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Xnd Hero Siege 1.21

Submitted by Ricola3D
This bundle is marked as approved. It works and satisfies the submission rules.
Introduction
The "Xnd Hero Siege" project

Welcome to the Xnd Hero Siege project's page. This is a project initialized in 2019 by Ricola3D, an addicted player of Sogat's X Hero Siege who was terribly desapointed by Sogat retirement and the fact that X Hero Siege had been not evolving for years. The project is based on the X Hero Siege 3.33 map, the latest stable version released by Sogat. I started it alone, but want it to be a collaborative projet : I am looking for contributors, so if you have ideas or development skills, feel free to join !

Contact: ricola3d@gmail.com / PM


Concept

The spirit is to keep the essence of version 3.33, but fix the bugs, improve the balance and improve specific points. I also want to add some fun, but with always keeping the original spirit. A regular player of X Hero Siege 3.33 should be able to master this map quickly and without effort ! Therefore this is not a copy of Sogat's work. Aside annoying bugs fixed, there are major improvements, mainly to enhance the balance, teamplay or fun ! For v1.0, there are 2 new heroes, auras have more range and apply on wards, caster and summoners remain efficient in late game, etc...



  • Life Changing features
    you don't find in X Hero Siege 3.33

    :carr: 2 new pick modes, dual+same, dual+random
    :carr: 3 new heroes: Runemaster, Stone Giant and Myrmidon.
    :carr: -bt command is always enabled.
    :carr: Finally all auras range x3.
    :carr: In late game, spells do massive damages, and minions are powerful and tanky.
    :carr: (All) Hero Images cannot cast boring spells that ruin it: anti-magic shield, heals, entrave, banish, archimonde's form...
    :carr: No more exp lost when dual hero switch !

    :carr: Many spells balanced or replaced.
    :carr: Lifesteal works with any attack.


    Map Description
    Objective Select your hero, defend the castle and kill all dark forces.
    Players 1-8 (no IA)
    Game duration ~ 45-90 minutes
    Language English
    Compatible versions Warcraft 1.31.x and newer


    Gameplay

    Beginning
    One Player 1 (red) has chosen difficulty and pick mode, pick your hero(s) or use -random command. You can use the -repick command once if you are unsatisfied.

    Defend the Castle
    Creeps spawn from 8 lanes to attack the Castle. Choose a lane, go defend it with your hero(s). Killing creeps will give you gold and exp. Periodically ennemy waves appear at west, north, east then south of Castle. Defeat them with your teamates.

    Special quests
    The game includes 4 special quests, each one with a different reward. When you are ready, go in the circle and the bottom-right of Castle and pick the quest you wish:
    Event Mission Difficulty Reward
    Hero image Kill a stronger version of your hero. Hard +100 all stats.
    All hero image Kill 8 stronger heroes. Crazy Necklace of spell immunity.
    Spirit Beast Kill a giant spirit beast. Impossible Shield of Immortality.
    Hero image Kill a frost infernal. Impossible Key of Moon.


    1st special event
    You get teleported in a tiny room with your allies. A dward boss, Muradin, is chassing you there. You cannot kill him, just survive 3min and you will win 50000 gold.

    2nd special event
    You get teleported in a tiny room without your allies. You have 3min to kill a maximum of ennemies to earn as much gold as possible !

    1st survival
    When you are done defending the Castle and stronger enough, you can kill the dark Necropolis. Then 2 new lanes open, and mega creeps will come once you enter within. Survive them.

    Final wave
    When you are done farming on the mega creeps, you can kill the ice thrones. A final wave will appear near the Castle, it is up to you to defend it.

    1st boss
    After surviving the final wave, you can go in the circles behing the remains of the ice thrones. This will teleport you to the first boss of this map: Magtheridon. Kill it 3 times to win. On dying, he will split into,many baby bosses.

    TODO
    2nd survival
    The 4 captains
    3nd survival
    2nd boss
    Last boss

    Defeat
    Victory

    TODO
    Tips


  • Comparison to X Hero Siege 3.33 (by Sogat)

    The following improvements have been made:

    Major changes
    - New select modes: Dual Random & Dual Same.
    - New heroes: Runemaster & Stone Giant.
    - Buy tomes: -Bt command always enabled.
    - Charged items: you can stack and split them.
    - Balance: spell damages, heals and minions boosted in late game.
    - (All) hero image: boring spells removed (shakle, anti-magic field, ...). Clones stats do not take into account items & skills attribute bonus.
    - Dual heroes: events reset CDs of both heroes.
    - Buying level tomes: new command -bl.
    - Leavers: their hero is pickable again. Their gold is shared between remaining players.
    - Shared control: allies hero portraits are visibles, switch is possible.
    - Bosses: spell immunity ability changed to resistant skin. Rear attacks do +20% damages, and 10% chances of rear strike with x3 damages. Flank attacks do +10% damages, and 5% chances of flank strike with x3 damages. Works with spells too.
    - Farm event: creeps take +500% damages from spells.
    - Attack types: all attack types do 100% damages to hero armor (piercing, siege, spell, magic).
    - Life steal abilities: work with any attack type (orb, ranged, ...).
    - Summons: most summons gain a mini-cleave or mini-splash at level 3.

    Bug fixes
    - Dryad: multishot now works properly in late game.
    - Random: not available before settings selection anymore (caused bugs).
    - Leavers: check for stuck items or events.
    - Dual hero: no more exp lost by switching heroes. 2nd hero may be picked later.
    - Banehallow cinematic: no more 2nd hero misspositioning.
    - Blizzard bugs: workaround to fix orb of slow and similar abilities.
    - Earth/Fire/Storm Brewmaster: could not attack air units.
    - Banish: damages from fan or rockets and similar spells were nulified.

