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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

World of Strife: Tribulations v1.1d

Submitted by Krath, Saken
This bundle is marked as approved. It works and satisfies the submission rules.
[​IMG]

v1.1d



After Exodus Day, the day Lord Lothrim turned to evil forces and betrayed his entire Kingdom, a few key heroes attempted to defend neighbouring villages from the onslaught of his army. Some succeeded, but when others failed, they were captured.

Now a bloodlust-ridden Lothrim, after having brought the kingdom of Rakasla to it's knees, has decided to pit his prisoners against each other in a gladitorial arena for his undead subject's pleasure. You must raise an army and compete with your old allies for your very survival.

Though it would be wise to expect the evil Lord to have a personal hand in your Tribulations...




World of Strife: Tribulations is a 1-8 player army building game with 40 rounds of PVP & PVE levels and is the prequel to World of Strife: Retribution & sequel to World of Strife: Exodus



Features Include:

• 9 Custom Factions each containing 6 unique units with three tiers to each base unit and 5 additional branching units per faction. 3 more factions and units to be added in the next big update.
• 40 Rounds of PVP & PVE combat including 3 Boss Rounds & 3 Castle Siege Rounds.
• Boss Rounds Depend on Number of Players
• A Mini-Game in the sky used to gain more Spell Points (Lumber)
• Commands to Zoom, Show Income, Show Faction Limits, Show Army Value, Show Wins, & Kick.


Update Log:

Update Log

- v1.00 -
+Release

- v1.1 -
+Fix to boss rounds 15 & 35 for 3-4 players not working properly.
+Fix for AR not giving builders.

- v1.1a -
+Fix for Mecha Boar not being removed from the pen when you try and summon it.

- v1.1b -
+Removed icon from Upgrade Shrine that wasn't supposed to be there.
+Better descriptions for upgrades.
+Adjusted the icons of some units that were passive but the icons didn't reflect it being passive.
+Adjusted tints of some units for better differentiation.
+Dummy icons hidden so they don't show as bright green when the game is paused.

- v1.1c -
+More descriptive tooltips.
+Fixed some tooltip errors.

- v1.1d -
+Reduced Lothrim's spell cast range.
+Added replacement models for the Frost Enchantress & Flame Enchantress.




Modes:

Red can choose one of the following two modes at the beginning of the game & also choose to enable the Mini-Game which allows players to fight in the sky for additional Spell Points. (Note: Not necessary to choose any of the modes.)

-ar = All Random
-ur = Unique Races

-mg = Enables Mini-Game


Terrain & In-Game Screenshots:
Screenshots

Army Pens
[​IMG]
2v2 Arena
[​IMG]
FFA Arena
[​IMG]
Corpse Ramp Arena
[​IMG]
Doom Hydra Arena
[​IMG]
Pestilence Arena
[​IMG]
Sewers Arena
[​IMG]
Mini-Game Preview
[​IMG]
Lothrim's Arena
[​IMG]

Faction Leaders & Their Army

Drokar Ik'tael
[​IMG]
Elthina Lynthos
[​IMG]
Kamek Drak'il
[​IMG]
Krath Drak'il
[​IMG]
Lashar Ajax
[​IMG]
Natalya
[​IMG]
Norendithas Bladehand
[​IMG]
Sapphyre Wyndhart
[​IMG]
Voruel Ebyncrest
[​IMG]

Credits:
Credits


Triggers:
Krath

Terrain:
Saken

Unit Editing:
Krath & Saken

Mini-Game & Mini-Game Assets:
Qormagg / 00110000 (Hive)

Custom Icons:
Shaeam
Pyramidhead
BloodElf300
Valkyron
KingLuis
Murlocologist
Blood Raven
zbc
PeeKay
Mc!

Custom Models:
Bart_Illidan
Elenai
jigrael
Sellenisko
Callahan
Kwalit
WolfmanArc
Pyramidhead
JesusHipster
armel
Afronight_76
General Frank
Tarrasque
UgoUgo
Kitabatake
Debode
HerrDave
Grey Knight
Pvt.Toma
Norinrad
Kuhneghetz
Tarrasque
UgoUgo
Kitabatake
PRMosquito
Sin'dorei300
Himperion

Custom Skins:
Just_Spectating
67chrome
Ampharos_222
Daenar7
Cloudwolf
bigapple90
Afronight_76
General Frank
Tarrasque
UgoUgo
Kitabatake
Debode
HerrDave


*If somehow we missed adding you to our credits please let us know so we can correct that.*


Other:

Map Size: 160 x 192
Playable Map Size: 158 x 184
Suggested Players: 4-8
Tileset: Black Citadel

Keywords: army, building, FFA, PVE, PVP, Krath, Saken

Contact: To reach out to us, feel free to comment here, message us privately, or go to our Twitch channels below.

