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Xnd Hero Siege 1.53

Authors:
  • Sogat: original author of X Hero Siege v3.33
  • Ricola3D: creator of the Xnd initiative to port the map on reforge and improve on it.
  • Marchombre: current maintener
Contact:

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 !

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...



Description

How-to play ?

Evolution from Hero Siege 3.33

Complete features list

Changenotes

Screenshots

Credits



Map Description

ObjectiveSelect your hero, defend the castle and kill all dark forces.

Players
1-8 (no IA)

Game duration
~ 45-90 minutes

Language
English

Compatible versions
Access to the patches introduced by Warcraft 3 Reforged (either buying reforged, or having an old CD updated on battlenet) is needed to play this map.
New versions are tested with last live patches, but should be compatible (in theory) with patch 1.32 or newer.

Gameplay

Beginning

At the beginning of the game, the host (Player 1 (red)) will chose the difficulty and pick mode.
Then, you'll enter hero selection.
Pick your hero(es) by clicking their icon and select button, or using random selection button (selecting all your hero(es) randomly will give you more starting ressources).

You'll be able to use -repick command if you're are unsatisfied with your hero(es)


Defend the Castle

When hero selection ends, creeps will spawn from up to 8 lanes to attack the Castle.
Choose a lane, go defend it with your hero(es). Killing creeps will give you gold and exp. Periodically enemy waves appear at west, north, east then south of Castle. Defeat them with your teammates. In extreme difficulties, more enemies will attack from North-West, North-East, South-West and South-East.


If the castle is destroyed, you lose the game.

Special Events

During the game, 4 special events will happen automatically, and 4 events can be accessed by stepping on the circle of power at the bottom corner of castle area.

Events that will happen automatically:
  • (By timer) - You get teleported in a tiny room with your allies. There, you'll have to survive 3min against Muradin, an unkillable dwarven boss. Reward for surviving: 50 000 golds.
  • (By timer) - You get teleported in your room, where you have 3min to kill as much creeps as you can. Make sure to be able to clear them fast, as this event can generate insane amount of ressources and give you the necessary stats to clear lategame bosses.
  • (By killing 2000 lane creeps) - You get teleported in small arena where you fight a boss. Reward for killing him: Ring Of Superioty (See items list in complete features list tab).
  • (By killing 80 wave creeps) - You get teleported in small arena where you fight two bosses. Reward for killing them: Tome of 100 to all stats & Lightning sword (See items list in complete features list tab).

Events triggered manually:
  • Hero Image - Kill a stronger version of your hero. Reward: +100 all stats.
  • All Hero Image - Kill 8 stronger heroes. Reward: Necklace of Spell Immunity (See items list in complete features list tab).
  • Spirit Beast - Kill a giant Spirit Beast. Reward: Shield of invincibility (See items list in complete features list tab).
  • Forst Infernal - kill a giant Frost Infernal. Reward: Key of the Three Moons (See items list in complete features list tab).

For more info of these events, see "events list" in complete features list tab).


Stopping creeps

When you feel strong enough, you can push lanes to destroy Dark Necropolis, stopping creep spawns on this lane.
Once all opened lanes are stopped, 2 new lanes at North-West and North-East of castle will open, spawning mega creeps once you enter them.

These mega creeps give nice ressource, but are way more dangerous. It is recommended to wait until farming event ressources to try and tacle them.
To stop the mega creeps spawning, push their lane and destroy the Ice Thrones.

Final wave

Once Ice Thrones are destroyed, you will have 60 seconds to prepare for a final wave.
All players will be teleported to the castle, and after a short cinematic, creeps will attack from all sides. Make sure to take aggro of all creeps, or some might sneak and destroy the castle while you are battling their friends.

Late game bosses

The castle is now safe !
Time to go on the offensive by hunting down the head of the dark forces.

Defeat condition is now changed: if all heroes of light are dead simultaneously, darkness will prevail.

First, you will face Magtheridon who is guarding the entrance.
Then, you will have to defeat 4 captains.

And finally, you will battle with Arthas, whom death will surely means an end to endless fight, right ?

For more details on bosses, see "Bosses" in complete features list tab.

Victory

Congrats ! You defeated all the dark forces and restored peace.
But darkness can always get stronger: try a higher difficulty !