    Other changes
    - Cooldowns: various cooldowns reduced.
    - Mirror images & Clones: get damage, defense and attack speed bonus. Get autocasts.
    - Minions can use the 2 teleport circles behind the ice pillars to reach the boss zone.
    - Muradin event: cannot place wards or phoenixes in water anymore.
    - Farm event: rock golems are not magic immune anymore.
    - Farm event: improved sheeps/corpses/tree spawn.
    - Cinematics: shortened final wave cinematic.
    - Boss phase: hero revive timer is reduced from 120s to 45s during this phase.
    - Code reliability and performances improved.
    - Shops: Tome of Power max stop changed to 3. Amulet of the Wild cooldowns divided by 2.
    - Corpses: removed after 8s instead of 5 (for spells that need them).
    - Special events teleportation circle: your minions are teleported along.
    - Skills
    - Aerial shackles (Bloodmage): 500 damage per second.
    - Anti-magic Shield (Archmage): replaced by Frigid Protection.
    - Anub'Arak's Claw (Crypt Lord): attack speed increase 75%, cooldown 60s.
    - Attribute Bonus (Warden): +50 bonus per hero level.
    - Blizzard (Archmage): boosted.
    - Bomb Trap (Shadow Hunter): damage doubled at level 4.
    - Burning oil (Bloodmage): range/damage +25%.
    - Carrion Swarm (Dreadlord): damage boosted, cooldown reduced.
    - Chaos (Dreadlord): damage boosted, cooldown reduced.
    - Clone (Marine): can target wards and invulnerable. Come with you in farm event.
    - Cripple (Warlock): debuff boosted.
    - Debilitation aura (Archmage): effect changed, increases damage taken from all sources of a given %.
    - Earthshake (Pandaren, Earth Brewmaster): damage x2.
    - Esnare (Pandaren Brewmaster): added 300 damage per second.
    - Heal (Ranger): increased to 20000hp.
    - Feedback (Shadow Hunter): damage factor x5.
    - Frost Arrows (Lich): damage x2, speed decrease +20%
    - Frost Beast (Lich): attacks faster.
    - Frost Paralysis (Archmage): debuff boosted.
    - Howl Scout (Druid of the Claw): abilities and autocast boosted.
    - Immolation (Demon Hunter): ranged increased to 250.
    - Infernal (Dreadlord): attacks faster.
    - Inner Fire (Ranger): damage bonus x3.
    - Laser Trap (Shadow Hunter): damage type changed to pierce (for trueshot aura).
    - Life Regen Aura (Marine, Sorceress, Storm): effect changed to 100hp/200hp/1%/2%.
    - Light Frenzy (Paladin): can target invulnerable units.
    - Lightning Attack (Sorceress): +10000 damage replaced by an orb with +4000 damage & splash.
    - Lightning Shock (Sorceress): cooldown reduced to 30s.
    - Mana Shield (Archmage): now absorbs 50% of damages and repercutes 20% of them on mana.
    - Moonson (Sorceress/Storm): range x1,5. Damage interval slightly reduced.
    - Permanenent Immolation (Ghost, Pandaren/Fire Brewmaster): ranged increased to 250.
    - Permanent Lightning: range increased to 250.
    - Phase Shift (Sorceress): attack speed greatly increased.
    - Plasma Rifle (Rifleman): can target air units.
    - Poison Sting (Crypt Lord): damage x2, slow x2.
    - Pure Light (Paladin): damage type changed to pierce (for trueshot aura).
    - Rain of Eis (Archmage): range/damage x1,5.
    - Rain of Fire (Bloodmage): range/damage x1,5.
    - Reincarnation: replaced by Beast Strike.
    - Rejuvenation (Moon Priestress): increased to 20000hp.
    - Resistant Skin (Demon Hunter): also removes Metamorphosis cooldown.
    - Samuro (Blademaster): stats and attack speed equal yours in late game.
    - Silence (Warden): replaced by Scream.
    - Sleep (Dreadlord): replaced by Cursed Claws.
    - Spicked Carapace (Cryptlord): damage return boosted.
    - Summon Spirit Bear: bears' attack speed increased.
    - Summon Spirit Hawk (Beastmaster): faster attask speed, 200hp/s regen.
    - Summon Spirit Pig (Beastmaster): pig is now ranged, has mini-splash, and grows with your level.
    - Summon Spirit Wolf: wolves' attack speed increased.
    - Terror Wolf (Beastmaster): stats and attack speed equal yours in late game.
    - Thorn aura (Bestmaster): boosted.
    - Tornado (Pandaren/Storm Brewmaster): damage x1,5, AOE visible, spin-in-the-air effect removed.
    - Unholy aura (Pitlord): life regen boosted to 5/10/1%/2%.
    - Voodoo Eye (Shadow Hunter): replaced by Critical Strike Aura
    - Water shield (Archmage): has autocast. Cooldown greatly reduced.​

