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Weed vs Greed 5.01

Submitted by Su7VdeR
This bundle is marked as approved. It works and satisfies the submission rules.
Weedio Greedy
By some incompetent retard

Do you remember those first custom maps that released on battle.net shortly after Warcraft's release?
The autistic ramblings of some 12 year old covering the loading screen.
The game starting with the characteristic ding of reaching high upkeep.
Trying to figure out what's going on, you scan the map with the horribly limited vision of the standard 1650 camera distance.
Half the people have already left within the first couple of minutes of having started the "Lord of the Rings"-esque custom map.
Arthas as Aragorn, Sylvanas as Legolas, Muradin as Gimli and Antonidas as Gandalf.
After 20 minutes you finally get out of high upkeep, only to be greeted by ridiculous imbalance caused by the creator not having tested the map a single time.
Your last remaining allies leave while you make your final stand, only to be kicked out at the final moment by a fatal error.
This is one of those maps.




The Design Tenets

This is a game about the class struggle of the proletariat against the bourgeoisie. It is bound to make you stop for a moment and ponder: "Has criticism of the problematic nature of our capitalist realist society become so normalized, that it only perpetuates the systems of class oppression?" or "If communism has failed because of the failings of the soviet union, has capitalism failed because of the failings of the third world?". The core design tenet behind this custom map: all those who play it must leave this classical piece of warcraft 3 software as a wiser man.

The Poor Farmers
Just like in real life, odds are you are going to be playing the game of class oppression as an individual of the poor working class. Your objective as a farmer is to hide somewhere deep inside the woods and start work on your masterplan to take down the rich businessmen, who hoard their wealth inside the center-stage factory. This factory must be taken down before they release their toxic waste onto the land.
Build a base with an intuitive tech-tree.
Earn resources through quality farming mechanics.
Read the worst tool tips you've ever seen. Why don't they explain anything!?
Enjoy some of those dank internet references the kids like these days, am I cool yet?
I think there might be some references to drugs in there somewhere.
Disclaimer: Drugs are bad, mkay!

The Rich Businessmen
Surely you don't need an explanation to play this simple game. You are smart, handsome, and more importantly: RICH! Those degenerate farmers don't have penny! Point at them and laugh!
Also, you should probably hire an assassin to kill them.
Smart
Handsome.
Rich.
Get girls
Get money.
Get more money.
Drink from the river of tears when the farmers start crying imbalance.
Feel a little bad inside when they start leaving the game.

Patch Notes

5.00 Patches

Version 5.01

Bug Fixes

Took a lot of tinkering, uncluding all kinds of altered models and terrain, but the map should be reforged compatible.
The map is now 10 vs 3, since reforged seems to have broken having more players than this in the map.
All metamorphosis-like abilities have been reworked to be clunkier since reforged broke all of them.
Fixed that Mithril Brew was accidentily permanently active even though it was not researched.
Dwellings and Mosslings now properly have the Cleanse ability again instead of a Flamestrike.
Volatus now always takes nearby vampires along for the leap and plays its animation like it should.
Hook no longer stuns the Butcher for a couple of seconds if the target that he hooked was too close.
Spinnings of Shelob is now properly applied to all units hit.
Fixed that if you build a Moratorium before picking the Spider King that it would not be removed.
High Cultist properly spawns with 10 food so they don't start supply blocked.

Farmer Changes

GENERAL CHANGES

New ways the farmers get gold:
- There are Gold Chunks placed on the map that can be mined and that the Farmer can periodically reap for 75 gold.
- Architects are now Dwarves which can be trained from the Smith and gather the aformentioned Gold Chunks.
- Workshops no longer require Architecture. You can only build 1 Workshop per player, but can be upgraded to increase gold generated.
- New building: a Tavern can trade food for gold and build Caravans that generate gold between Taverns.

Reworked the way farmers get food:
- Reaping a Crop increases your food supply.
- Farm Animals producing increases your food supply.
- Markets can generate food over time.
- Markets can give food to other players.
- The maximum food supply at a time is still 150 food.
- Whenever a unit that costs food dies, you lose that much food supply aswell.
- Hay Piles no longer provide food supply, instead they are required to get more animals.

UNIT CHANGES
Farmers now start with a random seed.
Panic allows the Farmers to ignore collision.
Seeds stack in the inventory as charges.
The Musketeer is now upgraded from the Dwarf instead of the Militia.
Increased the damage of Farmers to 75 from 65.
Increased the movement speed of Farmers to 325 from 310.
Cyborg can now cast a powerful Chain Lightning instead of summoning Clockworks.
Farm Animals spawn with enough mana to produce 1 food immediately.
Farm Animals are now limited to 2 of each, with a research increasing the limit to 4.
The Cow is now a Pig.
Chickens/Sheep/Pigs cost 50/100/150 lumber down from 80/160/300.
Sheep now require a Windmill instead of a Warehouse.
Cows now require a Warehouse instead of a Harvester.
Cyborg and Shredder no longer require food.
Reduced the food cost of Militia to 2 from 3.
Reduced the food cost of Javalinier to 4 from 5.
Talon Guard can now place an anti-magic shell on an allied unit instead of Supremacy.
Increased damage of the dog to 25 from 5.
Increased health of Roflcopter to 600 from 450 and increased its health regeneration to 10 per second from 0.
Engines now deal 200 damage to buildings per attack up from 175.


BUILDING CHANGES

New research in Workshop - Improved Mining: doubles the reap and mine gold gained from Gold Chunks.
New research in Windmill - Expand Feed Storage: increase the amount of Farm Animals you can own by 1 of each type.
New Research in Windmill - Expand Food Storage: Workers, militia and dwarves no longer consume food storage upon death.
New research in Windmill - Animal Husbandry: causes farm animal's Produce to produce 2 food instead of 1.
New reserach in Warehouse - Deforestation: causes Factories to additionally generate lumber equal to the amount of gold it generates.
Increased the damage and health of towers by 20%.
The Castle requires Robotics to be build.
Building Hay Piles now require a Granary instead of a Barn.
Upgrading Hay Piles now require a Windmill instead of the Hay Stockpiling research.
Removed the Hay Stockpiling research.
Small Hay Piles cost 90 lumber, Huge Hay Piles 60 lumber and Normal and Big Hay Piles cost 30 lumber.
Small, Normal and Big Hay Piles increase the amount of animals you can train by 1.
Huge Hay Piles increase the amount of animals you can train by 2.
Farmers start with 3 food and 100 lumber instead of 0.
The Castle no longer sells items for the Lord of the Castle.
Increased the cost of the Castle to 2000 gold and lumber from 1000.
Increased the health of a Castle to 1900 from 1500.
Decreased gold cost of Smith from 50 to from 0, but increased lumber cost from 100 to 150.
Barns cost 120 lumber instead of 60.
Reduced lumber cost of Warehouse to 300 from 350.
Wells have 100 more mana but Well Spring increases mana by 200 instead of 300.
Increased gold cost of Library to 150 instead of 100.
Workshops cost 250 lumber to build and 400 lumber to upgrade it, down from 500.
Increased gold cost of Windmill to 250 from 100 but decreased lumber cost to 0 from 200.
Added another rank to Marksmanship and Masonry upgrades.
Quickness Brew increases movement speed by 75 instead of 100.
Mithril Brew now provides 300 bonus health instead of 33% magic resistance.
Increased cost of Mithril Brew to 600 gold and lumber from 400.
Cannon Tower now requires a Workshop instead of a Blacksmith.
Increased the splash damage area of Capital's to 250 from 200.
Hay Piles take 25% increased damage from magical sources.
Reduced the build time of Forts to 25 seconds from 35.
Increased the hit points of Forts to 1400 from 1250.
Increased the hit points of Capitals to 1700 from 1500.
Command Center has spell immunity.
Fire Pits give flying vision.

LORD OF THE CASTLE REWORK

Increased inventory size of Lord of the Castle to 6 from 4.
Every basic ability has 6 ranks. At rank 6 the ability gets a special effect.
Q - Divine Storm: Surround yourself in a holy storm of hammers that deals damage to nearby enemies. At level 6 casting Divine Storm also increases your speed and attack rate.
W - Inspiring Banner: Put down a Banner that provides vision and an aura that increases attack rate of nearby allied units. At level 6 the Banner additionally provides allied units with armor.
E - Holy Light: A holy light that heals an ally and deals damage to enemies for half the amount. At level 6 Holy Light also heals all other nearby allied units.
R - Judgment: A magical hammer that is thrown at an enemy unit, causing damage and stunning the target. Lasts half as long on Heroes. At level 6 the stun duration on Heroes will be the same as that for units.
T - Divine Shield (requires level 7): An impenetrable shield surrounds the Lord of the Castle, protecting him from all damage and spells.


Hunter Changes

GENERAL CHANGES

Every Hunter now has a base ability that is already unlocked at level 1 and can't be leveled.
Reworked the defenses of the factory to suit reforged.
Trees are chopped down after 1500 lumber has been gathered from them.
Ghouls degenerate health much slower off blight.
Houses of Blight now spread blight so ghouls can travel to new trees.
Increased starting gold of Hunters to 500, but the price of starting items has also been increased in order to compensate.
Reduced the cost of cultists to 400 gold from 500.
Hero damage now deals 55% effective damage against fortified armor type instead of 50%.
Removed repicking from the game.
Strength now increases health by 33 per point instead of 30.
Increased base health of all hunters by 50.
Increased the base movement speed of all hunters by 15.
Removed Assassination License, instead the hunters can now cast an ability that does the same.
Increased the health of the Gate that protect the Rich Businessmen to 9000 from 5000.
Businessmen now automatically start reviving your hero when he dies.
Increased the regeneration of all units that guard the factory to 3 health per second from 0.25.
Placed two additional Last Hope towers inside the Factory, one at each shop (and renamed them to Riot Control).
Increased the health of Riot Control to 3000 from 2000.
Increased the health regeneration of Riot Control to 10 hit points per second from 0.
Increased the armor of Riot Control to 10 from 3.
Increased the experience rewarded for killing Musketeer, Captain, Wizard, Cyrrog and Talon Guard.
All ability tooltips now contain whether the damage is magical or physical (farmers are immune to magical damage).
All ability tooltips now contain the different duration of crowd control effect for units and heroes/farmers.
Reduced the health of shades to 100 from 200, but made them constructs that take reduced piercing damage.
Increased the experience given for killing Farmers by 300%.
Spirit Towers now have 1200 base health instead of 950.

NEW HERO: STALWART THE BLACK ORC

Takes slaves from the Farmers that he puts to work gathering and building.
Slaves can be upgraded into Grunts who can be upgraded into even stronger combat units.
Stalwart crafts items that improve his abilities and that of his allies. The items that he crafts for himself show on his model.
Example item - Yari of Musashi: When equipped by the Windwalker his Tosshin and Arashi deals an additional 100 damage if his Illusion is with him.
Base ability Enslave: Take a worker/architect/militia as a slave.
Q - Hammerer: Leap to target location, damaging units at the location, has 2 charges. Has an additional charge if the Black Orc has his pauldrons equipped.
W - Ironbash: Bash target enemy, stunning him and dealing damage based on the amount of armor. Nearby units have their damage reduced. Grants permanent bonus armor if unit is killed by Ironbash and he has his shield.
E - Darkhowl: Taunt all nearby enemies to attack you, while they are attacking you their attack damage is reduced. If the Black Orc has his helmet equipped he gains armor equal to the enemy units taunted for 15 seconds.
R - Earthsplitter: Splits the earth in a straight line, creating impasseble terrain. Enemies struck are stunned and damaged. The Earthsplit lasts 10 seconds longer and the Black Orc gains 30% attack and movement speed for 15 seconds if he has his weapon enchanted.
T - Stalwart's Hammer: Deals damage in an area around Stalwart that increases in strength by the amount of units struck. His ultimate has 3 levels, each level allows him to craft more items for himself and his allies.

NEW HERO: ROBBIN THE THIEF

The Thief excells at guile, he can see over trees and objects but deals 33% reduced damage to buildings.
Steals gold, lumber, iron, tools, oil and bones from Farmers and the Forest and uses them in crafting and building.
Iron is gathered from rock chunks, tools from pickpocketing, bones from corpses, and oil from seeds.
Does not use cultists, instead crafts his own Hovels, Miners and Towers.
Example trap from crafting - Claptrap: stays hidden until enemies walk over it and then snaps on them, reducing their movement speed by 100%.
Example trap from crafting - Mimic: Drop a coin that looks exactly like a regular coin, but when an enemy picks it up it is rooted in place for 10 seconds, revealed and dealt damage.
Example upgrade from crafting - Grappling Hook: Whenever you cast Shackleshot you also grapple towards the target you shackled. Allows Shackleshot to be cast on allies and buildings.
Example upgrade from crafting - Thieving Set: Your Pickpocket no longer costs any mana, has an increased cast range and can steal any 1 item worth less than 1000 gold from a units inventory.
Base ability Open Backpack: Browse through the crafting materials you have gathered and the stuff you can craft from it.
Q - Tumbleshot: Tumble towards the targeted direction, after you finish tumbling you shoot an arrow at the nearest enemy dealing damage and knocking the target back. If the unit is knocked into a wall, ledge or tree, it is stunned. Units killed by Tumbleshot are turned into a mushy Oil.
W - Powershot: Charge your bow for up to 3 seconds, dealing damage based on the duration you charged the string. Every time you hit a unit the powershot deals 15% reduced damage. Units killed cleanly by Powershot drop double the bones.
E - Shackleshot: Shoot a snare at the target unit, snaring it and all units in a cone behind it dealing damage damage per second. Units under the effect of Shackleshot are especially ungaurded, leaving double the tools unguarded to pickpocketing.
R - Prowl: While invisible you have the ability to pickpocket enemies which incapacitates them for and steals from them. Steals Tools from resource buildings and units, Iron from combat buildings and units, Bones from animals, and Oil from crops. Casting Pickpocket does not break invisibility.
T - Focus Fire: Rain down flurries of arrows on your opponents by drastically increasing your attack speed and being able to fire arrows while moving for 20 seconds. Additionally your movement speed is increased by 20% for the duration.

NEW HERO: PYRE THE FLAMEWRAITH

Ignite: the Flamewraith's spells ignites units which deals damage over time.
Kindlings: An ignited unit dying spawns an uncontrollable fire elemental that attacks nearby enemies.
Hotstreak: Every successive spell it casts the Flamewraith grows hotter, dealing some random damage to itself and random bonus damage to enemies ignited.
Zenith: An invulnerable, flying orb of fire that can move and provide true sight vision during the day, but slowly drifts back blind to Pyre during the night. It has the spells Ire of Pyre, Apocalpyse and Sunstrike.
Ire of Pyre: Every time a unit is ignited the Zenith gains 1 mana.
Apocalypse (500 mana): Cover target area in rain of fire for 50 seconds. Each wave deals 10 damage. Deals 50% reduced damage to buildings.
Sunstrike (100 mana): Sends a catastrophic ray of fierce energy from the sun at any targeted location, dealing 700 pure damage spread out evenly to all units in the area.
Base Ability Firefly: Push target ally or enemy away from you. The closer they are, the further you push them away.
Q - Pyroclasm (4 ranks): Fire a ball of pure lava that bounces times between enemies. Pyroclasm increases the damage of Hotstreak.
W - Flamestrike (4 ranks): Create a pillar of flame that deals damage, For each level beyond the first you can cast an additional Flamestrike for 10 seconds. Flamestrike increases the damage of Ignite.
E - Cinderstorm (4 ranks): Your essence is transfered to target location in a storm of fire, dealing damage and stunning. Cinderstorm increases the strength of Kindlings.
R - Ashes of Al'ar (3 ranks, requires level 6): Summons two majestic Phoenix, that on death become eggs that hatch into a new Phoenix. This ability can be cast each time 100 enemies have been ignited.
T - Inferno (1 rank, requires level 9): Consume all stacks of Hotstreak, dealing damages plus bonus damage per consumed stack to all nearby enemy units.

BOUNTY HUNTER

Base ability: Bounty.
New ability Boots o' Rockets: jump a random distance at a somewhat forward angle. While flying through the air you fire rockets from the bottom of your boots dealing damage and stunning.
Whenever a Farmer is killed and the Bounty Hunter has been picked, they will drop a coin worth 150 gold.
Boomstick now deals 75/150/225 damage instead of 75/125/200 and deals a 1/1.5/2 second stun instead of 0.75/1.25/1.75.
Bounty Hunter starts with an additional 150 gold.
Bounty Hunter gets 2 gold every 2 seconds instead of the 1 gold every other hero gets.
Casting bounty on a item now picks it up.
Increased maximum mana by 75.
Increased strenght per level of Big Gustav to 3.1 per level from 2.8.
Big Gustav has 55 base attack damage instead of 32, but 25% reduced attack speed.
Big Gustav's attribute bonus now gives +2 for each attribute instead of +1.

