual units and hit-and-run (hit and run) tactics.

Hero – Executioner / Hero – Executioner (Ranged):

  • Daggers and Bow: The hero cn (a is missing) switch between ranged and melee combat. Bow grants additional damage and even more against heroes, but reduces armor and attack rate.
  • Vendetta: For a short time the hero gains immunity to (pierced) ranged damage (still can be damaged by other attack types) and moves twice as fast.
  • Dirty Tricks: Each attack dealt has a chance to inflict a random debuff.. (two dots) (Hero – Executioner (Ranged)).
  • Elaborate: Manifests the battlefield with vision, granting a massive area of vision and detection of stealthed units. The player's hreoes (heroes) move 50% faster while active, and each kill the Executionre (Executioner) makes restores 20% hit and mana points.

Lesser Molten Giant:
  • Molten Giant has no tooltip.
  • The adjective “Lesser” should be removed.

Sacrament:
  • Sacrament (both ulti and unit) has no tooltip.

Blood Fountain:
  • Blood Fountain has no tooltip.

Necrolyte Skeletal Orcs:
  • Tooltip is pretty poor: Light melee unit. |n|n|cffffcc00Attacks land units.|r

Slave’s Bond:
  • Friendly units attackng (i is missing) the Slave restore hit points based on 75%/100% of damage they deal.

First Blood:
  • Enemies with 90% or more health take 25 additional Chaos damage. Attacks to targets under 90% hit points have a 15% chance to deal 10 additional Chaos damage. Enemies with 90% or more health take additional 40 extra Chaos damage Attacks to targets under 90% hit points have a 15% chance to deal 10 additional Chaos damage. (Take or deal. Take XX additional or take additional XX extra. You should choose one)

Strums of Bloodshed:
  • Increases nearby friendly units' movement speed by 15% and attack rate by 15%. Reduces nearby enemy attack rate and movement speed by 10%. (movement speed by 15% and attack rate by 15% or attack rate by 15% and movement speed by 15%. You should choose one.) (attack rate and movement speed by 10% or movement speed and attack rate by 10%. You should choose one)

Strums of Bloodshed (Enemy):
  • Increases (Decreases) nearby friendly units' movement speed by 10% and attack rate by 10%.

Summon Molten Giant:
  • Summons a Lesser (The adjective “Lesser” should be removed) Molten Giant to fight the enemies. The Molten Giant deals |cFF9ACD32Chaos|r damage. |nLasts 45 seconds. |n|n|cffffcc00Attacks land units.|r

Agony:
  • Causes a single target to have reduced attack rate by 25% and take 5 damage per second. |nLasts 60 (30) seconds.

Amulet of Chaos Link:
  • Allows the Hero to cast Chaos Link on a target unit Chaos link creates a link between 5 units, distributing damage taken by 40%.
    Lasts 75 (<= two spaces) seconds.
    Contains 2 charges.

War Shout:
  • The War Shout ability is given incorrectly in the tooltip.
  • War Shout – [Level 1]: - The Barbarian releases a shout which causes enemies to have 15% (10%) reduced attack rate and 15% reduced attack damage. |nLasts 15 seconds.
  • War Shout – [Level 2]: -The Barbarian releases a shout which causes enemies to have 20% (15%) reduced attack rate and 25% reduced attack damage. |nLasts 15 seconds.
  • War Shout – [Level 3]: -The Barbarian releases a shout which causes enemies to have 25% (20%) reduced attack rate and 35% reduced attack damage. |nLasts 15 seconds.

Acrimony:
  • Gives nearby friendly units life-stealing (lifestealing instead maybe), attacks and armor. |nLasts 15 seconds. seconds. |n|n|cffffcc00Level 1|r - 15% life-steal (lifesteal instead maybe), 1 armor.

Necrotic Aura:
  • Nearby enemy units have decreased life regeneration by .5 (0.5 instead maybe). and take additional 20% damage from |cFF9ACD32Chaos|r damage.
  • Nearby enemy units have decreased life regeneration by 1 (1.0 instead maybe). and take additional 20% damage from |cFF9ACD32Chaos|r damage.

Chaotic Rage (Buff):
  • This unit is benefiting from Chaotic Rage. It has Chaos attack type and attacks faster. (it does not attack faster but it has increased damage)

Corrupt Fire (Buff):
  • This unit is benefiting from Corrupt Fire. It has Chaos attack type, (and) True Sight, but takes constant damage (when attacking).

Elaborate (Buff):
  • Typo: Elabortate (Elaborate)
  • This unit is under the effects of Elaborate Enemy Aura (“Enemy Aura” should be removed) ; it has an increased movement speed.

Malice (Buff):
  • This unit is in Malice form; it has increased hit points, (increased hit point regeneration and chaos attack instead of attack damage) attack damage, reduced armor, and is immune to spells (reduced armor, and is immune to spells should be removed).

Marked for Death (Buff):
  • This unit has been Marked for Death. (<= two spaces) It has reduced armor, movement speed, and is being damaged over time.

Rot (Buff):
  • This unit was hit by Rot; it will take extra (Chaos) damage from the Necrolyte.

Acrimony (Buff):
  • This unit has Acrrimony (Acrimony); its (armor) has been increased and has life-steal (lifesteal instead of life-steal).

Agony (Dummy) (Buff):
  • This unit is in Agony. (This unit has Acrimony; its armor has been increased and has lifesteal).

Burning Blade (Buff):
  • This unit has Burning Blade; its attack damage has been increased and attacks deal area damage (attacks cleave).

Drain Soul (Buff):
  • This unit is Drain Soul (Drain Souled); its movement speed and damage have been reduced. Ithas (It has) a chance to take Chaos damage.

Fel Energy (Buff):
  • This unit has Fel Energy; its attack damage are increased, but armor and health regeneration (are) decreased.

Sacrificed (Buff):
  • This unit has been stricken with Sacrificed; it cannot cast spells and will take damage until it dies, and a health orb (another name could be find instead of health orb) will spawn from its corpse. This cannot be dispelled or cancelled.

Unbound (Buff):
  • This unit is Unbound (Unbounded); it's movement speed is reduced (and taking Chaos damage when moving).

Vendetta (Buff):
  • This unit has a (a should be removed) Vendetta; it moves more quickly than it normally does, and has ranged (pierced) attack immunity.

Abyssal Missile (Upgrade):
  • Allows the Nether Riders to have |cfffd0b35Abyssal Missile|r, which causes attacks against Heavy armored targets to deal (Chaos) area damage. Less effective with other armor types.

Basalt (Upgrade):
  • Increase War Station's attacks with basalt, resulting in 15 extra damage and more area damage (radius instead of damage).

Burning Blade (Upgrade):
  • Allows Marauders to use |cfffd0b35Burning Blade|r, which increases attack damage and caues (causes) cleaving attacks. Grants a passive cleave attack (Also grants passive cleaving attack instead of Grants a passive cleave attack).

Bolts of Savagery (Upgrade):
  • Improves the Crossbowman's attack range by 100, and |cfffd0b35First Blood|r (Chaos) damage is increased to 40.

Chaotic Rage (Upgrade):
  • Allows the Bruisers to use |cfffd0b35Chaotic Rage|r, which throws the Bruiser into a chaotic rage, giving it |cFF9ACD32Chaos damage-type|r (and 5 bonus damage), but dealing 4 damage per second for 15 seconds.

Knockout (Upgrade):
  • Allows the Ragers to have |cfffd0b35Knockout|r, which causes some (some should be removed) attacks to stun unarmored targets (with a percentage chance).

War Drummer (Upgrade):
  • Increases the Drummer's |cfffd0b35Strums of War|r (Strums of Bloodshed) effectiveness by increasing attack rate and movement speed by 5%. Now also decreases nearby enemy units attack rate and movement speed.


Actually, the next faction I was going to review was the Lost Ones (I'm following the release order in the race overview), but since that faction won't be updated for a while, the next faction I'll review will be the High Elves.



I'd really like to create a Naga altered melee map with truly balanced and unique mechanics someday. Yes, the Naga race is very popular and oversaturated, but none of them quite reflect the mechanics and balancing I imagine. I have an idea in mind to add different bonuses on watery areas to the different unit-types (like Undead Nerubian Guards gaining movement speed bonus on blighted areas).

Holy moly. That's a lot. Very in-depth. Thank you.
 
I appreciate it.
Custom UI stuff is a good way to spice it up.
Naga is one of the most popular and oversaturated factions people make, there's not much I can add to it that hasn't already been done. I'm just not interested. There's plenty of other less popular factions I'd rather make.
Thanks for the answer. Understandable, I wouldn't want to tread the same old waters either.
 
Why you want older version of the map while the latest one is much better (Forsaken race is now playable)???

Other than that, I don't have any idea. I haven't played this map cause I don't own Reforged yet.
I edit them so everything is random, i will also do it for the forsaken race but now would be nice if i get the v1.55 maps too :)
 
Hi. I've reviewed the reworked Fel Horde faction (but I won't go into detail this time. I still have other factions to review).

First of all, I should mention that Necrotic Storm and Drummer Beats abilities are both chef's kiss. The Necrotic Storm ability both fits the hero's theme perfectly and feels like a true ultimate. The old Sacrament ability, on the other hand, wasn't fit the hero's theme, created a vanilla Voidwalker and then lesser voidwalkers all around the map, which wasn't feel like an ultimate. Beats' abilities are masterpieces. The three selectable auras are truly creative, but I recommend putting all Beats aura selections on cooldown once you select one of them. Additionally, (This is just a suggestion. You can change it or not.) upgrading these auras could increase their effectiveness or grant an extra bonus stat (e.g., Beats of Chaos could grant bonus attack damage when upgraded).

It's a shame that Havoc Aura was removed, as it was an ability I'll really miss. I think its replacement, Vengeful Blood, suits the Warlord hero better (because the Warlord is more tanky than the Barbarian). Blood Aura could have been removed instead of Havoc Aura, and Vengeful Blood could have been added in its place, but the decision is yours. I'm just expressing my opinion. (This is just a suggestion. You can change it or not.)

I think it's much better that Bruiser's Chaotic Rage ability is auto-cast; now enemy spellcasters can dispel this buff. However, the reworked Chaotic Rage is similar to Scarlet Crusade Fanaticism in that it causes Bruiser to take more damage instead of draining Bruiser's health. Fel magic is a spell that massively enchants the affected unit but also harms the affected unit at cost. In order to avoid both lore contradictions and similarities in the Fanaticism ability, Chaotic Rage should drain Bruiser's health instead of causing Bruiser to take more damage.

Unbound ability, which was like Agony, was an ability that dealt damage over time when moving. Unbound triggers could have been reworked to make it work correctly (by implementing the Is Unit Moving trigger from Dark Horde map), but the new Hinder ability is also a very suitable spell for a spellcaster. The disarm mechanic is a rarely used but also an unique disable, imo.

Unfortunately, the gold and lumber requirements for heroes still differ.

When Dark Shaman uses his Corrupt Fire form, the Dark Shaman's name changes to Fel Horde - Dark Shaman. When the Corrupt Fire form ends, he reverts to the name Dark Shaman.

When Warlock uses his Sacrificial Pact ability, a red Essence of Blight/Spirit Touch visual effect appears and then disappears. The Doom visual effect used in the previous patch (v1.57), however, remained visible until its expiration time.

I'll further review the Fel Horde faction sometime later, but my next review will focus on the High Elves faction.
 
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Hi. I've reviewed the reworked Fel Horde faction (but I won't go into detail this time. I still have other factions to review).

First of all, I should mention that Necrotic Storm and Drummer Beats abilities are both chef's kiss. The Necrotic Storm ability both fits the hero's theme perfectly and feels like a true ultimate. The old Sacrament ability, on the other hand, wasn't fit the hero's theme, created a vanilla Voidwalker and then lesser voidwalkers all around the map, which wasn't feel like an ultimate. Beats' abilities are masterpieces. The three selectable auras are truly creative, but I recommend putting all Beats aura selections on cooldown once you select one of them. Additionally, (This is just a suggestion. You can change it or not.) upgrading these auras could increase their effectiveness or grant an extra bonus stat (e.g., Beats of Chaos could grant bonus attack damage when upgraded).

