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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.






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(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...
Well it shouldn't be crashing every 5 mins. There's going to be a little lag here and there, especially with a lot of factions at once.


What was happening when it crashed?
Maybe I was exagurating, but what I really meant was lag every five mins and occasional crashes
To other question: lag, screen goes black and I find myself on the "play" button again
 
Hello everyone! I have a problem, when i paste the War's Legacy folder in my Documents/WarcraftIII/Maps/Download folder it doesn't show up ingame. I tried making it shorter, removing characters, nothing works. Is there anyone who can help me? I'm playing on 1.36 WC3 reforged version.
 
Hello everyone! I have a problem, when i paste the War's Legacy folder in my Documents/WarcraftIII/Maps/Download folder it doesn't show up ingame. I tried making it shorter, removing characters, nothing works. Is there anyone who can help me? I'm playing on 1.36 WC3 reforged version.
The author updated this map with the most recent version of World Editor (currently 2.0.2), so it will probably not work on the older patches.
 
There is a bug for some reason when i used life's exiler item on nightborne shop it spawned this, i tried the 2nd time and it did the same thing. I have the new version of the map.
1750508482307.png


1750508573665.png
 
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There are also bugs in the Ice Troll Training Charge Mechanic. When a unit is trained, gold or lumber is not spent. Also, when research is started and then units are queued and then the research is completed, all the units in the queue are instantly trained and you suddenly have six units. This bug is also present on the standalone map.
 
There are also bugs in the Ice Troll Training Charge Mechanic. When a unit is trained, gold or lumber is not spent. Also, when research is started and then units are queued and then the research is completed, all the units in the queue are instantly trained and you suddenly have six units. This bug is also present on the standalone map.
Oh. That is true, can't believe I never noticed. That's quite a big issue. Might need to remove the whole charges mechanic if it can't be fixed.
 
I know a few solutions: The problem of not spending gold and lumber can be solved with code, just like in the Curse Essence mechanic you made in before. When a building starts training an unit, the gold and lumber cost required for the unit is spent by codes. If training is stopped, the gold and lumber can be refunded. For the research problem, a separate add-on structure can be created like in the Terran building mechanic and the researches can be added to that building. Or, as in the previous version of the Scarlet Crusade map, all Ice Troll research upgrades can be based on weapons and armor.

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

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

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

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

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

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

Felblood Elves.png
 
The current Ice Troll training charge mechanic now works, I think the minor message bugs can be ignored.


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

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

I see. If its one small single bug, I'm just going to add it towards 1.60 when I add another faction. If you find other's let me know.
 
Hello,
I'd like to report a bug concerning the Nightborn race. When attempting to upgrade the base using Tier 2 or Tier 3 resources, the resource values display with a negative sign, which seems unintended.
1750945373251.png

1750945608620.png

It appears that resources are being added instead of being properly deducted during the upgrade process.
The problem first appeared in patch 1.52; it was not present in patch 1.51.
 
Hello. I found a few more bugs in your Kirin Tor faction. I also wanted to state my own suggestions regarding the Kirin Tor faction.

BUGS:

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

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

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

BUGS:

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

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

Spellsword:
  • The name does not fit the unit very well in terms of lore. He can be renamed as Violet Guard or Violet Warden.
  • The Phaseblade ability icon and visual effects do not match in color. The icon is violet while the visual effects are blue.
  • The Phaseblade ability does not trigger on enemy units next to the target unit. It only triggers on enemy units behind the target unit. I think the cleave radius is quite narrow, which almost never causes the ability to trigger and wastes mana.
  • The Runed Armor ability is actually the vanilla Warcraft III ability Amulet of Spell Shield. It's also a bit too powerful for a basic melee unit. Instead, the Runed Armor ability can block a certain amount of magic damage from instances of damage above a certain amount of magic damage (the ability has a cooldown).
I quite like the name of Spellblade. Having one unit have the "Violet" in their name is enough.
I think the Runed Armor vanilla ability is unique enough and is not easily replicated through triggers. Would need to see them in more action to see if its really so overpowered.

Scribe:
  • During the assistant spellbook buff, Scribe's attack type can be changed to magical. In this case, he will deal more damage against heavy armor and be able to attack ethereal units, but will deal less damage against medium armor and will not be able to attack spell immune units. This is just a suggestion. You can add it or not.
Naw. They're good keeping the Pierce damage. There's already plenty magic damage type in the faction. Plus the Assistant Spellbook causes spell damage.