SEEKER (renamed from berserker)

Seeker no longer uses Cultists.
Base ability: Place a totem at target location that generates lumber, gold and experience. The totem can be upgraded every time 33 enemies are killed.
New Ability for Ymmirjar: Starts charging through all objects globally to target unit. All enemy units passed through and the target unit will be ministunned, knocked away and damaged. Can be cast on Farmers.
Merged old Ymmirjar into Skornkul; if Skornkul is cast on a point instead of a unit the Berserker will leap there instead.
Whenever Skornkul is cast at a point instead of a unit you catch the scent of the most nearby Farmer.
Ragnarok no longer provides 40 bonus attack damage.
During Ragnarok the abilities of the Berserker now deal additional damage.
The scent of the Farmer now lasts 4/6/8/10 seconds instead of 3.
Increased manacost of Skornkul to 200 from 0.
Increased mana generated by casting Skornkul on a unit by 100.
Lokarjarl stun now also affects Farmers.
Instead of Shades Berserkers have flying hawk's that has 6 inventory slots, provides True Sight and can Peck a unit to stun it.

LORD OF THE VAMPIRE

Base ability: Admorsus that lasts for 5 seconds and costs 100 mana.
New ability Deceptus: Conjure a rift at target location that knocks all enemies away from it, dealing damage and a stun.
Admorsus can no longer be cast on Farmers and Heroes.
Admorsus can be cast on Laborers in the Factory.
Admorsus now also heals the Lord for 100.
Reforged broke all metamorphosis abilities, so Noctum works very clunky now.
Noctum now allows the Lord of the Vampire to use bat form from level 1, but needs level 3 to cast abilities in bat form.
Stun duration of Volatus changed to 2/2.5/3 seconds instead of 3 seconds baseline.
Volatus can now be cast on Farmers.
Volatus can now also be cast during the day.
Increased base cast range of Volatus by 250.
Sanguine now also heals the Lord for 100/200/300.
Sanguine now costs 75 mana instead of 65.
Reduced intelligence per level to 2.1 from 2.5
Reduced starting intelligence to 18 from 21.
Reduced starting agility to 10 from 16.
Reduced base health of the Lord of the Vampire to 500 from 750.
Increased base mana pool to 100 from 0.

BUTCHER

Base ability: Gorge.
New ability Hopper: The heaps of flesh of Stitches' bodies clumsily fly through the air to target location dealing bonus damage for the amount of Flesh Heaps the Butcher has. Worker units are instantly killed on impact. Upon landing some Flesh Heap stacks come loose off Stitches' body and manifest as Fleshlings.
Hook now also affects allied heroes.
Increased maximum Flesh Heap stacks to 40 from 30.
Hook increases your Flesh Heap Stacks by 1/2/3 instead of 1 baseline.
Hook deals pure damage instead of magical damage.
Cast range of Hook has been increased to 1800 baseline from 1000/1350/1700.
Reduced health of the Butcher and Fleshlings by 100.
Renamed Chopper to Cleaver.
Each level of Cleaver increases the health of the Butcher and his Fleshlings by 100.

SENTINEL

Base ability: a passive venom that deals a 25% slow and deals magical damage over 10 seconds.
New ability: Summon a shadowy Spectre with who assists the Sentinel by attacking its target. If this ability is cast while you're within 2700 units of a Spectre you will phase to its location.
Removed the ability Ana'dorei Talah that rooted enemies on attack from the Sentinel.
Benthai'del Elune no longer deals 50/125/200 bonus damage when breaking invisibility.
Breaking Benthai'del Elune invisibility now deals a 1/2/3 second root that deals 75 damage per second.
Ash'thero Danador leaps from target to target 25% faster.
Fal-anu'dora now also slows for 25%.
Fal-anu'dora can be used on Farmers.
Thori'dal now has 1000 baseline cast range instead of 700/850/1000.
Thori'dal no longer deals damage to allies.
Thori'dal now deals magical damage.

SPIDER KING

Base ability: Underway of Unet'Azjol which burrows the Spider King and makes him move at 150%.
New ability Swarm of the Silithid: Rise a tunnel from the depths from which swarms forth Swarmlings that infect units with a disease which spawns Spiderlings on death.
When the Spider King is picked 4 tunnels will come under his control that the Spider King and other Heroes can teleport onto.
Cocoons generate 5 lumber per tick instead of 10.
Underway of Unet'Azjol no longer increases your damage against buildings.
Increased movement speed of Broodmother to 300 from 270.
Broodmothers can now cast an Affliction of Arach similar to the level 1 ability of the Spider King, but does not turn Farms into Hatcheries.
The utility of Broodmother's Weaving ability that weaves spiderlings in or out of Cocoons has been merged with that of the Affliction of Arach.
Increased the base movement speed of all Spider units to 522 from 270 while burrowed.
Increasd the base movement speed of all Spider units to 300 from 270.\

GRIM REAPER

Base ability: Lord of the Dead and all its ranks.
New ability Corpse Grasp: Create a pit at target location that grips all enemy units that walk through it dealing damage per second and slowing. Units that die under the effect are turned into skellies.
Wraith Walk now spawns skellies underneath the Grim Reaper for its duration.
Skellock's Chaosbolt deals 200 damage instead of 175.
Increased the movement speed of Skeleton units to 330 from up to as low as 270.
Skelly Chief starts at level 5 instead of level 2.
Skelly Chief has Cultists.

DOCTOR

Base ability: instead of Socrates the Mojo Kettle is now placed by the Doctor.
Also removed the Transfer mana ability from Socrates.
Socrates has a weaker Tiki Curse ability similar to to the Tiki Fetish.
Whenever a fetish is placed the Mojo Kettle now directly gets 1 mana instead of Socrates.
Increased experience given by Elder Mojo to 200 from 150.
Decreased the level requirement of Vexing Tumble to 8 from 9.
Decreased the level requirement of Phantom, Tiki and Voodoo fetish to 4 from 5.
Increased vision range of Socrates to 1300 from 800.

ETHEREAL

Base ability: Tether yourself to target ally, increasing their speed, attack rate and damage. Whenever you summon a Vajra the tethered ally is healed for 15 health. If a tethered ally strays too far away, the tether is broken.
The Ethereal can now always fly.
Level 1 Dhyana gives truesight, level 2 gives movement speed and level 3 gives permanent invisibility.
Casting Siddhi now also teleports the tethered ally to the target unit.
Increased the health of the Vajrayana summoned by Bhagavad to 700 from 475.
Increased the damage per second of the Vajrayana summoned by Bhagavad to 120 from 102.
Vajrabhrit can now stun Farmers.

HIGH CULTIST

Base ability: Upgrade a cultist to a greater cultist. You can only have 1 greater cultist at a time. Only the greater cultist can cast abilities like Banish and Cultcloak.
New building Citadel of Azkentuten; a vastly stronger tower than the regular Spirit Tower but costs 1000 gold and 1500 lumber. You are limited to 1 Citadel.
New building Altar of Worship: another building that generates 10 more gold than the Statue of Worship but costs 1000 gold and 1000 lumber. You are limited to 1 Altar of Worship.
New ability Necronimica: summon a whirlwind of books that damage nearby enemies.
Necronomica increases the gold generated by your buildings by 5 and the lumber of Gargoyles by 2 per level.
New ability Echoes from the Past: a spectre follows target unit around. The spectre can pull the unit back and create a barrier around it.
Echoes from the Past increase the amount of Gargoyles which can be trained by 1 per level.
Cultists can build gold mines again.
Reduced the gold generated by the Statue of Worship to 5 per tick.
High Cultist starts with 300 lumber.
Every player besides the High Cultist can now also build 1 Pillar of the Cult when the High Cultist is picked.
High Cultist starts with a shade.
Reduced the mana cost of all High Cultist abilities slightly.
Unsummon can now be cast on Farmers and additionally increases the damage of all Pillars of the Cult by 3 per level.
Shift no longer summons a Necronomicon per level, instead it increases the mana by 50, armor by 2 and damage by 10 of himself and his cultists per level.
Reduced the cooldown of Shift by 10 seconds.
Increased cast range of Cultspeak to 1600 from 1000 (and renamed it to Cult-touch).
Increased the time between attacks of the Pillar of the Cult to 0.85 seconds from 0.7 seconds.

WEREBEAST (renamed from Werewolf)

Base ability: Farmer Form.
New ability Swipe with Fangs: Swipe all enemy units in target direction dealing bonus damage per point of strength. All units are slowed and knocked back.
Reduced the movement speed of the Werebeast by 10.
Reforged broke all metamorphosis abilities, so Human Form works very clunky now.
The Human Form of the Werebeast now appears as an exact replica of Farmers.
Strike with Claw now lasts 1.5/3/4.5 seconds on Farmers and Heroes instead of 1.5/2.5/3.5.

WINDWALKER (renamed from Juggernaut)

Base ability: a passive 15% Critical Strike that deals twice the normal damage.
Arashi now affects Farmers but deals magical damage instead of physical.
Arashi lasts for 1/2/3 seconds on Heroes and Farmers.


Druid Changes

GENERAL CHANGES

The Druid Den now automatically starts reviving your druid when he dies.
Trees can now be chopped down by Farmers after 1500 lumber has been gathered from them.
Woodword now revives and replenishes trees in an area around it whenever it is cast, grants experience for each tree affected.
The Woodland horn is now an ability instead of an item.

DRYAD

Removed Cyclone and Spirits of the Forest ultimate from the Dryad.
New ultimate ability Heavenly Gust: compell nature to blast all nearby enemies far away from you, slowing their attack speed and movement speed.
New ability Sacred Lance: Throw a Lance in the targeted direction. The first enemy hero it hits is dealt more damage, and stunned for longer, the further the lance travelled.
Each level of Sacred Lance increases the attack range of you and your Sprites by 75.
In addition to putting a seed in your inventory Efflorescence conjures a mist that restores health per second to allies standing in it, and any crops that are reaped inside the mist give bonus gold.
Each level of Efflorescence increases the hit points of you and your Sprites by 75 instead of mana.
Reaping Efflorescence now rewards 50/75/100/125/150 gold and lumber instead of 100/150/200/250/300 lumber.
Efflorescence has 70/60/50/40/30 seconds cooldown instead of 60 seconds baseline.
Cooldown of Abolition is now reset whenever it is cast on a non-hero.
Each level of Abolition increases the mana of you and your Sprites by 75 instead of attack range.
Gracious Leap increases attack speed and movement speed by 40% instead of movement speed by 50%.
Gracious Leap now has 25 seconds base cooldown, but its range is increased per level.
Increased the duration of the buff Gracious Leap provides by 1 second.
Reduced base attack speed of Dryad by 20%.
Reduced base movement speed of Dryad to 340 from 355.
Sprites can no longer use items.

KEEPER

Removed Tranquility from the Keeper.
New ability Overgrowth: Summon a Pineling that spawns Entlings and heals nearby allies.
Each level of Overgrowth will also increase your maximum food by 1.
Woodlings can no longer use items.
There is no longer a limit on the amount of Gardens of Éarendil the Keeper can have active.
Reduced damage of the Garden of Éarendil to 30 from 40, reduced its health to 750 from 1000 and increased its attack cooldown to 1.25 from 0.9.
Gardens of Éarendil now generate 5/10/15/20 gold instead of 15 gold baseline.
Increased cooldown of Garden of Éarendil to 60 seconds from 20 seconds.
Gardens of Éarendil now build Sprouts instead of Wood Elves that still gather lumber at the same speed but can't be upgraded to Phoenix Guard.
Blink now summons an Entling at the point you blinked from.
Reduced base damage of the Keeper to 10 from 15.
Reduced attack range to 750 from 850.
Decreased attack speed of Keeper by 15%.
Reduced the experience rewarded for killing Entlings summoned by the Keeper.
Reduced the gold rewarded for killing Entlings summoned by the Keeper to between 5-10 from base 40.

GUARDIAN

The Guardian has an addition form he can morph into: Owlkin.
Instead of Way of the Guardian, the Guardian can now level Way of the Beak.
Friend of Men is unlocked from the start.
Wood Elves are now part of the arsenal of the Guardian instead of the Keeper. They can still be upgraded to the Talon Guard.

Added several new abilities (*) to the Guardian and shuffled the requirements around.

Guardian abilities are now unlocked by simply leveling up:
(level 3) Improve Hay Pile,
(level 4) Improve to Militia,
(level 5) Improve to Wood Well*, (a stronger variant of the Well that replenishes mana faster.)
(level 6) Improve to Dwarf,
(level 7) Place Gold Quarry,
(level 8) Improve Workshop,
(level 9) Improve to Guard Tower,
(level 10) Improve to Fort*,
(level 11) Improve to Talon Shrine*. (A Talon Shrine is a stronger variant of the Warehouse that can build Wood Elves.)
(level 12) Improve to Wood Elf*,
(level 13) Improve to Winter Stockpile,

Way of the Beak Abilities are:
(1) Starfire (Applies a damage over time effect on all enemies hit in an area)
(2) Solar Wrath (Single target damage ability that applies a damage over time effect)
(3) Blessing of the Wood*, (Blessing of the Wood passively increases the mana regeneration of nearby allied units.)
(4) Entangling Forest, (area of effect entangling roots)
(5) Star Surge (consume all damage over time effects to damage an enemy)

Increase Mana and Increase Health are now merged into one ability called Affluence.
Decreased starting strength of Guardian to 18 from 22
The Winter Stockpile now has the same abilities Dwellings have.
Increased the mana regeneration of Dwellings to 0.6 per second from 0.25.
Every time a building or unit is improved there is a 33% chance of spawning a Soul.
Souls owned by the Guardian can turn Trees into Gold Chunks.


Miscellaneous Changes

CREEP REWORK

Entlings no longer have entangling Roots.
Reduced health of Entlings to 620 from 650.
Reduced the experience given by Entlings
Oaklings have entangling Roots instead of Rejuvination.
Reduced health of Oakling to 900 from 1000.
Reduced damage of Oakling to 50 from 70.
New Creep: Mapling that casts Rejuvination, has 40 damage and 750 health.
New Creep: Mossling that is ranged, has 60 damage and 700 health.
Placed new Creeps and shuffled them around a little bit to include the new units.
The Gnolls in the southwest drop a Forcestaff instead of a Dagon.
The Dragon in the east drops a Dagon, but the size of his bounty is reduced by 500.
The Harpies in the west drop a Maelstrom instead of a Spell Shield.
Increased the health of the Harpies by 25%.
Increased the damage of the Shockwaves that the Harpies cast to 150 from 100.
Increased the damage per second of the lightning shield that the Harpies cast to 75 from 50.
Increased the healing of the green murlocs to 100 from 85.
Increased the health of the small murlocs to 450 from 375.

GENERAL ITEM CHANGES

The description of all items now include their cooldown.
The 4 factory merchant starting items are now designated as such in their description.
Scattered cheaper items like Scopes and Shoeblack across the map.

SECURITY ITEMS

Removed the consumables Gonzo's Gizmo and Healing Wards and the basic item Scope.
New item: Arcane Bottle with three charges that instantenously heals for 120 health and 60 mana. Can be refilled at any fountain or well.
New item: Kleptomancy that causes your attacks against buildings have a 20% chance to steal a coin worth 25 gold from a building.
New item: Firefly Lantern that heals target ally for 250 health. Cannot be used on yourself.
Shoeblack can be used to increase movement speed beyond the maximum for 2.5 seconds.
Merged the items Clarity and Cheese such that it is now a single item that generates both mana and health.
Charges of Cheese stack when buying new Cheese.
The Contraption can now detect invisible units.
Added the basic item Circlet of Nobility to the Factory Security, but it provides +4 to all attributes instead of +7.
Increased the gold cost of the 4 consumables to 100 from 55.
Increased the gold cost of the 7 basic items to 150 from 55.
All basic items replenish every 5 minutes.
All consumables replenish instantly.

MERCHANT ITEMS

New starting item: Deadly Dirk which provides bonus damage that increases for every Farmer and Druid killed. After 5 kills it transforms into the Bloody Dirk that can be animated to attack your enemies.
New item: Scepter of Aiwendil which whenever you cast a spell of level 2 or higher the next auto attack turns target non-hero unit into a sheep for 4 seconds costing 1200 gold.
Removed Grand Marshal's Amulet and the Circlet of Nobility from the Factory Merchant.
Increased the gold cost of the 4 starting items to 300 from 145.
Titan Helmet now provides a magic immunity shield for 6 second on use instead of +10 armor for 10 seconds but costs 1600 gold instead of 1000.
Stormhammer can now also be used on Farmers but lasts 1.5 seconds on Farmers and Heroes instead of 2.
Increased the attribute bonus of Shadespeed, Robe of the Magi and Titan Helmet to +10 from +8.
Periapt of Vitality gives 700 bonus health instead of 500 and can be used to teleport an allied unit to you, but costs 1400 gold instead of 600 gold.
Renamed Pendant of Mana to Pendant of Frost; it slows enemies on attack, but costs 1200 gold instead of 500 gold.
Claws of Attack gives +30 attack damage instead of +25 and provides a 15% chance to bash for 1 second, but costs 1750 gold instead of 750 gold.
Reduced the mana replenished by Robe of the Magi to 300 from 400 but it additionally replenishes mana to all nearby allies and reduced the gold cost to 850 from 1000.