Krath: Twitch
Saken: Twitch
Contents

World of Strife: Tribulations v1.1d (Map)

Reviews
deepstrasz
Priest upgrade is called Train Priest. The Upgrade Shrine's icon has an armour slot on it. True Sight on Sorceresses has an active icon. Same with Command Aura on Elite Commanders, Spell Reduction on Pikemen. Some skin/(much more potent) hue...
  1. uyarrr

    uyarrr

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    I really like your custom race/nation idea instead of classics like Human Orc etc. It's nice to see some different stuff. From the screenshots terrain looks really cool, I'm reserving this spot for now. When I'll try it soon I'll edit my comment and rate it :goblin_yeah:
     
  2. General Frank

    General Frank

    3D Modeling Moderator

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  3. Mayday

    Mayday

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    Well polished, balance between factions, dynamic game play and great atmosphere. Highly recommended!
     
  4. Wareditor

    Wareditor

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    At last! Good to see it released officially.
     
  5. Saken

    Saken

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    Thanks everyone! It's taken too long, but better late than never.
     
  6. killshocktv

    killshocktv

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    its lit 11/10
     
  7. Kakerate

    Kakerate

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    inb4 Tribulations discord
     
  8. deepstrasz

    deepstrasz

    Map Reviewer

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    1. Priest upgrade is called Train Priest.
    2. The Upgrade Shrine's icon has an armour slot on it.
    3. True Sight on Sorceresses has an active icon. Same with Command Aura on Elite Commanders, Spell Reduction on Pikemen.
    4. Some skin/(much more potent) hue variation for units that look alike but have (slightly) different roles.
    5. Some units have a dummy ability/icon on them which turns green on F10/game pause. You should hide the ability via triggers. The Frost Nova should be placed instead of that ability. Same with Incinerate and Polymorph. Somehow this disappeared from the next three Sorceresses I fully upgraded.
    6. Upgrading unit damage doesn't work. No value is added. Also, units don't have upgrade slots. Actually, they work but you can only see the green added bonus during battle.
    7. Since you've mentioned how much life and mana are given by and how many levels those upgrades have, why not do the same with the other upgrades?
    8. One of the Ballistae did not want to fully upgrade basically the upgrade disappeared. I upgraded two at a time but I doubt that's the issue. I think the problem is with the max number of those units which is not 3 as in their description but a lot more. I think it might have something to do with the rounds. The ability/building/training resets or something so it appears on the builder again.
    9. Is Sapphyre Windhardt supposed to be undead? Actually all builders are. Does Summon Building not work otherwise?
    Good map nevertheless. Replayability value and variety.

    Approved.



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  9. Krath

    Krath

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    Thank you for the approval, deepstrasz. I'm looking into all the points you mentioned and will update the map to a version with my fixes very soon.

    1. All the upgrades for units are called Train x, because you're training the unit to have better capabilities and be generally stronger. It's different tiers of the same unit a lot of the time with different abilities and stronger stats.
    2. Nice catch there. It's part of the custom icon, I've never even noticed it. I changed it to an icon that doesn't have an empty slot.
    3. Another nice catch, I tend to lean towards an icon that represents the unit and what the ability does more than whether it's active or a passive, but I can see how that might be confusing. I went through the ones you mentioned and changed them to a passive icon instead.
    4. I've made the tints more varied on some of the units that had the same model to be able to differentiate them more. However, because they're both units and buildings, the tints don't seem to apply right away, only after a round has started and your units are re-created. It's always done that and I could never figure out how to fix it. It's not a huge deal though since they get their proper tint within 30 seconds of building them, but if you thought they weren't tinted at all for differentiation, that was probably why.
    5. I've hidden the ability icon. I didn't even know that was a possibility, could it be a new feature in the newest update to the World Editor? Either way, it's practical and very good to know.
    6. The upgrades are meant to work that way. Because the AI controls the units in the arena and there are 4 computers and 8 players(I started this project way before the 24 player update), sometimes one AI will control multiple players at a time so I couldn't transfer one player's upgrades to the AI controlling it. Because of this, I made the armor and damage upgrades an ability applied to the units once they're in the arenas. The life and mana upgrades are applied right away because they carry over when the unit changes owners, for some reason.
    7. Another good point. I will add more complete upgrade descriptions for those as well.
    8. The limits are 3 per tier for Ballistae. If you already have 3 of a certain tier, the upgrade to that tier will disappear on the previous one. I haven't had any issues with that so far, and the limits never change throughout the game, they're only set on initialization. The limits specific to each tier are all listed with the Display Upgrades ability on the builders, hotkey 'D'.
    9. All the builders are undead for that reason, yes. It also helps with the categorization in the editor for Saken and I.