    Complete features list


    Heroes list
    Hero name Stats Skills
    Myrmidon Melee - Cleaving Attack
    - Summon Venus
    - Shock
    - Bash
    - Realm of Souls
    - Avatar
    Paladin Melee - Taunt
    - Healing Wave
    - Fan of Light
    - Howl of Terror
    - Devotion Aura
    - Pure Light
    - Light Frenzy
    Blademaster Melee - Berserk
    - Wind Walk
    - Miror Images
    - Critical Strike
    - War Drums Aura
    - Bladestorm
    - Partition
    Shadow Hunter Ranged - Healing Ward
    - Bomb Trap
    - Serpent Ward
    - Feedback
    - Critical Strike Aura
    - Lasertrap
    - Hex
    Tauren Chieftain Melee - Battle Roar
    - Shockwave
    - Stomp
    - Pulverize
    - Endurance Aura
    - Lightning Strike
    - Beast Strike & Upgrades
    Priestress of the Moon Ranged - Rejuvenation
    - Chain Lightning
    - Watery Minion
    - Forked Lightning
    - Trueshot Aura
    - Moonsoon
    - Lightning Chaos
    Knight Melee
    Chaos Attack
    - Cleaving Attack
    - Holy Light
    - Divine Shield
    - Frostmourne
    - Endurance Aura
    - Light Roar
    - Knight's Armor
    Beastmaster Melee - Feral Spirit
    - Feral Spirit (wolves)
    - Summon Bear
    - Summon Hawk
    - Thorns Aura
    - Stampede
    - Terror Wolf
    Dreadlord Melee - Cursed Claws
    - Carrion Swarm
    - Chaos
    - Death Coil
    - Aura of Blight
    - Inferno
    - Rain of Chaos
    Lich Ranged - Frost Frenzy
    - Frost Nova
    - Breath of Frost
    - Frost Armor
    - Frost Arrows
    - Summon Frost Beast
    - Frost Chaos
    Crypt Lord Melee - Anub'arak's Claw
    - Impale
    - Carrion Beetles
    - Poison Sting
    - Spiked Carapace
    - Locust Swarm
    - Burrow Impale
    Pit Lord Melee - Howl of Terror
    - Rain of Fire
    - War Stomp
    - Cleaving Attack
    - Unholy Aura
    - Doom
    - Finger of Death
    Ghost Ranged
    Chaos Attack
    - Command Aura
    - Death Coil
    - Permanent Immolation
    - Critical Strike
    - Endurance Aura
    - Hail of Death
    - Rain of Chaos
    Pandaren Brewmaster Melee - Ensnare
    - Drunken Haze
    - Breath of Fire
    - Drunken Brawler
    - Permanent Immolation
    - Earthquake
    - Tornado
    Warlock Melee - Cripple
    - Spirit Beast
    - Dark Portal
    - Warlock Archimonde
    - Evasion & Critical Strike
    - Gargoyle Swarm
    - Infernal Fall
    Archmage (F) Ranged - Mana Shield
    - Crushing Wave
    - Summon Sea Elemental
    - Drain Life & Mana
    - Frost Paralysis
    - Elemental Wave
    - Rain of Eis
    Marine Ranged - Banish
    - Hurl Bomb
    - Fan of Rockets
    - Metal Armor
    - Life Regeneration Aura
    - Clone
    - Cluster Rockets
    Druid of the Claw Melee - Strength of the Wild
    - Entangling Roots
    - Rejuvenation
    - Mark of the Claw
    - Hardened Skin
    - Bear Form
    - Owl Scout
    Runemaster Melee - Runic Weapon
    - Exorcism
    - Runic Crystal
    - Magic Defense
    - Critrical Strike Aura
    - Spiritual Presence
    - Rune Clock
    Blood Mage Ranged - Aerial Shackles
    - Burning Oil
    - Breath of Fire
    - Firebolt
    - Incinerate
    - Phoenix
    - Rain of Fire
    Ranger Ranged - Heal
    - Inner Fire
    - Searing Arrows
    - Critical Strike
    - Endurance Auras
    - Exploding Arrows
    - Rocket Hail
    Warden Melee - Blink
    - Shadow Strike
    - Fan of Knives
    - Scream
    - Attribute Bonus
    - Vengeance
    - Morph & Permanent Invisibility
    Demon Hunter Melee - Roar
    - Negative Energy
    - Immolation
    - Evasion
    - Vampiric Aura
    - Metamorphosis
    - Resistant Skin
    Huntress Ranged - Moon Glaive
    - Owl Lightning
    - Forked Lightning
    - Elune's Grace
    - Command Aura
    - Moon Explosion
    - Neutralisation
    Dryad Ranged - Envenomed Weapons
    - Evasion
    - Multiple Arrows
    - Critical Arrows
    - Endurance Aura
    - Trueshot Aura
    - Spell Immunity
    Archmage (M) Ranged - Frigid Protection
    - Blizzard
    - Summon Water Elemental
    - Frostbolt
    - Debilitation Aura
    - Starfall
    - Water Shield
    Sorceress Ranged - Resistant Skin
    - Phase Shift
    - Moonsoon
    - Permanent Lightning
    - Life Regeneration Aura
    - Lightning Shock
    - Lightning Attack
    Mountain King Melee - Thunder Spirit
    - Storm Bolt
    - Thunder Clap
    - Bash
    - Muradin's Hammer
    - Avatar
    - Lightning Shield
    Rifleman Ranged - Bloodlust
    - Rocket Launcher
    - Plasma Rifle
    - Shield
    - Trueshot Aura
    - Laser
    Stone Giant Melee - War Drums Aura
    - Toss
    - Avalanche
    - Tiny Tiny
    - Craggy Exterior
    - Grow!
    - Grab Tree
    Storm Brewmaster Ranged - Resistant Skin
    - Phase Shift
    - Moonsoon
    - Permanent Lightning
    - Life Regeneration Aura
    - Lightning Shock
    - Tornado
    Earth Brewmaster Melee - Battle Roar
    - Shockwave
    - War Stomp
    - Pulverize
    - Endurance Aura
    - Earthquake
    - Beast Strike & Upgrades
    Fire Brewmaster Melee - Aerial Shackles
    - Drunken Haze
    - Breath of Fire
    - Firebold
    - Permanent Immolation
    - Phoenix
    - Rain of Fire


    TODO
    Options : difficulty, pick mode, random, repick
    Number of heroes, skills, items
    Number of bosses to defeat
    Hero list & their abilities
    Item list
    Event list
    Boss list & description
    Commands

  • Version 1.21 (2019/07/27)
    Bug fixes
    - Fixed most of the desync issues.