VILLAGE ITEMS

Added two more Villages and two more Elder Trees to the map.
The Farm Hand now gives away 100 free gold every 2 minutes.
The Farm Hand sells Pocketworkers for 50 gold that function just like workers and cost no food, but cannot be upgraded into militia or architects.
Farm Hands Gold Coins and Bundle of Lumber stack maximum increased to 5 from 3.
Farm Hand no longer sells the Story of our People, instead it sells Pocket Barns for 80 lumber.
Quelling blade now chops trees for 70 lumber instead of 50.

BANDIT ITEMS

The Bandit Chief's are now split into two different units, the Vagabond and the Blacksmith; each sell different items.
New item: Krivbeknih, a book that when used opens where you are standing, creating a leash between you and it. After 7 seconds it snaps and you are pulled back to the book. Costs 1400 gold.
New item: Force Staff that pushes unit in the direction it is facing. Costs 1500 gold.
New item: Maelstrom that amplifies the attacks of the Hero by giving a 25% chance to cause a chain lightning that deals 90 damage and bounces 4 times. Costs 1100 gold.
New item: Orb of the Warp that swaps your location with target hero. Additionally increases your magic resistance by 35%. Costs 1100 gold.
Reworked Equalizer; it is now called Desolator and passively increases damage by 20 and reduces the armor of enemies by 12 for 6 seconds.
Increased cast range of Blinkdagger to 1300 from 800, but increased its cost to 2200 from 1650.
Dagon deals 400 damage up from 350 and bounces once for half the damage, but costs 1800 gold instead of 1500.
Spell Shield provides +10 to all attributes additionally to blocking a spell, but costs 2000 gold instead of 750.
Honorguard now provides +8 armor but costs 1250 gold instead of 900.
Reduced duration of Cyclonestick to 2.25 on heroes instead of 10 but reduced its cooldown to 10 from 60.




4.00 Patches

Version 4.11

Bug Fixes

Fixed that the Dryad didn't get 1 food when she kills an enemy Hero.
Way of the Talon and Claw now properly have 5 levels instead of 4.
Jinada now properly also affects the illusion.
Broodmothers properly generate mana.
Sprites can no longer generate mana from the Druid Den.
Fal-anu'dora of the Sentinel no longer deals double damage to primary target.
Wolves of the Wolfpack generate hit points again from the Fountain.
Ordering the Butcher to Stop or Hold Position now puts a 1 second cooldown on Chopper being able to summon Fleshlings.

Farmer Changes

Workshops can be upgraded for 500 lumber to increased its gold generation by 5 and its health by 200.
Reduced food cost of Capitals and Forts to 2 from 3.
Roflcopter no longer requires Robotics.
Increased bounty of The Farm to 200 from 75.

Druid Changes

Woodword heals 450 over 15 seconds instead of 500 health over 10 seconds.
Reduced casting delay of Woodland Horn to 4 seconds from 4.5.
A Druid using a Contraption on a Crop no longer rewards a Soul.
Blink of Souls has global cast range but costs 100 mana instead of 40.
Increased health regeneration of Druid Den to 5% per second from 3%.

Keeper


No longer costs resources to repair Oaklings, Mosslings, Mapling and Yggdrasil.
Increased the levels at which the Keeper's abilities can be learned to 1/4/7/10 instead of 1/3/5/7.
Wrath of Nature level 1 can't be used on enemy Heroes.
Reduced base hit points to 300 from 350.
Reduced base damage to 15 from 20.
Increased cooldown between attacks to 2.4 from 2.18.
Reduced movement speed to 295 from 305.
Thornweld generates 20 lumber per tick instead of 25.


Dryad


Removed Impetus from the Dryad.
Abolition now increases attack range instead of mana.
New Ability - Efflorescence: Plants a special seed in target Crop Field that can be harvested for 100/150/200/250 lumber.
Every level of Efflorescence increases your mana and that of your Sprites.
Sprites can now cast Efflorescence, and the lumber rewarded from the seed is the same as that of the Dryad.
Sprite's Blink now costs 150 mana from 200.
Increased base attack range of Sprites to 500 from 425.
Souls owned by the Dryad can no longer possess enemies, instead they can turn a Tree into a Crop Field.
Cyclone can no longer be cast on Heroes.
Cyclone lasts for 16 seconds flat instead of 8/10/12/14/16.
Increased cast range of Cyclone to 800/900/1000/1100/1200 from 600 flat.
Cooldown of Cyclone changed to 10/8/6/4/2 from 8/7/6/5/4.
Cyclone can be cast on mechanical units.


Guardian


Level 2 Guardian can place a Gold Quarry, level 3 improves a Tower and level 4 improves Workshops.
Level 2 Claw you can improve Hay Piles, level 4 you can improve to a Warehouse.
Level 2 Talon you can improve to Militia, level 4 you can improve to Architect.
Stewards can now make a Dwelling that can attack, generates resources, and has various abilities.
Winter Stockpile upgrades a Dwelling to a Winter Stockpile.
Winter Stockpile now has a ranged attack.
Increased the maximum mana of Stewards to 300 from 225.
Increased the damage of Stewards to 55 from 45.


Hunter Changes

Created a Gate at the entrance to the mansion in the center of the Factory that the Farmers have to destroy to get to the Businessmen.
Jumping onto the grassy hills next to the Mansion gets the unit shoved off the hillside.
Heroes now get additionally to the Assassinations License a Sentry Ward when the factory gates open.
Reduced casting time of Assassination License to 6.25 seconds from 7 seconds.
New building: House of Blight that provides 4 food and has a weak ranged attack.
You no longer start with 4 food.
Rich Businessman produces 6 food.
Cultists cost 2 food, Gargoyles cost 2 food and Ghouls cost 1 food.
Reduced the cost of Cultists to 500 gold from 600.
Cultists build by the Rich Businessmen now cost to exact same as those of the Moratorium.
You are now limited to 5 Cultists.
Reduced gathering rate of Cultists by 10%.
Increased the amount of gold in Haunted Gold Mines to 4000 from 3000.
Increased damage of Gargoyle to 80 from 50.
Increased hit points of Gargoyle to 925 from 850.
Reduced the maximum revival time of Heroes to 160 from 180.
Hammer Gauntlets now stuns for 2 seconds on Heroes instead of 1.
Increased gold cost of Cyclonestaff to 1000 from 750.

Spider King


Tentacles deal 60 damage instead of 25, has 1000 health instead of 250, deal pierce damage instead of magic but have small armor instead of fortified.
Broodmothers take 50% reduced damage from magical sources.
Hatcheries can be teleported on.
Quake stun now lasts for 6 seconds instead of 7.
Garrote stun now lasts for 2/4/6 seconds instead of 3/5/7.
Garrote now tunnels the Spider King to the target location when burrowed instead of unburrowed.
Garrote sends forth three waves of tendrils in a cone while unburrowed.


Ethereal


Rddhi lasts 6/8/10 seconds on enemy Heroes instead of 4 seconds flat.
Rddhi heals for 150/250/350 instead of 200/300/400.
Siddhi heals for 150/250/350 instead of 100/200/300.


Sentinel


Thori'dal now deals a 0.5/1/1.5 second stun on Heroes instead of 0.6 seconds flat.
Fal-anu'dora has a larger area of effect.
Increased cast range of Ash'thero Danador to 900 from 500.


Doctor


Phantom Fetish now pulls you over the Fetish instead of in front of it.
The attacks of Vexing Fetishes bounce twice to nearby enemies.
Mojo Kettle no longer costs mana but has 70 seconds cooldown instead of 30.


Berserker


Skornkul reduces attack speed and movement of the target struck by 30% for the duration.
Lokarjarl stun lasts 0.5/1.5/2.5/3.5 seconds on Heroes instead of 0.33/1/1.66/2.33 seconds.


Werewolf


Increased required level to learn Increase Wolfpack to 5 from 1.
Strike with Claws of Wolves can no longer be used on Mechanical units.


Butcher


Increase cast range of Hook to 1000/1350/1700 from 900/1250/1600.
When the Butcher dies he spawns Fleshlings for the amount of Flesh Heap stacks he had when he died.


Grim Reaper


Skelly Chief has 500 base health instead of 325.


Lord of the Vampire


Volatus deals a 3 second stun to Heroes and non-Heroes.


High Cultist


Unsummon lasts 6/8/10 seconds on Heroes instead of 7 seconds flat.


Bounty Hunter


Blunderin' now deals 75/125/200 damage instead of 80/120/160.


Juggernaut


Miraju illusion deals 40/60/80% damage instead of 33/66/100%.



Version 4.10

Bug Fixes

When a Farmer affected by Grim Reaper's Death's Door dies, its units can no longer be gifted to an abandoned Farmer or the Druid.
High Cultist's shift now correctly hits all units in the area, even if they weren't visible upon casting Shift.
Removed the Small Game mode options, since I couldn't make it work without lagging the game out.
Towers can now target the Wolves of the Werewolf.
Fixed some potential crashes caused by the Doctor placing too many wards.

Keeper

Entlings deal 50% reduced damage to buildings.
Reduced base damage of Entligns to 30 from 45.
Damage of Entlings increased per level of Wrath of Nature by 5.
Entlings are mechanical and can thus be repaired.
Reduced collision of Entlings to 31 from 32.
Increased mana cost of Wrath of Nature to 180 from 160.
Keeper gains 2 intelligence per level instead of 3.
Blink now has a 900/1100/1300/1500 maximum range instead of 1200 flat.
Increased cooldown of Blink to 10/15/20/25 from 5/10/15/20.
Tranquility lasts for 10 seconds instead of 30 seconds.
Increased movement speed of Mapling, Oakling and Mossling to 300 from 200.
Decreased collision size of Mapling, Oakling and Mossling to 31 from 90.
Reduced cost of Conjure Mapling, Oakling and Mossling by 50.
Moved Mana Stifle from Wood Elf to Woodling.

Hunter Changes

Increased gold cost of Cyclonestaff to 1000 from 750.
Increased gold cost of Blinkdagger to 1650 from 1500.
Increased gold cost of Honorguard to 900 from 750.
Increased gold cost of Equalizer to 2000 from 1500.
Increased gold cost of Battlethirst to 1300 from 1000.
Increased gold cost of Grand Marshal's Amulet to 1800 from 1500.
Increased duration of Grand Marshal's Amulet to 6 seconds from 4.
Slartibartfast drops a Claws of Attack instead of an Equalizer.
Dragon now drops 1500 gold instead of 2000.
Doubled the damage dealt by Ring of Conflagration.
Masonry now costs 250 lumber and increments by 250 instead of 200.
Frost Attack research costs 600 lumber instead of 400.
Hunters below level 10 respawn faster.
Cultist take 70% reduced damage from magical sources.
Cultists can cast Invisibility on themself.
Increased hit points of Gold Mine to 3000 from 1350.
Reduced hit points of broken Gold Mine hp to 1350 from 3000.

Ethereal

Bhagavad leaves behind a supercharged Vajra on the spot the targeted unit was moved from.
Rddhi can be cast on enemy heroes but only lasts 4 seconds them.
Rddhi can be cast on allied units, healing them for 200/300/400 over 5 seconds and spawns a Vajra.
Increased cast range of Dhyana to 1250 from 1000.
Dhyana now heals for 100/150/200 plus 20/40/60 per Vajra instead of 50/100/150 plus 20/40/60.
Increased base damage to 20 from 0.

High Cultist

Conjunction of the Spheres increases the damage of your cultists by 10 instead of Shift.
Doubled the damage of Conjunction Spheres.
Conjunction Spheres last for 20/25/30 seconds instead of 20/40/60.
Every level of Shift summons a Necronomicon, you spawn with 0 Necronomicons.
Increased movement speed of Necronomicons to 310 from 290.
Removed Shift from the Necronomicon.
Necronomicons are leashed to the High Cultist similar as to how Socrates is leashed to the Doctor.

Doctor

Reworked Doctor's ultimate: Tumble backwards to the direction you're facing, leaving 6 very powerful Vexing Fetishes at the spot you tumbled from.
Reduced mana cost of Kettle and Mojo's even further.
Tiki Curse slows by 80% instead of 60% and can be cast on Heroes but lasts 3 seconds on them.
Increased base damage to 20 from 5.
Doctor now properly moves to the point you order him to move to when you also have wards selected.
The Doctor now has no unit collision and as such can walk straight through his wards but not past 1x1 building gaps.

Grim Reaper

Increased base damage to 20 from 9.
Increased intelligence per level to 2.6 from 2.4.
If a Farmer leaves after being killed with Death's Door on him, all Hunters get control over the Skelly Chief Hero.
If a Farmer leaves before being killed with Death's Door on him, a random other Farmer will get affected by Death's Door.

Juggernaut

Arashi also affects mechanical units.
Arashi deals 125/200/275 damage instead of 100/150/200.
Jinada lasts for 4/8/12 instead of 4/7/10.
Increased damage of Bushido by 25%.

Spider King

Spider King starts with a Broodmother instead of a Shade.
Broodmother has a ranged attack and an inventory.
Impale can now be used on mechanical units.

Bounty Hunter

Blunderin', Blasted and Boomstick can be used on mechanical units.
Increased base damage to 40 from 20.
Increased cooldown time between attacks to 3 from 2.4.

Sentinel

Ash'thero Danador deals 275 damage per slash instead of 225 and no longer hits structures.
Fal-anu'dora, Thori'dal, Anadorei'Talah can be used on mechanical units.
Increased damage of Thori'dal to 100/200/300 from 75/150/225.

Lord of the Vampire

Vampire Counts can be teleported on and can't be taken by Control Magic or the Story of our People.
Admorsus can now be used on mechanical units.

Butcher

Butcher can now devour mechanical units.

Werewolf

Strike with Claw can be used on mechanical units.


Version 4.09

Bug Fixes

Fal-anu'dora no longer sends random fan of knives from corners of the map.
Swapped the build times of the Blacksmith and Smith.

I still have crashes from time to time, but I can't seem to figure out whats causing them.
Would really appreciate it if someone could tell me things that caused their game to crash.

Farmer Changes

Architect requires a Smith instead of Architecture; building the Command Center, Harvester and Workshop still do require Architecture.
Increased the repair speed of Architects and Farmers by 33%.
Reduced lumber cost of Architect to 90 from 150, gold cost to 30 from 50 and food cost to 2 from 3.
Increased hit points of Architect to 400 from 220.
Architect is no longer magic immune.
Stamina Brew, Mithril Brew and Upgrade Armor now also apply to the Architect.
Increased the research time of Stamina Brew to 55 seconds from 30 seconds.
Guard Towers have 625 hit points instead of 550.
Forts have 1350 hit points instead of 1200.
Decreased food cost of Fort to 3 food from 4.
Decreased food cost of Guard Tower to 2 food from 3.
Farm Animal's Produce generates 70 gold instead of 35.
Reduced the limits of Chickens to 2 from 6 and of Sheep to 2 from 4.
Chickens cost 80 lumber instead of 50, Sheep cost 180 lumber instead of 100, Cows cost 300 lumber instead of 150.
Increased health of Chickens to 225 from 80, Sheep to 325 from 150 and Cows to 425 from 250.
Mithril Brew applies to Farm Animals.
Increased movement speed of Farm Animals to 225 from 160.
Warehouse no longer requires a Granary nor a Smith.
Streamlined the Sapper item and the Control Magic of the Phoenix Guard to take control of not just summons, but any enemy unit thats not some special unit.
Renamed the 'Sapper' to the 'Story of our People'.
Increased hit points of Workshop to 400 from 300.
Reduced hit points of Farm to 500 from 600.

Druid Changes

Increased Druid vision range from 1800 to 2600.

Keeper

Increased base hit points to 350 from 100.
Increased strength per level to 2.3 from 1.8.
Rejuvenation of Yggdrasil heals 800 health over 8 seconds instead of over 4 seconds.
Entwine costs 200 mana from 250.

Guardian

In Guardian Form the Guardian has a ranged attack.
Form of the Claw increases health by 600 instead of 500.
Increased base attack speed to 1.6 from 1.8.
War Stomp deals 250 damage instead of 150.
Trample deals 300 damage instead of 200.
Form of the Claw and Form of the Talon cost 25 mana instead of 50.

Hunter Changes

Increased Spirit Tower health to 950 from 850.
Limited the amount of Spirit Towers a player can build to 16.
Increased attack range of Cultists to 650 from 500.
Increased attack speed of Cultists to 1.6 from 2.5.
Shadespeed gives 25% lifesteal instead of 33%.
Reduced experience gained by special creep camps.
Reduced gathering speed of Cultists by 20%.

High Cultist

New ability Conjunction of the Spheres: Summon 2/4/6 Spheres that travel to the targeted location, leaving blight behind and damaging and healing nearby units.
Removed the Necronomicon ability.
Chain Lightning, Cultcloak and Banish are unlocked from the moment you pick High Cultist.
The High Cultist spawns with 2 Necronomicons instead of a Shade.
Necronomicons are invulnerable and have 6 inventory slots.
All Necronomicons die when the High Cultist dies.
When the High Cultist revives he spawns with 2 Necronomicons.
Pillar of the Cult, High Cultist and Ghoulrift Ghouls only generate health on blight.
Increased High Cultist health regeneration to 5 health per second from 0.5.
Increased Ghoulrift Ghoul health regeneration to 10 health per second from 1.
Ghouls of Ghoulrift last for 30/40/50 seconds instead of 20/25/30 seconds.