Arcanist:
  • Both Arcanist and Apprentice have dispell ability (Destabilized and Clearcasting). It is enough to have only one spellcaster to have the dispel ability.
  • The Mana Tumult ability can increase the mana cost of a target unit's abilities by 35% instead of costing 35% more mana when a target unit casts a spell. (Ability mana cost can be increased with the Set Unit Ability Real/Integer Field action)
Apprentice:
  • Both Arcanist and Apprentice have dispell ability (Destabilized and Clearcasting). It is enough to have only one spellcaster to have the dispel ability.
All races have a single target and an aoe dispel. This is no different.
You would think Set Unit Ability Real/Integer Field would work properly. It does not.
Invoker:
  • Attack ground AoE radius is quite low.
  • I am not a fan of such organic siege caster unit.
Well I'm a huge fan of that. Makes her unique and versatile.

Magician:
  • It would be more suitable if it had Duplicate ability as (Q) and Anti-Magic Field ability as (W).
  • Duplicate ability can be further strengthened as Kirin Tor is a caster faction. Illusions should deal damage, take lesser damage and cast spells but with lesser effect.
  • Anti-Magic Field can also reduce magic resistance. The magic resistance reduction mechanic is a rather unusual one, but is not generally used by altered melee mapmakers.
  • The Dark Ranger's ability Silence debuff icon shows when Magician casts Anti-Magic Field.
Violet Spellwing:
  • In the portrait model, its eyes glow violet, but in the unit model, its eyes do not glow violet.
  • Mystic Talons ability is actually the vanilla Warcraft III ability Searing Arrows. More unique features could be added.
Master Scholar:
  • Magic Entrapment is actually the vanilla Warcraft III ability Polymorph/Hex that deals damage. The ability could have been crafted in a more unique way.
  • Instant Travel ability does not teleport caster unit instantly. The casting delay can be reduced.
The whole point of illusions is to disorient and confuse the enemy, not as a reliable source of damage.
I think having the silence is enough of an effect.

The portrait issue is a non-issue to me. There's quite a few models that do that to save on having the battlefield be too flashy.

I really wish Polymorph was more flexible. I tried to make this have many different effects, but it really doesn't wanna cooperate. I'm fine with it being a similar polymorph.
the "Instant" in Instant travel refers to how fast they move, not when they started the ability.
Council of Mages Summons:
  • Only the health points, attack speed and attack abilities of the stronger variants of summoned elemental units (Ice, Water, Fire) are increased. The attack damage and armor of the stronger variants are the same as the weaker variants.
  • The Firelord's ability Incinerate debuff icon shows when Fire Elemental attacks.
  • Slow debuff icon shows when Ice Elemental attacks.
Magus Hall / Arcane Hold / Citadel - Float:
  • Unit that does not consume food. Food cost should be added. Without food cost, a flying citadel army can be produced by spending all the gold and lumber, making this faction very powerful.
Wizard’s Watch:
  • Empowered Magics ability is actually the vanilla Warcraft III ability Orb of Annihilation. More unique features could be added.
That's how it was intended to be. The attack damage fields are not working so I buffed other things.

In order to make mass Float a viable source the player would need a ludicrous amount of resources and long time, which would not be ideal late. I think having such huge restrictions, and then risking losing tech and huge investments. I don't think they should have a food cost.

Meh. I think its fine enough for a tower. It already has synergy with the Council of the Mages system.

Innate Ability / Racial Bonus:
  • Innate / Racial bonus ability should be added for organic non-hero units. This ability can be a percentage mana restoration increase and mana regeneration rate increase, or a passive mana shield that prevents fatal damage but costs mana for it.
Hero - Librarian:
  • Accumulative Shielding does not inform about shield points. Shield abilities should inform the player how many shield points they have left, and what type of shield they have. Shield types can be specified as magical shields (blue), physical shields (red), and all shields (yellow). When a shield is active, the current shield values should be displayed above the health bar. (This feature is available in the Spiderlord ability Escutcheon in the Living Nerubians faction.)

Not every faction needs an innate/racial bonus. This faction is plenty unique enough without it.

For the Spiderlord its only one unit that has the indicator. For something like Accumulative Shielding the whole screen would be filled with dozens these indicators (which are actually dummy units), not only obscuring the screen but also causing increased lag from all the extra units that just spawned. Also the indicator would not be removed with pressing Alt.