    Version 1.20 (2019/07/26)
    Major changes
    - Switched to Warcraft 1.31.1 version.
    - You can stack and split charged items (see tooltip for more information).
    - Mirror images and Clones get damage, defense and attack speed bonuses. They also are targets for autocast.
    - New command -bl to buy Tomes of Power (+1 level) for 25000 gold each.
    - (All) hero image: clones stats do not take into account items anymore.
    - Archmage: Defense Matrix changed to Frigid Protection (very similar)
    - Amulet of the Wild: start delay and replenish interval divided by 2.
    - Debilitation aura: effect changed to +XX% damages from all sources.

    Bug fixes
    - Lag issues (due to memory leaks and buggy code pieces.
    - Desync issues when switching of hero in dual mode.
    - Random bugs do to code inconsistencies.
    - Level 20 spell echos of Mountain King and Warden fixed.
    - Illusions of boosted minions don't disapear anymore.
    - Mirror images and clones didn't have some passive abilities of the original.
    - Errors in Hardened Skin ability tooltip.
    - Missplaced Bear Form icon.
    - Errors in Myrmidon hero tooltips.
    - Druid of the Claws' Scout Owl can now cast Bloodlust on magic immune allies.
    - Runemaster's regeneration rune is also boosted by the team upgrade.
    - Magnataur Destroyers spell immunity removed.
    - Banish: damages from fan of rockets and similar abilites are not nulified anymore.

    Minor changes
    - Special events teleportation circles: your minions are teleported along.
    - Water Shield: cooldown greatly reduced.
    - Tomes of Power: max stock increased to 3 in shops.
    - Corpses removal delay increased from 5s to 8s.
    - Added safety check for Ring and Sword events in case 2 players reached the conditions at the same time.
    - Runemaster was slightly nerfed: number of targets of Exorcism, damages and attack rate of Spiritual Presence.
    - All damage returns reverted to their previous value for the moment (or Arthas was dead meat...)

    Version 1.11c (2019/07/22)
    Bug fixes
    - Regression fixed: dual random mode does not work.

    Minor changes
    - Removed trebuchets from final wave.

    Version 1.11b (2019/07/20)
    Bug fixes
    - Regressions fixed:
    [ident]- Lightning sword + illusions.
    - Lightning sword life steal was applied twice.
    - Lightning sword teleport to castle when owner leaves.[/ident]

    Minor changes
    - Bonus to damage, attack speed, defense apply to illusions too.

    Version 1.11 (2019/07/15)
    Bug fixes
    - Regressions: removed invisible items created at paused heroes position each 0.1s.
    - Mask of Death and Lightning Sword work on illusions again.
    - Some tooltips fixed.

    Version 1.10 (2019/07/15)
    Major changes
    - Boosts do not appear periodically, but when the leader reachs level 21-30.
    - Magic damage boost halfed against boss.

    Bug fixes

    - Life steal abilities: works with orbs, stack (sum displayed in the buff tooltip), do not change missile art.
    - Removed Magtheridon mega wave (too laggy).
    - Coded a work-around to fix Warcraft III bug on "Orb of slow" ability.
    - Earth and Fire Brewmaster couldn't attack air units.
    - Muradin's Hammer effect range corrected to 900.


    Minor changes
    - Pandaren brewmaster: ensnare does 300 damage per second.
    - Immolation/permanent immolation/permanent lightning > all have a 250 area of effect now.
    - Bloodmage: aerial shackles dps x10, burning oil range/damage +25%.
    - Dreadlord: carrion swarm & chaos damages increased, cooldown decreased. Sleep replaced by Cursed Claws.
    - Reincarnation replaced by Beast Strike.
    - Demon hunter: level 20 also removes metamorphis timer.
    - Warden: attribute bonus also gives +50 bonus per hero level, silence replaced by scream.
    - Sorceress: lightning shock cooldown reduced to 30s. Level 20 spell changed to +4000 damages with splash.
    - Unholy aura boosted to 5/10/1%/2%.
    - Crypt lord: anub'arak's claw attack speed increased to 75%, cooldown increased to 60s.
    - Vampiric Aura & Muradin's Hammer no more limited to melee units.
    - Beastmaster Spirit Pig changed to ranged & is upgraded at each level.
    - Warlock: Cripple boosted.
    - Crypt lord: poison sting damages x2, slow increased.
    - Archmage: water shield now has autocast, fixed debilitation aura tooltip. replaced anti-magic shield by defensive matrix, improved range/damages/duration of blizzard.
    - Beastmaster: increase wolf and bear attack speed.
    - Archmage mana shield now absorbs 50% damages and repercutes 20% of them on mana. Frost paralysis slow increased.
    - Lich: frost arrows slow increased by 20%, damage increased.
    - Shadow Hunter: Voodoo Eye replaced by Critical Strike Aura, Feedback damage factor x5, Bomb trap level 4 damages doubled. Laser trap attack type changed to pierce.
    - Rain of fire, Rain of Eis: range x1,5 and damage x1.5.
    - Phase Shift attack speed greatly boosted.
    - Monsoon (sorceress/storm) area of effect x1,5, damage interval slightly decreases with level.
    - Tornado: speed maxed, damages x1,5, AOE made visible spinning-in-the-air effect removed.
    - Dire wolf, giant bear, spirit beast, carrion beetle: gain a mini-cleave at level 3.
    - Infernal gain mini-cleave.
    - Avatar of vengeance, laser trap, pure light gain a mini-splash. 25/75/150, 0.5/0.25.
    - Serpent ward, water elemental, watery minion, dark portal, sea elemental, spirit hawk gain a mini-splash at level 3.
    - Marine: can clone invulnerable & wards.