It's a shame that Havoc Aura was removed, as it was an ability I'll really miss. I think its replacement, Vengeful Blood, suits the Warlord hero better (because the Warlord is more tanky than the Barbarian). Blood Aura could have been removed instead of Havoc Aura, and Vengeful Blood could have been added in its place, but the decision is yours. I'm just expressing my opinion. (This is just a suggestion. You can change it or not.)

I think it's much better that Bruiser's Chaotic Rage ability is auto-cast; now enemy spellcasters can dispel this buff. However, the reworked Chaotic Rage is similar to Scarlet Crusade Fanaticism in that it causes Bruiser to take more damage instead of draining Bruiser's health. Fel magic is a spell that massively enchants the affected unit but also harms the affected unit at cost. In order to avoid both lore contradictions and similarities in the Fanaticism ability, Chaotic Rage should drain Bruiser's health instead of causing Bruiser to take more damage.

Unbound ability, which was like Agony, was an ability that dealt damage over time when moving. Unbound triggers could have been reworked to make it work correctly (by implementing the Is Unit Moving trigger from Dark Horde map), but the new Hinder ability is also a very suitable spell for a spellcaster. The disarm mechanic is a rarely used but also an unique disable, imo.

Unfortunately, the gold and lumber requirements for heroes still differ.

When Dark Shaman uses his Corrupt Fire form, the Dark Shaman's name changes to Fel Horde - Dark Shaman. When the Corrupt Fire form ends, he reverts to the name Dark Shaman.

When Warlock uses his Sacrificial Pact ability, a red Essence of Blight/Spirit Touch visual effect appears and then disappears. The Doom visual effect used in the previous patch (v1.57), however, remained visible until its expiration time.

I'll further review the Fel Horde faction sometime later, but my next review will focus on the High Elves faction.
The reviews are a huge help. I am much happier with the Fel Horde now. I am already pretty happy with the High Elves, but they could always use more love. The Faceless Ones and Void Elves are what I am looking at the most to fix up.
 
The reviews are a huge help. I am much happier with the Fel Horde now. I am already pretty happy with the High Elves, but they could always use more love. The Faceless Ones and Void Elves are what I am looking at the most to fix up.
In the High Elves review, it seems I'll frequently be offering suggestions regarding the attack range mechanics I've mentioned earlier. I know that High Elves was recently reworked, but I'd prefer to focus on the factions I consider the core races; although perhaps I can prioritize reviews of the Faceless Ones and Void Elves factions as an exception.
 
Something else I want to add for Fel Horde is the soundset and some models of the units and heroes.

  • Slave retains that ugly model from the original game. I would recommend that you use the optimized version made by Ujimasa Hojo or the variations made by Ilya Alaric (specifically the Fel Blackrock Peon).


  • Crossbowman still doesn't have a portrait for reasons I don't understand. I know the original version of the model was too large, but General Frank has updated it to be lighter.

  • He also has the Shaman soundset, which makes him sound odd. It would be better if he had the Bandit soundset, as it fits better.

  • The new War Station would be a good fit for the Infernal Machine soundset.

  • The Warlock, Nether Rider, and Tormentor all share the same Shaman soundset. For them, you could use Varimathras', Pit Lord, and Tichondrius' soundset respectively.

  • Ironically, the Dark Shaman doesn't have the soundset of his Orc Horde counterpart, but rather that of the Blade Master. This is self-explanatory.

  • The Warlord has the same (or almost the same) soundset as the Grunt; I would recommend using the Grom's or Nazgrel's soundset.

  • The Barbarian has the same soundset as the Blade Master. The voice doesn't suit him because he's a bloodthirsty warrior like Blackhand, not an agile, stealthy warrior. As with the previous case, it's a question of whether to give him Grom's or Nazgrel's soundset.

These are my suggestions; I hope to see the Kul'tirian and Zandalari soon. :thumbs_up:
 
In the High Elves review, it seems I'll frequently be offering suggestions regarding the attack range mechanics I've mentioned earlier. I know that High Elves was recently reworked, but I'd prefer to focus on the factions I consider the core races; although perhaps I can prioritize reviews of the Faceless Ones and Void Elves factions as an exception.
Well that's up to you. I consider all the factions here core factions.


Something else I want to add for Fel Horde is the soundset and some models of the units and heroes.

  • Slave retains that ugly model from the original game. I would recommend that you use the optimized version made by Ujimasa Hojo or the variations made by Ilya Alaric (specifically the Fel Blackrock Peon).


  • Crossbowman still doesn't have a portrait for reasons I don't understand. I know the original version of the model was too large, but General Frank has updated it to be lighter.

  • He also has the Shaman soundset, which makes him sound odd. It would be better if he had the Bandit soundset, as it fits better.

  • The new War Station would be a good fit for the Infernal Machine soundset.

  • The Warlock, Nether Rider, and Tormentor all share the same Shaman soundset. For them, you could use Varimathras', Pit Lord, and Tichondrius' soundset respectively.

  • Ironically, the Dark Shaman doesn't have the soundset of his Orc Horde counterpart, but rather that of the Blade Master. This is self-explanatory.

  • The Warlord has the same (or almost the same) soundset as the Grunt; I would recommend using the Grom's or Nazgrel's soundset.

  • The Barbarian has the same soundset as the Blade Master. The voice doesn't suit him because he's a bloodthirsty warrior like Blackhand, not an agile, stealthy warrior. As with the previous case, it's a question of whether to give him Grom's or Nazgrel's soundset.

These are my suggestions; I hope to see the Kul'tirian and Zandalari soon. :thumbs_up:
Good suggestions. I dont really pay attention to the voicelines.

Not sure when I'll add the Kul'tiras. Trying to focus more on optimization for meow. Zandalari are no where near finished.
 
Please, can I have a little help? For some reasons the War's Legacy maps don't show up in the maps folder with the new version. (v1.54 previously worked)
My folder: C:\Users\"username"\Documents\Warcraft III\Maps\Download\Wars Legacy v1.58
You appear to be using the non-latest version of Warcraft III. The current one is 2.0.4, and that's the only version required for playing this map.
 
Is it possible to also play as the default factions like undead, human, etc.? Is night elf possible as long as the AI isn't NE?

If that's not currently a feature, would be awesome to have, so that I could sort if replace my melee experience with friends with this, switching back and forth between new and OG factions, as well as pitting them against each other.
 
Is it possible to also play as the default factions like undead, human, etc.? Is night elf possible as long as the AI isn't NE?

If that's not currently a feature, would be awesome to have, so that I could sort if replace my melee experience with friends with this, switching back and forth between new and OG factions, as well as pitting them against each other.
You can play as any faction, the vanilla ones are still there. The ai thing is just for the custom factions. If you want a night elf computer ai, just set the computer to night elf race, then choose night elf for that computer player in the in-game race selection. If you set a computer to night elf then choose anything but the night elf, the ai wont run properly.
 
Here is my High Elves review.

HIGH ELVES


Main Building/Sawmill/Silverworks – Guardpost:
  • Multishot (Barrage) is malfunctioning: Each garrisoned Artisan does not enable the building to launch an additional arrow at a nearby enemy, but each garrisoned Artisan enables the building to launch an additional arrow at a nearby enemy faster. Multishot mechanic can be created using the Barrage ability and the Cargo Event trigger. (Winter_CargoHoldValue or Winter_CargoHoldHashtable is not working properly I suppose.)
    1776816531843.png
Sawmill:
  • Sawmill does not benefit from the Bejeweled Plating upgrade, but it benefits from the Metabolic Boost and Sticking Webs (Living Nerubians) upgrades. The Sawmill must benefit from the Bejeweled Plating upgrade and The Sawmill must not benefit from the Metabolic Boost and Sticking Webs upgrades.
    1776816569630.png
Mage-Priest:
  • Sunwell Blessings additional mana regeneration is malfunctioning: Mage-Priest doesn’t gain increased mana regeneration by .5 during Day or when under Daylight aura.
  • Sacralize maximum mana increase is malfunctioning: On the first use, it grants +25 bonus mana to units with more than 0 mana, but on the second and third uses on the same unit, it does not grant the +25 bonus mana; instead, it removes the previously granted +25 bonus mana.
    1776816608516.png

    1776816624659.png
  • Instability healing when struck by physical attacks is malfunctioning. This situation is due to the fact that when a unit with a debuff is attacked by its enemies, its health is set using an incorrect equation. Mana setting is done with the equation Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) + ((AE_TmpReal[0] / (Real((Number of units in AE_TmpGroup[0])))) / 2.00)), while life setting is done with the equation Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + (2.00 / (AE_TmpReal[0] / (Real((Number of units in AE_TmpGroup[1])))))). To correctly set life, it should be corrected to the equation Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + ((AE_TmpReal[0] / (Real((Number of units in AE_TmpGroup[0])))) / 2.00)).
Sunwell Guardian:
  • Sunwell Blessings additional hit point regeneration is malfunctioning: Sunwell Guardian doesn’t gain increased hit point regeneration by 1 during Day or when under Daylight aura.
Heroes:
  • The gold and lumber requirements for heroes differ. Ranger General requires 425 Gold / 135 Lumber, while other High Elven heroes require 400 Gold / 100 Lumber. (Also, the gold and lumber requirements for Fel Horde heroes still differ.)
    1776816696453.png

    1776816703242.png
Hero – Ranger General:
  • Guerrilla Tactics ability hidden Markswoman is flying.
    1776816723710.png
Hero – Liberator:
  • After the Saint of Freedom ability form ends, the hero's name changes to High Elves – Liberator.
    1776816758631.png
Hero – Arcanomancer:
  • Concentrated Power ability doesn't fully restore the targeted friendly unit's mana; it should has restored 5% mana per second for 20 seconds, eventually restoring their mana completely. Additionally, the visual effect radius of Concentrated Power (Ally) is smaller than that of Concentrated Power (Enemy).
    1776816770745.png
  • Tuned Resonance ability deals 50/70/90 damage when targeted at an enemy, but the tooltip states that deals 70/90/110 damage.
Hero – Grand Magus:
  • Cold Snap ability deals 80/130/180 damage to the target enemy and deals 40/65/90 damage to the nearby enemies, but the tooltip states that deals 40/65/90 damage to the target enemy and nearby enemies.
  • Cold Snap ability primary target sometimes is not trapped in ice.
    1776816804930.png
  • Thermal Bane ability is malfunctioning: Instead of Supercooled and Frostflame Storm (Ice) debuffed airborne enemies take increased damage, the caster (Grand Magus) takes increased damage. Unit - Cause DamageEventSource to damage DamageEventSource (This must be DamageEventTarget.), dealing (10.00 + (15.00 x (Real((Level of [High Elves - Magus] - Thermal Bane for DamageEventSource))))) damage of attack type Spells and damage type Normal.
  • Frostflame Storm rain of fire and bone-chilling mist sometimes don’t work. Sometimes only rain of fire is cast, sometimes only bone-chilling mist is cast, sometimes both of them are cast, sometimes none of them are cast. Additionally, even though the spell effect has ended, the Frost Flame Storm bone-chilling mist visual effect pulses once more.
    1776816824017.png

    1776816839883.png

    1776816850706.png


High Elves UI:
  • High Elf UI Time Indicator (Day/Night) is inconsistent. The time indicator can be edited to make it consistent.
    1776895812225.png
High Elves Buildings:
  • High Elf Buildings can also have the Runed Stonework innate ability to inform users, like Sunwell Blessings' innate ability.

    1776895246042.png

    Runed Stonework – [Active/Deactive]

    High Elven buildings gain hit point regeneration by 2 during the Day or under the Daylight Aura.