Hero - Headmaster:
  • Concentration Aura can give a maximum mana point bonus of a certain percentage instead of giving a flat mana point bonus.
Alternate Hero - Arcane Ranger:
  • One of the heroes can be changed to a mystic ranger like the Arcane Curator from the old Dalaran faction before overhaul with Agility or Intelligence as the main attribute. The High Elves faction has an Alleria based hero, and the Forsaken faction has a Sylvanas based hero. Why can't the Kirin Tor faction has a Veresa based hero?
Alternate Spellcasters - Spellcasters based on Ice/Water/Fire magic:
  • Ice/Water/Fire magic based spellcaster units can be added instead of Arcanist, Apprentice and Invoker spellcaster units.

Flat amount works just as fine to me.

Maybe I'd have a neutral Arcane Archer hero down the line. I didnt feel like she fit in with a Kirin Tor faction, thus she was replaced.

The Invoker takes the role of elemental 'spellcasters'.
 
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Wow. I'm really impressed. I'll be checking out the other factions to help you out more (finding bugs and making suggestions). The next faction I'll review will be the Fel Horde, which is the 2nd faction you've created, but excluding the Lost Ones and Forsaken, the Fel Horde is the most outdated. I don't know if you'll be doing a new overhaul for Fel Horde, but I'll give it a review anyway. By the way, Fel Horde is my first and my favorite faction I've played. You may want to wait for updates, because my plan is to review all your factions so I can find bugs and make suggestions.
 
Wow. I'm really impressed. I'll be checking out the other factions to help you out more (finding bugs and making suggestions). The next faction I'll review will be the Fel Horde, which is the 2nd faction you've created, but excluding the Lost Ones and Forsaken, the Fel Horde is the most outdated. I don't know if you'll be doing a new overhaul for Fel Horde, but I'll give it a review anyway. By the way, Fel Horde is my first and my favorite faction I've played. You may want to wait for updates, because my plan is to review all your factions so I can find bugs and make suggestions.
That's a big help. I would actually say that the Felblood Elves are the most outdated. I recently looked and played around with them and they certainly do not need a complete overhaul, but a significant update.

The Fel Horde I dont think need a complete overhaul, but they can certainly be improved upon.

You're a madman trying to review them all in the same in-depth way as the Kirin Tor. Whenever I add a new race into this there's always some ability or something that falls through the cracks.
 
By the way, while doing research on the Curator, I realized this. The Curator is actually a WoW boss, but I thought of it as a regular unit. It can be reverted, but that's your decision. You can do whatever you see fit.

I also found some typos about the Kirin Tor faction. I will share them with you soon. Here is an example I found: - Assistant Spellbook: Summons a floating spellbook. When the Spellscribe (it should be Scribe) attacks, the book also launches a magic bolt at the target, dealing additional magic damage.
 
I found these typo errors. Typo errors I've found generally include using double punctuation and double spaces, missing/excessive letters, explanations that may confuse the player such as mana destruction, mana reducing (mana loss actions may be referred to as burning if it causes damage based on mana removed, draining if the mana is stolen and transferred to another unit, or removed if the mana is simply removed without other effects.), stating the percentage as .XX (generally it would be more explanatory to state 0.20 instead of .20), and not specifying the tooltip for some summon units (e.g. Arcane Elemental).

Scriber:

Assistant Spellbook: Summons a floating spellbook. When the Spellscribe (Scribe) attacks, the book also launches a magic bolt at the target, dealing additional magic damage.

Master Scholar:

Spellstorm: Attacks deal damage to multiple enemies.. (two dots)

Hero – Transmuter / Hero – Transmuter (Chronomatic Anomaly):

  • Temporal Bolt: (<= two spaces) Strikes a target, dealing damage and mana damage (removing mana instead). Slows the target.

  • Impetus: Increases attack rate and causes atacks (attacks) to regain (restore instead maybe) mana.
Arcane Elemental:

Arcane Elemental has no tooltip.

Magic Entrapment:

Magic Entrapment has no tooltip.

Duplicate:

Create an illusory double of the targeted unit when used. The illusory double deals no damage to enemy units, takes 2 times the damage from enemy attacks, and will disappear after 60 seconds or when its hit points reach zero (dot is missing)

Mana Tumult:

Strikes an enemy with dangerous magic, destroying (removing instead maybe) 80 mana (25 mana for heroes) and leaving the target debuffed, causing them to spend 35% more mana when casting spells and move 50% slower.|nLasts 60 seconds.