    Version 1.09 (2019/07/01)
    Major changes
    - Tools: end of use of the deprecated "Widgetizer" tool to protect the map from hackers.
    - Bosses: spell immunity ability changed to resistant skin. Rear attacks do +20% damages, and 10% chances of rear strike with x3 damages. Flank attacks do +10% damages, and 5% chances of flank strike with x3 damages. Works with spells too.
    - Magtheridon: cast a 1-shot wide-range mega-attack when reaches 60% and 35% life.
    - Farm event: creeps take +500% damages from spells.
    - Attack types: all attack types do 100% damages to hero armor (piercing, siege, spell, magic).

    Bug fixes

    - Farm event start: corpses/sheeps/trees are created instantly.
    - Extrem power-up: didn't apply properly.
    - Minions power-up: do not heal summons to 100% on activate anymore.
    - Trebuchets damage set to 1500.
    - Runemaster's critical strike didn't work fine against heroes.

    Minor changes
    - Boss phase: hero revive timer is reduced from 120s to 45s during this phase.
    - Farm event: rock golems are not magic immune anymore.
    - Pure light attack type changed to piercing (for trueshot aura).
    - Minions & spell upgrade: occurs every 120s from level 3 (before it was 200s). Minions damages boost max changed from 1250 to 1750.
    - Stone Giant toss ability: area damages nerfed of 25%.
    - Runemaster runic weapon ability: rate reduced to 5%, but also works for your minions.
    - Minions can use the 2 teleport circles behind the ice pillars to reach the boss zone.

    Version 1.08 (2019/06/29)
    Major changes
    - Removed -updates command content because it was too long.
    - Increased spell boost. Nerfed minions armor and life boost.

    Bug fixes

    - Some buffs were lost when switching of hero (dual heroes mode).
    - Runic Weapon ability was leaking a location.
    - Rune crystal ability tooltip updated.
    - Disabled controls during ghost cinematic.

    Minor changes
    - Muradin: cannot place wards or phoenixes in water anymore.
    - Nerfed Frost chaos, Lightning chaos and Rune clock abilities (max 6% damages).
    - Nerfed Avalanche ability damages by 25%.
    - Final wave: added 2 trebuchets.
    - Ranger: inner fire bonus damage x3.
    - Beast Master: hawks regen 200hp/sec.
    - Druid of the Claw: howl scout improved.
    - Runemaster: Exorcism ability changed from active to passive. Magic defense speed reduction increased. Rune clock displays a visual effect and the "spell channeling" animation.
    - Dark illidan: spells boost is still working after morph.

    Version 1.07 (2019/06/19)
    Bug fixes
    - With Warcraft 1.31.x, Samuro and Terror Wolf damages were not boosted in late game.
    - Archmage aura was 100% too strong.
    - Muradin's storm bolt is back.

    Version 1.06 (2019/06/19)
    Bug fixes
    - In extrem 3+, mega-creeps after Magtheridon didn't have the devotion aura.
    - Storm hidden hero had the wrong skills.
    - Food cap (=max wave kills count) was not updated properly.
    - Some "low upkeep"/"high upkeep" messages were visible.

    Version 1.05 (2019/06/18)
    Bug fixes
    - Critical strike aura & morph work fine together.
    - Range of the auras of dark boss has been reduced back to 200.
    - End game timer was hidden after 8s.

    Minor changes
    - Removed the items in the inventory of the four captains.
    - Critical strike aura visual effect has been changed.

    Version 1.04 (2019/06/17)
    Bug fixes
    - Fixed desynd issues with dual hero change.
    - Dark force's minions don't get boosted anymore (ex: Balnazzar's infernals).
    - Fixed phoenix loosing boost & life leech after death&rebirth.

    Minor changes
    - Slightly nerfed Runemaster (Rune Crystal, Spiritual Presence, Rune Clock).

    Version 1.03 (2019/06/16)
    Bug fixes
    - Fixed graphical bugs due to map optimizer removing unused SLK.
    - Fixed player leave actions.
    - Fixed all hero image stuck if interrupted by final wave.
    - Fixed "Frost Infernal" text when event is already done.
    - The last part of the "-updates" command is no more displayed to all players
    - Fixed tipo "Ssummons" in loading screen.
    - Fixed doom guards not being boosted in late game like other summons.

    Minor changes
    - Necklace of Spell Immunity item on the floor looks like other special artifacts.
    - Frost Chaos and Lightning Chaos damages nerfed to 3%.
    - When a player shares unit control with you, you see his hero(s) potrait(s).
    - Runic crystal mana cost increased.

    Version 1.02 (2019/06/16)
    Bug fixes
    - Fixed Warcraft 1.31 Patch specific bug (summon damages not boosted).

    Minor changes
    - Reduce late game upgrades period from 300s to 200s.

    Version 1.01 (2019/06/15)
    Bug fixes
    - Fixed dual random bug.