    Thanks again for the complete review and everything you pointed out. I hope I clarified most of the issues you had. If not, I'll be glad to answer any other questions you might have

    Thanks to everyone for the kind words! We'll be putting up a Tribulations section on our clan Discord for anyone to use. It is accessible via Saken or I's Twitch channels.
     
    Last edited: Mar 29, 2019
  10. Ardenaso

    Ardenaso

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    Does that mean Lothrim won in Retribution canonically?
     
  11. Krath

    Krath

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    Hey Ardenaso! Nice to see you tried our other games too :p

    Retribution is actually the last in the series chronologically. It's when the players go back to the capital to beat Lothrim once and for all. Tribulations is after Exodus, in the event that players got caught by Lothrim and were forced to face each other in gladiator-like arenas.
     
  12. deepstrasz

    deepstrasz

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    Yeah but the priest has Train Priest not Train Priest Tier 2 like other units.
    Aren't they different units? Are you colouring them via triggers? If they're units, the hue can be changed in the object/unit editor.
    I don't get it. Upgrade slots or upgrades in general (which increase base damage, armour etc.) would have been worse? I mean, via triggers you could have just researched the upgrade level for that AI player too. Since you're shifting between ability levels depending on players, I think you could shift between upgrade levels too via triggers.
    Oh, I misunderstood then. But it'd help if there would be a mention of the max unit type number in their descriptions.
     
  13. Krath

    Krath

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    Oh, that's what you meant. That's right, I just checked and there's a few who don't have the tier specification in their tooltip. I'll update that now.

    Yes, they are different units, and I color them via the object editor. It's some kind of bug in the editor because the units are both buildings and units at the same time so that they can upgrade to each other and all. On upgrade, their tint isn't applied, but when the units get sent to the arena and re-created in your pen, the tint is applied. The tier 1 units get tinted right away on build. It's something with the upgrading.

    As for the upgrades, those are managed by the player who owns those units, not the specific units. I have to give a player a certain level of upgrades which wouldn't work because there's often one AI controlling two different players. I chose to do it with abilities because I was able to give the bonuses to specific units and not all units owned by a player. If I had the same amount of AIs as players, and one AI controlled each player, it would be possible to just transfer the player's upgrade levels to the AI controlling it, but as I mentioned earlier, I started this way before the 24 player update and it wasn't possible then. I built the entire game around that and it would probably take me weeks to re-work the systems just to display the upgrades differently.

    There is a mention of that specific unit tiers maximum amount in each of their tooltips or you can refer to the display upgrades ability on every builder to show each and every limit without having to build and upgrade a unit to the one you want to check.

    Let me know if there's anything else you'd like me to clarify. I hope I answered your questions.
     
  14. deepstrasz

    deepstrasz

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    Then you could try colouring them via triggers after they are upgraded and copied to the arenas.
    It's good.
     
  15. Ardenaso

    Ardenaso

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    Okay, so I tried it again in singleplayer and...

    I guess this game is never meant to be played alone?
    • The necromancer is too strong early game it literally one shots the basic heavy unit.
    • The demon waves are next to impossible, Fel Ravagers at round 6?
    • Mass Draenei Seers are too much for rounds 15+
    • A Vile Tormentor's single silence can guarantee a defeat (but then again we have dispels, just hope they don't get hit)
    • Or maybe the demon waves are just placeholders?
    • I'm not gonna say anything about the boss fights since I guess we need 2 players by default
    • The round 26 Bone Horror is literally impossible to take down, it has hero armor, three times the abomination tier 3 health, lifesteal and unholy aura, combined with those death coil healers, he is insane.
    Also, about the units:
    • Rune Golem's damage return doesn't really do anything, I wish you'd make it from 20-40%, and is it only meant for enemy melees?
    • Right Hand's cannon says average attack speed but it just attempts to shoot many times before releasing an attack after too long
    • Tinker falls off late game, his mecha boar doesn't scale with upgrades and its kaboom doesn't deal any damage anymore after rounds 20+
    • Battle Priests have very long cast backswing (to be fair, you could just give everyone the standard chaplain and just give the Priestess the Battle Priest since... it's her speciality)
    • The shockwave/impaling spearman doesn't go for the clumped units/hero and just uses its skill on the first enemy it sees, making it almost useless
    • Some units won't use their skills (healing ward, roar, etc.) on boss rounds.
    • If I'm not mistaken, siege units are supposed to hit the backline and the towers first, the AI just focuses on the melee mobs, which makes them almost useless in base castle sieges.

    Also, I don't think anyone should be buying the attack upgrades anyway, at least for the first 30 rounds.