Mystic Talons:

Adds 12 bonus damage to attacks, but drains mana (<= two spaces) per attack. (I haven’t downloaded 1.53 version yet)

Chronomatic Anomaly:

Gathers strength from time, increasing hit points by 300. Each attack dealt or taken has a 20% chance to create an illusion of the Transmuter, which deals 30% of base damage and takes 200% damage. Illusions last for 5 seconds..(two dots) |nLasts 45 seconds.

Temporal Bolt:

Blasts an enemy with time magic, dealing damage and reducing (removing instead maybe) mana. The affected unit has its movement speed and attack rate slowed for a short duration.|nLasts 15 seconds. |n|n|cffffcc00Level 1|r - 75 strike damage, 40 mana, 20% speeds reduction. |n|cffffcc00Level 2|r - 150 strike damage, 60 mana, 30% speeds reduction. |n|cffffcc00Level 3|r - 225 strike damage, 80 mana, 40% speeds reduction.

Accumulating Shielding (Buff):

This unit has Accumulative Shielding. (<= two spaces) It blocks damage until the shield is broken.

Impetus (Buff):

This unit has Impetus; it attacks faster and gains (restores instead maybe) mana on attacks.

Aether Volley (Buff):

This unit has been Arcane (Aether) Volley. (<= two spaces) It has taken damage.

Flame Accelerant (Buff):

This unit has been Flame Accelerant. (<= two spaces) It is being damaged over time.

Piercing Cold (Buff):

This unit has been Piercing Cold. (<= two spaces) It has been slowed in attack rate and movement speed.

Assistant Spellbook (Upgrade):

Allows Scribe to use the |cffb589beAssistant Spellbook|r ability, which summons a floating spellbook above the Scribe – (; instead of – maybe) increasing attack rate by and when the Scribe attacks, the book also launches a magic shock at the target.

Mana Clarity / Improved Mana Clarity / Advanced Mana Clarity (Upgrade):

Increases the mana regeneration of all Kirin Tor units by .20 (0.20 instead maybe). |n|nResearch level: 1/3

Studied Spellcrafting / Sophisticated Spellcrafting / Ingenious Spellcrafting (Upgrade):

Increases the ranged attack damage of:: (two colons) |n|n|cC0C0C0AAAffects:|r |n- |cffb589beScribe|r |n- |cffb589beCurator|r |n- |cffb589beInvoker|r |n- |cffb589beArcane Carrier|r |n- |cffb589beMaster Scholar|r |n|nResearch level: 1/3

Surging Bracers / Emend Surging Bracers / Refined Surging Bracers (Upgrade):

Upgrade names are [Krini Tor] ([Kirin Tor]) - Surging Bracers / [Krini Tor] ([Kirin Tor]) - Emend Surging Bracers / [Krini Tor] ([Kirin Tor]) - Refined Surging Bracers
 
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I found these typo errors. Typo errors I've found generally include using double punctuation and double spaces, missing/excessive letters, explanations that may confuse the player such as mana destruction, mana reducing (mana loss actions may be referred to as burning if it causes damage based on mana removed, draining if the mana is stolen and transferred to another unit, simply or removed if the mana is removed without other effects), stating the percentage as .XX (generally it would be more explanatory to state 0.20 instead). of .20), and not specifying the tooltip for some summon units (e.g. Arcane Elemental).

Scriber:

Assistant Spellbook: Summons a floating spellbook. When the Spellscribe (Scribe) attacks, the book also launches a magic bolt at the target, dealing additional magic damage.

Master Scholar:

Spellstorm: Attacks deal damage to multiple enemies.. (two dots)

Hero – Transmuter / Hero – Transmuter (Chronomatic Anomaly):

  • Temporal Bolt: (<= two spaces) Strikes a target, dealing damage and mana damage (removing mana instead). Slows the target.
  • Impetus: Increases attack rate and causes atacks (attacks) to regain (restore instead maybe) mana.
Arcane Elemental:

Arcane Elemental has no tooltip.

Magic Entrapment:

Magic Entrapment has no tooltip.