Werewolf

Removed the Increase Attribute learned passive ability, instead the Werewolf can Expand his Wolfpack 5 times.
Learning Expand Wolfpack summons a Pup and increases the amount of times you can upgrade Wolves by 1.
Pups can be upgraded 4 times into stronger Wolves with more abilities, damage and health.
Every time you level up, the amount of times one of your Wolves can be upgraded is increased by 1.
Werewolf starts with a Pup instead of a Shade.

Doctor

Reduced mana cost of Mojo Kettle to 20 from 50.
Reduced cooldown of Mojo Kettle to 30 from 60.
Increased hit points of Mojo Kettle to 700 from 100.
Mojo Kettle generates 22 health per second up from 0.
Mojo Kettle can now transfer 22 health per second to an allied unit.
Higher level Vexing Fetishes degenerate faster.
Increased attack range of Vexing Fetish to 675 from 500.
Increased the strength of the demons inside the Demon Mojo.
Reduced mana cost of concocting Mojo's.

Bounty Hunter

Bounty lasts 30 seconds on Farmers and Heroes.
Killing a target tracked by Bounty with Blunderin' rewards 40/100/150 gold.
Increased cast time of Blunderin' to 6/5/4 seconds from 5.5/4/2.5.
Blasted knocks the Bounty Hunter back by 500 units instead of 300 units.

Sentinel

Fangs of the Grove requires level 2 Fal-anu'dora instead of level 1.
Rejuvenation requires level 2 Anadorei Talah instead of level 1.
Rejuvenation heals 800 health over 8 seconds instead of over 4 seconds.
Thori'dal no longer damages or stuns Valanor when used on him.

Ethereal

Reduced channeling time of Siddhi to 2 seconds from 3.
Increased base hit points to 620 from 500.
Strength per level increased to 2.3 from 2.0.

Butcher

Increased range of Hook to 900/1250/1600 from 800/1000/1200.
Increased the levels at which Hook can be learned to 1/4/7 from 1/3/5.

Juggernaut

Juggernaut's illusion dies when he dies.
Juggernaut's illusion now takes 300/225/150% damage instead of 300/200/100%.

Berserker

Lokarjarl stun is 3 times as short on Heroes.
Skyvgorod deals 11/22/33/44 bonus damage instead of 11/33/55/77.

Lord of the Vampire

Cathedralis Noctis Aeternae requires level 10 instead of 9.
Regiis Calicem also grants +40 health per level.

Grim Reaper

Skeller and Skellock take 1 slot in a cargo hold instead of 2.


Version 4.08

Added an option to block off a third of the map, a game mode intended for smaller player numbers; around 6v2.


Bug Fixes

Fixed that too many Vajras dying would crash the map by giving Ethereal more than 5000 bonus mana.
Can no longer raise dead Vajra.
Leveling Thranquility as the Druid grants 1 food instead of 2.
Increase Health Gain and Increase Mana Gain of Guardian now reward proper mana and health.
Druid Den no longer generates the mana of Souls.

Farmer Changes

Toss Pebble penetrates spell immunity.
Reduced health of Hay Piles to 150/300/450/600 from 150/350/550/750.
Increased base mana of Wells to 300 from 200.
Wells now cost 60 lumber instead of 70.
Cauldron now costs 60 lumber instead of 50.
Increased the upgrade time to Blacksmith, Windmill and Warehouse to 50 seconds from 8.
Increased the upgrade time to Guard tower to 25 seconds from 15.
Increased the upgrade time to Fort to 35 seconds from 15.
Increased hit points of Smith to 350 from 275.
Reduced hit points of Library to 300 from 350.
The Sapper and the Control Magic of the Phoenix Guard no longer require the target to be organic.

Farmer Researches

Split the Masonry research into two separate researches: a Masonry Research and a Marksmanship Research.
The Masonry Research costs 100 lumber and increments with 250 lumber, it increases health of all your buldings by 10% per research.
The Marksmanship research costs 100 gold and increments with 250 gold, it increases tower damage by 15% per research.
The Masonry, Marksmanship, Weaponry and Armor tier 1 research can be researched inside the Smith, higher tiers require the Blacksmith.
Each research of Increased Weaponry and Increased Armor now take 10 seconds longer for each previous upgrade instead of 5.
Tier 1 of Lumber Harvesting is now researched inside the Barn ninstead of the Smith.
Tier 2 of Lumber Harvesting and Hay Stockpiling is now researched inside the Warehouse instead of the Smith.
Reduced the research time of Hay Stockpiling and Increased Lumber Harvesting to 1 second from 45 seconds.
Well Spring is now researched inside the Cauldron instead of the Smith.
Increased research time of Well spring to 80 seconds from 45.

Keeper

Lesser Druids of the Keeper have been renamed to Woodlings and have the appearance of an Ancient of War but have the same abilities as before.
Thornweld generates 25 lumber instead of 30 lumber per tick.
Reduced damage of Entlings to 45 from 50 and their health to 450 from 500.

Guardian

The Guardian can build lesser druids called Stewards.
Stewards have Way of the Talon, Friend of Men, Woodworker and Resistant Skin similar to the Guardian.
Stewards cost 1 food and have Woodword, an inventory and Renew similar to the Woodlings.
When the Guardian reaches level 5 in a Way his food limit is increased by 1.
Increase Health and Increase Mana also increase the health and mana of Stewards.
Souls owned by the Guardian can give mana to allied units and structures.
Reduced cooldown of Wings of the Grove to 15 seconds from 30.

Dryad

The Dryad can build lesser druids called Sprites.
Sprites are flying units that have Woodword, an inventory, Blink, Abolish Magic, Phase Shift and an ability that summons Souls.
Every time the Dryad kills an Assassin her food limit is increased by 1 up to a maximum of 5.
The passive bonuses to movement speed, mana, health and attack range of leveling the Dryads abilities are also given to Sprites.
Souls owned by the Dryad can possess enemy units.

Hunter Changes

Reduced gold cost of Spirit Towers to 400 from 500.

Grim Reaper

Killing a Farmer cursed by Death's Door now turns them into a Skelly Chief Hero instead of a just a Farmer thats allied to the Hunters.
The Skelly Chief has abilities similar to Necrify, Wraith Walk, Critical Strike, Tosshin and Thori'dal but some of them passively summon Skellies.
The Skelly Chief can be revived at a Gravestone next to the Rich Businessmen which can be destroyed.
Death's Door requires level 8 down from level 11.
Tracking of Death's Door last infinitely.
Increased attack range to 575 from 450.
Increased range of the Skelly Grub health regeneration of Skellies to 1500 from 900.
Skelly Grub now also increases movement speed of Skellies by 10%.
Reduced mana cost of Necrify to 90 from 100.
Tomb of the Damned spawns skeletons in 7/5/3 second intervals instead of 9/6/3 seconds.
Increased the health of Tomb of the Damned to 350 from 250.
Lord of the Dead increases hit points of Skellies by 100 from 80.
Increased base health of Skellies to 350 from 300.
Increased damage of skelly to 15 from 11.
Increased movement speed of Skellock to 300 from 275.
Reduced cooldown of Skellocks Cryptwave to 20 seconds from 35 seconds.
Increased damage of Skeller to 50 from 40.
Increased cast range of Skellers Poison Strike to 1000 from 750 and it now deals 40 damage per tick up from 20.
Increased health of Skellior to 700 from 550.
Skellior, Skeller and Skellock no longer degenerate hit points while away from the Grim Reaper.
Skelliors Berserk now increases damage and armor by 30 instead of 20.
The Skeller now has an ability similar to windwalk.

High Cultist

Summoning the Necronomicon now costs 75 mana down from 100 mana.
Reduced the cooldown of Necronomicon to 70 seconds from 80.
Increased the duration of Necronoomicon to 210 seconds from 180.
Reduced the casting time of Cultspeak to 0.45 seconds down from 0.75.
Reduced cooldown of Cultspeak to 110 seconds from 240.
Necronomicons can now globally grab cultists to their location.
Each level in Shift increases the damage of your Cultists by 10.
Ghoulrift increases the amount of Ghouls you can train by 1.
Statue of Worship generates 20 gold plus 5 gold per level in Ghoulrift instead of a flat 30.
The High Cultist is limited to 1 Pillar of the Cult plus 1 per level in Unsummon.
Pillar of the Cult no longer costs gold to construct but takes 20 seconds to build instead of 9.

Sentinel

New Ultimate ability: Leap from enemy to enemy 9 times, dealing 200 damage per slash.
Benthai'del Elune is now a non-ultimate ability whose movement speed increase and damage on attack scale with level.
Removed Ash'Valanor ability, instead the Valanor can be retrained upon death at the Rich Businessmen for 200 gold.
The health and damage of the Valanor increase, and his skills unlock from leveling the abilities of the Sentinel.
Increased cast range of Thori'dal to 700/850/1000 from 700 flat.
Anadorei Talah deals 100 damage per second instead of 150.
Reduced cooldown of Wings of the Grove to 15 seconds from 30.

Spider King

Garrote of Girek and Quake of the Qiraji pierce spell immunity.
Spinnings of Shelob slows by 99% instead of ensnaring, allowing units struck to attack and turn but also making them able to be impaled.
Spinnings of Shelob now also reveals the location the ability is cast.
Spinnings of Shelob deals 25 damage per second.
Leveling Underway of Unet'Azjol increases your damage against buildings by 20/40/60%.
Increased hit points of Hatcheries to 2200 from 850.
Affliction now also turns Gardens of Éarendel into Hatcheries.

Doctor

Removed the Vision Fetish, instead the Doctor can cast a Phantom Fetish that a targeted unit is wired to, the wire can be pulled to drag the unit back to the Fetish.
Voodoo Fetish now provides aerial vision and true sight vision.
Voodoo, Phantom and Tiki Fetish all require level 5 to be learned.
Socrates can no longer Consume Corpses, instead he passively gains 1 mana per Fetish created by the Doctor.
Reduced the mana cost of concocting mojos by 50%.
Reduced range of Voodoo Fetish healing to 350 from 450.

Ethereal

Increased attack range to 575 from 450.

Werewolf

Toss Pebble penetrates spell immunity.


Version 4.07

Bug Fixes

Fixed that Moratorium wouldn't upgrade to a Cathedral if it was building.

Farmer Changes

Hearty Brew now increases the health of Militia by 125 instead of 100 and their damage by 4 instead of 0, but costs 250 gold and lumber instead of 200.
Increased the limit of Command Centers you can build to 2 from 1.
Increased hit points of Javilinier to 750 from 575.

Dryad

Removed Corrosion.
New ability Impetus: fires a magical missile that deals bonus damage.
Each level of Impetus increases the attack range of the Dryad by 75.
Reduced attack range of Dryad to 700 from 750.
Gracious Leap can now be cast at a target location.
Each level in Gracious Leap increases movement speed by 25.
Reduced base movement speed to 305 from 355.
Each level of Abolition increases the base mana of the Dryad by 100.
Reduced base mana to 100 from 200.
Each level of Cyclone increases health by 75.
Reduced base health to 125 from 175.

Guardian

Increased the strength gain per level to 3.2 from 2.3.

Hunter Changes

Removed Shrine of the Assassin from the game.
Added a new unit to the Moratorium: a Gargoyle statue with a ranged attack, that generates lumber, that can't leave blight which should be used to defend the Moratorium.
Moratorium has a ranged attack that deals 25 damage.
Shade now requires Halls of Reanimation.
Reduced Lumber cost of shade to 100 lumber from 200.
Reduced the damage increase of Ghoul Frenzy to 35 from 50.
Gonzo's Gizmo can now be used on any allied unit.
Healing Wards now have a maximum of 3 in stock and take 1 minute to replenish.

High Cultist

Increased the effective range of Shift's chain lightning.
Statue of Worship generates 30 gold instead of 50.
Build time of Pillar of the Cult reduced to 9 seconds from 19.
Summoned Necronomicon last for 180 seconds instead of 100.

Spider King

Broodmothers can be build from Hatcheries for 200 gold and cost 2 food.
Hatcheries provide 3 food instead of 2 food.
Spiderlings now have 285 movement speed instead of 270.
The Impale and Web duration of all Spider King abilities now last shorter on enemy Heroes.

Doctor

Reduced mana cost of mojo kettle to 50 from 100.
Voodoo Fetish now lasts 20 seconds instead of infinitely.
Increased the collision size of the Vexing Fetish to 32 from 21.

Berserker

Reduced the area of effect of Skyvgorod by 33%.
Reduced the splash damage dealt to units further away from the target being attacked by Skyvgorod, including himself.


Version 4.06

Bug Fixes

Bounty Hunter's Bounty of Thirty now properly gives 30 gold instead of 50.
Ghouls can attack Roflcopters.

Farmer Changes

Changed color of the white Farmer to the color Mint, so the minimap doesnt get confusing as to what units you own.
Reduced base damage of Engine to 175 from 275.
Dispel Device can now also be used on self.
Barns and Warehouses no longer provide food.
The Farm provides 8 food up from 4.
Hay Piles cost 100 lumber and so does it to upgrade them, up from 60 lumber.
Forts cost 750 lumber up from 600.
Capitals cost 600 gold up from 500.
Decreased the attack speed of towers by 15%.

Druid Changes

Woodword Entangling roots last 4 seconds instead of 3.

Keeper

Keeper starts with 1 Lesser Druid instead of 2.
Reduced base health of Entlings to 500 from 650.
Wrath of Nature increases health of Entlings by 75 from 100.
Newly constructed Druids get the Woodland Horn.
Reduced armor of all Ancients to 0.
Reduced health of Oakling and Mapling to 700 from 750 and 1200 respectively.
Reduced health of Mossling to 500 from 600.
Reduced damage of Mossling while unrooted to 40 from 60.
Reduced damage of Mapling while unrooted to 40 from 50.
Reduced damage of Oakling while rooted to 60 from 65.

Hunter Changes

Increased speed of shades to 370 from 300.
Reduced the pathing size of Gold Mines to be similar to a blacksmith.
Gold Mines left behind by destroyed haunted Gold Mines are no longer invulnerable.
Blinkdagger has 40 seconds cooldown down from 120.

Creep Changes

Special creeps no longer sleep.
The special creep camps now take 50% reduced magic damage instead of 80%.
Added two new easy special creep camps which should be do-able by a level 5 hero, one group of bandits halfway on the road from the Factory to the Prison and some harpies on the far west side of the map.
The bandits drop a tome of 300 experience, agility, strength and agility +7.
The harpies drop a Cyclonestaff and a Spell Shield.
Nerfed the abilities of the kobolts at creep camp above the the Bandit Camp in the top of the map.
Nerfed the health of the murloc creep camp in the lake above the factory.
Reduced health of Nidhogg at the hills in the east of the map to 6500 from 7500.
Reduced the venom duration of the Gnolls in the west side of the map to 4 seconds from 10 seconds.
Reduced health of Slartibartfast at the Gnoll in the west side of the map to 2500 from 3250 and reduced his armor to 0 from 3.
Reduced the attack speed, bash duration and health of Slartibartfast at the gnoll creep camp in the west side of the map.
Affliction can no longer be used on farm animals, souls and creeps in the special creep camps.
Sleep of Vampire Counts can no longer be used on farm animals, souls and creeps in the special creep camps.
Banish of Cultists can no longer be used on farm animals, souls and creeps in the special creep camps.
The Butcher can no longer devour creeps at the special creep camps.
Bounty Hunter's Blunderin' deals as much damage to special creeps as it does to Druids.

Spider King

Spinnings of Shelob now lasts for 4/6/8 seconds instead of 5/7/9 and has 35 seconds cooldown instead of 28.
Increased base health to 950 from 700.
While burrowed the Spider King has 5/10/15 bonus armor.
Increased the casting speed of the Spider King.
Garrote now travels to the targeted location and its impale has a greater area of effect.
During Garrote the Spider King is invulnerable.
Units dying to the Cocoons of Affliction of Arach reward experience to the Spider King.
Reduced Spiderling health to 450 from 500.
Reduced Spiderling damage to 30 from 35.
Arachnid Web cooldown reduced to 5 seconds from 30.
Arachnids cost 600 lumber down from 750 lumber.
Scarabus cost 400 lumber down from 500 lumber.
Hatcheries can now unload their units at the Factory Fountain besides other Hatcheries.

Doctor

Increased health of Vexing Fetishes by 50%.
Increased attack range of the Doctor to 750 from 600.
Fetishes have the Fortified armor type instead of Heavy.

Werewolf

Increased base damage to 10 from 0.
Increased strength per level to 3.3 from 3.0.

Bounty Hunter

Big Gustav has 4 inventory slots up from 2.
Track reduces armor by 20/30/40 instead of 40/60/80 but can now also be used on buildings.

Butcher

Slough heals for 125 health per Flesh Heap stack instead of 100.


Version 4.05

Bug Fixes

Grim Reaper is now properly an intelligence hero.
Cathedral has inventory again.
The buff of level 4 Lokarjarl no longer lasts infinitely.
Lokarjarl no longer deals its damage multiple times to the same target.
Socrates can now properly transfer mana to the Mojo Kettle.
Arachnids are actually invisible while burrowed.