Comparison to X Hero Siege 3.33 (by Sogat)

The list of changes below might not be comprehensive, as the map keep being developed.

Life changing features

Majors changes

Bug fixes

Other changes


Life Changing features
you don't find in X Hero Siege 3.33
:carr: New Hero selection & modes dual+same, dual+random
:carr: Host can be changed or leave without concern.
:carr: 3 new heroes: Runemaster, Stone Giant and Myrmidon.
:carr: 12 new items
:carr: -bt command is always enabled. New -bl command to buy levels, New -bd command to buy attack damage, New -gg & gl command to give gold/lumber to selected ally, New -gtl & -ltg command to convert gold into lumber and lumber into gold.
:carr: No more exp lost when switching heroes in Dual mode !
: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: Many spells balanced or replaced.
:carr: Lifesteal works with any attack.
:carr: Bosses now have dangerous spells to dodge and play around.


The following improvements have been made:
  • New select modes: Dual Random & Dual Same.
  • New heroes: Runemaster, Stone Giant & Myrmidon.
  • Buy tomes: -bt command always enabled.
  • Buy levels: new -bl command.
  • Host: Can be transfered with -host <name/color/number> command. Automatically given to top score player on leave.
  • New items: 12 new items (3 merchants).
  • Super items: Can be bought for a high price.
  • Charged items: you can stack and split them.
  • Balance: All stats (allies & ennemies) balanced. 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: Inventory are fully shared (even cooldowns). Events reset CDs of both heroes.
  • Cleave: Fixed, do not ignore armor anymore, and really do 100% damages (you will see the difference early game).
  • Buying level tomes: new command -bl.
  • Leavers: their hero is pickable again. Their gold is shared between remaining players.
  • Close way/open way works for ways 2 to 8, and iceway 2.
  • 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.
    • bosses use spells than will force players to play around
  • 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, ...).
  • Damage return abilities: now returns a fixed amount + a percentage of damages taken before armor reduction. Works vs melee & ranged attacks.
  • Summons: most summons gain a mini-cleave or mini-splash at level 3.
  • Shops: removed items start & replenish cooldowns. Castle now sells same items than Goblin Merchants. Merchants sell more items classed in 5 categories. Added possibility to convert goold into lumber and vice-versa. Potions of Greater Healing automatically used to save the hero while he's shopping.
  • Farm Event: spawn rate limited to 1 wave per second.
  • Survivals: bounty from ghouls, orc skeletons, death revenants & magnataurs is proportional to player count.
  • Rebuy: when your hero dies, you can rebuy at the cost of 5000 gold with -rebuy command.


  • 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.
  • Some heroes missed the glow effect.
  • After special events, unselected heroes are not unpaused.
  • Boss: invulnerable before you fight them, to avoid glitches & cheats.
  • Tomes & other power-up items: do not memory leak anymore.
  • Plasma rifle: do AOE damage vs air units & buildings.
  • Dual hero: switch keeps item cooldowns.
  • Targeting: Fixed abilities that cannot target non-organic ennemies, air ennemies, non-organic allies, ward allies.
  • Game was stuck at captains stage when playing Easy mode in solo.
  • Using close way command to close the last opened way stuck the games.
  • Silent assassins, Lighhtning Attacks, Dragons Attacks could sometimes happen during cinematics (paused phases).
  • Some heroes had wrong start mana or mana regeneration.