Duplicate:

Create an illusory double of the targeted unit when used. The illusory double deals no damage to enemy units, takes 2 times the damage from enemy attacks, and will disappear after 60 seconds or when its hit points reach zero (dot is missing)

Mana Tumult:

Strikes an enemy with dangerous magic, destroying (removing instead maybe) 80 mana (25 mana for heroes) and leaving the target debuffed, causing them to spend 35% more mana when casting spells and move 50% slower.|nLasts 60 seconds.

Mystic Talons:

Adds 12 bonus damage to attacks, but drains mana (<= two spaces) per attack. (I haven’t downloaded 1.53 version yet)

Chronomatic Anomaly:

Gathers strength from time, increasing hit points by 300. Each attack dealt or taken has a 20% chance to create an illusion of the Transmuter, which deals 30% of base damage and takes 200% damage. Illusions last for 5 seconds..(two dots) |nLasts 45 seconds.

Temporal Bolt:

Blasts an enemy with time magic, dealing damage and reducing (removing instead maybe) mana. The affected unit has its movement speed and attack rate slowed for a short duration.|nLasts 15 seconds. |n|n|cffffcc00Level 1|r - 75 strike damage, 40 mana, 20% speeds reduction. |n|cffffcc00Level 2|r - 150 strike damage, 60 mana, 30% speeds reduction. |n|cffffcc00Level 3|r - 225 strike damage, 80 mana, 40% speeds reduction.

Accumulating Shielding (Buff):

This unit has Accumulative Shielding. (<= two spaces) It blocks damage until the shield is broken.

Impetus (Buff):

This unit has Impetus; it attacks faster and gains (restores instead maybe) mana on attacks.

Aether Volley (Buff):

This unit has been Arcane Volley. (= two spaces) It has taken damage.

Flame Accelerant (Buff):

This unit has been Flame Accelerant. (= two spaces) It is being damaged over time.

Piercing Cold (Buff):

This unit has been Piercing Cold. (= two spaces) It has been slowed in attack rate and movement speed.

Assistant Spellbook (Upgrade):

Allows Scribe to use the |cffb589beAssistant Spellbook|r ability, which summons a floating spellbook above the Scribe – (; instead of – maybe) increasing attack rate by and when the Scribe attacks, the book also launches a magic shock at the target.

Mana Clarity / Improved Mana Clarity / Advanced Mana Clarity (Upgrade):

Increases the mana regeneration of all Kirin Tor units by .20 (0.20 instead maybe). |n|nResearch level: 1/3

Studied Spellcrafting / Sophisticated Spellcrafting / Ingenious Spellcrafting (Upgrade):

Increases the ranged attack damage of:: (two colons) |n|n|cC0C0C0AAAffects:|r |n- |cffb589beScribe|r |n- |cffb589beCurator|r |n- |cffb589beInvoker|r |n- |cffb589beArcane Carrier|r |n- |cffb589beMaster Scholar|r |n|nResearch level: 1/3

Surging Bracers / Emend Surging Bracers / Refined Surging Bracers (Upgrade):

Upgrade names are [Krini Tor] ([Kirin Tor]) - Surging Bracers / [Krini Tor] ([Kirin Tor]) - Emend Surging Bracers / [Krini Tor] ([Kirin Tor]) - Refined Surging Bracers

Someone is meticulous as hell. How nice would it be if the editor had a spellcheck.
 
I've just started testing various races from this pack. They are amazing, each having their own unique feel and visuals.

Were the Fel Elves supposed to have that many turrets though? :

1753547541967.png


Also I encountered a bit of lag during big battles with Qiraji, me playing Lightforged Draenei, normal Draenei as ally, Qiraji and Fel Elves as enemies. They're only occasional, last a couple of seconds and end. Could be one of Qiraji's abilities.

Ah, and loading a save crashes a game. Tried on 2 different games, one time just after the start.
 
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I've just started testing various races from this pack. They are amazing, each having their own unique feel and visuals.

Were the Fel Elves supposed to have that many turrets though? :

View attachment 543574

Also I encountered a bit of lag during big battles with Qiraji, me playing Lightforged Draenei, normal Draenei as ally, Qiraji and Fel Elves as enemies. They're only occasional, last a couple of seconds and end. Could be one of Qiraji's abilities.

Ah, and loading a save crashes a game. Tried on 2 different games, one time just after the start.
I've been trying to get this to be more stable, but its a monumental task. Any reports are welcomed. The ai should not be making a billion towers like that.
 