    Runed Stonework ability button position should be 1 (X) and 1 (Y) (Art – Button Position – Normal (X) = 1, Art – Button Position – Normal (Y) = 1).
    1776895837329.png
Sunwell Blessings:
  • Sunwell Blessings tooltip states that increases the hit point and mana point regeneration of all units, but since no units except spellcaster units (Mage-Priest, Mystic, Illuminator, and Sunwell Guardian) have mana, it needs to be amended to increase the hit point regeneration for units other than spellcasters.
    1776895868501.png
Main Building/Sawmill/Silverworks:
  • Guardpost ability can have an additional active ability that causes nearby Artisans to flee to the relevant buildings (Mains, Sawmill and Silverworks) to defend their bases, like the Battle Stations ability.
  • The number of available slots in the Guardpost should be specified similarly to the Abode’s Refuge ability: "The Main Building / Sawmill / Silverworks contains 4 slots".
  • Since Sawmill and Silverworks are smaller buildings than the Main Building, they should have fewer slots (less than 4) than the Main Building. This is just a suggestion. You can change it or not.
Bastion/Grand Hold/Sacrarium:
  • Main Building’s attack damage can be rescaled. Bastion can have 16 - 20 attack damage, Grand Hold can have 20 - 24 attack damage, and Sacrarium can have 24 - 28 attack damage.
  • Fel Horde has Frontier Bastion and Forsaken has Desolate Bastion. High Elves' main building (Bastion) may also have an adjective just like them.
    1777161251173.webp

    1777161348877.webp
Abode:
  • Abode has 300 hit points, while Farm has 500 (almost double as much), and Burrow, Ziggurat, and Moon Well have 600 health points (double as much) each. Additionally, Abode has 4 armor, while the other food production buildings have 5 armor. Abode's hit points and armor can be increased.
    1776895940157.png
Moon-Fury Tower:
  • Unlike other towers (which have the Pierce attack type), the Moon-Fury Tower has a Normal attack type. The Moon-Fury Tower can also have the Pierce attack type. This is just a suggestion. You can change it or not.
    1776895955416.png
  • Dragonhawk Warden and Moon-Fury Tower's projectile can be swapped with each other. The visual effects during a Dragonhawk Warden attack don't match the projectile, making it look like launching a Moon shard. Moon-Fury Tower, however, possesses the projectile that the Dragonhawk Warden should have: it hovers in the air, which is more compatible with the Dragonhawk Warden unit. Additionally, Dragonhawk Warden pre-attack visual effect color should be changed to violet like Moon-Fury Tower projectile.
    1776896048617.png
  • The unit sound set can be changed to Arcane Tower, since the tower has an additional Magic attack type that launches magical missiles.
Sky-Fury Tower:
  • The unit sound set can be changed to Guard Tower, since the tower has a Pierce attack type that fires arrows.
House of Study:
  • Direct Sunlight research and Null Rune research button positions and hotkeys should be swapped with each other (War Drums upgrade button positions are 2 (X) and 2 (Y) (Art – Button Position – Normal (X) = 2, Art – Button Position – Normal (Y) = 2), while Liquid Fire research button positions are 2 (X) and 1 (Y) (Art – Button Position – Normal (X) = 2, Art – Button Position – Normal (Y) = 1).
    1776896066702.png

    1776901973846.png
Farstrider’s Lodge:
  • Columbary and Farstrider's Lodge unit sound sets are the same: Gryphon Aviary. Farstrider's Lodge unit sound set can be changed to Hunter’s Hall or Barrow Den, since the building trains elite units who bravely strike to protect their forest that stands in perpetual spring.
Sunguard:
  • Ambition ability can be reworked to separate mechanic that increase attack damage when dealing damage and damage reduction when taking damage, instead of increasing both attack damage and damage reduction when dealing and taking damage. This is just a suggestion. You can change it or not.
  • In terms of notifying the user of the increased attack damage in the Ambition ability (I'm not talking about damage reduction, as it's not possible to inform the user of the damage reduction rate), it would be much more user-friendly to create it using Command Aura, which only affects the unit, instead of using Damage Event. This is just a suggestion. You can change it or not.
  • Silvermoon Shield upgrade can also increase the damage reduction of the Ambition ability by 1.5% per stack, similar to the Radiant Arrowheads upgrade which increases the bonus damage granted per nearby Markswoman by 1.5. Attention should also be paid to balancing.
Markswoman:
  • The unit model fits the faction quite well (her eyes glow blue like in WoW is quite nice), but unfortunately there is a problem with the unit's facial geometry. The unit's cheeks are geometrically crooked. I don't want you to abandon the unit model; I'm just suggesting that if there's an option to fix the facial geometry, it should be considered. (I think @johnwar, the author of the model, or @435D, who fixes the models in your factions, can solve the face geometry issue.)
    1776896236977.png
  • Markswoman bonus attack range should also work with Daylight aura as well as during the Day.
  • In terms of notifying the user of the bonus attack damage in the Coordinated Fire ability, it would be much more user-friendly to provide the Item Damage Bonus ability to the affected units, instead of using Damage Event. This is just a suggestion. You can change it or not.
Springald:
  • Skypiercer research should require Silverworks instead of Sawmill.
    1776896250863.png
  • Both Springald and Farstrider gain increased attack rate by 10% during Day or under the Daylight aura. To provide different bonuses across different unit types, Springald should gain increased spill radius by XX instead of gain increased attack rate. Attention should also be paid to balancing.
  • Prioritize Air ability deactivate button position should be 0 (X) and 2 (Y). Art – Button Position – Turn Off (Y) should be 2 instead of 0.
    1776896263570.png
Mage-Priest:
  • Mage-Priest model can be replaced with the High Elf Priest model, due to the Mage-Priest’s face has a darker skin tone than it should, resulting in a mismatch with the icon. The Mage-Priest’s face will look similar to the vanilla Priest model, but at least the model will match the icon and look more like a High Elf.
    1776896317544.png
  • Mage - Priest should gain increased maximum mana instead of gain additional mana regeneration during Day or when under Daylight aura (Attention should be paid to ensure that the maximum hit point and mana point increase in the Sacralize ability does not conflict that will cause bugs with the Sunwell Blessings ability. If these bugs occur, I recommend granting Mana Restoration instead of increased maximum mana. Mana Restoration mechanic can be created using Mana Event, which is based on Heal Event. You can use Game - ManaEvent becomes Equal to 1.00 and Game - ManaEvent becomes Equal to 0.50). Mana Event System (Mana Event.w3x) is attached below.
  • Chastice ability can increase the mana cost of a target unit's abilities by 25% instead of costing 25% more mana. (The mana cost increase / mana cost reduction mechanic can be created using the Unit – Ability Set Mana Cost action. Mana cost increase mechanic can also applied to the Kirin Tor – Arcanist’s Mana Tumult ability.).
    Example Trigger:
    • Chastice Periodic
      • Events
        • Time - Every 0.50 seconds of game time
      • Conditions
      • Actions
        • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • ((Picked unit) has buff [High Elves] - Chastice ) Equal to True
              • Then - Actions
                • Unit - For Unit (Picked unit), Set mana cost of ability [High Elves] - Chastice , Level: 0 to 50
              • Else - Actions
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • ((Picked unit) has buff [High Elves] - Chastice ) Equal to False
                  • Then - Actions
                    • Unit - For Unit (Picked unit), Set mana cost of ability [High Elves] - Chastice , Level: 0 to 40
                  • Else - Actions
  • Sacralize ability can have an indicator showing the number of stacks each time it's used on the same unit (e.g., 1, 2, 3 stacks displayed above the unit's head). Additionally, if the Sacralize ability is used more than three times on the same unit, "The unit has full stacks." message can be displayed and preventing unnecessary use of the ability.
  • Sunblessed mechanic from the old version of High Elf map, which increased the effectiveness of abilities during the Day, can be added back (for spellcasters with active abilities only). During the day, mana cost and cooldown of abilities can be reduced, cast range, area of effect, debuff duration, spell damage, and cast speed of abilities can be increased, and additional features can be added to abilities. Attention should also be paid to balancing.
    1776897446285.png
Mystic:
  • Health Restoration (increase healing and hit point regeneration effectiveness) aura can be added between instant healing moment and delayed healing moment in the Restoration ability. (You can use Heal Event to do it. Game - HealEvent becomes Equal to 1.00 and Game - HealEvent becomes Equal to 0.50)
  • Sunblessed mechanic from the old version of High Elf map, which increased the effectiveness of abilities during the Day, can be added back (for spellcasters with active abilities only). During the day, mana cost and cooldown of abilities can be reduced, cast range, area of effect, debuff duration, spell damage, and cast speed of abilities can be increased, and additional features can be added to abilities. Attention should also be paid to balancing.
    1776897476425.png
Illuminator:
  • Illuminator should gain an additional bonus stat along with life and mana regeneration during Day only (this bonus stat should not work with Daylight aura, as the unit already has the aura).
  • Direct Sunlight ability can cause nearby enemies have a XX% chance to miss an attack, instead of reducing nearby enemy armor. Attention should also be paid to balancing.
  • Illuminator has no training sound. The unit sound set can be changed.
Sunwell Guardian:
  • Sunwell Guardian should gain increased maximum hit points instead of gain additional hit point regeneration during Day or when under Daylight aura (Attention should be paid to ensure that the maximum hit point and mana point increase in the Sacralize ability does not conflict that will cause bugs with the Sunwell Blessings ability. If these bugs occur, I recommend granting Health Restoration instead of increased maximum hit points. Health Restoration mechanic can be created using Heal Event. You can use Game - HealEvent becomes Equal to 1.00 and Game - HealEvent becomes Equal to 0.50).
Hawkstrider:
  • Hawkstrider attack damage can be increased to 5 from 4 (Dragonhawk Warden has 5 bonus Magic damage) during Day or when under Daylight aura or The Hawkstrider can gain increased attack damage by 10% (Most units' Sunwell Blessings bonus combat effect is percentage based. Artisan: +10% movement speed, Markswoman: +50 attack range [default attack range is 500, so it is +10% attack range], Springald: +10% attack rate, Mystic: +15% magic resistance, Sunchaser: +10% evasion, Farstrider: +10% attack rate.) during Day or when under Daylight aura. Attention should also be paid to balancing. This is just a suggestion. You can change it or not.
Sunchaser:
  • Skybane Arrows can also reduce movement speed by XX%, like the Sky-Bane ability of the Equestrian unit from the old version of High Elves map. Attention should also be paid to balancing.
    1777160949857.webp
Dragonhawk Warden:
  • Bazaar requirement for the Arboreal Lance research can be removed.
    1776897539103.png
  • Dragonhawk Warden and Moon-Fury Tower's projectile can be swapped with each other. The visual effects during a Dragonhawk Warden attack don't match the projectile, making it look like launching a Moon shard. Moon-Fury Tower, however, possesses the projectile that the Dragonhawk Warden should have: it hovers in the air, which is more compatible with the Dragonhawk Warden unit. Additionally, Dragonhawk Warden pre-attack visual effect color should be changed to violet like Moon-Fury Tower projectile.
    1776897554847.png
  • Dragonhawk Warden can gain bonus Magic damage by 10% (Most units' Sunwell Blessings bonus combat effect is percentage based. Artisan: +10% movement speed, Markswoman: +50 attack range [default attack range is 500, so it is +10% attack range], Springald: +10% attack rate, Mystic: +15% magic resistance, Sunchaser: +10% evasion, Farstrider: +10% attack rate.) instead of 5 bonus Magic damage during Day or when under Daylight aura. (Attention should be paid to ensure that the bonus Magic damage in the Sunwell Blessings ability does not conflict that will cause bugs with the Enchant Weapon ability.) Attention should also be paid to balancing. This is just a suggestion. You can change it or not.
Farstrider:
  • Both Markswoman and Farstrider gain bonus 50 attack range at Day. To provide different bonuses across different unit types, Farstider should only gain increased attack rate by XX%. Farstrider has already 1000 attack range by default, and she doesn’t need bonus 50 attack range. Attention should also be paid to balancing.
  • Farstrider has no training sound. The unit sound set can be changed.
Hero – Ranger General:
  • Ranger General does not make a sound when moving or attacking. The unit sound set can be changed (Unit sound set is Sylvanus). It's a shame that this unit sound set is quite consistent with the model, and there aren't many unit sound sets available for archer units/heroes unfortunately. (Using this method, you can create AI unit sound sets, just like in your War of the Spider campaign, but without making the map too large. Each unit and hero can use these AI unit sound sets, which are different from the vanilla Warcraft III unit sound sets.)
    1776897606348.png
  • It can be easily understood from the green text that the Lethal Shot ability is Shadow Strike based. It can be arranged as an Acid Bomb based ability.
    1776897836827.png
  • Lethal Shot can also reduce movement speed by XX%. Attention should also be paid to balancing.
  • Lethal Shot can also cause the target to take additional damage from Ranger General's attacks.
  • Focus Fire ability is almost the vanilla Warcraft III ability Roar, but only affects ranged units. More unique features could be added (I suggest giving nearby ranged units a XX% bonus to attack rate and XX bonus to attack range instead of a 12% bonus to attack damage).
  • Alternatively, Guerrilla Tactics could be reworked as an active ability (Ranger General’s basic attacks reveal a hidden Markswoman, who fires an arrow from the shadows before disappearing. Lasts XX seconds), and an aura (based on Trueshot Aura) that increases the attack damage (or attack rate) and attack range of nearby friendly ranged units could be added in place of the Focus Fire ability.
Hero – Liberator:
  • In terms of notifying the user of the increased attack damage in the Retribution Aura ability (I'm not talking about damage reduction, as it's not possible to inform the user of the damage reduction rate), it would be much more user-friendly to provide the Item Damage Bonus ability to the affected units, instead of using Damage Event. This is just a suggestion. You can change it or not.
Hero – Grand Magus:
  • Flashfire ability is almost the vanilla Warcraft III ability Flame Strike, but only has instant casting time. More unique features could be added.
Item – Healing Dew:
  • Vanilla Rejuvenation buff icon shows when the Healing Dew item is used. Custom Healing Dew buff can be created.
    1776897905022.png
Item – Gem of Arcane Protection:
  • Vanilla Spell Shield buff icon shows when the Gem of Arcane Protection item is used. Custom Gem of Arcane Protection buff can be created.
    1776897911537.png