  • Kick command is now possible with name (case sensitive), color or player number.
  • Extrem ennemy heroes give a gold bounty equal to their stats.
  • 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. Stats improved to compensate for armor damage reduction nerf.
  • 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.
  • Claws of Attack: damage bonus increased.
  • Added some text indications & mini-map pings for beginners.
  • Heroes: initial health points increased by 400 to compensate for armor damage reduction nerf.
  • Gold bounty from extrem heroes is now equal to the sum of their stats.
  • Dragons packs & assassins pack size capped to 20.
  • Damage return works vs ranged & spell attacks.
  • Waves 9 to 12 (after farm event): bounty x2.
  • All heroes stats have been uniformized (life, mana, defense, stats...).
  • Move speed bonuses stack.
  • In Extrem 4, added a reminder 30s before level 2 for "-extreme" command.
  • At the end of the following events units & items are cleaned: Ring of Superiority, Lightning Sword, Farm.
  • Necropolis, Spirit Towers, Ice Towers & Death Towers are invulnerable if way is closed, and destroyed at next stages.
  • Ice ways: right one does not open in single player mode.
  • Added a reminder message to open last unused ways before next stage.
  • Removed useless "-random <number>" command.
  • 4 Generals: reward increased to 300 000 gold + 300 lumber.
  • Added heroes name in pick area.
  • Ankh of reincarnation: delay reduced to 5s, and a armor/hp regen buff of 3s apply after ressurecting.
  • Shops acquisition range increased to 800.
  • Skills:
    • Aerial shackles (Bloodmage): 500 damage per second. CD reduced to 30s.
    • 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.
    • Banish: is now a short duration spell (4s).
    • Blizzard (Archmage): boosted.
    • Bomb Trap (Shadow Hunter): damage doubled at level 4.
    • Breath of Fire: stats uniformized between Blood Mage, Pandaren & Fire.
    • Burning oil (Bloodmage): range/damage +25%.
    • Carrion Beetles (Cryptlord): attack speed increased.
    • 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. Mana cost reduced to 100.
    • Critical Arrows (Dryad): replaced by Piercing Arrows.
    • Death Coil (Dreadlord): cooldown reduced from 20 to 15s (like Firebolt, Frostbolt,...).
    • Death Coil (Ghost): cooldown increased from 10 to 15s (like Firebolt, Frostbolt, ...). Now damages ennemies or heal allies (independant of if they're undead or not).
    • Debilitation aura (Archmage): effect changed, increases damage taken from all sources of a given %.
    • Esnare (Pandaren Brewmaster): added 300 damage per second.
    • Fan of Knives/Light/Rockets: damage, AOE and cooldown uniformized.
    • Feedback (Shadow Hunter): replaced by "Wards Mastery".
    • Finger of Death (Pit Lord): cooldown increased from 10 to 15s (like Firebolt, Frostbolt, ...).
    • Frost Armor (Lich): manacost reduced.
    • Frost Arrows (Lich): damage x2, speed decrease +20%
    • Frost Beast (Lich): attacks faster.
    • Frost Paralysis (Archmage): debuff boosted.
    • Heal (Ranger): increased to 20000hp.
    • Healing Ward (Shadow Hunter): now heals 100hp + 1%, manacost reduced to 100.
    • Holy Light (Knight): range increased, CD reduced to 12s, manacost reduced.
    • Howl Scout (Druid of the Claw): abilities and autocast boosted.
    • Hurl Bomb (Marine, Rifleman): cooldown reduced from 20 to 15s (like Firebolt, Frostbolt,...)
    • Immolation (Demon Hunter): ranged increased to 250.
    • Implale (Cryptlord): area of effect increased.
    • Incineration (Blood Mage): added damages on attack.
    • 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.
    • Owl Scout: spell list modified (for better).
    • 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): replaced by Plague Sting, with AOE effect.
    • 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, manacost reduced to 100.
    • Resistant Skin (Demon Hunter): also removes Metamorphosis cooldown.
    • Roar (Demon Hunter): damage bonus increased to 100%.
    • Rocket Launch (Rifleman): replaced by Hurl Bomb (same skill as Marine).
    • 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.
    • Taunt (Paladin): replaced by Knight's Challenge (taunt+howl of terror).
    • Terror Wolf (Beastmaster): stats and attack speed equal yours in late game. Removed position offset on cast.
    • Thorn aura (Bestmaster): boosted.
    • Thunder Spirit (Mountain King): replaced by Artifacts Collector.
    • Tornado (Pandaren/Storm Brewmaster): damage x1,5, AOE visible, spin-in-the-air effect removed.
    • True Tank (Paladin): new ability
    • Unholy aura (Pitlord): life regen boosted to 5/10/1%/2%.
    • Voodoo Eye (Shadow Hunter): replaced by Critical Strike Aura
    • War Stomp (Pit Lord): damage & range slightly increased.
    • Water shield (Archmage): has autocast. Cooldown greatly reduced.
    • Wind Walk (Blademaster): replaced by Whirwind.