    Version 1.0 (2019/06/13)
    Bug fixes
    - Dryad/multishot: number of targets in late game fixed.
    -Random: was already available before pick mode selection.
    - Special events/items: were sometimes stuck when a player left.
    - Dual hero: no more experience lost when switching heroes. 2nd hero can be picked later in game.
    - Banehallow: no more 2nd hero misspositionning

    Major improvements
    - 2 new heroes: Rune Master & Stone Giant (inspired from Dota)
    - 2 new pick modes : dual random & dual same
    - Spells: after level 3, ennemies spell resistance decrease -25% every 300s, down to -250%
    - Summons/wards: after level 3, their stats increase every 300s. Up to +1250 damage, +150 armor and +50 000 hp. Gain life steal after 7th upgrade.
    - All auras: range increased to 900 (same range as Ring of Superiority)
    - Heals: boosted by the owner's intelligence. -info for details
    - Special farm event: -bt enabled
    - Balises: now benefit from auras, heals and regens
    - Hero image / All hero image: clones cannot cast boring spells anymore (anti-magic shield, heals, entrave, banish, archimonde's form...)
    - When a player leaves, its items are sold and his gold is shared between the remaining players.
    - Dual heroes: CDs of second hero are reset too when events start.
    - Farm event: corpses/sheeps/trees appear also for your 2nd hero. Sheeps hold position.
    - Shared control: you can switch of heroe for others.

    Other improvements
    - Blademaster/Beast Master: avatars' stats are based on yours.
    - Archmage: debilitation aura effect changed to percentages
    - Marine: existing clones escort you in special farm event.
    - Sorceress/Storm/Marine: life regeneration aura effect changed to percentages at level 3 and 4.
    - Blademaster: Rage cooldown reduced from 30s to 15s
    - Beast Master: Summon's size reduced for visibility. Hawks attack faster. Thorns aura effect x5.
    - Crypt Lord: spiked carapace effect x5.
    - Pit Lord: unholy aura effect x2.
    - Dreadlord: infernal attack faster, and cooldown reduced to 100s. Aura of blight nerfed.
    - Huntress: neutralization cooldown reduced from 60s to 30s
    - Knight: light roar cooldown reduced from 60 to 45s, and range increased to 900
    - Lich: frost beasts attack speed increased, and cooldown reduced from 120s to 100s
    - Moon Priestress: heal increased from 5000 to 20000
    - Rifleman: Plasma rifle can target air units. Bloodlust cooldown reduced from 60s to 30s
    - Paladin: Light frenzy can be cast on Pure Light
    - Pandaren/Earth Brewmaster: earthshake damages doubled
    - Ranger: heal increased from 5000 to 20000
    - Tauren Chieften: battle roar cooldown reduced from 60 to 45s
    - Messages: message added to warn when the 2 first doors open.
    - Cinematics: shortened final wave cinematic.
  • TODO

  • Credits are given to:
    - Sogat for his excellent X Hero Siege 3.33 map.
    - JetFangInferno for his FaeryDragonMissile and Earth Nova models.
    - Norinrad for his BattlePriest model.
    - Kino for his RuneClock spell model.
    - CloudWolf for his BTNCWRuneBlade button art.
    - Static for his BTNRedCrystal button art.
    - Suselishe for this Elemental Crossbow model.
    - Daelin for his Glaciar Aura model.
    - -Berz- for his Scream spell in Simple Spell Pack.
    - Hermit for his Modified Spirit Touch Model.
    - Devalut for his Bone Armor spell.
    - for his Easy Item Stack 'n Split system.
    - Bribe for his Damage Engine and GUI Unit Event systems.


    - All the guys of the Warcraft III Editor & Map Development forums.
Contents

Xnd Hero Siege 1.21 (Map)

Reviews
deepstrasz
Please remove the Tower Defense/Maul tag. You could replace it with Offense. [spoiler] So while this is supposed to be an improvement of the classic, it still needs some work especially on the visual aspect. Approved. If you want more reviews,...
  1. BladeMaster3 (TVWK)

    BladeMaster3 (TVWK)

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    men i remembre playng this map when i was 7years old men i love you
     
  2. Ricola3D

    Ricola3D

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    Thank you, I was also a big fan of 3.12 in the old times :)
     
  3. Formidable10

    Formidable10

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    It's always been a favorite map of mine. So glad to see it get an very much necessary update. My hats off to you.

    Notes:

    1. Please remove rock golems from the gold enemy wave section (stuns,spell immunity is a pain) also it punishes heroes that don't have a great auto attack wave clear.

    2. Please buff Panderan Brewmaster, seriously ensnare and tornado are really crappy abilities, one barely does any damage and ensnare is only useful during the muradin section. Hell, drunken haze doesn't do any damage at all. Tornado being the worst level 20 ability I ever seen, basically lose control of your hero just to see some enemy units fly around instead of getting kills.
     
    Last edited: Jun 29, 2019
  4. Ricola3D

    Ricola3D

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    1. Good idea, I will at least remove their spell immune ability !
    2. Mhh you are right, I think I should change the following abilities : ensnare, tornado, reincarnation. And maybe boost some others

    Thanks for your ideas !
     
  5. Formidable10

    Formidable10

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    @Ricola3D

    Glad to help, glad to see you implemented some of my suggestions. Although since the golems still keep stun, it seems only fair if the attack wave characters get nerfed so they don't hog the late game. Since they often get the most kills in the cash/bonus round while maintaining their DPS rate, while spellcasters and summoners usually get stunned when the golems spawned if they try to do a channel spell and thus don't get as many kills. Which in turn makes the basic attack wave characters (Dryad, Naisha, etc) having the highest stats in the player party regardless of their skill level.