Artisan:
  • Guardpost: The Artisan can garrison inside Mains, Sawmills, or Silverworks. While inside, fires at nearby enemies with its (his instead) shortbow.
  • Sunwell Blessing: Artisan: Increases hit point and mana regeneration (and mana regeneration should be removed) during the Day or under Daylight Aura.|n|nArtisans gain increased movement speed by 10% during Day or when under Daylight aura (Aura instead).
Sunguard:
  • Sunwell Blessing: Sunguard: Increases hit point and mana regeneration (and mana regeneration should be removed) during the Day or under Daylight Aura.|n|nSunguards gain increased armor by 1 during Day or when under Daylight aura (Aura instead).
Markswoman:
  • (Train) Markswoman (W)
  • Sunwell Blessing: Markswoman: Increases hit point and mana regeneration (and mana regeneration should be removed) during the Day or under Daylight Aura.|n|nMarkswomen gain 50 bonus attack range at Day, does not work with Daylight Aura.
Springald:
  • - Prioritize Air: While active, (it) will attack air targets before ground targets.
  • Skypiercer: Allows the Ballista (Springald instead) to attack air targets, these attacks have vastly increased projectile speed.
  • Sunwell Blessing: Springald: Increases hit point and mana regeneration (and mana regeneration should be removed) during the Day or under Daylight Aura.|n|nSpringald (Springalds instead) gain increased attack rate by 10% during Day or when under Daylight aura (Aura instead).
Mage-Priest:
  • - Instability: Debuffs the enemy, causing them to move and attack slower. If attacked by magic, it restores mana to nearby enemies. If (attacked by) non-magic, (it) restore (restores instead) hit points instead.
  • Sunwell Blessing: Mage-Priest: Increases hit point and mana regeneration during the Day or under Daylight Aura.|n|nMage-Priest (Mage-Priests instead) gains (gain instead) increased mana regeneration by .5 (0.5 instead) during Day or when under Daylight aura (Aura instead).
  • Sacralize: Bestows both arcane ingenuity and holy blessings upon a friendly unit, increasing its maximum hit points. If the target has more than 0 mana, it also increases maximum mana (points). |nThis effect stacks up to three times with multiple casts, granting an additional 50/100/150 hit points and 25/50/75 mana points.|nLasts 60 seconds.
  • Instability: Unleashes a surge of arcane and holy magic to disrupt a foe's essence, causing the target to move and attack 50% slower. |n|nIf struck by magic or spells, a portion of the damage dealt restores mana to it's nearby enemies. |n|nIf struck by physical attacks, nearby enemies are healed instead. Has a 0.25-second (0.25 second instead) delay between each attack.|nLasts 60 seconds.
Mystic:
  • - Sunwell Blessing: Mystic: Increases spell resistence (resistance instead) during day or under Daylight Aura.
  • Sunwell Blessing: Mystic: Increases hit point and mana regeneration during the Day or under Daylight Aura.|n|nMystic (Mystics instead) gains (gain instead) increased spell resistance by 15% during Day or when under Daylight aura (Aura instead).
Illuminator:
  • - Sunder Magic: Autocast. Removes negative magic affects from a friendly unit or postive (positive instead) affects from enemy unit.
Sunwell Guardian:
  • Sunwell Blessing: Sunwell Guardian: Increases hit point and mana regeneration during the Day or under Daylight Aura.|n|nSunwell Guardans (Sunwell Guardians instead) gain increased hit point regeneration by 1 during Day or when under Daylight aura (Aura instead).
  • Null Rune: Places a Null Rune beneath the Sunwell Guardian. The rune strikes nearby enemy spellcasters with an area-of-effect (area of effect instead) blast, dealing 2.5 damage per mana point spent on a spell when cast. |nLasts 30 seconds.
Hawkstrider:
  • - Woodland Grace: When moving reduces damage (Reduces damage when moving instead).
  • Sunwell Blessing: Hawkstrider: Increases hit point and mana regeneration (and mana regeneration should be removed) during the Day or under Daylight Aura.|n|nSunwell Guardans (Hawkstriders instead) gain increased attack damage by 4 during Day or when under Daylight aura (Aura instead).
  • Woodlands Grace: When moving reduces damage taken by 15% (Reduces damage taken by 15% when moving instead).
  • Blessed Flag: Places a Blessed Flag at a target area, granting nearby friendly units the Daylight Aura. It also provides Stand Ground, increasing the armor of nearby friendly units by 1 and granting Hawkstriders 30% basic (basic should be removed) damage resistance. |nLasts 60 seconds.
  • Stand Ground: Gives 3 (1 instead) additional armor to nearby friendly units.
Sunchaser:
  • Sunwell Blessing: Sunchaser: Increases hit point and mana regeneration (and mana regeneration should be removed) during the Day or under Daylight Aura.|n|nSunchaser (Sunchasers instead) gain 10% evasion chance during Day or when under Daylight aura (Aura instead).
Dragonhawk Warden:
  • Sunwell Blessing: Dragonhawk Warden: Increases hit point and mana regeneration (and mana regeneration should be removed) during the Day or under Daylight Aura.|n|nSunwell Guardans (Dragonhawk Wardens instead) gain 5 bonus Magic damage during Day or when under Daylight aura (Aura instead).
Farstrider:
  • - Sunwell Blessing: Farstrider: Increases attack range and (attack) rate during day.
  • - Ambusher's Volley: Targets beyond 450 range have a chance to be bombareded (bombarded instead) with a volley of arrows, dealing area damage.
  • Sunwell Blessing: Farstrider: Increases hit point and mana regeneration (and mana regeneration should be removed) during the Day or under Daylight Aura. |n|nFastriders (Farstriders instead) gain 50 bonus attack range at Day, does not work with Daylight Aura.|n (Farstriders) Gain (gain instead) increased attack rate by 10% during Day or when under Daylight aura (Aura instead).
Main Building/Sawmill/Silverworks/Abode:
  • Unload: Causes Peons (Artisans) within the (Main Building/Sawmill/Silverworks/Abode) to return to work.
Bastion:
  • Primary structure, used to train Artisans (|cfff1f4b3Artisans|r instead) and receive gathered resources. |n|n|cff3c9dffTrains:|r |n- |cfff1f4b3Artisan|r |n|n|cff3c9dffUpgrades:|r |n- |cfff1f4b3Backpack|r |n|n|cff3c9dffAbilities:|r |n- |cfff1f4b3Guardpost|r: Artisans may enter the building, allowing to fire at nearby enemies. |n|nCan be upgraded to Grand Hold (|cfff1f4b3Grand Hold|r instead) and then Sacrarium (|cfff1f4b3Sacrarium|r instead) to enable the production of additional types of structures and units.
Grand Hold:
  • Upgrade to Grand Hold (|cfff1f4b3Grand Hold|r instead) to enable the production of additional types of structures and units. |n|n|cff3c9dffTrains:|r |n- |cfff1f4b3Artisan|r |n|n|cff3c9dffUpgrades:|r |n- |cfff1f4b3Backpack|r |n|n|cff3c9dffAbilities:|r |n- |cfff1f4b3Guardpost|r: Artisans may enter the building, allowing to fire at nearby enemies. Upgrade to Sacraium to enable the production of additional types of structures and units. |n|n|cff3c9dffTrains:|r |n- |cfff1f4b3Artisan|r |n|n|cff3c9dffUpgrades:|r |n- |cfff1f4b3Backpack|r |n|n|cff3c9dffAbilities:|r |n- |cfff1f4b3Guardpost|r: Artisans may enter the building, allowing to fire at nearby enemies.
Sacrarium:
  • Upgrade to Sacraium (|cfff1f4b3Sacrarium|r instead) to enable the production of additional types of structures and units. |n|n|cff3c9dffTrains:|r |n- |cfff1f4b3Artisan|r |n|n|cff3c9dffUpgrades:|r |n- |cfff1f4b3Backpack|r |n|n|cff3c9dffAbilities:|r |n- |cfff1f4b3Guardpost|r: Artisans may enter the building, allowing to fire at nearby enemies.
Altar of the Sun:
  • Summons Heroes. Revives slain Heroes. |n|n|cff3c9dffSummons:|r |n- |cfff1f4b3Arcanomancer|r (|cfff1f4b3Grand Magus|r instead) |n- |cfff1f4b3Grand Magus|r (|cfff1f4b3Arcanomancer|r instead) |n- |cfff1f4b3Liberator|r |n- |cfff1f4b3Ranger General|r
Bazaar:
  • Creates a shop with purchasable items. The items available depend upon what level of upgrade your Bastion has (Bastion (cfff1f4b3Bastion|r instead), Grand Hold (|cfff1f4b3Grand Hold|r instead), or Sacrarium (|cfff1f4b3Sacrarium|r instead)) and which buildings you have.
Hero – Grand Magus:
  • Flashfire: Devastates an area with a flash of fire, dealing damage to enemy ground targets and continuing to damage those who remain within it.
    Lasts 12 seconds.

    Level 1 - 40 damage, 8 damage per second.
    Level 2 - (<= two spaces) 60 damage, 10 damage per second.
    Level 3 - (<= two spaces) 80 damage, 12 damage per second.

  • Cold Snap: Blasts an enemy target with a flurry of ice, dealing damage to it and nearby enemies. The primary target is trapped in ice, (and unable to move or attack,) while nearby enemies suffer reduced movement speed and attack rate.

  • Thermal Bane: Activate to imbue the Grand Magus with the power of fire and ice, causing his basic attacks to deal additional magic damage, but cost mana. When attacking a target afflicted with Superheated or Supercooled, there is a 25% chance to trigger an effect, removing the debuff in the process.

    Superheated targets (enemies instead) cause a fiery explosion, dealing area damage to nearby enemies.
    (|n should be added to new line between Superheated tooltip and Supercooled tooltip)
    (|n)
    Supercooled ground enemies are Cold Snapped, becoming trapped in ice and unable to move or attack. Airborne targets (Supercooled airborne enemies instead) instead (instead should be removed) take increased damage (instead).

    |nEnemies gain (are instead) Superheated from Flashfire and Supercooled from Cold Snap. (This tooltip should be removed and added to the relative abilities instead)

    Flashfire: Devastates an area with a flash of fire, dealing damage to enemy ground targets and continuing to damage those who remain within it.
    (|nEnemies are Superheated from Flashfire.)
    Lasts 12 seconds.