I've been trying to get this to be more stable, but its a monumental task. Any reports are welcomed. The ai should not be making a billion towers like that.
Thanks. I imagine tracking down the lags could be difficult, as there are probably lots of ability triggers contributing to that - on damage actions, proximity triggers etc. - rather than a single very unoptimized mechanics.

You could just look at the load game issue, I think it happens every time.
 
Thanks. I imagine tracking down the lags could be difficult, as there are probably lots of ability triggers contributing to that - on damage actions, proximity triggers etc. - rather than a single very unoptimized mechanics.

You could just look at the load game issue, I think it happens every time.
I dont even know where to start with the save/load issues. It is something that the vanilla game suffers from as well. With weird looping music, missing models, broken ai. Might be hardcoded.

Has your campaign faced similar issues with save/load? The original was part of the reason I wanted to make my own years later. It and the new one are a great campaign.
 
Normally I have no problems with loading, but yeah, there are some edge cases that break it. One I can recall is when I stored references to UI frames as variables. I needed to call my initialization logic on game load which created these references again.

I tried launching a game picking just humans vs orcs, after a few seconds I quicksaved, loaded and the crash occured. I'd check through triggers that run on map initialization and variables that are set then. In the worst case you can just try disabling them until the map stops crashing.
 
Normally I have no problems with loading, but yeah, there are some edge cases that break it. One I can recall is when I stored references to UI frames as variables. I needed to call my initialization logic on game load which created these references again.

I tried launching a game picking just humans vs orcs, after a few seconds I quicksaved, loaded and the crash occured. I'd check through triggers that run on map initialization and variables that are set then. In the worst case you can just try disabling them until the map stops crashing.
Good to know. Noted.
I found a new bug: when I play with another player and add an AI after choosing a race, the game freezes."
What do you mean? Player one is the host, game doesn't start until all player's finish choosing.

Is the map protected, because I want to disable the win-lose condition in the triggers cause I cant play custom factions alone.
It's not protected. You can also set the other player as an ally then play freely.
 
I've encountered very curious bug while playing as Scarlet Crusade added today. When I summoned Templar hero, he began spawning zombie like creatures constantly without stop and on top of it (I don't know if it was his aura that I picked as first skill), everything around him was getting damaged; Friendly buildings, friendly units and even himself until he died on his own.

Now I ask... Is that an odd bug or even weirder feature? lol

Also another thing, I have noticed that High Inquisitor has Skill 1 and Skill 3 named Cascading Light in learnable skills selection.
 
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I've encountered very curious bug while playing as Scarlet Crusade added today. When I summoned Templar hero, he began spawning zombie like creatures constantly without stop and on top of it (I don't know if it was his aura that I picked as first skill), everything around him was getting damaged; Friendly buildings, friendly units and even himself until he died on his own.

Now I ask... Is that an odd bug or even weirder feature? lol

Also another thing, I have noticed that High Inquisitor has Skill 1 and Skill 3 named Cascading Light in learnable skills selection.
Great. That means many other abilities will be broken from trying to optimize this.
 
Sometimes if the name of a map is too long it wont show. You could try renaming to something shorter.
That's not the only case. Older game version might cause a problem as well. Thanks tulee.

Before asking any kind of question, it's better to include the game version first.

"Warcraft 3 Reforged v2.0" sounds like ambiguous so I assumed that guy's post uses the different versions of Reforged 2.0. The latest is 2.0.3, which you can get it through Battle.net.

And yes, this site doesn't support, condone, or allow the discussion related to pirating games. You need a legit game (at least ROC key or full copy of Reforged) if you want to play Warcraft III.
 
Very nice mod! :) looking forward for more factions, the older mod had 32 factions?
I also try to add Random Building, Random Units but the computer AI cant use the abilites, cant build building from other factions, possible to do it for them?, if you can show an example what to add to a trigger?
 
Very nice mod! :) looking forward for more factions, the older mod had 32 factions?
I also try to add Random Building, Random Units but the computer AI cant use the abilites, cant build building from other factions, possible to do it for them?, if you can show an example what to add to a trigger?
The older mod (Ultimate Battle) had 32 factions because some of them are not made by @Wa666r, and the most of the factions which made by @Wa666r were outdated.

I really want to see custom tavern heroes, custom neutral creeps with new abilities and custom neutral items.
 
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