    Doesn't help that most of the late game bosses are immune to magic which is salt in the wound for spellcaster builds. I appreciate the upgrade system but I feel strongly that more could be done.
     
  6. Ricola3D

    Ricola3D

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    Interesting. I see your point. So if we summarize the issues to address, and maybe some suggestions:

    Issues :

    1) Farm event needs to be balanced, multi-attack heroes and summons with splash are too advantaged
    2) In late game, most bosses are immunes to 80% of the spells

    Here a a few ideas, do you have others ? What's your opinion ?

    1)
    --> Idea A: drasticaly lower farmed creeps magic resistance
    --> Idea B: temporary reduce the cooldown of offensive spells
    --> Idea C: something more complicated. For example players can choose between 3 different types of farm event at the beginning: (1) kill as many creeps as possible, (2) hit an unkillable tower, each hit gives money (good for summoners), (3) the area is filled with 1hp physical immune units or doodads, destroy as many as possible with your spells, each destruction gives gold (good for spell casters) ?
    2)
    --> Idea I: remove spell immunity from bosses. (Maybe find a way to make up for it against disables/stuns ?
    --> Idea J: boss have different phases (depend of their HP, or random) : sometimes physical immune, sometimes magical immune, sometimes returning 100% damages, sometimes healing, etc...
     
  7. Formidable10

    Formidable10

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    Idea A: I am very much in favor of it

    Idea B: I am also in favor of it but it's usefulness largely depends on how you approach cooldown reduction, some spellcaster heroes have a large variety of offensive spells, some only have 2 AOE ultimate abilities and thus if you reduced its cooldown by say a small percentage it might not mean much. I would have to double check the roster.

    Idea C: I like all three ideas but it sounds really complicated from a balanced perspective, you would have to create a formula on number of killed creeps in relation to unkillable tower hits, and doodad destruction. Maybe it's the best one but it doesn't sound so great on paper.


    Overall I would vote for a combination of Idea's A and B, it sounds like the simpliest to implement anyway. I would suggest testing non attack wave characters that don't have a lot of AOE/summon abilities, just to be safe. It absolutely feels like an idea way of putting spellcasters/summoners on an even playing field to multi-attack heroes.

    Idea I: I really like the idea

    Idea J: Too complicated for a standard playthrough, it would be a cool idea for a heroic mode/extreme level 10+ though, I would recommend looking into it in the future.

    My rationale would be implement Idea I, and to make up for disables and stuns, the bosses have higher stats. Doesn't have to be anything fancy.
     
  8. Ricola3D

    Ricola3D

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    Thanks mate ! As a first step, in 1.09 I add the following changes:
    - Farm event: creeps take +500% damages from spells.
    - Boss (included Frost Infernal): magic immune replaced by resistant skin. Only ghost has necklace of spell immunity in Extrem 4 or more.
     
  9. Formidable10

    Formidable10

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    I was glad to try out the new changes, it's a start but I can absolutely confirm that spell cooldowns does play a large factor in the inefficiencies of many spellcaster heroes when it comes to the farm event, or summoners that unfortunately did not have access to summons that have splash attacks. The weaker creeps is very much appreciated.
     
  10. Ricola3D

    Ricola3D

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    Need to think about ideas. But we must take care not to ruin the fun, and balancing for both spellscasters & summoners.. Here are my first ideas, what are yours ? We need to think about very smart solutions :D

    1) During farm event
    --> Idea B: reduce some cooldowns -> only balances for spellcasters, and a bit for summoners (doesn't work for wolfs, hawks, scarabs, phoenix, doom guard, frost beasts...)
    --> Idea C: many farm mods than balance in both single & dual heroes modes for casters, summoners and multi-attackers -> really complex to define and balance
    --> Idea D: reduce each wave to 1 creep each -> it would ruin the fun, don't you agree ?
    --> Idea E: link units together (they share all damages taken) -> would help for summoners and single-attackers, but make multi-attackers totally cheated
    2) In late game
    --> Idea K: also boost minions attack speed by a given %age or to a given value (superior to the attack speed of pure light & doom guards).
     
  11. Formidable10

    Formidable10

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    I just realized, maybe we could make a tier list on heroes farm event viability. I feel like identifying the biggest outliers in being weak in terms of ability output would be a great start to fixing the issues. We also have yet to identify which heroes need to have their kits fixed A/K/A removing their crappy gimmick abilities (Brewmaster's ensnare ability for example) which in turn might lead to them gaining abilities that will allow them to be viable in the farm event.

    Half of the battle will be fixing hero kits, the other half is fixing the farm event itself.

    Idea B: I am in favor of this idea but like you said, but there might be some summoner heroes that are still too underpowerded when it comes to farming. Maybe a new item to the shop that reduces cooldowns, but applies to all heroes, that way summoners can gain the ability to have reduced cooldowns to make up for their weaknesses though it could still be OP in the base game itself, just a though, but the player would still have to earn the item through grinding gold. Idea B I am in favor of because of how straight forward it is, even it might not be the best solution.

    Idea C: I think my tier list idea can be a decent substitution to this one.

    Idea D: Yeah it would be pretty boring.

    Idea E: Yeah not a good idea, sorry.

    Idea K: Seems fair

    Overall I think the most important step going forward is identifying which heroes are most/least effective during the farming event, and then fix their kits so they are both viable in the base game and the farm event itself. If they are still too weak in the farming event but their base kit is decent, then we look at event/item means of increasing their farming viablility.
     
  12. Ricola3D

    Ricola3D

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    Good idea of approach.