Farmer Changes

Roflcopter has a cargo hold with capacity 2.
Increased Roflcopter hit points to 450 from 300.
Reduced Roflcopter food cost to 2 from 3.
Increased hit points of the Farm to 600 from 300.
Increased the effective area of Lord of the Castle's War Cry to 1300 from 650.
Reduced the cooldown of the Cauldron's Cook to 18 seconds from 30 seconds.
Increased the lumber and gold cost of Hearthy Brew and Mind Brew to 200 from 100 and 125 respectively.
Doubled the research time of the researches in the Library and Workshop.
All upgrades in the Library and Workshop have doubled lumber cost.
Doubled the research time of Architecture.
Increased cost of Architecture to 250 gold and lumber from 150 gold and lumber.
Increased gold cost of Robotics to 400 from 200.
Reduced cost of Library to 120 lumber and gold from 200 lumber and gold.
Increased hit points of Library to 350 from 225.
Increased the construction time of Workshops to 30 seconds from 8.
Reduced cost of Javilinier to 100 gold and lumber from 125 gold and lumber.

Keeper

Thornweld no longer stuns buildings.
Garden of Éarendel generates 15 gold per tick instead of 30.
Reduced health of Garden of Éarendel to 1000 from 1200.
Reduced damage of Garden of Éarendel to 35 from 50.
Reduced damage of Lesser Druids to 40 from 45.

Spider King

New unit the Scarabus: a melee unit that can stun, upgraded from a Cocoon just like the Arachnid.
Spin Tentacle is now an ability of the Hatchery that costs no mana but has 200 seconds cooldown.
Broodmother's Lay Cocoon now costs 125 mana instead of 150.
Arachnids have Venom unlocked by default.
Increased the health of Arachnids to 700 from 500.
Increased Arachnid attack range to 700 from 550.
Increased Arachnid attack damage to 40 from 30.
Weaving upgrade now increases damage of Arachnids and Scarabus by 5 instead of 3.
Carapace upgrade now increases the armor of Arachnids and Scarabus by 2 instead of 1.
Weaving and Carapace upgrade now increment by 300 lumber instead of 500 lumber per level.
Increased the gathering rate of Broodmothers by 33%.
Increased maximum mana of Broodmothers to 500 from 250.
Reduced the research time of all upgrades by 25%.

Werewolf

Human Form costs 0 mana instead of 25.
Feast on Flesh heals for 400/600/800 instead of 200/300/400.

Lord of the Vampire

Cathedral can now Summon Allies similar to the Command Center ability.
Sceletus of the Regiis Calicem deal 17 damage instead of 10 and have 325 health instead of 250.
The Sleep cast by Vampire Counts can now also evolve Vampires into greater beings, but has 50 seconds cooldown instead of 30.

Doctor

Increased cast range of Mass Load of Socrates to 800 from 500.
Increased the effective range of Consume Corpses of Socrates to 900 from 400.


Version 4.04

Bug Fixes

Fixed an issue where a limited unit being killed by the Affliction of the Spider King prevented you from rebuilding that unit.
Woodword properly heals buildings.

Farmer Changes

Increased range of Cyborg's Mechanical Roar to 1400 from 900.
Increased area of effect of Javalinier's Spell bomb to 350 from 200.
Well requires the Farm instead of a Smith and costs 70 lumber instead of 100.
Well starts with 150 initial mana instead of 100.
Well in a Box costs 40 lumber instead of 75.
Reduced Guard Tower damage to 30 from 35 but increased health to 550 from 450.
Reduced Fort damage to 70 from 85 but increased health to 1200 from 1000.
Fort gold cost reduced to 300 from 500.
Reduced Cannon Tower damage to 55 from 75. but increased health to 900 from 750.
Cannon Tower gold cost reduced to 150 from 170, but costs 50 lumber.
Reduced Capital damage to 110 from 150, but increased health to 1500 from 1200.
Capital requires Architecture instead of a Workshop.
Capital costs 150 lumber.
Hay Piles now produce 6/12/18/24 food instead of 5/10/15/20.
Hay Piles now have 150/350/550/750 health instead of 75/250/425/600.
Reduced Militia movement speed to 290 from 330.
Quickness Brew increases movement speed by 100 instead of 150.
Reduced Mithril Brew cost to 400 gold 400 lumber from 500 gold 500 lumber.

Druid Changes

Can no longer pick up Assassination License.
Increased Woodword casting range to 750 from 500.

Keeper Rework

The Keeper can now build lesser Druids that each have a Horn of the Woodland Realm, can cast Woodword, generate lumber for Farmers and summon Entlings.
Lesser Druids cost 1 food to produce inside the Druid Den.
Souls owned by the Keeper can Entwine themself to a tree, granting the ability to turn it into an Ancient after a certain duration of being entwined.
The Ancients the Souls can entwine themself into are a defensive tower, a healing well and an ancient that produces souls and generates gold.
All Ancients can unroot, have somewhat regular movement speed, can be repaired and have a decent attack.
Removed Sprout, Stewardship and Force of Nature.
The first ability of the Keeper is still Blink.
Wrath of Nature is now the second base ability of the Keeper, each level increases the stun duration and the amount of Entlings summoned.
Tranquility is the third base ability of the Keeper, heals allied units and buildings in an area around the Keeper.
The fourth base ability of the Keeper is Garden of Éarendel, it upgrades a Farm into a building that generates gold for the Farmer, has a ranged attack and can construct Wood Elves.
Wood Elves gather lumber faster than Workers do, can build buildings and can be upgraded into a Phoenix Guard to which Farmers are limited to owning 1 of.
Phoenix Guard requires all castle-tier library upgrades to be build, and has three abilities; defend, control magic and manamancy.
The ultimate of the Keeper is Yggdrasil: a massive Ancient that the Keeper can only create once that has various abilities and auras that should be used to push the factory in the lategame.
Each level in Blink increases the mana and health of your lesser Druids.
Each level in Wrath of Nature increases the health of any summoned Entling.
Each level in Tranquility increases your food by 1.
Each level in Garden of Éarendel increases the amount of Gardens that can be active at a time and the amount of Wood Elves Farmers can build from them.

Guardian

All Ways now have 5 levels instead of 4, the ultimate of the Way is unlocked on level 5.
Friend of Men now requires level 1 of Way of the Guardian, all others have been moved up a level.
Way of the Bear level 4 unlocks Rending Claws which slows enemy movement on attack.
Way of the Talon level 3 unlocks Invisibility that can be given to buildings aswell.

Hunter Changes

Cultist's Worship now heals for 35 instead of 30.
Cultist's now deal 30 damage instead of 25.
Increased the hit points of Spirit Towers to 850 from 700.
Shades cost 200 lumber instead of 300.
Factory Security instead of Blinkscrolls sells Gonzo's Gizmo: teleport a target hero to you.

Grim Reaper

New ability Wraith Walk: gives movement speed and ignores collision/becomes banished/gives invisibiility.
Lord of the Dead now increases the hit points and damage of Skellies instead of Raise Skelly.
Raise Skelly is no longer a hero ability but instead is learned in the first level of Lord of the Dead.
Skelly Grub is now a passive ability of the Grim Reaper from the start of the game.
Increased mana pool by 50.
Now has a ranged auto attack with 500 range.
Increased base damage of Skellior to 30 from 23 and upgrade damage to 10 from 4.
Increased base damage of Skellock to 20 from 15 and upgrade damage to 5 from 0.
Increased base damage of Skeller to 40 from 23 and upgrade damage to 15 from 0.
Increased attack range of Skeller to 800 from 700.
Necrify now also resets the duration on Skellys if not upgraded by it.

Warden

Starts with a Valanor instead of a Shade.
Valanor now has an inventory.
With each level of Ash' Valanor the damage of Valanor increases by 15 and its health by 150.
Critters now have 800 vision range instead of 350.
Valanor is no longer spell immune but still has resistant skin.
Wings of the Grove and Gracious Leap require level 1 of Ash' Valanor.
Fangs of the Grove requires level 2 of Ash' Valanor.
At level 3 of Ash'Valanor Valanor can cast an ability that grants magic immunity and armor for 20 seconds.
Reduced Fleetfoot evasion chance to 60% from 75%.

Spider King

Burrowed units regenerate health reapidly but don't regenerate when unburrowed.
While Burrowed the Spider King can detect invisible units directly overhead.
Affliction Cocoons now last 30/20/10 seconds instead of 40.
Spiderlings now have 35 damage instead of 20.
It is now possible to overlap the stun of Garrote and Quake.
Increased distance travelled of Garrote of Girek to 1050 units from 900 units.
Generating Cocoons have 400 hit points instead of 200.

Butcher

Bloodletting now heals for 35 instead of 30.
Reduced attack speed to 2.55 from 2.3.
Rot now lasts half a second longer per Flesh Heap stack instead of 1 second longer.
Rot deals 30% less damage and it heals for the exact same amount as it damages.
Chopper deals a 1/3/5 second stun instead of 2/4/6 seconds but has a 5/10/15% chance of spawning a Fleshling.

Werewolf

Repair is now part of the Farmer's Toolkit.
Werewolf has significantly faster mana regeneration in Human Form similar to Farmers.
Werewolf has worse vision range in the night in Human Form similar to Farmers.
Reduced Feast on Flesh cooldown to 25 seconds from 30 seconds.
Reduced starting strength to 10 from 16.
Reduced starting damage to 0 from 15.

Ethereal

Increased attack range to 425 from 310.
Removed impact delay on Vajrabhrit.
Increased healing done by Vajra's by 100% and made it prioritize Heroes.
Vajra damage increases with levels of Vajrabhrit up to a maximum of 80 damage per second per Vajra.
Bhagavad heals for 500.

Berserker

Increased strength per level to 1.75 from 1.35.
Increased base health to 700 from 600.
Ymmirjar can now be cast at atarget point but costs 300 mana instead of 200.
Ragnarok increases damage by 40.

High Cultist

Shift now deals 100/200/300 damage instead of 75/150/225.
Increased movement speed to 325 from 300.

Bounty Hunter

Gustav receives 150% experience just like all other Heroes.
Gustav detects invisible units.

Doctor

Vision Fetish provides True Sight.


Version 4.03

Bug Fixes

Fixed Guardians stun immunity.
Guardian's cooldowns are no longer reset when shapeshifting.
Fixed Guardian morphing in and out of Raven Form increasing base damage.
Keeper's Stewardship now properly costs 100 mana.
Cloak of the Damned now properly lasts 7 seconds instead of 10.
Berserker's Lokarjarl deals damage and stuns again.
Spider King can no longer get Cultists.
Druids can't use Pocket Barns.

General Farmer Changes

Chickens, Sheep and Cows no longer cost food.
Harvesters can remove Wild Growth.
Increased Command Center damage to 110 from 85.
Increased damage given by Command Center's War Drums to 25% from 10%.
Increased range of Command Center's War Drums to 1900 from 900.
Increased armor of Castle to 10 from 5.
Increased health of Castle to 1500 from 1250.
Decreased the pathing map of the Castle and Workshop to be similar in size to the Smith.
Increased the gathering speed of the Shredder by 15%.
Made the Roflcopter spell immune.
Increased Roflcopters line of sight to 2000 and gave him ultravision.
Changed damage type of Roflcopter to normal from pierce.

General Druid Changes

Woodword can no longer be used on enemy Heroes.
Reduced Woodword cooldown to 15 seconds from 25 seconds.
The Entangling Roots of Woodword now deal 300 damage and last for 3 seconds instead of 2.
Increased Woodword cast range to 500 from 200.

Keeper

Increased Keepers attack range to 850 from 750.
Increased base mana from 0 to 250.
Increased the hit points of Springs to 500 from 225.
Each level of Sprout increases food by 2 instead of 1.
Increased base mana of Springs to 600 from 300.
Added a third building that the Entlings can build for 1 food: an Altar which summons souls, generates gold and can be teleported on.
Increased Entling harvesting speed by 100%.
Increased Entling health to 600 from 400.
Increased Entling damage to 50 from 30.
Increased Entling movement speed to 310 from 265.
Increased damage of Steward to 60 from 35.

Dryad

Gracious Leap no longer turns the Dryad invulnerable.
Gracious Leap does nothing if cast while entangled or webbed.
Gracious Leap now has 25/20/15/10/5 seconds cooldown instead of 20/15/10/5/1.
Corrosion is now a passive with 7 seconds cooldown that burns for 20/35/50/65/80 mana.

Guardian

Cooldown of Improve Hay Pile, Tower and Militia reduced to 5 seconds.
Mana cost of Improve Hay Pile, Tower and Militia increased to 100/125/150 respectively from 75 mana.

General Hunter Changes

Gold Mines reward 500 gold upon death instead of 1000.
Gold Mines have 1350 health instead of 950.
Reduced the amount of time it takes for Assassins to respawn.
Ghouls can no longer be sacrificed at the Pool of Divination, instead it passively generates gold, lumber or experience.
Hammer Guantlets stun Heroes and Farmers for 1 second.
Increased research time of Ghoul Capacity to 45 seconds from 1 second.
Reduced Ghoul Capacity research cost to 200/400/600 gold from 500/750/1000.
Reduced Masonry research cost to 200/400/600 gold and 200/400/600 lumber.
Reduced Ghoul Frenzy research cost to 100 gold and 100 lumber from 200 gold and 200 lumber.
Ghoul Frenzy increases damage by 50 and health by 300 instead of just damage by 35.
Frost Attack and Feedback research cost reduced to 400 lumber from 750 lumber.
The Factory Security now sells Blinkscrolls with maximum of 1 stock.
Blinkscroll has 3 charges instead of 2, costs 75 gold instead of 55 and has 120 seconds cooldown instead of 80.
Increased attack range of Lord of the Vampire, Butcher, Warden, Berserker, Werewolf, Juggernaut and Spider King by 50.

Lord of the Vampire

Increased Volatus damage to 75/150/225 and 10/20/30 damage per vampire from 50/75/100 damage and 10/15/20 damage per vampire.

High Cultist

Unsummon can be used on Heroes but lasts 7 seconds on them.
Chain Lightning of Cultists deals 90 damage instead of 70 but bounces 3 times instead of 4.

Butcher

Increased cooldown of Rot to 50 seconds from 40 seconds.

Spider King

Cocoons generate 10 lumber instead of 5.
Increased cast range of Spinnings of Shelob.

Warden

Thori'dal deals a 0.5 second ministun to Heroes and Farmers.

Werewolf

Increased Strike with Claw cast range to 200 from 100.

Juggernaut

The Juggernaut and his illusion share the same player color.

Grim Reaper

Necrify can be used on any ally and heals for 400/500/600 instead of 500.

Version 4.02

Bug Fixes

Fixed a bug causing harvested Shimmerweeds to duplicate Crops.
Werewolf's Feast on Flesh now properly gives +3 strength on level 3.
The Werewolf attacking while Howl at Moon now triggers a 1.5 second cooldown on the movement speed increase.
Socrates can no longer gain mana from fountains.
Fixed that the Butcher sometimes remains stunned after Hook had ended.
Cultists sold by Rich Businessmen cost 1 food again.
Moved the pathing blockers in the Factory such that no Moratoriums can be build inside the Factory anymore.
Souls no longer cost food.
Woodword now properly entangles enemy heroes.
Druids planting seeds through Woodword or items now properly rewards Souls.
The Werewolf in Human Form can no longer teleport on farm animals with the Assassination License.
During Cathedralis Noctis Aeternae sanguine orbs no longer drop from buildings.

General Farmer Changes

Increased select range of Granaries from 300 to 450.
A Farmer now gains control over the Druid if the druid leaves the game.

General Druid Changes

Druids revive instantly but are stunned for a short period after reviving.

Dryad

Dryad has permanent vision over the jungle spots (farmers dont get this vision).
Increased base hit points to 175 from 25.
Reduced the cast point of the Dryad, making her animations quicker.
Increased strength per level to 2 from 1.4.

Keeper

Force of Nature summons 2/3/4/5/6 entlings instead of 1/2/3/4/5

Guardian

Raven Form can now attack air units.
Raven Form now has Woodword instead of True Sight.

General Hunter Changes

Added more creep camps to the map.
Hunters now have fog of war removed on the locations of creep camps.
Nerfed the Equalizer to deal 250% critical damage instead of 300% damage.

Grim Reaper

Reduced Necrify mana cost to 100 mana from 150 mana.

Doctor

Increased Socrates' cargo hold to 8 from 4.
Socrates has the ability to mass load all wards in an area.
Mass Vexing Ward summons 8 wards instead of 9 but the wards are level 9 instead of 7.

Sentinel

Anadorei talah deals 150 damage per second instead of 200.
Valanor now has a slow auto attack for 35 magic damage.


Version 4.01

Bug fixes

Fixed a bug where Ethereal continously gains and loses the ability to fly.
Ethereal's Siddhi deals damage to Farmers again.
Guardian's Friend of Men can no longer be used on invulnerable units.
Druid's can no longer use Pocket Barns.
Seeds planted by the Druid now properly reward Souls upon Harvest.

General Changes
Moved the Druid to the last player slot in the Poor Farmers alliance so that he has allied chat.
Made the Factory quite more spacious.