    Cold Snap: Blasts an enemy target with a flurry of ice, dealing damage to it and nearby enemies. The primary target is trapped in ice, (and unable to move or attack,) while nearby enemies suffer reduced movement speed and attack rate.
    (|nEnemies are Supercooled from Cold Snap.)
    Lasts 9/12/15 seconds.

  • Frostflame Storm: Combines the magics of pyromancy and cryomancy into a powerful spell over a target area, summoning a rain of fire from above and a bone-chilling mist from below. Enemy targets afflicted take 20 damage per wave of fire, suffer 15 damage per second over time, and have their attack rate and movement speed reduced by 45%.|nLasts 20 seconds.

    |nThermal Bane attacks have an independent 33% chance to trigger the Superheated and/or Supercooled effects (under Frostflame Storm debuff) without removing the debuff on the afflicted enemies.
Hero – Arcanomancer:
  • Mystical Hero, adept at supporting allies, and distrubting (disrupting instead) enemy casters.
  • - Unerring Proficiency: Deals additional spell damage to targets with less mana (and deals additional Magic damage to targets with no maximum mana).
  • - Concentrated Power: Places a unit in magical stasis. If the target is an enemy, it is slain after a few seconds and drains (removes instead; mana is not stolen and and transferred to the Arcanomancer) nearby enemy mana. If the target is an ally, it restores mana over time.
  • Tuned Resonance: Tunes a target's magical essence. If the target is an enemy, it takes damage, is silenced, and has its attack damage reduced. If the target is friendly (an ally instead), they receive a magical shield that absorbs magic damage.|nLasts 30 seconds.
  • Concentrated Power: Places a single target unit in magical stasis, preventing them from taking action or being attacked. If the target is an enemy, all nearby enemy units lose 5% of their mana per second (it removes 5% mana per second to nearby enemy units instead), and the target dies after 20 seconds. If the target is friendly (an ally instead), it restores 5% mana per second to nearby friendly units for 20 seconds.
Hero – Liberator / Hero – Liberator (Saint of Freedom):
  • - Radiant Gleam (Beam instead): Bestows a beam at the Liberator, revealing (invisible enemies) and damaging enemies.
  • - Retribution Aura: Friendly nearby units deal extra flat damage and take less (damage).
  • - Saint of Freedom: Ignites a blessed spear, increasing stats, (and should be removed) causes the Liberator to (deal extra spell damage and) heal from spell damage.
  • Retribution Aura: Grants nearby friendly units additional 2/3/4 damage on their basic (basic should be removed) attacks and reduces damage taken from basic (basic should be removed) attacks by 2/3/4 if the incoming damage exceeds 10 (10 isn’t shown in game).
    1776901746320.png
Hero – Ranger General:
  • - Lethal Shot: Fire (Fires instead) an arrow to deal damage and cause the foe (target instead) to take more damage from Pierce damage.
  • - Legacy of the Windrunners: Toggle to attack multiple targets at once bur (but instead) drains mana per strike.
  • Lethal Shot: The Ranger-General's (Ranger General’s instead) basic (basic should be removed) attacks have a chance to reveal a hidden Markswoman, who fires an arrow from the shadows before disappearing, dealing 31-36 Pierce damage to the attacked target.
  • Legacy of the Windrunners: Draw upon the teachings of the Windrunners to imbue the Ranger-General's (Ranger General’s instead) bow, enabling her to attack up to 4 targets simultaneously at the cost of 10 mana per attack. While active, procs from Guerrilla Tactics and Lethal Shot can trigger from any of the arrows.
Concentrated Power (Buff):
  • This unit has Concentrated Power; it will either restore (regain instead) mana or degrade it.
Tuned Resonance (Enemy) (Buff):
  • This unit has Radiant Beam; it will deal damage to nearby enemies and reveal them (invisible enemies instead).
Superheated (Buff):
  • This unit is in a Superheated, and (; it instead) is taking damage over time.
Thermal Bane (Buff):
  • This unit has Thermal Bane; it will deal additional affects (effects instead) on specific units.
Legacy of the Windrunners (Buff):
  • This unit has Immolation; nearby enemy ground units will take damage over time (Tooltip should be changed).
Tuned Resonance (Ally) (Buff):
  • This unit has Tuned Resonance; it cannot be targeted by spells. It can be dispelled (damage spells must destroy the shell to affect the unit instead).
Retribution Aura (Buff):
  • This unit has Retribution Aura; it will deal more basic (basic should be removed) damage and take less (damage).
Chastice (Buff):
  • This unit has Chastice; its healing recieved (received instead) is reduced and spells cost more mana.
Null Rune/Null Rune 2 (Extra) (Buff):
  • This unit has Mana Flare on it (is Null Rune instead); nearby enemy units that cast spells will take damage.
Skybane Arrow (Buff):
  • This unit has (was hit by a instead) Skybane Arrow; it has less armor.
Backpack (Upgrade):
  • Gives specific Hight (High instead) Elf ground units the ability to carry items.
Bejeweled Plating (Upgrade):
  • Increases the armor and hit points (point instead) regeneration of High Elven buildings. |n|nCurrent research level: 1/3
Exquisite Longbows (Upgrade):
  • Increases the ranged (ranged should be removed) attack damage of: |n|n|cff3c9dffAffects:|r |n- |cfff1f4b3Markswoman|r |n- |cfff1f4b3Springald|r |n- |cfff1f4b3Sunchaser|r |n- |cfff1f4b3Dragonhawk Warden|r |n- |cfff1f4b3Farstrider|r |n|nCurrent research level: 1/3
Graceful Epaulets (Upgrade):
  • Increases the armor of: |n|n|cff3c9dffAffects:|r |n- |cfff1f4b3Sunguard|r |n- |cfff1f4b3Illuminators|r (|cfff1f4b3Illuminator|r instead) |n- |cfff1f4b3Hawkstrider|r |n- |cfff1f4b3Sunwell Guardian|r |n|nCurrent research level: 1/3
Graceful Longswords (Upgrade):
  • Increases the melee (melee should be removed) attack damage of: |n|n|cff3c9dffAffects:|r |n- |cfff1f4b3Sunguard|r |n- |cfff1f4b3Illuminators|r (|cfff1f4b3Illuminator|r instead) |n- |cfff1f4b3Hawkstrider|r |n- |cfff1f4b3Sunwell Guardian|r |n|nCurrent research level: 1/3
Mage-Priest Adept Training (Upgrade):
  • Increases Mage-Priests' mana capacity, mana regeneration rate, hit points, and gives them the ability to cast |cfff1f4b3Sacrilize|r (|cfff1f4b3Sacralize|r instead).
Radiant Arrowheads (Upgrade):
  • Increases the attack range of Markswomen by 50 and increases the effectiveness of Coordinated Fire (|cfff1f4b3Coordinated Fire|r instead) by dealing additional damage per Markswomen in the area.
Recurved Bow (Upgrade):
  • Increases Sunchasers attack damage by 2 and fire an extra arrow with Skybane Arrows (|cfff1f4b3Skybane Arrows|r instead).
Orb of the Sun (Item):
  • Adds 5 bonus damage to the attack of a Hero when carried. The Hero's attacks also become ranged when attacking air, and during day or under Daylight aura (Aura instead) deal an additional 5 Magic damage.

  • Slave retains that ugly model from the original game. I would recommend that you use the optimized version made by Ujimasa Hojo or the variations made by Ilya Alaric (specifically the Fel Blackrock Peon).


  • Crossbowman still doesn't have a portrait for reasons I don't understand. I know the original version of the model was too large, but General Frank has updated it to be lighter.
I agree with @435D about model suggestions. Slave has a vanilla Fel Orc Peon model. Crossbowman doesn't have a portrait model. I should have been mentioned in the Fel Horde review, but the Boar Farm unit sound set can be changed to Pig Farm.

The next faction I'll review will be the Exodar Draenei, which your favorite faction I suppose. After the Exodar Draenei review, I was going to review the Scarlet Crusaders (I'm following the release order in the race overview) but due to your request I'll review the Faceless Ones first, then the Void Elves instead.
 

Attachments

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Ranger General does not make a sound when moving or attacking. The unit sound set can be changed (Unit sound set is Sylvanus). It's a shame that this unit sound set is quite consistent with the model, and there aren't many unit sound sets available for archer units/heroes unfortunately. (Using this method, you can create AI unit sound sets, just like in your War of the Spider campaign, but without making the map too large. Each unit and hero can use these AI unit sound sets, which are different from the vanilla Warcraft III unit sound sets.)
1776897606348.png
Does it really work? The last time I tried it, it didn't.
 
Does it really work? The last time I tried it, it didn't.
It works, but some steps need to be taken.
1. You must allow local files (!! Allow Local Files - General Discussion).
2. You must edit unitacksounds.slk using War3Slk Edit version 1.05. After that you must add unitacksounds.slk file to the Warcraft III\-retail-\UI\SoundInfo folder.
3. You must add the sound files to the Warcraft III\-retail-\Units\"Your custom faction (for example Terran)"\"Your custom unit (for example Marine)"
 
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Here is my High Elves review.

HIGH ELVES


Main Building/Sawmill/Silverworks – Guardpost:
  • Multishot (Barrage) is malfunctioning: Each garrisoned Artisan does not enable the building to launch an additional arrow at a nearby enemy, but each garrisoned Artisan enables the building to launch an additional arrow at a nearby enemy faster. Multishot mechanic can be created using the Barrage ability and the Cargo Event trigger. (Winter_CargoHoldValue or Winter_CargoHoldHashtable is not working properly I suppose.)View attachment 585408
Sawmill:
  • Sawmill does not benefit from the Bejeweled Plating upgrade, but it benefits from the Metabolic Boost and Sticking Webs (Living Nerubians) upgrades. The Sawmill must benefit from the Bejeweled Plating upgrade and The Sawmill must not benefit from the Metabolic Boost and Sticking Webs upgrades.
    View attachment 585409
Mage-Priest:
  • Sunwell Blessings additional mana regeneration is malfunctioning: Mage-Priest doesn’t gain increased mana regeneration by .5 during Day or when under Daylight aura.
  • Sacralize maximum mana increase is malfunctioning: On the first use, it grants +25 bonus mana to units with more than 0 mana, but on the second and third uses on the same unit, it does not grant the +25 bonus mana; instead, it removes the previously granted +25 bonus mana.
    View attachment 585410
    View attachment 585411
  • Instability healing when struck by physical attacks is malfunctioning. This situation is due to the fact that when a unit with a debuff is attacked by its enemies, its health is set using an incorrect equation. Mana setting is done with the equation Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) + ((AE_TmpReal[0] / (Real((Number of units in AE_TmpGroup[0])))) / 2.00)), while life setting is done with the equation Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + (2.00 / (AE_TmpReal[0] / (Real((Number of units in AE_TmpGroup[1])))))). To correctly set life, it should be corrected to the equation Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + ((AE_TmpReal[0] / (Real((Number of units in AE_TmpGroup[0])))) / 2.00)).
Sunwell Guardian:
  • Sunwell Blessings additional hit point regeneration is malfunctioning: Sunwell Guardian doesn’t gain increased hit point regeneration by 1 during Day or when under Daylight aura.
Heroes:
  • The gold and lumber requirements for heroes differ. Ranger General requires 425 Gold / 135 Lumber, while other High Elven heroes require 400 Gold / 100 Lumber. (Also, the gold and lumber requirements for Fel Horde heroes still differ.)
    View attachment 585412
    View attachment 585413
Hero – Ranger General:
Hero – Liberator:
  • After the Saint of Freedom ability form ends, the hero's name changes to High Elves – Liberator.
    View attachment 585415
Hero – Arcanomancer:
  • Concentrated Power ability doesn't fully restore the targeted friendly unit's mana; it should has restored 5% mana per second for 20 seconds, eventually restoring their mana completely. Additionally, the visual effect radius of Concentrated Power (Ally) is smaller than that of Concentrated Power (Enemy).
    View attachment 585416
  • Tuned Resonance ability deals 50/70/90 damage when targeted at an enemy, but the tooltip states that deals 70/90/110 damage.
Hero – Grand Magus:
  • Cold Snap ability deals 80/130/180 damage to the target enemy and deals 40/65/90 damage to the nearby enemies, but the tooltip states that deals 40/65/90 damage to the target enemy and nearby enemies.
  • Cold Snap ability primary target sometimes is not trapped in ice.
    View attachment 585417
  • Thermal Bane ability is malfunctioning: Instead of Supercooled and Frostflame Storm (Ice) debuffed airborne enemies take increased damage, the caster (Grand Magus) takes increased damage. Unit - Cause DamageEventSource to damage DamageEventSource (This must be DamageEventTarget.), dealing (10.00 + (15.00 x (Real((Level of [High Elves - Magus] - Thermal Bane for DamageEventSource))))) damage of attack type Spells and damage type Normal.
  • Frostflame Storm rain of fire and bone-chilling mist sometimes don’t work. Sometimes only rain of fire is cast, sometimes only bone-chilling mist is cast, sometimes both of them are cast, sometimes none of them are cast. Additionally, even though the spell effect has ended, the Frost Flame Storm bone-chilling mist visual effect pulses once more.
    View attachment 585418
    View attachment 585419
    View attachment 585420


High Elves UI:
  • High Elf UI Time Indicator (Day/Night) is inconsistent. The time indicator can be edited to make it consistent.
    View attachment 585525
High Elves Buildings:
  • High Elf Buildings can also have the Runed Stonework innate ability to inform users, like Sunwell Blessings' innate ability.