Complete features list

Heroes list

Game Options

Items list

Event list

Bosses

Commands



All heroes now support QWERTY key binding

TitleNameClassSkills
ArchmageJainaCaster
Ranged
Mana Shield
Crushing Wave
Summon Sea Elemental
Drain Life & Mana
Frost Paralysis
Elemental Wave
Rain of Eis
Archmage
Antonidas
Caster
Ranged
Frigid Protection
Blizzard
Summon Water Elemental
Forst Bolt
Debilitation Aura
Starfall
Water Shield
BeastmasterMaxx RocmaneSummoner
Melee
Summon Spirit Pig
Summon Bear
Summon Spirit Wolves
Summon Hawk
Thorns Aura
Stampede
Terror Wolf
BlademasterKigamiFighter
Melee
Bersek
Whirlwinds
Mirror Image
Critical Strike
War Drums Aura
Bladestorm
Partition
Blood MageHale MagefireCaster
Ranged
Aerial Shackles
Burning Oil
Breath of Fire
Firebolt
Incinerate
Phoenix
Rain of Fire
CryptLordThebis-RaTank
Melee
Anub'arak's Claws
Impale
Carrion Beetles
Plague Sting
Spiked Carapace
Locust Swarm
Burrow Impale
Demon HunterWrathbringerFighter
Melee / Ranged
Roar
Negative Energy
Immolation
Evasion
Vampiric Aura
Metamorphosis
Resistant Skin & Upgrade
DreadlordDalvengyrCaster
Melee
Cursed Claws
Carrion Swarm
Chaos
Death Coil
Aura of Blight
Inferno
Infernal Fall
Druid of the ClawMalfurionFighter
Melee
Strength of the Wild
Entangling Roots
Rejuvenation
Mark of the Claw
Hardened Skin
Bear Form
Owl Scout
DryadLariphaFighter
Ranged
Envenomed Weapons
Multiple Arrow
Evasion
Piercing Arrows
Endurance Aura
Trueshot Aura
Spell Immunity
Earth BrewmasterRynarCaster
Melee
Battle Roar
Shackwave
War Stomp
Pulverize
Endurance Aura
Earthquake
Beast Attack
Fire BrewmasterRyokuCaster
Melee
Aerial Shackles
Drunken Haze
Breath of Fire
Firebolt
Permanent Immolation
Phoenix
Rain of Fire
GhostBlackbeardFighter
Melee
Command Aura
Death Coil
Permanent Immolation
Critical Strike
Endurance Aura
Phantom Fleet
Rain of Chaos
HuntressNaishaFighter
Ranged
Moon Glaive
Own Lightning
Forked Lightning
Elune's Grace
Command Aura
Moon Explosion
Neutralisation
KnightMerwenneFighter
Melee
Cleaving Attack
Holy Light
Divine Shield
Sword Mastery
Endurance Aura
Light Roar
Knight Armor
LichMorbent FellCaster
Ranged
Forst Frenzy
Forst Nova
Breath of Frost
Forst Arrows
Frost Armor
Summon Forst Beast
Forst Chaos
MarineJackyFighter
Ranged
Banish
Hurl Bomb
Fan of Rockets
Metal Armor
Life Regeneration Aura
Clone
Cluster Rockets
Mountain KingMunin IroncliffFighter
Melee
Artefact collector
Storm Collector
Thunder Clap
Bash
Muradin's Hammer
Avatar
Lightning Shield
MyrmidonDaskaxFighter
Melee
Cleaving Attacks
Summon Venus
Shock
Bash
Realm of Souls
Avatar
Naga Wave
PaladinUtherTank
Melee
Knight's Challenge
Healing Wave
Fan of Light
True Tank
Devotion Aura
Pure Light
Light Frenzy
Pandaren BrewmasterSinjo HoneybrewCaster
Melee
Ensnare
Drunken Haze
Breath of Fire
Drunken Brawler
Permanent Immolation
Earthquake
Tornado
Pit LordDestromathTank
Melee
Howl of Terror
Rain of Fire
War Stomp
Cleaving Attack
Unholy Aura
Doom
Finger of Death
Moon PriestessAdora NightshadeCaster
Ranged
Rejuvenation
Chain Lightning
Watery Minions
Forked Lightning
Trueshot Aura
Lightning Chaos
RangerSylvanas WindrunnerFighter
Ranged
Heal
Inner Fire
Searing Arrow
Critical Arrow
Endurance Aura
Exploding Arrows
Rocket Hail
RiflemanCalifaxFighter
Ranged
Bloodlust
Hurl Bomb
Plasma Rifle
Shield
Trueshot Aura
Laser
Weapons Upgrade
RunemasterGlyphinTank
Melee
Runic Weapon
Exorcism
Rune Crystal
Magic Defense
Critical Strike Aura
Spiritual Presence
Rune Clock
Shadow HunterRokhanSummoner
Ranged
Healing Ward
Bomb Trap
Serpent Ward
Wards mastery
Critical Strike Aura
Laser Trap
Hex
SorceressShandrisCaster
Ranged
Resistant Skin
Monsoon
Phase Shift
Permanent Lightning
Life Regeneration Aura
Lightning Shock
Lightning Attacks
Stone GiantTinyTank
Melee
War Drums Aura
Avalanche
Toss
Tiny tiny !
Craggy Exterior
Grow
War Club
Storm BrewmasterAkroskiCaster
Ranged
Resistant Skin
Monsoon
Phase Shift
Permanent Lightning
Life Regeneration Aura
Lightning Shock
Tornado
Sun AdeptFirrahHealer
Ranged
Healing Hand
Summon Faerie
Bouncing Light
Purification
Guardian Angels
Hyper Nova
Mass magic
Tauren ChieftainCairne BloodhoofCaster
Melee
Battle Roar
Shockwave
War Stomp
Pulverize
Endurance Aura
Lightning Stroke
Beast Attack
WardenMaievFighter
Melee
Blink
Fan of Knives
Shadow Strike
Scream
Attribute Bonus
Polymorph & Upgrades
WarlockKil'jaedenSummoner
Melee / Ranged
Cripple
Dark Portal
Spirit Beast
Warlock Archimonde
Evasion & Critical Strike
Gargoyle Swarm
Infernal Fall