Keeper

Wrath of the Forest stuns for 5 seconds instead of 1 second.
Increased attack range of Keeper to 750 from 600.
Increased base damage of Keeper from 0 to 20.
Increased intelligence per level of Keeper to 3 from 1.8.
Increased damage of Steward to 50 from 35.
Increased hit points of Steward to 750 from 600.
Increased movement speed of Steward to 200 from 40.


Version 4.00


Game has changed so much last couple of patches that this probably warrants a 4.00 release.

Bug fixes

Woodland horn can now be used on the Druid's Den.
The Bounty Hunter's Blunderin' can be used on Farmers again.
Fixed that the High Cultist's Cultists could not cast Chain Lightning.
Fixed some issues relating to the Werewolf's Charge on Four, making it quite more useful.

General Item Changes

Robe of the Magi replenishes 400 mana when used instead of 250.
Removed the Krivbeknih from the Security, instead it sells a scope.
The Equalizer has a 25% chance to crit for 300% damage instead of a 10% chance to crit for 400% damage.
Increase Blinkdagger blink distance to 800 units from 650 units.
Scope costs 55 gold instead of 70 gold.
Moved Shoeblack from the Factory Merchant to the Factory Security.
Factory Merchant sells a new item - Cloak of the Damned for 145 gold.
Cloak of the Damned shield yourself from damage and increases your movement speed but stops your from attacking.
Hammer Gauntlets, Circlet of Nobility, Urn of the Elders and Claok of the Damned don't replenish in the shop.
Hammer Gauntlets increase attack speed by 30% instead of by attack damage by 5 but cost 145 gold instead of 90.
Urn of the Elders costs 145 gold instead of 200.
Circlet of Nobility increases all stats by 7 instead of 4 but costs 145 gold instead of 72 gold.
Removed Bottle from the Ancients.
Removed Bottle from the Factory Security.
Ancients sell a Pocket Fairy that gathers lumber and can repair structures.
The Mayor at Farming Villages sells Scroll of Speed, Healing Salves, Clarity's and Potions of Invisibility.
The Farm Hand at Farming Villages also trades Gold for Lumber.
Moved Shoeblack from the Farm Hand to the Mayor.
Reduced the cost of Shoeblack from 90 gold to 55 gold.
Contraption has a 500 cast range instead of 175.

General Farmer Changes

Increased the Farmer's Wood gathering speed by 50%.
Farmer's can now break other Farmer's out of jail.
Placed more Seed Vines on the map.
Cauldron require the Farm instead of a Fire Pit.
Library requires a Smith and a Granary instead of a Blacksmith, Warehouse and Windmill.
Blacksmith requires a Windmill and a Warehouse instead of a Granary and a Barn.
Wells no longer require a Windmill.
Workers can now also build Fire Pits, Towers, Wells and Hay Piles once Architecture is researched.
Increased health of Warehouse to 900 from 600.
Reduced Cyborg's Clockwork cooldown to 25 seconds from 45 seconds.
Increased Javilinier's Poison Strike cast range to 1000 from 750.
Javilinier's Hide now deals 100 bonus damage instead of 80.
Javilinier's Hide bonus movement speed is now 30% instead of 10%.
Javilinier has a new ability instead of Medicine: a Dispel Bomb that dispels all enemies and allies struck.
Buffed Lord of the Castles Royalty aura to increase armor by 5 instead of 2.
Improved the quality of seeds that you can get from Cooking seeds in the Cauldron.

General Druid Changes

Increased all Druid's health regeneration in the night from 1 health per second to 3 health per second.
Reduced Woodword mana cost to 60 mana from 75 mana.
Woodword interupts the Bounty Hunter's Blunderin' channeling.
Reduced the Woodland Horn's casting time from 7 seconds to 4.5 seconds.
Seeds planted by Druids the regular way also rewards a Soul when harvested by a Farmer.

Guardian

A new stength based shapeshifting Druid that has 3 different forms.
In his humanoid form he can put Farmers on his back, upgrade Hay Piles, Workers into militia, Towers into Guard Towers and place a Stockpile that generates lumber for Farmers.
In his bear form he is tankier and has multiple combat abilities.
In his raven form he can fly, detect invisible units, has evasion and can peck at enemies to stun them.

Keeper

Entlings can collect lumber and return it to Stewards.
Entlings can build towers and wells that cost 1 food.
Each level Sprout increases the maximum food of the Keeper by 1.
Reduced Sprout mana cost from 120 mana to 90 mana.

Dryad

Forest Spirits requires level 8 instead of 10.
Cyclone can now also be cast on friendly units.
Corrosion burns 10/20/30/40/50 mana instead of 5/10/15/20/25 mana.
Level skip requirement for Corrosion increased to 3 from 2.
Abolition deals 50 damage per second instead of 35.
Abolition interupts the Bounty Hunter's Blunderin' channeling.
Abolition also dispels the target enemy.
Abolition lasts 3 times longer on non-Heroes instead of 20 seconds flat.
Gracious Leap increases movement speed by 50% for 4/5/6/7/8 seconds after casting it.
Reduced Gracious Leap cast time.
Increased attack range to 750 from 600.
Increased agility per level to 3.2 from 1.8.
Increased base mana to 200 from 0.
Reduced cooldown time on attacks from to 1.5 seconds from 2 seconds.

General Hunter Changes

The Bazaar has been renamed the Halls of Reanimation and now contains upgrades for Ghouls and Towers.
The Shrine of the Assassin instead of the Bazaar sells tomes.
Removed the Obsidian and the Obsidian Vault, instead the Hunters can build a new building: The Pools of Divination.
Ghouls can Sacrifice themself inside the Pools of Divination to turn themself into experience for the Hunter.
Pools of Divination, Halls of Reanimation and Shrine of the Assassin have been limited to 1 per player.
Ghouls have their base damage reduced to 10 from 20.
Reduced Spirit Tower damage to 40 from 45.
Reduced Spirit Tower attack rate to 0.85 from 0.7.
License of Assassination can now also be used on the Moratorium.
Made the Factory defenses quite a bit stronger.

Doctor REWORK

Mojo is no longer a Hero ability but an ability that Socrates can cast for 100 mana.
The Mojo Kettle can now craft Nether, Elder and Demon Mojo without requirements for 100, 200 and 300 mana respectively.
Vexing Fetish has 9 level ranks instead of 3 ranks.
All other fetishes require a certain higher level but only have 1 rank.
Level 3 - Vision Fetish: reveals terrain in an area around the ward.
Level 5 - Tiki Fetish: works the same as before.
Level 7 - Voodoo Fetish: heals wards and allied units in an area around it.
Level 9 - Mass Vexing Fetish: works the same as before.

Lord of the Vampire

Lord of the Vampire has a new ultimate: Cathedralis Noctis Aeternae - Transform a Moratorium into the Cathedral that while alive turns the map into night permanently and removes shared vision between farmers. While the Cathedral is alive enemies will drop blood on death with which the Cathedral can upgrade a powerful item that the Lord of the Vampire can equip.
Volatus can now be used on Buildings.
Summoned Vampires deal normal damage instead of magic damage allowing them to attack Farmers.
Reduced the movement speed of summoned Vampires to 300 from 310.
Vampires (2) and up now have Critical Strike.
Greater Vampires (3) and up can now cast Slow.
Vampire Counts (4) can now cast Sleep.

Ethereal

Bhagavad no longer heals the target unit to full health.
Vajra last for 45 seconds instead of 30 seconds.
Vajra increase the maximum mana pool of the Ethereal by 25 upon expiring.
Rddhi can no longer be used on Vajra to consume them.
The passive component of leveling Rddhi (the speed, flying and invisibility) is now a passive component of leveling Dhyana.
Vajra can cast Siddhi only once.
All basic Ethereal abilities now cost 100/180/260 mana.

Werewolf

The Werewolf can shift in and out of a weaker Human form which Farmers dont automatically attack and in which he can cast Farmer abilities.
Merged Howl at Moon and Charge on Four into 1 ability.
Feast on Flesh now gives 1/2/3 strength instead of 0/1/2.
Feast on Flesh level skip requirement increased to 3 from 2.
The Werewolf can spend attribute points on increasing his strength by 3.

High Cultist

Cultists can now no longer unsummon buildings, the Necronomicon still can.
Added a weaker tower, the Pillar of the Cult which costs 200 gold and can only be build by the High Cultist.
Reduced Necronomicon mana cost to 100 mana from 120 mana.

Bounty Hunter

Big Gustav now requires level 5 instead of level 7.
Blunderin' now deals 300/400/500 damage to Druid's.

Sentinel

The Wings of the Grove of the Valanor no longer expire but hover over an area until ordered elsewhere.



3.00 Patches

Version 3.54

General Druid Changes

A single player can now play as a Druid who is an ally of the Farmers.
Help farmers escape prison.
Defend Farmers from attacks.
Plant seeds for Farmers.
Give Farmers lumber and gold.
Remove wild growth from crops.

General Farmer Changes

Moved the gate of the prison from the left side to the right side, making it is easier to use the Way Gate inside the Bandit Camp for escapees.
Farmers no longer can escape the Prison by purchasing bribes.
Homestone now costs 100 lumber instead of 300 lumber.
Ironwood Phantom now costs 50 lumber instead of 15 gold.
The Farm Hand no longer sells Pack Horses, instead it sells Shoeblack.
Removed Leaf Dust from the Ancient Tree Shops, instead it sells Bottles.

General Hunter Changes

Shift now properly requires opened factory gates.
There is now an extra Hunter Player making 4 Hunters total.
License of Assassination can now be dropped.

Bug fixes

Fixed some issues relating to Farmers not spawning properly.
Crops are no longer enemy units for Farmers.
Fixed a bug where the Spider King's Affliction when cast on a Farm would block Farmers from building new Farms.


Version 3.53

General Farmer Changes

Added 3 more Farmer player slots.
Moved 6 starting positions for Farmers to the east side of the factory.
Added slightly more places for Farmers to build bases.

General Hunter Changes

The Shade now has Shift.
The Shade now has 1900 day vision instead of 1200.
Hunters are now limited to 2 Shades instead of 1 Shade.
Increased the health of Ghouls from 350 to 450.
Spirit Towers now deal 50 damage instead of 35.
Increased Spirit Tower health to 700 from 450.
Increased the pathing size of Spirit Towers from 2x2 to 3x3.
Spirit Towers now no longer require to be build on blight.
Reduced Spirit Tower attack range to 750 from 800.
Spirit Towers costs 500 gold and 800 lumber instead of 200 gold and 400 lumber.
Removed Sacrificial Skull from Bazaar.
Made it harder to build inside the Factory, Hunters can still build Spirit Towers just outside their spawn.
Nerfed cooldown of Hook to 20 seconds up from 12 seconds.
Fixed some issues with rot not giving bounty or experience and removed the slow.

Bug fixes

Fixed some issues relating to the new WC3 1.29 patch.

High Cultist

The High Cultist now generates 0.5 health per second always instead of 4.00 health per second only on blight.
Removed the Create Blight ability from the Necronomicon.
Added new ability for Necronomicon level 2 - Cultcloak: a magical shell that blocks damage but hinders the cultist from attacking.
Cultist's now have a ranged, magical attack.
Increased Cultist's Chain Lightning cooldown to 40 seconds from 20 seconds.
Cultists and the Necronomicon unit no longer have to use the necronomicon spellbook ability to cast spells.

Werewolf

Strike with Claw now stuns for 3/6/9 seconds and 1.5/2.5/3.5 seconds on Farmers iinstead of 4 seconds flat.
Strike with Claw now deals 200/325/450 damage instead of 125/250/375.
Reduced Feast on Flesh cooldown to 30 seconds from 40 seconds.
Increased duration of Charge on Four to 4/8/12 seconds from 3/7/11.
Increased the damage increase of Howl at Moon to 20/35/50 from 20/30/40.
Increased cooldown of Howl at Moon from 22 seconds to 35 seconds.


Version 3.52

New Hero: Stitches the Butcher

The Butcher is a big bag of guts and bones, growing only bigger and tankier with every flesh heap he attaches to his body.
Hook [Q]: Throw your Hook attached to a chain at target location, hooking the first enemy struck back to you and dealing 100/200/300 damage. If your belly is empty you will also Devour the target enemy dealing 25/50/75 damage per second and gaining a Flesh Heap stack that increases your armor and regeneration.Can be used on Farmers but does not devour them. [12 Seconds Cooldown] (50 mana)
Rot [W]: Vomit a cloud of rot at target location. The rot deals 10/20/30 damage per second and slowing enemies for 30/40/50%. Allies standing in the rot are healed for 10/20/30 health per second. The rot lasts for 10 seconds plus one second for every stack of Flesh Heap. [40 Seconds Cooldown] (100 mana)
Gorge [E]: Gorge on the flesh of a corpse, healing you for 50/100/150 health and summons a Fleshling that can attack, heal and apply a Flesh Heap stack. [10/7/4 Seconds Cooldown] (50 mana)
Chopper [R]: Your attacks cause the enemy to receive a 2/4/6 second stun. [Passive]
Slough [T] - Ultimate: Shed your skin, consuming up to 10 Flesh Heap stacks, healing yourself for 100 per Flesh Heap and creating a Fleshling. [100 Seconds Cooldown] (125 mana)

General Farmer Changes

Reworked every single ring so that they have a useful active component.
Increased hit points regeneration rate of farmers from 0.25 health per second to 1.5 health per second.
Barns can no longer carry units in its cargo hold.

General Hunter Changes

Reduced the cooldown of Shift for Cultists from 50 seconds to 20 seconds.
Worship cast range increased from 250 to 600.
Increased bottle regeneration to 100 health and 50 mana instead of 75 health and 40 mana.
Reduced gold cost Sacrificial Skull from 150 gold to 100 gold.
Increased Factory Footman hp from 650 to 750.
Increased Factory Footman damage from 25 to 30.
Increased Factory Rifleman damage from 40 to 50.
Slightly buffed the Factory Captain and his aura's and renamed him to Factory Foreman.
Placed slightly more Footman around the Factory and moved the Towers inside the Factory somewhat.

Sentinel

Increased Ash'Valanor regeneration from 4 hp per second to 12 hp per second during nighttime.
Thori'dal can now be cast on Valanor in order to mount him.
Valanor mana regeneration increased to 1 mana per second from 0.5 mana per second.
Valanor now has 522 movement speed instead of 475.

High Cultist

Removed the Cultivate ability from the High Cultist.
New ability Ghoulrift: open a portal from which ghouls spawn forth that attack the target location.
High Cultist now spawns with 4 cultists.

Bug fixes

The web ability of the arachnids now has a normal 1200 cast range.
Farmer's Brew research hotkey fixed.


Version 3.51b

Bug fixes

Fixed black screen in cinematic.
Circlet now gives +4 all stats instead of +3 actual and +5 in tooltip.
Fixed some issues with Garotte of Girek travelling infinitely or out of map bounds.
Wings of the Grove now properly requires level 2 Ash'Valanor.
Reworked the pathing of the gates somewhat.


Version 3.51

Owh boy, prepare yourself for a bit of reading.
General Farmer Changes


The Dog is a new unit trained by the Farmers from their Farm: it is free, deals 5 damage, has 6 inventory slots and is limited to 1 per player.
Critical Strikes of the Skilled Aim ability of the Musketeer now deals 300% damage instead of 160%.
Cooldown time between auto attacks of the Musketeer increased to 2 seconds from 1.5 seconds.
Base damage of the Musketeer increased to 60 from 45.
The Captain's Battle Roar now no longer increases the damage of nearby allies by 25% but instead decreases the damage of all nearby non-hero enemies by 75%.
Lord of the Castle's War Cry now increases damage by 15/30/45 instead of 10/20/30.
Militia now gather as much lumber as Workers do and use the Improved Lumber Harvesting research.
Militia can now also Repair.
Cost of Militia increased from 50 gold to 75 gold and 75 lumber.
Lantern's now cost 250 lumber and 50 gold instead of 50 lumber and 25 gold.
Lantern's now have 175 health instead of 100 health.
Increased the damage of Farmers to 65 damage from 50 damage.
Quickness Brew now costs 150 lumber instead of 120 lumber.
Quickness Brew and Stamina brew now also affect your Dog.
Stamina Brew no longer increases the health of your Militia.
New research in the Cauldron; Hearthy Brew that increases the health of your militia with 4 ranks.
New research in the Cauldron; Mithril Brew that provides 33% magic reduction for Workers for 500 gold and 500 lumber.
Mind Brew now has 3 ranks.
Mind Brew now increases the maximum mana of your army by 50 mana instead of by 100 mana.
Mind Brew no longer increases mana regeneration.
Some items sold by the Mayor are now sold by the Farm Hand who is only available to Farmers.
Added new item to the Ancient Tree shops - Sap of an Elder Tree: heals 300 health to all nearby units on use.



General Hunter Changes


There's 2 new Hunters to choose from: the Berserker and the Spider King.
Woofy's have been redesigned: they still function similarly but are called Shades, are permanently invisible and are constructed inside the Moratorium.
New unit - Ghoul: basic combat unit that gathers lumber, can only survive on blight and a maximum of 8 can be trained from the Moratorium for 100 gold each.
Most Hunter buildings now require lumber to be constructed.
Moratoriums now costs no gold but you are limited to 1 Moratorium per player.
All buildings except the Moratorium no longer generate blight.
Some items sold by the Mayor are now moved to the Farm Hand who is only available to Farmers to make sure that the Hunters can't buy those items that used to be locked behind a lumber cost.
Similarly the Ancient Tree shops can not be accessed by Hunters.
Changed the range of the Last Hope towers that defend the businessmen from 900 to 1300.