    View attachment 585524
    Runed Stonework – [Active/Deactive]

    High Elven buildings gain hit point regeneration by 2 during the Day or under the Daylight Aura.

    Runed Stonework ability button position should be 1 (X) and 1 (Y) (Art – Button Position – Normal (X) = 1, Art – Button Position – Normal (Y) = 1).
    View attachment 585526
Sunwell Blessings:
  • Sunwell Blessings tooltip states that increases the hit point and mana point regeneration of all units, but since no units except spellcaster units (Mage-Priest, Mystic, Illuminator, and Sunwell Guardian) have mana, it needs to be amended to increase the hit point regeneration for units other than spellcasters.
    View attachment 585527
Main Building/Sawmill/Silverworks:
  • Guardpost ability can have an additional active ability that causes nearby Artisans to flee to the relevant buildings (Mains, Sawmill and Silverworks) to defend their bases, like the Battle Stations ability.
  • The number of available slots in the Guardpost should be specified similarly to the Abode’s Refuge ability: "The Main Building / Sawmill / Silverworks contains 4 slots".
  • Since Sawmill and Silverworks are smaller buildings than the Main Building, they should have fewer slots (less than 4) than the Main Building. This is just a suggestion. You can change it or not.
Bastion/Grand Hold/Sacrarium:
  • Main Building’s attack damage can be rescaled. Bastion can have 16 - 20 attack damage, Grand Hold can have 20 - 24 attack damage, and Sacrarium can have 24 - 28 attack damage.
  • Fel Horde has Frontier Bastion and Forsaken has Desolate Bastion. High Elves' main building (Bastion) may also have an adjective just like them.
    View attachment 585968
    View attachment 585969
Abode:
  • Abode has 300 hit points, while Farm has 500 (almost double as much), and Burrow, Ziggurat, and Moon Well have 600 health points (double as much) each. Additionally, Abode has 4 armor, while the other food production buildings have 5 armor. Abode's hit points and armor can be increased.
    View attachment 585528
Moon-Fury Tower:
  • Unlike other towers (which have the Pierce attack type), the Moon-Fury Tower has a Normal attack type. The Moon-Fury Tower can also have the Pierce attack type. This is just a suggestion. You can change it or not.
    View attachment 585529
  • Dragonhawk Warden and Moon-Fury Tower's projectile can be swapped with each other. The visual effects during a Dragonhawk Warden attack don't match the projectile, making it look like launching a Moon shard. Moon-Fury Tower, however, possesses the projectile that the Dragonhawk Warden should have: it hovers in the air, which is more compatible with the Dragonhawk Warden unit. Additionally, Dragonhawk Warden pre-attack visual effect color should be changed to violet like Moon-Fury Tower projectile.
    View attachment 585530
  • The unit sound set can be changed to Arcane Tower, since the tower has an additional Magic attack type that launches magical missiles.
Sky-Fury Tower:
  • The unit sound set can be changed to Guard Tower, since the tower has a Pierce attack type that fires arrows.
House of Study:
  • Direct Sunlight research and Null Rune research button positions and hotkeys should be swapped with each other (War Drums upgrade button positions are 2 (X) and 2 (Y) (Art – Button Position – Normal (X) = 2, Art – Button Position – Normal (Y) = 2), while Liquid Fire research button positions are 2 (X) and 1 (Y) (Art – Button Position – Normal (X) = 2, Art – Button Position – Normal (Y) = 1).
    View attachment 585531
    View attachment 585648
Farstrider’s Lodge:
  • Columbary and Farstrider's Lodge unit sound sets are the same: Gryphon Aviary. Farstrider's Lodge unit sound set can be changed to Hunter’s Hall or Barrow Den, since the building trains elite units who bravely strike to protect their forest that stands in perpetual spring.
Sunguard:
  • Ambition ability can be reworked to separate mechanic that increase attack damage when dealing damage and damage reduction when taking damage, instead of increasing both attack damage and damage reduction when dealing and taking damage. This is just a suggestion. You can change it or not.
  • In terms of notifying the user of the increased attack damage in the Ambition ability (I'm not talking about damage reduction, as it's not possible to inform the user of the damage reduction rate), it would be much more user-friendly to create it using Command Aura, which only affects the unit, instead of using Damage Event. This is just a suggestion. You can change it or not.
  • Silvermoon Shield upgrade can also increase the damage reduction of the Ambition ability by 1.5% per stack, similar to the Radiant Arrowheads upgrade which increases the bonus damage granted per nearby Markswoman by 1.5. Attention should also be paid to balancing.
Markswoman:
  • The unit model fits the faction quite well (her eyes glow blue like in WoW is quite nice), but unfortunately there is a problem with the unit's facial geometry. The unit's cheeks are geometrically crooked. I don't want you to abandon the unit model; I'm just suggesting that if there's an option to fix the facial geometry, it should be considered. (I think @johnwar, the author of the model, or @435D, who fixes the models in your factions, can solve the face geometry issue.)
    View attachment 585532
  • Markswoman bonus attack range should also work with Daylight aura as well as during the Day.
  • In terms of notifying the user of the bonus attack damage in the Coordinated Fire ability, it would be much more user-friendly to provide the Item Damage Bonus ability to the affected units, instead of using Damage Event. This is just a suggestion. You can change it or not.
Springald:
  • Skypiercer research should require Silverworks instead of Sawmill.
    View attachment 585533
  • Both Springald and Farstrider gain increased attack rate by 10% during Day or under the Daylight aura. To provide different bonuses across different unit types, Springald should gain increased spill radius by XX instead of gain increased attack rate. Attention should also be paid to balancing.
  • Prioritize Air ability deactivate button position should be 0 (X) and 2 (Y). Art – Button Position – Turn Off (Y) should be 2 instead of 0.
    View attachment 585534
Mage-Priest:
  • Mage-Priest model can be replaced with the High Elf Priest model, due to the Mage-Priest’s face has a darker skin tone than it should, resulting in a mismatch with the icon. The Mage-Priest’s face will look similar to the vanilla Priest model, but at least the model will match the icon and look more like a High Elf.
    View attachment 585535
  • Mage - Priest should gain increased maximum mana instead of gain additional mana regeneration during Day or when under Daylight aura (Attention should be paid to ensure that the maximum hit point and mana point increase in the Sacralize ability does not conflict that will cause bugs with the Sunwell Blessings ability. If these bugs occur, I recommend granting Mana Restoration instead of increased maximum mana. Mana Restoration mechanic can be created using Mana Event, which is based on Heal Event. You can use Game - ManaEvent becomes Equal to 1.00 and Game - ManaEvent becomes Equal to 0.50). Mana Event System (Mana Event.w3x) is attached below.
  • Chastice ability can increase the mana cost of a target unit's abilities by 25% instead of costing 25% more mana. (The mana cost increase / mana cost reduction mechanic can be created using the Unit – Ability Set Mana Cost action. Mana cost increase mechanic can also applied to the Kirin Tor – Arcanist’s Mana Tumult ability.).
    Example Trigger:
    • Chastice Periodic
      • Events
        • Time - Every 0.50 seconds of game time
      • Conditions
      • Actions
        • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • ((Picked unit) has buff [High Elves] - Chastice ) Equal to True
              • Then - Actions
                • Unit - For Unit (Picked unit), Set mana cost of ability [High Elves] - Chastice , Level: 0 to 50
              • Else - Actions
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • ((Picked unit) has buff [High Elves] - Chastice ) Equal to False
                  • Then - Actions
                    • Unit - For Unit (Picked unit), Set mana cost of ability [High Elves] - Chastice , Level: 0 to 40
                  • Else - Actions
  • Sacralize ability can have an indicator showing the number of stacks each time it's used on the same unit (e.g., 1, 2, 3 stacks displayed above the unit's head). Additionally, if the Sacralize ability is used more than three times on the same unit, "The unit has full stacks." message can be displayed and preventing unnecessary use of the ability.
  • Sunblessed mechanic from the old version of High Elf map, which increased the effectiveness of abilities during the Day, can be added back (for spellcasters with active abilities only). During the day, mana cost and cooldown of abilities can be reduced, cast range, area of effect, debuff duration, spell damage, and cast speed of abilities can be increased, and additional features can be added to abilities. Attention should also be paid to balancing.
    View attachment 585537
Mystic:
  • Health Restoration (increase healing and hit point regeneration effectiveness) aura can be added between instant healing moment and delayed healing moment in the Restoration ability. (You can use Heal Event to do it. Game - HealEvent becomes Equal to 1.00 and Game - HealEvent becomes Equal to 0.50)
  • Sunblessed mechanic from the old version of High Elf map, which increased the effectiveness of abilities during the Day, can be added back (for spellcasters with active abilities only). During the day, mana cost and cooldown of abilities can be reduced, cast range, area of effect, debuff duration, spell damage, and cast speed of abilities can be increased, and additional features can be added to abilities. Attention should also be paid to balancing.
    View attachment 585538
Illuminator:
  • Illuminator should gain an additional bonus stat along with life and mana regeneration during Day only (this bonus stat should not work with Daylight aura, as the unit already has the aura).
  • Direct Sunlight ability can cause nearby enemies have a XX% chance to miss an attack, instead of reducing nearby enemy armor. Attention should also be paid to balancing.
  • Illuminator has no training sound. The unit sound set can be changed.
Sunwell Guardian:
  • Sunwell Guardian should gain increased maximum hit points instead of gain additional hit point regeneration during Day or when under Daylight aura (Attention should be paid to ensure that the maximum hit point and mana point increase in the Sacralize ability does not conflict that will cause bugs with the Sunwell Blessings ability. If these bugs occur, I recommend granting Health Restoration instead of increased maximum hit points. Health Restoration mechanic can be created using Heal Event. You can use Game - HealEvent becomes Equal to 1.00 and Game - HealEvent becomes Equal to 0.50).
Hawkstrider:
  • Hawkstrider attack damage can be increased to 5 from 4 (Dragonhawk Warden has 5 bonus Magic damage) during Day or when under Daylight aura or The Hawkstrider can gain increased attack damage by 10% (Most units' Sunwell Blessings bonus combat effect is percentage based. Artisan: +10% movement speed, Markswoman: +50 attack range [default attack range is 500, so it is +10% attack range], Springald: +10% attack rate, Mystic: +15% magic resistance, Sunchaser: +10% evasion, Farstrider: +10% attack rate.) during Day or when under Daylight aura. Attention should also be paid to balancing. This is just a suggestion. You can change it or not.
Sunchaser:
  • Skybane Arrows can also reduce movement speed by XX%, like the Sky-Bane ability of the Equestrian unit from the old version of High Elves map. Attention should also be paid to balancing.
    View attachment 585967
Dragonhawk Warden:
  • Bazaar requirement for the Arboreal Lance research can be removed.
    View attachment 585539
  • Dragonhawk Warden and Moon-Fury Tower's projectile can be swapped with each other. The visual effects during a Dragonhawk Warden attack don't match the projectile, making it look like launching a Moon shard. Moon-Fury Tower, however, possesses the projectile that the Dragonhawk Warden should have: it hovers in the air, which is more compatible with the Dragonhawk Warden unit. Additionally, Dragonhawk Warden pre-attack visual effect color should be changed to violet like Moon-Fury Tower projectile.
    View attachment 585540
  • Dragonhawk Warden can gain bonus Magic damage by 10% (Most units' Sunwell Blessings bonus combat effect is percentage based. Artisan: +10% movement speed, Markswoman: +50 attack range [default attack range is 500, so it is +10% attack range], Springald: +10% attack rate, Mystic: +15% magic resistance, Sunchaser: +10% evasion, Farstrider: +10% attack rate.) instead of 5 bonus Magic damage during Day or when under Daylight aura. (Attention should be paid to ensure that the bonus Magic damage in the Sunwell Blessings ability does not conflict that will cause bugs with the Enchant Weapon ability.) Attention should also be paid to balancing. This is just a suggestion. You can change it or not.
Farstrider:
  • Both Markswoman and Farstrider gain bonus 50 attack range at Day. To provide different bonuses across different unit types, Farstider should only gain increased attack rate by XX%. Farstrider has already 1000 attack range by default, and she doesn’t need bonus 50 attack range. Attention should also be paid to balancing.
  • Farstrider has no training sound. The unit sound set can be changed.
Hero – Ranger General:
  • Ranger General does not make a sound when moving or attacking. The unit sound set can be changed (Unit sound set is Sylvanus). It's a shame that this unit sound set is quite consistent with the model, and there aren't many unit sound sets available for archer units/heroes unfortunately. (Using this method, you can create AI unit sound sets, just like in your War of the Spider campaign, but without making the map too large. Each unit and hero can use these AI unit sound sets, which are different from the vanilla Warcraft III unit sound sets.)
    View attachment 585541
  • It can be easily understood from the green text that the Lethal Shot ability is Shadow Strike based. It can be arranged as an Acid Bomb based ability.
    View attachment 585542
  • Lethal Shot can also reduce movement speed by XX%. Attention should also be paid to balancing.
  • Lethal Shot can also cause the target to take additional damage from Ranger General's attacks.
  • Focus Fire ability is almost the vanilla Warcraft III ability Roar, but only affects ranged units. More unique features could be added (I suggest giving nearby ranged units a XX% bonus to attack rate and XX bonus to attack range instead of a 12% bonus to attack damage).
  • Alternatively, Guerrilla Tactics could be reworked as an active ability (Ranger General’s basic attacks reveal a hidden Markswoman, who fires an arrow from the shadows before disappearing. Lasts XX seconds), and an aura (based on Trueshot Aura) that increases the attack damage (or attack rate) and attack range of nearby friendly ranged units could be added in place of the Focus Fire ability.
Hero – Liberator:
  • In terms of notifying the user of the increased attack damage in the Retribution Aura ability (I'm not talking about damage reduction, as it's not possible to inform the user of the damage reduction rate), it would be much more user-friendly to provide the Item Damage Bonus ability to the affected units, instead of using Damage Event. This is just a suggestion. You can change it or not.
Hero – Grand Magus:
  • Flashfire ability is almost the vanilla Warcraft III ability Flame Strike, but only has instant casting time. More unique features could be added.
Item – Healing Dew:
  • Vanilla Rejuvenation buff icon shows when the Healing Dew item is used. Custom Healing Dew buff can be created.
    View attachment 585543
Item – Gem of Arcane Protection:
  • Vanilla Spell Shield buff icon shows when the Gem of Arcane Protection item is used. Custom Gem of Arcane Protection buff can be created.
    View attachment 585544