Difficulties
  • Easy: Discovery mode. Starts with 100 000 golds. Bosses don't have 500 armor bonus.
  • Normal: Basic difficulty. Starts with 1000 golds. Good to learn heroes abilities and early game economic management.
  • Extreme: Greater challenge for experienced players. Starts with 1000 golds. Menu offers options from extreme 1 to extreme 4. When extreme 4 is picked, host can up the difficulty up to 999. Also, these are added:
    • On wave arrival, lightning bounce between players units dealing high damage
    • Dragons will regularly attack from South-East and South-West corners
    • Silent assassins will come and ambush heroes, surrounding them, and trying their best to complete their job: kill heroes.
    • On extreme 4 or higher:
      • Hydra will attack from North-East and North-West corners. Be careful, these creatures split up when killed.
      • Murlocs will invade you from North-East and North-West corners. Murlocs slaves will keep spawning as long as their masters are alive.
Pick mode
Available modes are
  • Normal: select one hero to fight. two players can't have the same hero.
  • Random: a random hero will be given to you, starting gold is increased to 5 000 golds (125 000 golds in easy mode)
  • Same: normal mode, except that a hero can be picked by several players.
  • Dual: select two heroes. you'll be able to switch between heroes during the game. Experience, items and stats will be replicated on the 2nd hero.
  • Dual random: dual mode, but both heroes are given randomly.
  • Dual same: dual, but heroes can be picked several times.
In addition, players can use these commands:
  • -repick: can only be used once per player. Allow the player to pick new heroes.