    Do you prefer we continue discussing here, or maybe on a chat ?
    For example Discord (my tag is Ricola3D#0200)

    Edit: I am starting the list of heroes/skills in the "Game Features" tab as a start.
     
    Last edited: Jul 3, 2019
  13. Formidable10

    Formidable10

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    Probably easier to discuss it through here.
     
  14. Formidable10

    Formidable10

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    Enjoy the new update, looks pretty good so far. If I only had 4 complaints it would be, and note these are mostly nitpicks.

    1. The Marine's banish ability is still pretty lackluster, since it's a single target ability that isn't that good until the late game. Secondly, the spell damage boost that applies to a banished enemy doesn't work with fan of rockets damage, which I feel is a huge missed opportunity. Maybe lower the cooldown of the ability or approach it in a different way.

    2. Furbolg items are pretty much essential in the early game, especially on higher difficulties since players are in a race to do the hero image so they can survive, would be possible to lower the stock replenish intervals so players don't have to fight over furbolgs as much. Yes I know cloak of immolation is a viable way of beating the hero image, two things, one it's optimized more for melee characters, secondly it doesn't have the utility that furbolgs have in terms of not being applicable when attacking enemies all across the map for those juicy kills.

    3. Increase the healing potion slot in the shop since 1 player will often buy 3 of them at once and the stock will be on cooldown, when you need it the most, which I emphasize since the early game on higher difficulties you really really need to stock up on healing potions to prevent insta-death.

    4. Speaking of insta-death, Keeper of the Grove's map-wide 1000 damage finger of death ability. Really damn annoying, not so much a difficult challenge to overcome, as much as a pain in the ass in the early game that punishes players just for playing on extreme for the sake of it being extreme. In general not good game design, 100 dragon attack wave, that's fine, a possible insta kill spell from out of nowhere, not so much. Please remove.

    These are nitpicks but I felt the need to bring it up. If you disagree with any of these feel free to let me know, and we can discuss in greater detail.
     
  15. Ricola3D

    Ricola3D

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    Just for info:
    Due to memory leaks (my bad^^) and a limitation of possibilites with Warcraft 1.30.4 (ex: life steal & illusions), I am making a version 1.12 where I switch to Warcraft 1.31 and remove most leaks. With 1.31 I will be able to use new Frameworks (Unit Indexer, Damage Engine, ...).

    About your remarks:
    1.
    - Ethereal has the double advantage : prevent from attacking + increase spell damages received of 66%. It is pretty strong in late game yep. It's only utility in early game is for hero image or all hero image.
    - An area-of-effect ethereal ability would be too cheated and boring (because it prevents from attacking). What are your ideas ? :)
    - Ethereal VS Fan of Rockets/Fan of Knives/Fan of Light/Lightning Stroke: Damage Engine detects the event, so I can fix the bug I think (by changing its damage type).

    2.
    - No problem, I will reduce the furbolgs item reload duration.
    - I could also have summons follow you when you leave hero image/all hero image throough the circle (for convenience)

    3.
    - I will set-up a framework/system to stack&split the following items in inventory (spliting furbolgs would be a great help^^):
    - Potion of Greater Healing
    - Potion of Greater Mana
    - Full Restoration
    - Ankh of Reincarnation
    - Scroll of Town Portal
    - Healing Wards
    - Anti-magic Potion
    - Potion of Invulnerability
    - Amulet of the Wild​
    - I thought about changing Amulet of the Wild to 1 charge and 1666 cost (if you can stack them), but maybe it would make the game too easy ??

    4.
    - I removed Magtheridon's one shot wave attack for the moment (I will make another later with a clearly visible channel effect before it casts)
    - You are right. I have heard many (beginners) persons crying, complaining or rage quit because of the Extrem-only Lightning Strikes at wave spawn. But difficulty is the best part of extrem mode, so instead of removing, I'd love we find a replacement :)
     
  16. Formidable10

    Formidable10

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    1. Fixing the bug should be good enough for now.

    2. That would be great

    3. Not sure about changing amulet of the wild charges amount.

    4. If you really want to replace it, I suggest just adding a mapwide debuff instead like a map-wide attack or armor reduction, at least it gives players a chance to react as compared to insta-kill lightning which you almost have no defense against in the early game.

    My problem with the lightning isn't for difficulty reasons, it's just really damn annoying. Good difficulty involves providing a challenge to the player they can react to, you can't react to insta-kill lightning unless you burn 2000 gold on a talisman on evasion, and you usually need that many for a bracer of protection so you don't get insta-killed to things like that in the FIRST PLACE!
     
  17. mrasd32

    mrasd32

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    Well im playing with some guys and i was Blademaster, got the Baristol and Ramero event, and after complete it(getting the ligthing blade) was insanely bug, because use mirror image starting to spam 1 Lighting blade for each ilusion each seccond getting an insane spawn rate of that blades, and of course after many spawn got Crash, i tested it in solo play and happend the same so, basically Blademaster broken the map(The mirror skill broke it)
     
  18. Ricola3D

    Ricola3D

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    Very sorry, I am posting right now a 1.11b that fix regressions/bugs with lightning sword :S
     
  19. lajr

    lajr

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    Hi, Ricola3D.
    We've played some games before. There is still the major bug of people getting desynced randomly.
    And the bug introduced in 1.11 and 1.11b where "dual random" option doesn't work. The heroes don't spawn and -random does nothing nor selecting them manually. So i had to restart and choose dual hero and then type -random. And to be honest there should be a clear warning that the final wave comes with trebuchets at the 2 doors.