New Hero: Rovnozoc the Berserker


Focuses on rapidly moving around the map and dashing through battles.
Starts on level 4 instead of on level 2 with all 4 of his abilities unlocked.
All of his abilities have 4 ranks instead of 3.
Has a mana pool of a 1000 mana and rapid mana regeneration but does not gain intellect per level.
Skornkul [Q]: Dash onto target unit, dealing a ministun and 222/444/666/888 damage over 10 seconds to it. Casting Skornkul generates 200/300/400/500 mana. [12/10/8/6 Seconds Cooldown] (No Mana Cost)
Ymmirjar [W]: Leap towards the direction you are facing. On level 2 you get a 40% movement speed bonus when you land for 4 seconds. On level 3 whenever you leap you catch the scent of the most nearby Farmer. On level 4 your leap costs no mana. [6/5/4/3 Seconds Cooldown] (200 Mana)
Lokarjarl [E]: Let loose a deafening howl knocking away any nearby units including allies, dealing 75/150/225/300 damage and a 1/3/5/7 second stun to enemies. Also increases your |attack speed by 11/22/44/66% for 10 seconds. [35 Seconds Cooldown] (350 Mana)
Skyvgorod [R]: Adds 11/33/55/77 bonus damage to Rovnozoc's attacks and makes them deal the damage to everyone in an area, including himself and allies. [No Cooldown] (200/166/133/100 Mana)
Ragnarok [T] - Ultimate: Unleash your inner animal, turning yourself immune to magic, gaining 100% lifesteal for 20 seconds and fills your mana pool. [200 Seconds Cooldown] (No Mana Cost)



New Hero: Arach the Spider King


Focuses on burrowing undeground, crowd control the enemy and mustering an army of pesky spiders.
Has no access to Cultists, instead builds his own base made up of Hatcheries, Broodmothers, Cocoons, Spiderlings and Arachnids.
Hatcheries contain gold just like a gold mine and continuously research upgrades that benefit the arachnid army at the cost of lumber.
Broodmothers maintain a supply of Cocoons that generate lumber while they generate gold from Hatcheries.
Cocoons generate lumber over time and can be unwrapped by a Broodmother back into a Spiderling or can upgrade for a lumber cost into an Arachnid.
Spiderlings are weak combat units that can burrow and be wrapped into a Cocoon by a Broodmother.
Arachnids are stronger, ranged combat units that can burrow, cast webs and slow their enemies with a venom.
Garrote of Girek [Q]: Send forth a wave of spiked tendrils in a straight line, dealing 75/150/225 damage to all targets hit and a 3/5/7 second stun. If the Spider King is unburrowed while casting this ability he will also tunnel to the target location. [16 Seconds Cooldown] (100 Mana)
Affliction of Arach [W]: Inflict a disease upon target foe. If the target is a unit it is wrapped in a cocoon that transforms into 1/2/3 Spiderlings after 40 seconds. If the target is a building its attack speed is severely reduced and suffers 20/40/60 damage per second for 10 seconds. If the target is a Farm it will evolve into a Hatchery with which you can build a spider empire. [7 Seconds Cooldown] (100 Mana)
Spinnings of Shelob [E]: The Spider King spits a barrage of webs onto a target area 1000/1500/2000 units in size, rooting all enemies in place for 5/7/9 seconds. [28 Seconds Cooldown] (100 Mana)
Underway of Unet'Azjol [R]: With his massive claws the Spider King burrows into the earth, becoming invisible, manoeuvrable and moving at a slow/normal/fast speed. [No Cooldown] (No Mana Cost)
Quake of the Qiraji [T] - Ultimate: Quiver and quake the very earth itself, dealing 225 damage and a 7 second stun to any enemy in 900 yards of the Spider King. [70 Seconds Cooldown] (100 Mana)



Ethereal Rework


Increased the base mana pool of the Ethereal from 0 to 100.
Vajra's have a new model.
Vajra's now have 200 health instead of 333 health, can no longer move and take 90% reduction from pierce attacks similar to wards.
Vajra can cast siddhi with no requirement, but they can no longer cast a heal.
Vajra passively attack 3 nearby enemies and passively heal 1 nearby ally.
Siddhi [Q]: Global teleport to a target after 3 seconds of channeling, if it's an ally it will be healed for 150/300/450 and if its an enemy it will be damaged for 50/100/150 damage. If the target is a Vajra it will be duplicated into 1/2/3 new Vajra's. Can be cast on Farmers.[45/35/25 Seconds Cooldown] (120 mana)
Vajrabhrit [W]: Conjure a Vajra at target location, stunning nearby enemy units for 1/2/3 second. [21/14/7 Seconds Cooldown] (140 mana)
Rddhi [E]: If cast on an enemy it deals 20/40/60 damage per second for 15 seconds and transforms it upon death into a Vajra that lasts for 30 seconds. If cast on a Vajra it is sacrificed to increase your maximum mana by 25 and the cooldown of this spell is reset. On level 1 you gain 100 movement speed if you have atleast 1000 mana. On level 2 you gain permanent invisiblity if you have atleast 2000 mana. On level 3 you gain the ability to fly if you have atleast 3000 mana [15 Seconds Cooldown] (160 mana)
Dhyana [R]: Heal 5 nearby units in a chain for 50/100/150 health plus 20/40/60 for each nearby Vajra. [20 Seconds Cooldown] (180 mana)
Bhagavad [T] - Ultimate: Grab target allied hero through the nether, teleporting them to you and healing them to full health. [100 Seconds Cooldown] (1000 mana)



Juggernaut Rework


The illusion created by Miraju will now gain Jinada buff when Yurnero casts Jinada if it is in range.
The illusion created by Miraju will now leap towards the same spot when Yurnero casts Arashi if it is in range, the illusions leap does not deal damage.
The illusion created by Miraju will now charge the same target when Yurnero casts Tosshin if it is in range, the illusions charge does not deal damage.
The illusion created by Miraju will now Bushido towards the same spot when Yurnero casts Bushido if it is in range, the illusions Bushido DOES deal damage.
Bushido now deals about 150 damage to targets struck instead of about 250 damage.
Increased Miraju cooldown from 45 seconds to 70 seconds.
Reduced Juggernaut's strength per level from 1.4 to 1.3.
Reduced Juggernaut's base health from 700 to 550.
Increased Jinada duration from 3/4/5 to 4/7/10.
Increased cooldown of Jinda from 16 seconds to 25 seconds.



Grim Reaper Rework


Removed Necrotic Embrace ability from Grim Reaper.
New ability, Necrify: heals and upgrades skellies into new skelly types.
Death's Door now also has an active component for 350 mana that summons 9 Skellies.
Grim Reaper is now an intelligence hero.
Grim Reaper now has 18 base intelligence, up from 14.
Grim Reaper now has 14 base strength, down from 18.
Grim Reaper now gains 2.4 Intelligence per level instead of 1.5.
Grim Reaper now gains 1.5 Strength per level instead of 2.4.
Tomb of the Damned now costs 120 mana instead of 75.
Skelly now costs 35 mana instead of 25.
Grim Reaper's base hitpoints decreased to 750 from 1250.
Grim Reaper's base mana increased to 300 from 200.
Grim Reaper now has 325 base movement speed instead of 300.
Grim Reaper now has 235 attack range instead of 200.
Fixed a bug where a farmer dying while affected by Death's Door did not have the proper new alliances set.


Sentinel Rework


Valanor wolves have been renamed to Fangs of the Grove.
On Fangs of the Grove can no longer be teleported.
Reworked Ash'Valanor: Now summons Valanor, King of the Woodland Realm.
On level 1 of Ash'Valanor the King of the Woodland Realm has spell immunity, can scout by hopping over ledges and charming critters.
On level 2 of Ash'Valanor the King of the Woodland realm can rejuvinate allies and summon scouting owls.
On level 3 of Ash'Valanor the King of the Woodland realm has 75% evasion and can summon Rank 3 Fangs of the Grove.
On Valanor can be teleported.
Ash'Valanor now costs 300 mana to cast instead of 150.
Base mana of Sentinel increased from 0 to 135.
Decreases Sentinels intelligence per level from 2 per level to 1.25 per level.
Anadorei Talah now lasts for 1.5/2.25/3 seconds instead of 1/2/3 seconds.
Thori'dal can now be used on Farmers but does not deal damage or stun them.





Version 3.50

General Farmer Changes

The Forest and the Factory are no longer occupying the Light Blue and Pink player slots; their slots are now part of the Farmers.
The Castle now has 4 upgrades available which increase the amount of times either the Wizard, Captain, Musketeer or Javalinier can be trained from 1 to 2. The cost of these researches range from 2500 gold and wood to 750 gold and wood dependent on how strong the unit-type being researched is. Every player can only research one of these researches.
Removed the Cold Arrows ability from the Javalinier.
The Javalinier now has a new ability that dispells negative buffs from an allied unit.
Destroying a Gold Mine or a Statue of Worship now awards Farmers 1000 gold instead of 50 gold.
Stamina Brew now increases health of Farmers, Militia and Workers by 250 health instead of 200 health.
Quickness Brew now increases the movement speed of Farmers, Militia and Workers by 150 instead of 125.
Mind Brew now increases the mana regeneration of your units by 50% instead of 33%.
The Cauldron instead of the Fire Pit is now a requirement for the Granary.
The Well's Cleanse ability can now be used on buildings.
The Contraption now dispells negative effects from buildings.

General Hunter Changes

Removed Ghostly Presence ability from the Necronomicon.
Removed the research requirement for Necronomicon.
Lowered cost of Cultist from 700 gold to 600 gold.
Lowered cost of hiring a Cultist at the factory from 800 gold to 700 gold.
Hiring a Woofy now requires for the factory gates to be opened.
Hiring a Cultist from the factory is now done at your Rich Businessman instead of at the Factory Security.
Moved the Krivbeknih from the Bandit Lord to the Factory Security.
Krivbeknih now gives 1 mana and 1 health per health of a sacrificed unit and costs 90 gold.
Added new item, Cyclonestaff, to the Bandit Lord costing 750 gold: tosses any allied or enemy unit into the air.
Bottle now has infinite charges instead of 50 charges.
Bottle now has 20 seconds cooldown and a 10 second duration instead of a 12 second duration.
Healing Salve, Scroll of Speed and Clarity now have 5 charges instead of 3.
Potion of Invisiblity now has 1 charge instead of 2 but lasts for 45 seconds instead of 15.

High Cultist

Removed the Lightning Shield ability from level 3 Necronomicon.
Added a new level 3 Necronomicon ability that banishes an enemy unit for 8 seconds.
Removed the Statue of Worship ability.
Statue of Worship is now a building that can be constructed instead of the Gold Mine for High Cultist players.
Statue of Worship now has 950 hit points, 500 gold cost, no attack, generates 50 gold every 5 seconds, requires a Moratorium to be build and is limited to 1 per player.
New ability Shift: Teleport to target nearby location, zapping all nearby enemies with a lightning bolt.

Werewolf

Werewolf now starts with 0 agility instead of 11.
Werewolf now gains 0 agility per level instead of 1.
Werewolf now starts with 20 strength instead of 11.
Werewolf now gains 3 strength per level instead of 2.1.

Juggernaut

Juggernaut now gains 3.25 agility per level instead of 2.75.
Juggernaut now starts with an attack damage range of 30 to 74 instead of 39 to 61.

Doctor

The Mojo Kettle no longer requires heads in order to concoct Mojo's; heads also no longer drop.
The Mojo Kettle now concocts Mojo's using mana, more recipes of Mojo's unlock per level of Mojo.
Socrates can convert corpses into mana and transfer the mana to any other allied unit.
Reworked Tiki Fetish: Continuously applies a tiki curse to a nearby enemy unit 1 at a time, dealing damage over time and slowing them. On death a small vexing fetish will spawn from their corpse.
Reworked Voodoo Fetish: Continuously applies a voodoo curse to a nearby enemy unit 1 at a time, including towers. Units affected by the voodoo curse miss 100% of their attacks.
Vexing, Tiki and Vodoo Fetish now all have 5 seconds cooldown.

Lord of the Vampire

Dormitabis and Admorsus are now merged into 1 spell: when cast on an enemy it infects them with admorsus, if cast on a vampire it upgrades them. (can also be cast during the day)
Added new ability Volatus: The Lord of the Vampire and any nearby vampires leap towards target unit, dealing damage per leaping unit. (can only be cast during the night)
Health and attack of vampires now increase per level of Noctum, not per level of Admorsus.
Vampires and up now gain 25% attackspeed and movementspeed on level 1 of Noctum, not on level 2 Admorsus.
Greater Vampires and up now gain 25% lifesteal on level 2 of Noctum, not on level 3 Admorsus.
Vampire Counts can now turn into their aerial form on level 3 of Noctum, not on level 1 Aeternum.
Aeternum now makes it night permanently and gives you and allied player units ultravision.
Increased level requirement of Aeternum from 6 to 9.
Lord of the Vampire now gains 2.5 intelligence per level instead of 4.5.
Lord of the Vampire starting intelligence now is 21 instead of 12
Lord of the Vampire now gains 3 strength per level instead of 2.5.

Bounty Hunter

Fixed an issue where Blunderin' wouldn't deal damage even though the target was within 2100 units when the channel finished.



Version 3.49

General Farmer Changes

Increased Tower and Guard Tower attack range from 800 to 850.
Wells now have a new ability Cleanse: removes negative buffs from target unit for a 100 mana.
Decreased build time of Workers to 7 seconds from 12 seconds.

Sentinel

Removed the Thori'dal ability from the Sentinel that created sprouts that could sprout into trees.
Added new Thori'dal ability to the Sentinel: soar towards target unit, dealing damage and a stun.
Anadorei Talah now deals 200 damage per second up from 100 damage per second.
Valanor now have 450/600/900 hp instead of 300/450/600 hp.
Valanor now have 20/40/60 damage instead of 10/25/40 damage.
Valanor now reward 15/30/45 gold bounty instead of 15 gold bounty flat.
Ash'Valanor ability now has 30 seconds cooldown instead of 80 seconds cooldown.
Ash'Valanor ability now summons 3 Valanor instead of 1 Valanor.
Upon recasting Ash'Valanor ability all other Valanor are unsummoned.

High Cultist

Fixed an issue where the Statue of Worship didn't give periodic gold properly.
Necrononomicon's Lightning Shield now deals 25 damage per second down from 50 damage per second.
Reduced Necronomicon hero ability cooldown to 70 seconds instead of 80 seconds.
Necronomicon unit now lasts for 100 seconds instead of 80 seconds.
Increased Godspeak cast range to 1000 from 600.

Bounty Hunter

Increased agility per level of the Bounty Hunter to 4 agility per level from 3.2 agility per level.
Increased Bounty Hunter's attack range to 825 from 775.

Juggernaut

Increased Juggernaut's Tosshin ability cast range to 1100 from 950.

Lord of the Vampyre

Fixed an issue where Dormitabis wasn't upgrading and healing Vampyres properly.



Version 3.48

General Hunter Changes

Reviving a Hero now no longer costs gold.
Revived Heroes now spawn with 100% mana.
Instantly resurrecting your Hero with a Shrine of Assassination now spawns the Hero with 25% health instead of 50% health.
Piercing attacks now deal 45% damage against Hero armor type instead of 50%.
Slightly increased the movement speed of all Heroes.
Increased cast range of Arashi to 750 from 550.
Reduced casting time of Assassination License to 7 seconds from 8 seconds.
Reduced cooldown of Assassination License to 60 seconds from 75 seconds.
Assassination License can now be used on Valanors, Vajra's, Vampyres and Tomb of the Damned.
Increased the health of Vajra's to 333 from 275.

General Farmer Changes

Smith now costs 120 lumber instead of 125 lumber.
Lantern now requires Architecture instead of a Library.
Lumber Harvesting upgrade now correctly increases maximum carry capacity by 10.
Decreased Workshop health to 300 from 350.
Gave the Harvester a new ability that transfers items from a target unit to the Harvester.
Fixed an issue where Militia and upgraded forms of the Militia still had the Build ability.
Masonry increases health and damage of buildings by 15% instead of 20%.
Reduced attack range of Forts to 1100 from 1200.
Increased attack range of Capital to 1100 from 900.



Version 3.47

General Hunter Changes

Fixed an issue with Lord of the Dead Necrotic Embrace where it could grab invulnerable famers out of jail.
Fixed an issue where Statue of Worship didn't give gold.
Statue of Worship now generates 5/10/15 gold every 5 seconds instead of 5 gold every 6/4/2 seconds.
Reworked Juggernaut ability Arashi: jump towards target location dealing 100/150/200 damage and a 4/8/12 second incapacitate.
Necronomicon now no longer has a shared ability cooldown.
Voodoo Fetish cast range increased to 800 from 450.