Artisan:
  • Guardpost: The Artisan can garrison inside Mains, Sawmills, or Silverworks. While inside, fires at nearby enemies with its (his instead) shortbow.
  • Sunwell Blessing: Artisan: Increases hit point and mana regeneration (and mana regeneration should be removed) during the Day or under Daylight Aura.|n|nArtisans gain increased movement speed by 10% during Day or when under Daylight aura (Aura instead).
Sunguard:
  • Sunwell Blessing: Sunguard: Increases hit point and mana regeneration (and mana regeneration should be removed) during the Day or under Daylight Aura.|n|nSunguards gain increased armor by 1 during Day or when under Daylight aura (Aura instead).
Markswoman:
  • (Train) Markswoman (W)
  • Sunwell Blessing: Markswoman: Increases hit point and mana regeneration (and mana regeneration should be removed) during the Day or under Daylight Aura.|n|nMarkswomen gain 50 bonus attack range at Day, does not work with Daylight Aura.
Springald:
  • - Prioritize Air: While active, (it) will attack air targets before ground targets.
  • Skypiercer: Allows the Ballista (Springald instead) to attack air targets, these attacks have vastly increased projectile speed.
  • Sunwell Blessing: Springald: Increases hit point and mana regeneration (and mana regeneration should be removed) during the Day or under Daylight Aura.|n|nSpringald (Springalds instead) gain increased attack rate by 10% during Day or when under Daylight aura (Aura instead).
Mage-Priest:
  • - Instability: Debuffs the enemy, causing them to move and attack slower. If attacked by magic, it restores mana to nearby enemies. If (attacked by) non-magic, (it) restore (restores instead) hit points instead.
  • Sunwell Blessing: Mage-Priest: Increases hit point and mana regeneration during the Day or under Daylight Aura.|n|nMage-Priest (Mage-Priests instead) gains (gain instead) increased mana regeneration by .5 (0.5 instead) during Day or when under Daylight aura (Aura instead).
  • Sacralize: Bestows both arcane ingenuity and holy blessings upon a friendly unit, increasing its maximum hit points. If the target has more than 0 mana, it also increases maximum mana (points). |nThis effect stacks up to three times with multiple casts, granting an additional 50/100/150 hit points and 25/50/75 mana points.|nLasts 60 seconds.
  • Instability: Unleashes a surge of arcane and holy magic to disrupt a foe's essence, causing the target to move and attack 50% slower. |n|nIf struck by magic or spells, a portion of the damage dealt restores mana to it's nearby enemies. |n|nIf struck by physical attacks, nearby enemies are healed instead. Has a 0.25-second (0.25 second instead) delay between each attack.|nLasts 60 seconds.
Mystic:
  • - Sunwell Blessing: Mystic: Increases spell resistence (resistance instead) during day or under Daylight Aura.
  • Sunwell Blessing: Mystic: Increases hit point and mana regeneration during the Day or under Daylight Aura.|n|nMystic (Mystics instead) gains (gain instead) increased spell resistance by 15% during Day or when under Daylight aura (Aura instead).
Illuminator:
  • - Sunder Magic: Autocast. Removes negative magic affects from a friendly unit or postive (positive instead) affects from enemy unit.
Sunwell Guardian:
  • Sunwell Blessing: Sunwell Guardian: Increases hit point and mana regeneration during the Day or under Daylight Aura.|n|nSunwell Guardans (Sunwell Guardians instead) gain increased hit point regeneration by 1 during Day or when under Daylight aura (Aura instead).
  • Null Rune: Places a Null Rune beneath the Sunwell Guardian. The rune strikes nearby enemy spellcasters with an area-of-effect (area of effect instead) blast, dealing 2.5 damage per mana point spent on a spell when cast. |nLasts 30 seconds.
Hawkstrider:
  • - Woodland Grace: When moving reduces damage (Reduces damage when moving instead).
  • Sunwell Blessing: Hawkstrider: Increases hit point and mana regeneration (and mana regeneration should be removed) during the Day or under Daylight Aura.|n|nSunwell Guardans (Hawkstriders instead) gain increased attack damage by 4 during Day or when under Daylight aura (Aura instead).
  • Woodlands Grace: When moving reduces damage taken by 15% (Reduces damage taken by 15% when moving instead).
  • Blessed Flag: Places a Blessed Flag at a target area, granting nearby friendly units the Daylight Aura. It also provides Stand Ground, increasing the armor of nearby friendly units by 1 and granting Hawkstriders 30% basic (basic should be removed) damage resistance. |nLasts 60 seconds.
  • Stand Ground: Gives 3 (1 instead) additional armor to nearby friendly units.
Sunchaser:
  • Sunwell Blessing: Sunchaser: Increases hit point and mana regeneration (and mana regeneration should be removed) during the Day or under Daylight Aura.|n|nSunchaser (Sunchasers instead) gain 10% evasion chance during Day or when under Daylight aura (Aura instead).
Dragonhawk Warden:
  • Sunwell Blessing: Dragonhawk Warden: Increases hit point and mana regeneration (and mana regeneration should be removed) during the Day or under Daylight Aura.|n|nSunwell Guardans (Dragonhawk Wardens instead) gain 5 bonus Magic damage during Day or when under Daylight aura (Aura instead).
Farstrider:
  • - Sunwell Blessing: Farstrider: Increases attack range and (attack) rate during day.
  • - Ambusher's Volley: Targets beyond 450 range have a chance to be bombareded (bombarded instead) with a volley of arrows, dealing area damage.
  • Sunwell Blessing: Farstrider: Increases hit point and mana regeneration (and mana regeneration should be removed) during the Day or under Daylight Aura. |n|nFastriders (Farstriders instead) gain 50 bonus attack range at Day, does not work with Daylight Aura.|n (Farstriders) Gain (gain instead) increased attack rate by 10% during Day or when under Daylight aura (Aura instead).
Main Building/Sawmill/Silverworks/Abode:
  • Unload: Causes Peons (Artisans) within the (Main Building/Sawmill/Silverworks/Abode) to return to work.
Bastion:
  • Primary structure, used to train Artisans (|cfff1f4b3Artisans|r instead) and receive gathered resources. |n|n|cff3c9dffTrains:|r |n- |cfff1f4b3Artisan|r |n|n|cff3c9dffUpgrades:|r |n- |cfff1f4b3Backpack|r |n|n|cff3c9dffAbilities:|r |n- |cfff1f4b3Guardpost|r: Artisans may enter the building, allowing to fire at nearby enemies. |n|nCan be upgraded to Grand Hold (|cfff1f4b3Grand Hold|r instead) and then Sacrarium (|cfff1f4b3Sacrarium|r instead) to enable the production of additional types of structures and units.
Grand Hold:
  • Upgrade to Grand Hold (|cfff1f4b3Grand Hold|r instead) to enable the production of additional types of structures and units. |n|n|cff3c9dffTrains:|r |n- |cfff1f4b3Artisan|r |n|n|cff3c9dffUpgrades:|r |n- |cfff1f4b3Backpack|r |n|n|cff3c9dffAbilities:|r |n- |cfff1f4b3Guardpost|r: Artisans may enter the building, allowing to fire at nearby enemies. Upgrade to Sacraium to enable the production of additional types of structures and units. |n|n|cff3c9dffTrains:|r |n- |cfff1f4b3Artisan|r |n|n|cff3c9dffUpgrades:|r |n- |cfff1f4b3Backpack|r |n|n|cff3c9dffAbilities:|r |n- |cfff1f4b3Guardpost|r: Artisans may enter the building, allowing to fire at nearby enemies.
Sacrarium:
  • Upgrade to Sacraium (|cfff1f4b3Sacrarium|r instead) to enable the production of additional types of structures and units. |n|n|cff3c9dffTrains:|r |n- |cfff1f4b3Artisan|r |n|n|cff3c9dffUpgrades:|r |n- |cfff1f4b3Backpack|r |n|n|cff3c9dffAbilities:|r |n- |cfff1f4b3Guardpost|r: Artisans may enter the building, allowing to fire at nearby enemies.
Altar of the Sun:
  • Summons Heroes. Revives slain Heroes. |n|n|cff3c9dffSummons:|r |n- |cfff1f4b3Arcanomancer|r (|cfff1f4b3Grand Magus|r instead) |n- |cfff1f4b3Grand Magus|r (|cfff1f4b3Arcanomancer|r instead) |n- |cfff1f4b3Liberator|r |n- |cfff1f4b3Ranger General|r
Bazaar:
  • Creates a shop with purchasable items. The items available depend upon what level of upgrade your Bastion has (Bastion (cfff1f4b3Bastion|r instead), Grand Hold (|cfff1f4b3Grand Hold|r instead), or Sacrarium (|cfff1f4b3Sacrarium|r instead)) and which buildings you have.
Hero – Grand Magus:
  • Flashfire: Devastates an area with a flash of fire, dealing damage to enemy ground targets and continuing to damage those who remain within it.
    Lasts 12 seconds.