    Hopefully, it gets better soon
     
  16. Saken

    Saken

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    The game is definitely more suited for 4-8 players, however we didn't want to limit people who wanted to try the factions out by themselves or play in 1v1 scenarios.

    I think the main issue you were having here is that you might of had a lot of tier 1 units without upgrades, which would mean the more units and unit value you have the minions of Lothrim will spawn in more and more units. If you have a few Tier 3 units with some health upgrades, you will easily turn around the tide of battle against the minions. Keep in mind this doesn't always work when you're going up against a bunch of upgraded lower tier units.

    The solo round against Lothrim's minions do not take upgrade value into consideration, so imagine if you have 1400 army value but you have 6000 upgrade value; Lothrim's overall army that he spawns will be the same strength as you having an army value of 1400 with an upgrade value of 0. So keep that in mind as well, as upgrades start out some-what weak, but a few T3 unit with lots of upgrades is strong enough to take out big group of non-upgraded T1 units. However a lot of upgraded Tier 1 units can be pretty hard to take out, as numbers only help you when you've got better upgrades.

    The Bone Horror's are definitely really tough but they get taken out easily by chaos and hero damage. One thing you want to do to survive against them, especially once you're getting past round 25, is to have a very strong and upgraded front line and have as much chaos and hero damage you can get for your backline. Some units are great early on with piercing, normal, or magic damage, but your primary focus should be end-game damage out-put and sustainability.

    Also, just to further elaborate, upgrades are VERY worth the gold put into getting them. One thing you may not know about yet is putting gold into your Spell Points income so you can have lots of spell points mid-late game to spend on the "Upgrade" spell from the Spell Vault which will save you a lot of gold in the long run when trying to max out upgrades as best as you can.

    (As a tip: The undead minions that spawn give more bounty but are typically stronger units overall. The Draenei and Fel Ravagers and other similar units spawn in bigger numbers but are typically weaker in overall health and attack damage but give a little bit less bounty.)

    The damage return on all units that have similar damage return abilities are scaled off of the Rune Golems %'s. Their main purpose is for countering melee DPS units as well as for boss rounds like the Doom Hydra and facing Lord Lothrim too. I've considered increasing them by some further, but didn't want to make it any easier to kill Lothrim in the end.

    This sounds like the attack priority is changing in between its attack which is common with a lot of different armor types and unit types with different priorities coming into attack range. We'll try and take another look at the different priority levels and see if there's areas we can improve, namely for hitting towers first over units.

    The Tinker is best suited early on by itself. However later into the game will better be complimented if you have tier 3 Goblin Mechs up front because the Tinker can rebuild (revive) tier 3 mechs, which in the long run is a great strategy to go with Lashar because Lord Lothrim has hero armor and the tier 3 mechs have hero attack.

    We can look into the backswing cast, I believe most healers were based off of the priest or chaplain to be honest. But in the sake of keeping each faction fresh and unique, we would rather stray away from having the same unit across all factions.

    With normal WC3 A.I. there needs to be about 3 units in range of the attack before the unit casts their line damage or AoE spell such as shockwave or impale which may not always hit all the units depending on their casting angle after the spell is sent out.

    Concerning healing wards not being casted, that has been an odd issue we've noticed but they typically only cast when that unit takes damage. I'll talk with Krath to see if we can possible program the healing ward spell priority to go for other units and not so much for themselves.

    (Tip with AoE buffs: You can cast them right before the round timer ends and your units will spawn into the arena with the bonus buffs.)

    - - - - -

    Thank you for taking the time to give us your thoughts about the new game man. We'll be trying to improve its replay-ability as much as possible through our next big planned updates. There are 3 new factions planned out, an air unit planned out for every single faction, and we'll also be adding in a pair of legendary-type units to each faction too.
     
    Last edited: Mar 30, 2019
  17. Kakerate

    Kakerate

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    The AI for Lothrim needs to be adjusted. If you have him target units only within the confines of his arena, I think that would fix Lothrim getting aggro'ed by nearby players. It allowed for a player to get a really easy win on him.
     
  18. Saken

    Saken

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    I'm updating our Clan WP discord to include sections for each of our map projects including Tribulations for discussion and screenshot posting for wins and any bugs.

    Do you think it was the spell cast range he had? Because he's melee and his acquisition range shouldn't be high enough that he tries to target units in another pen. Also, what factions were present when this happened? Like did someone have a Norendithas with a bunch of force wizards pushing Lothrim to the edge? Or did he try and go target the other player's units without interference?
     
  19. Ardenaso

    Ardenaso

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    One more thing: Black Wizard's skeletons do not scale with upgrades

    I figured it out now that I was supposed to be sacrificing my cheapest units and only spend for the HP upgrades in the first 5 rounds other than the food and income.