General Farmer Changes

Made repairing towers about 33% more effective.
The game mode options for starting lumber for farmers are now 0/200/400 lumber instead of 0/125/200 lumber.
Chickens now cost 50 lumber instead of 55.
Sheep now cost 100 lumber instead of 125.
Cows now cost 150 lumber instead of 195.
Casting Produce now just gives the owner of the animal 35 gold instead of dropping a produce item.
Reworked the Cauldron's Cook ability: turns any seeds inside the cauldron into a random new seed.
Workshops now passively produce 5 gold every 5 seconds.
Workshop can no longer buy golden coins for lumber.



Version 3.46

General Hunter Changes

New model for Juggernaut
New model for the Doctor
New model for the Lord of the Vampyre
New model for Ethereal
New model for High Cultist

Ethereal

Increased Vajra movement speed from 50 to 100.

Juggernaut

Miraju now costs 90 mana down from 150 mana
Arashi now costs 90 mana down from 100 mana
Jinada now costs 90 mana up from 75 mana
Tosshin now costs 90 mana up from 75 mana

High Cultist

Removed the High Cultist Ultimate ability Demonic Ritual.
New High Cultist Ultimate "Godspeak": resets the cooldowns and mana of target unit.
Removed the Worship High Cultist hero ability.
New High Cultist ability "Statue of Worship": a building that has a ranged attack and generates blight and gold.
Statue of Worship has a 240 seconds cooldown.
You can't build Gold Mines if you play as the High Cultist
Reworked Necronomicon hero ability: now summons a necronomicon unit for 80 seconds that can cast restore, worship and necronomicon spells.
Necronomicon hero ability now has 80 seconds cooldown.
Unsummon hero ability now has 50 seconds cooldown up from 15.
Unsummon now costs a 100 mana up from 65 mana.
Increased cast range of Unsummon to 1300 up from 900.
Increased duration of Unsummon to 30 seconds up from 20 seconds.
Each level of Cultivate now summons a Cultist instead of just level 2 and 3.
Cultivate now gives 5 intelligence per level down from 10.
Cultivate now has a 1 second cooldown down from 12 seconds cooldown.
Reduced Chain Lightning damage of the Necronomicon to 70 down from 85.
Changed projectile speed of High Cultist to 400 down from 500.
Changed attack range of High Cultist to 550 down from 600.
Reduced regeneration of High Cultiston on blight to 4 health per second down from 5.25 health per second.
Base mana of High Cultist reduced to 0 down from 200.



Version 3.45

Creeps

Fixed the height of Nidhogg.
Changed the vision and placement of Gnollmen so they are harder to aggro.
Increased the scaling size of the Prison Chief so he is more visible.

Items

Increased cast range of Hammer Gauntlets to 750 from 300.
Reduced the gold cost of Key to the Prison to 250 from 450.

Grim Reaper

Removed the Skull and Bones ability.
New ability: Necrotic Embrace, a hook that deals some damage and grabs the target to the caster.
Fixed an issue where a farmer claimed by Death's Door would not be able to build a Farm anymore.

General Farmer Changes

Increases worker movement speed from 190 to 200.
Movement speed bonus from Quickness Brew increased from +100 to +125.
Workers can now build a barn.
The repair ability of workers no longer requires a smith.
Workers now cost 60 lumber instead of 65 lumber.
Replenishment interval of seeds in the Granary and Windmill decreased from 160 seconds to 140 seconds.
Base maximum mana of Farmers increase from 160 mana to 200 mana.
Initial mana of Farmers increased to 200.
Barn can now load units inside it with a cargo capacity of 4.
Lumber Harvesting research now costs 50/100 gold and 50/100 lumber instead of 100/200 gold.
Well Spring now increases the mana pool of wells by 300 mana instead of 200 mana.
Well Spring now increases mana regeneration of wells by 100% instead of 60%.
Well Spring now costs 200 gold instead of 50 gold and 100 lumber.
Increased effective cast range of wells from 400 range to 800 range.
Farmers and Workers now also benefit from the armor upgrades in the blacksmith.



Version 3.44

Creeps

Nidhogg is now a ground unit instead of a flying unit.
Fozruk now drops a Blinkdagger instead of a Spell Shield.
Moved the healing ward near Fozruk from highground to lowground.
Slartibarfast now drops a Honorguard, a Dagon and an Equalizer on death instead of a Blinkdagger.
Increased bounty of Mrrggl to 100 from 50.
Increased bounty of Aaaaaughibbrgubugbugrguburgle! to 200 from 0.
Nidhogg bounty decreased to 1000 gold from 2500 gold.
Nidhogg now drops 4 coins on death that each give 500 gold when picked up.

Hunter Items

Reduced cooldown of Assassination License to 75 seconds from 90 seconds.
Removed Tome of Retraining from Factory Shops.
Added new item to Factory Shops, Ankh of Reincarnation that costs 200 gold and returns the wearer back to life with 200 health and mana.
Increased damage given by Hammer Gauntlets to 5 from 3.
Hammer Gauntlets can now also be cast on structures.
Hammer Gauntlets duration has been decreased to 5 seconds from 10 seconds.
Hammer Gauntlets cooldown has been decreased to 15 seconds from 40 seconds.
Potion of Invisibility now contains 2 charges.
Decreased cooldown of Krivbeknih to 0 seconds from 15 seconds.
Decreased stats given from Circlet to +3 from +5
Reduced gold cost of Circlet to 72 from 145.
Reduced gold cost of Battlethirst to 1000 from 1500.
Reduced gold cost of Shoeblack to 90 from 145.
Reduced gold cost of Contraption to 55 from 60.
Reduced gold cost of Flare Gun to 55 from 65.
Reduced gold cost of Bottle from 200 to 145.
Reduced gold cost of Periapt of Vitality and Pendant of Mana to 600 from 750.
Reduced gold cost of buying a cultist in the factory to 800 from 900.



Version 3.43

General Fixes

After much whining I decided to get my act together and actually write down what I'm doing.
Fixed an issue where the dragon attacks the crops of the farmers.
Made it harder to build towers inside the factory to harass the businessmen.
Made it harder to see and fly into the center area the businessmen are in.


Cyborg

Now costs 1750 gold and 1750 wood, up from 1000 gold and 1000 lumber.
Now has 2500 hit points up from 2000 hit points.
Now deals 120 damage up from 90.
Clockwork repair speed has increased by 33%.
Clockwork can now no longer attack.
Clockwork now has 325 hp up from 50 hp.
Range of Mechanical Roar increased to 900 up from 600.


Towers

Basic Tower damage increased to 12 from 10.
Increased the projectile speed of the Cannon Tower and Capital to 1200 from 700.
Decreased the cooldown time of the Cannon Tower and Capital to 1.5 seconds from 3 seconds.
Building a Capital now requires a Workshop instead of a Command Center.
Building a Cannon Tower now requires a Blacksmith instead of a Workshop.
Cannon Tower now costs 200 gold instead of 170 gold and 75 lumber.
Capital now costs 500 gold instead of 450 gold and 125 lumber.
Increased the area of effect damage of the Cannon Tower and Capital from 250 to 350.


The Doctor

Mojo kettle can now be teleported upon by the license of assassination.
Range of the effect of Voodoo Fetish increased to 300/450/600 from 200/300/400.
Mass Vexing Fetish cast range increased to 900 from 600.
Fixed an issue where level 2 Vexing Fetish did not degenerate hp.


Juggernaut

Jinada now increases attack speed and movement speed by a flat 200% with a duration of 3/4/5 seconds based on level.
Tosshin now deals 75/150/225 damage instead of 50/100/150.


Bounty Hunter

Bounty now decreases armor by 40/60/80 instead of 20/30/40.


High Cultist

Cultivate now increases intelligence by 10 per level instead of mana by a 100.

Grim Reaper

Skellington now gets 70 health and 7 damage per skelly instead of 100 health and 10 damage.
Tomb of the damned now lasts 70 seconds instead of 80.




Screenshots


Henk

Image Description:
Henk and his beautiful wife! Also, turns out there's a cinematic of sorts.
[​IMG]



[hidden]
what are you doing with your life
[/hidden]





Videos

Video Description:
Apparently people play this tripe, who would've thought? It even has a fatal error at the end, just how I like it.



Video Description:
This is a video of a really old version that got me back into map making.





Credits

Everything in this map has been carefully stolen from countless creators by a teenager many ages ago. This map is unprotected, feel free to steal it back from me.

Models

Ring of Protection by republicola
Cloak by Balrog
Wizard Hat by warden13
Acorn by D.O.G.
Yellow Potion by General Frank
Slein sucked a dick
Snipe Target by Tranquil
Trap Claw by Tranquil
Possessed Tome by Deolrin
Guardian Wisp by Jesus Hipster
Villager Abomination by Just_Spectating
Cathedral by takakenji
Felucian Flora by Fingolfin
Bulwark of Azzinoth by Mulgrim
Orgrim Doomhammer by Tauer
Silver Ore by Ergius
Orb of Fire by General Frank
Druid Hut by Callahan
Arrow of Pestilence by 00110000
Slippers of Agility by Matarael
Dwarf Worker by HerrDave

Icons

Headshot Button by D.ee
Bloody Hook by The Panda
Noxious Fumes by Lelling
Abomination Eating by UgoUgo
Worgen Fury Slash by Kimbo
Firedancer by Kimbo
Necromastery by BLazeKraze
Starblast by Hellx-Magnus
Bash by The Panda
Arrow Shower by The Panda
Roar by PrinceYaser
Pyroblast by aki15
Stormy Castle Citadel by Illidan(Evil)X
Blink by Darkfang
Maiev Burn by morbent
Rune Ax by CRAZYRUSSIAN
Charge by CRAZYRUSSIAN
War Cry by CRAZYRUSSIAN
Taur Stomp by CRAZYRUSSIAN
Taur Berserk by CRAZYRUSSIAN
Phoenix Dart by 4eNNightmare
Goblin Rocket Boots by LoDown

Contents

Weed vs Greed 5.01 (Map)

  1. Kino

    Kino

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    I was honestly expecting something a lot more "enjoyably broken".
    This map is way too well made for what you claim it to be.

    Weed vs Greed is a tag map, there are two factions; farmers (the base-building faction) and assassins (hero based, hunts farmers).
    That said, I feel the farmer faction is the more fleshed out one. Though it can be argued that exists by virtue of having a tech-tree and base building as opposed to the more hero-centric assassins.


    Honestly, I found the farming to be the best part of the map. Hard to put a thumb on why its good (besides that it controls well and comes across as very natural/intuitive), but I would genuinely consider it the best farming simulation in a wc3 map.
    - If the map was simply farming and nothing else, Id still play it to be honest.

    Mechanics wise, I feel where the map falls short are the assassins (the tagging faction).
    The builder and "tech-tree lite" that assassins have seems out of place, it doesn't seem to do anything interesting (though you could easily argue the assassins would be weaker without it), most of the building functions could easily be neutral buildings in the factory homebase.
    In short, the assassins faction seems to have less to do/is less interesting to play, and the light base building they have seems shoehorned in.
    - I cant tell you how to dev your map, though If were to change anything, Id make the assassin faction to include managing the factories defences. (ie. all the npcs currently in the factory would have to be populated/or at least upgraded by the assassins).

    Aesthetically, the map is well presented; the terrain is good enough for the purpose it serves.
    -I also like how you've organised the water bodies on the map to form what looks like a proper river system.
    There's an opening cinematic, which may seem odd for a multiplayer map; but really isn't that uncommon especially among many older maps. Come to think of it, the whole map does feel like something out of the pre-2010's, not that I consider that to a be a bad thing.

    Minor gripes
    - Would be nice if there was an effect whenever a crop ripens.
    - Some of the trees are rotated at an odd angle which shows too much of the shaded side.
    - As the assassin you can kill friendly NPC's, including the businessman.


     
    Last edited: Aug 12, 2016
  2. Emm-A-

    Emm-A-

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    Dude, I absolutely love your introductonary text, because it is so true :D
    Amazing idea, and together with Kino's comment, this makes me want to play it right away!
     
  3. Su7VdeR

    Su7VdeR

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    It used to be a broken mess (to an extent it still is), I only recently took up development of it again to try and make it playable (which it still isn't).
    There's still a game breaking fatal error that mostly pops up in the last 5 minutes of the game. Haven't been able to figure out what causes it yet.
     
  4. StoPCampinGn00b

    StoPCampinGn00b

    Community Manager

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    Hey, I enjoyed WTii playing this maps and showing it on his videos. It's quite a cool map :)

    You can get some help on the fatal errors here: Triggers & Scripts
    Also, please credit those few skins / models. All you have to do is credit the authors and you're good.

    For those two reasons, I'm setting this map's status to 'awaiting update'
    Cheers!
     
  5. Su7VdeR

    Su7VdeR

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    I have no idea as to what particular event is causing the fatal errors. I'm guessing it would be too much to ask of people to sift through all of the triggers, abilities, units, items, dooddads, destructibles, the placements of them on the map, et cetera, et cetera, et cetera, to find that one thing that causes the fatal error.

    Also, I can't find the source for three of the models that I downloaded a long time ago. A tophat and a cape, both worn by the rich businessmen units, and the model used for the workers of the Farmers.
     
    Last edited: Jul 25, 2017
  6. Emm-A-

    Emm-A-

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    I played your game for about 30 min and liked it a lot! The moving plants add a lot to the atmosphere by the way! :)

    I did not have any fatal error, when I played.
     
  7. Su7VdeR

    Su7VdeR

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    Great you liked it!

    Fatal errors usually occur when there's giant armies clashing against heroes, even if that's the case its 50/50 it fatal errors out.
     
  8. Kino

    Kino

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    As I am now a designated reviewer, Ive updated my original post with more information.
     
  9. Su7VdeR

    Su7VdeR

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    Love the review.

    I fixed the minor gripes straight away, however as to the lite tech-tree of the assassins I am thinking of keeping it this way.

    I agree with the fact that being able to build with your cultist feels a bit out of place, and their tech tree is underdeveloped and a bit boring (it couldn't be otherwise, as they are the taggers, not the builders). But the way the cultists interacts with scouting, teleporting around the map, and creeping has made the cultist impossible to replace as a mechanic, as the unit has become so deeply rooted in the way assassins operate.
    As to the Cultist being able to build buildings: the tech tree right now provides options for different kind of playstyles.
    For instance, assassins can choose to build buildings or spend their money on items. When building buildings they can choose between building an economy, getting scouting units, or providing tomes for the assassin. If I were to simply give these functions to neutral buildings in the factory homebase, there would be less of a choice for the assassin as he or she would not have to spend resources and time trying to get access to these functions. The cultist as a unit would also have nothing to occupy itself with, as it can no longer build a base or gather resources. Cultists would most likely stand still for most of the game at random points on the map.
    I've been messing around Cultists and the buildings they can build ever since I started work on the map. The most recent change has forced Cultist to construct their base outside of the Factory, so they are targets for Farmers to attack. Maybe that will spice things up a bit.

    I like the idea of the Assassins having to manage the defenses of the factory. In previous versions the assassins could hire additional guards and upgrade their weapons and armor. However these mechanics turned the game into a bit of a mess. The mechanics were hardly used, as most of the time assassins saw the defenses of the factory as something useless. The logic behind that statement was that when massive armies reach the gates, you've already lost. And if purchased at all, the additional guards would clutter the already limited space the units inside the factory occupied.
    I'll brainstorm a little more about the idea, there must be something practical inside there somewhere.
     
  10. Emm-A-

    Emm-A-

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    if you could make the tech tree of the cultists as funny as the builder one, it would be much more interesting. I have to say, I never checked out that many tooltips, and you even referenced it, so this is truly well done and hilarious!!! :D Maybe you could make some funny things at the cultist side ...
     
  11. Alireza Evil

    Alireza Evil

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    Hi about this map it's fun an enjoyable. But I'm not here to talk about what i think about the map or whatever! I have a question that where are the damn rings? I found 7 and One of them is behind a tree and there's no way to get there becuase it's blocked by trees and what are those oaks and treants doing seperated in the map?!?!?!
     
  12. Su7VdeR

    Su7VdeR

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    Walking into Henk's decaying farm patch reveals the location of all rings.
    Those treants are there for Assassins to creep for experience and gold. They can also be used by panicking farmers to juke.
     
  13. Alireza Evil

    Alireza Evil

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    Hm thanks! another question that should we combine them in a special place? If yes where and how?
     
  14. Su7VdeR

    Su7VdeR

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    Secrets must be earned.
     
  15. Alireza Evil

    Alireza Evil

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    Ow, henk can get passed!
     
    Last edited: Aug 8, 2016
  16. Alireza Evil

    Alireza Evil

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    By the way, There cinematic has a bug which henk goes to the footmen and gets stuck and we all have to leave the game and skip it.... Fix please!
     
  17. Su7VdeR

    Su7VdeR

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    Should be fixed in new version.
     
  18. Su7VdeR

    Su7VdeR

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    Haven't had a fatal error in about 10 games or so, so the fatal error seems to be fixed.
     
  19. ZodiacDemon

    ZodiacDemon

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    Ay You might want to put a stronger protection on your map as it's been targeted by a map thief called Lions_Blood. The guy goes around stealing maps and putting his name in the credits you'll find your map changed to be credited to be his in the makemehost game selection you can check yourself the version is 2.64