    Level 1 - 40 damage, 8 damage per second.
    Level 2 - (<= two spaces) 60 damage, 10 damage per second.
    Level 3 - (<= two spaces) 80 damage, 12 damage per second.

  • Cold Snap: Blasts an enemy target with a flurry of ice, dealing damage to it and nearby enemies. The primary target is trapped in ice, (and unable to move or attack,) while nearby enemies suffer reduced movement speed and attack rate.

  • Thermal Bane: Activate to imbue the Grand Magus with the power of fire and ice, causing his basic attacks to deal additional magic damage, but cost mana. When attacking a target afflicted with Superheated or Supercooled, there is a 25% chance to trigger an effect, removing the debuff in the process.

    Superheated targets (enemies instead) cause a fiery explosion, dealing area damage to nearby enemies.
    (|n should be added to new line between Superheated tooltip and Supercooled tooltip)
    (|n)
    Supercooled ground enemies are Cold Snapped, becoming trapped in ice and unable to move or attack. Airborne targets (Supercooled airborne enemies instead) instead (instead should be removed) take increased damage (instead).

    |nEnemies gain (are instead) Superheated from Flashfire and Supercooled from Cold Snap. (This tooltip should be removed and added to the relative abilities instead)

    Flashfire: Devastates an area with a flash of fire, dealing damage to enemy ground targets and continuing to damage those who remain within it.
    (|nEnemies are Superheated from Flashfire.)
    Lasts 12 seconds.

    Cold Snap: Blasts an enemy target with a flurry of ice, dealing damage to it and nearby enemies. The primary target is trapped in ice, (and unable to move or attack,) while nearby enemies suffer reduced movement speed and attack rate.
    (|nEnemies are Supercooled from Cold Snap.)
    Lasts 9/12/15 seconds.

  • Frostflame Storm: Combines the magics of pyromancy and cryomancy into a powerful spell over a target area, summoning a rain of fire from above and a bone-chilling mist from below. Enemy targets afflicted take 20 damage per wave of fire, suffer 15 damage per second over time, and have their attack rate and movement speed reduced by 45%.|nLasts 20 seconds.

    |nThermal Bane attacks have an independent 33% chance to trigger the Superheated and/or Supercooled effects (under Frostflame Storm debuff) without removing the debuff on the afflicted enemies.
Hero – Arcanomancer:
  • Mystical Hero, adept at supporting allies, and distrubting (disrupting instead) enemy casters.
  • - Unerring Proficiency: Deals additional spell damage to targets with less mana (and deals additional Magic damage to targets with no maximum mana).
  • - Concentrated Power: Places a unit in magical stasis. If the target is an enemy, it is slain after a few seconds and drains (removes instead; mana is not stolen and and transferred to the Arcanomancer) nearby enemy mana. If the target is an ally, it restores mana over time.
  • Tuned Resonance: Tunes a target's magical essence. If the target is an enemy, it takes damage, is silenced, and has its attack damage reduced. If the target is friendly (an ally instead), they receive a magical shield that absorbs magic damage.|nLasts 30 seconds.
  • Concentrated Power: Places a single target unit in magical stasis, preventing them from taking action or being attacked. If the target is an enemy, all nearby enemy units lose 5% of their mana per second (it removes 5% mana per second to nearby enemy units instead), and the target dies after 20 seconds. If the target is friendly (an ally instead), it restores 5% mana per second to nearby friendly units for 20 seconds.
Hero – Liberator / Hero – Liberator (Saint of Freedom):
  • - Radiant Gleam (Beam instead): Bestows a beam at the Liberator, revealing (invisible enemies) and damaging enemies.
  • - Retribution Aura: Friendly nearby units deal extra flat damage and take less (damage).
  • - Saint of Freedom: Ignites a blessed spear, increasing stats, (and should be removed) causes the Liberator to (deal extra spell damage and) heal from spell damage.
  • Retribution Aura: Grants nearby friendly units additional 2/3/4 damage on their basic (basic should be removed) attacks and reduces damage taken from basic (basic should be removed) attacks by 2/3/4 if the incoming damage exceeds 10 (10 isn’t shown in game).
    View attachment 585647
Hero – Ranger General:
  • - Lethal Shot: Fire (Fires instead) an arrow to deal damage and cause the foe (target instead) to take more damage from Pierce damage.
  • - Legacy of the Windrunners: Toggle to attack multiple targets at once bur (but instead) drains mana per strike.
  • Lethal Shot: The Ranger-General's (Ranger General’s instead) basic (basic should be removed) attacks have a chance to reveal a hidden Markswoman, who fires an arrow from the shadows before disappearing, dealing 31-36 Pierce damage to the attacked target.
  • Legacy of the Windrunners: Draw upon the teachings of the Windrunners to imbue the Ranger-General's (Ranger General’s instead) bow, enabling her to attack up to 4 targets simultaneously at the cost of 10 mana per attack. While active, procs from Guerrilla Tactics and Lethal Shot can trigger from any of the arrows.
Concentrated Power (Buff):
  • This unit has Concentrated Power; it will either restore (regain instead) mana or degrade it.
Tuned Resonance (Enemy) (Buff):
  • This unit has Radiant Beam; it will deal damage to nearby enemies and reveal them (invisible enemies instead).
Superheated (Buff):
  • This unit is in a Superheated, and (; it instead) is taking damage over time.
Thermal Bane (Buff):
  • This unit has Thermal Bane; it will deal additional affects (effects instead) on specific units.
Legacy of the Windrunners (Buff):
  • This unit has Immolation; nearby enemy ground units will take damage over time (Tooltip should be changed).
Tuned Resonance (Ally) (Buff):
  • This unit has Tuned Resonance; it cannot be targeted by spells. It can be dispelled (damage spells must destroy the shell to affect the unit instead).
Retribution Aura (Buff):
  • This unit has Retribution Aura; it will deal more basic (basic should be removed) damage and take less (damage).
Chastice (Buff):
  • This unit has Chastice; its healing recieved (received instead) is reduced and spells cost more mana.
Null Rune/Null Rune 2 (Extra) (Buff):
  • This unit has Mana Flare on it (is Null Rune instead); nearby enemy units that cast spells will take damage.
Skybane Arrow (Buff):
  • This unit has (was hit by a instead) Skybane Arrow; it has less armor.
Backpack (Upgrade):
  • Gives specific Hight (High instead) Elf ground units the ability to carry items.
Bejeweled Plating (Upgrade):
  • Increases the armor and hit points (point instead) regeneration of High Elven buildings. |n|nCurrent research level: 1/3
Exquisite Longbows (Upgrade):
  • Increases the ranged (ranged should be removed) attack damage of: |n|n|cff3c9dffAffects:|r |n- |cfff1f4b3Markswoman|r |n- |cfff1f4b3Springald|r |n- |cfff1f4b3Sunchaser|r |n- |cfff1f4b3Dragonhawk Warden|r |n- |cfff1f4b3Farstrider|r |n|nCurrent research level: 1/3
Graceful Epaulets (Upgrade):
  • Increases the armor of: |n|n|cff3c9dffAffects:|r |n- |cfff1f4b3Sunguard|r |n- |cfff1f4b3Illuminators|r (|cfff1f4b3Illuminator|r instead) |n- |cfff1f4b3Hawkstrider|r |n- |cfff1f4b3Sunwell Guardian|r |n|nCurrent research level: 1/3
Graceful Longswords (Upgrade):
  • Increases the melee (melee should be removed) attack damage of: |n|n|cff3c9dffAffects:|r |n- |cfff1f4b3Sunguard|r |n- |cfff1f4b3Illuminators|r (|cfff1f4b3Illuminator|r instead) |n- |cfff1f4b3Hawkstrider|r |n- |cfff1f4b3Sunwell Guardian|r |n|nCurrent research level: 1/3
Mage-Priest Adept Training (Upgrade):
  • Increases Mage-Priests' mana capacity, mana regeneration rate, hit points, and gives them the ability to cast |cfff1f4b3Sacrilize|r (|cfff1f4b3Sacralize|r instead).
Radiant Arrowheads (Upgrade):
  • Increases the attack range of Markswomen by 50 and increases the effectiveness of Coordinated Fire (|cfff1f4b3Coordinated Fire|r instead) by dealing additional damage per Markswomen in the area.
Recurved Bow (Upgrade):
  • Increases Sunchasers attack damage by 2 and fire an extra arrow with Skybane Arrows (|cfff1f4b3Skybane Arrows|r instead).
Orb of the Sun (Item):
  • Adds 5 bonus damage to the attack of a Hero when carried. The Hero's attacks also become ranged when attacking air, and during day or under Daylight aura (Aura instead) deal an additional 5 Magic damage.


I agree with @435D about model suggestions. Slave has a vanilla Fel Orc Peon model. Crossbowman doesn't have a portrait model. I should have been mentioned in the Fel Horde review, but the Boar Farm unit sound set can be changed to Pig Farm.

The next faction I'll review will be the Exodar Draenei, which your favorite faction I suppose. After the Exodar Draenei review, I was going to review the Scarlet Crusaders (I'm following the release order in the race overview) but due to your request I'll review the Faceless Ones first, then the Void Elves instead.
Thanks a ton again, these reviews help a lot in improving the project. I'll take a more intensive look.

Is there any old version of this? Like for maybe patch 2.0.1.22? This can't work on pre-reforged.
Not unless someone else has older versions. This project tries to stay up to date with the latest blizz patches.


Well this pack is looking juicy. So much custom yet professional looking stuff. Nice job.
Thank you. I try.
 
Is there a way to get replays to work properly? When I start a replay it gets stuck showing the race select menu.

Also, for some reason I get logged out of bnet when I try to watch a replay, and now again when trying to play a new game even after restarting the game.
 
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This sure looks and sounds interesting... is it compatible with Reforged by chance, or no? :(
Yeah, its meant to be played on the latest update. Reforged graphics or not.
Is there a way to get replays to work properly? When I start a replay it gets stuck showing the race select menu.

Also, for some reason I get logged out of bnet when I try to watch a replay, and now again when trying to play a new game even after restarting the game.
I'm not sure. I never played around with replays.
 
Hi, my friends and I are massive fans of your altered melee maps! Just wanted to note that the game crashes whenever the Nightborne Magistrix casts her first (Q) skill. The game doesn't always crash for everyone but atleast one person always crashes right at the exact moment the Magistrix casts her Q skill. This happens regardless of players or AI using Nightborne.
 
Hi, my friends and I are massive fans of your altered melee maps! Just wanted to note that the game crashes whenever the Nightborne Magistrix casts her first (Q) skill. The game doesn't always crash for everyone but atleast one person always crashes right at the exact moment the Magistrix casts her Q skill. This happens regardless of players or AI using Nightborne.
Noted, I'll look at it.
 
So, tried Worgen and Forsaken, and the sheer amount of customization and uniqueness is amazing. I find Forsaken third resources need a bit of time to get a hang on, but then it's smooth sailing (though please, those archers eat my mortis for breakfast like crazy when active). Worgen is ruthless when it comes to damage, though not the most durable faction when compared to check notes ANNOYING ICE TROLLS with their crazy health numbers.

Anyway, can't wait to play with other factions. Felblood Elves looks fancy when I get them as ally during my Forsaken run :D I will cover each faction videos as I play through them, though it might take a while
 
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