Hello guys! Thanks a lot for keeping this awesome map up to date! You made tremendous amount of work reworking all heroes, abilities and triggers. Great job, keep it going
And there is some feedback for the current version.
Hello,
Thanks for playing, glad the updates are appreciated
Usability/general suggestions:
- It will be super useful to implement chat commands to buy/sell lumber. Selling 2k lumber when you have only 10 packs in the shop can be tiresome.
There are -gtl (golf to lumber) and -ltg (lumber to gold) commands, to converts one ressource into the other.
Easy difficulty is super easy. I suggest to lower starting gold (~25-50k instead of 100) and do not weaken bosses that much. 100k makes hero image or all hero images cheeseable from the start: immediately go to event and use '-bt' after hero(es) spawn. 25k is more than enough IMO.
That's exactly the point

Easy difficulty could almost be renamed "tutorial".
Farming event makes the game super easy overall on Easy/Normal.
As I said above, easy is a kind of tutorial.
Normal is a difficulty meant to learn early game management with low ressource.
Reaching Farming Event in those difficulties is already a win and I don't mind that the bosses discovery is easy.
Maybe I really should difficulties as the game is intended to be played on at least extreme 4.
I suggest to disable '-bt' command during the event and increase mobs HP like it was in the original map.
Even back in the days, the -bt command have been on and off depending on versions.
I might add an option to enable/disable the command during the farming event to give players options.
IMO it is okay to bring golem stun back (you can use antimagic potions or amulet to mitigate) but leave them magic vulnerable.
Stuns in farming could become very annoying for channeling casters who could waste huge CD on nothing.
Antimagic was a solution, that's true, but the punishment for not having it was way to high.
If I were to bring the stun back, I would probably add an other debuff affecting mainly autoattackers on others creeps to make thing fair I guess
For some reason there are no level bosses (dragons). At least on Easy/Normal diff, haven't tested on higher yet. And also no units on destroyed towers and no Magnataurs on destroyed Necropolis (the message appears, but no Magna). I'd love to have all of them back on all difficulties.
Hmm, not sure that is intended.
Will check this issue.
Demon Hunter first ability (Negative Energy) is not very useful to say the least. It deals the same amount of damage as Dwarf's maul or Jacky's maul-based ability, but has no stun. I believe this should be replaced with something more useful. Probably some custom spell.
Agreed. This is on my list of things I'd like to improve, but there are others heroes who needs some work before him.
Demon Hunter Roar ability have several issues:
- It has very limited range. Should be increased IMO.
- It lasts 45s with cooldown 20s. So practically DH always have +100% AD if you don't forget to spam it on CD. Should be reworked or replaced. Like a suggestion: 15s duration with 60s cooldown. But my general suggestion: make smth custom and more useful.
Same as above, not high priority right now, but on my long lists of things to improve
The Final Wave:
- Camera moves to a spawn region center, therefore when it darkens around you still can see enemy units appearing. Camera should center at the castle.
Centering around spawn area is intended as it's where your hero is.
You shouldn't see unit spawn tho, will look into that.
- At the beginning of the final wave all units except heroes are removed (summons, furbolgs, etc.). It also removes every built fortification. IMO it should not do that. All units should be teleported to spawn region (or any other place nearby), all buildings should stay at place.
Yeah, this is intended.
1/ It avoid cheesy strategies
2/ All player CD are reset, so summons are available.
I'm not sure I want to change that. Don't want to open the Pandora's box of ways to break things
- Maybe it is better to make pathing for buildings so you can only build around the castle.
I tested a bit that idea when implementing the towers, but limiting the building area was causing an issue in multiplayer when you wanted to divide lanes and creeps focus evenly.
- And maybe limit amount of building one player can build.
That could be a good idea indeed.
Will add that to my improvement ideas
Small bugs:
- Myrmidon ultimate (Avatar) = submerged naga (Avatar forces 'alternate' animation, which for most of naga units means 'submerged')
Yup, known "issue". I let it be because I find it kind of funny

But Myrmidon is on my rework list and will probably lose that ability anyway.
Dryad multiattack don't work when attacking flying units (chimeras for example). It will attack flying if you target anything else, but when attacking flyers there are no extra spears around. And the same goes for some wave units (wolf riders for example). Super annoying but not critical at all.
That damn multishot attack is really annoying

I'll add that to my todo list I guess.
And there's also a big question: will there be an SD version of the map? I do not own reforged (and not planning to buy any time soon) and lots of models do not work for me. I made an SD version of my own (thanks for leaving the map unprotected), but respecting your work I will not use it online or post anywhere. And remaking it after every update (and I hope there will be some) is too much work for me.
I'd really appreciate an SD version if it is possible.
Yeah, I'm aware that is an issue for many players.
This is something I want to fix.
I do believe there is a way, I need to test that and take the time to check every model that requires it.
But it will be a long and annoying process so I might have postponed it until now