Weaponry

Armory

Jewelery

Library

Potions & Misc

Workshop


Item nameCostEffect
Lightning sword500 000 golds & 500 lumber+10 000 Attack damage
Voracity (passive): +33% life steal
Lightning speed (passive): Maximum attack speed
Wand of Desillusion125 000 golds+150 Attack damage
Illusion (charged ability): hero can create copy of him self to fight along side him. hero is weakened during the effect.
Assassin's blade75 000 golds+1250 attack damage
Claws of Attack75 000 golds+950 Attack damage
+25% Attack speed
+75 Agility
+20 Movement speed
Enchanted Blade75 000 golds+950 Attack damage
True strike (passive): attacks cannot miss.
Heavy Basher75 000 golds+950 Attack damage
Bash (passive): attacks have a chance of stunning the target.
Scepter of Mastery75 000 golds+100 armor
Banish (active ability): banish the target. A banished unit cannot attack or take physical damage, but take more damage from magic and spells.
Training Spear10 000 golds+150 Attack damage


Item nameCostEffect
Shield of invincibility500 000 golds & 500 lumber+50 000 HP
+500 armor
Invincible (passive): Reduce damage taken by 20%
Immortal (passive): when hero dies, they will revive after a short duration (has a CD).
Retribution (passive): whenever the holder is attacked, they will deal 600 +1% of attack damage to the attacker.
Bracer of Protection75 000 golds+7 500 HP
+100 armor
+20 Hp regen
Gloves of Spell Mastery75 000 goldsSpell Mastery (passive): All cooldown are reduced by 20%.
Controlled Magic (passive): Whenever a spell with a cd shoorter than 15 secs is casted, it has 33% chances of its cd being reset.
Mask of Death15 000 goldsVoracity (passive): +33% life steal
Survivor's shield10 000 golds+1 000 HP
+10 armor
Boots of speed5 000 goldsVelocity (passive): gain maximum movement speed
Blink (active ability): teleport on a short distance
Cloak of Flames5 000 goldsPermanent immolation (passive): Deals 300 damage to nearby ennemies.
Gauntlet of Strengthening5 000 golds+33% damage against normal ennemies
Stout shield1 250 golds+8 armor
Interception (passive): has a 33% chance of blocking up to 100 damage whenever holder is attacked.


Item nameCostEffect
Ring of Superiority500 000 golds & 500 lumberHolder gains 4 auras:
  • Endurance aura: Attack speed and movement speed
  • Command aura: Attack damage
  • Devotion aura: Armor
  • Unholy aura: HP regen and movement speed
Key of the Three Moons350 000 golds & 350 lumber+2 500 strength
+2 500 agility
+2 500 intelligence
Necklace of Spell Immunity100 000 golds & 100 lumberSpell Immunity (passive): wearer becomes immune to magic and spells, except boss signature spells.
Portable Demon Gate125 000 goldsHell fire (passive): Hurls hell fire every second on a nearby ennemy, dealing good damage.
Dark Ritual (charged active ability): Summon a greater demon that deals great AoE damage.
Diadem of the Sage75 000 golds+250 strength
+250 agility
+250 intelligence
Talisman of Evasion20 000 goldsEvasion (passive): 15% chance of evading incoming attacks.
Spell Shield (passive): block a unfriendly spell every 40 seconds.
Medaillon of Greed5 000 goldsGold Maker (active ability): turn a creep into gold, killing it instantly and increasing its bounty. Can't be used against hero or high level creeps.
Golden touch (passive): Steals a few gold from enemy creeps on every hit.
Amulet of the Wild5 000 goldsCall of Nature (charged active ability): Summon a furbold warrior to help in combat.

Item nameCostEffect
Tome of Level25 000 goldsYour hero gain a level
Tome of Knowledge (+10)5 000 goldsGain +10 to all stats
Tome of Knowledge (+100)50 000 goldsGain +100 to all stats
Combat Theory25 000 goldsGain +150 attack damage
Tome of Specialization: Strength50 000 goldsPermanently increases Strength by 300 and reduces Agility and Intelligence by 100.
Requires at least 300 of Agility and Intelligence to be used.
Tome of Specialization: Agility50 000 goldsPermanently increases Agility by 300 and reduces Strength and Intelligence by 100.
Requires at least 300 of Strength and Intelligence to be used.
Tome of Specialization: Intelligence50 000 goldsPermanently increases Intelligence by 300 and reduces Strength and Agility by 100.
Requires at least 300 of Strength and Agility to be used.
Scroll of Town Portal200 goldsTeleport to castle (charged active ability): Your hero becomes invulnerable and channel to teleport himself and nearby units to the castle.

Item nameCostEffect
Potion of Greater Healing200 goldsHeals 3 000 HPs to your hero.
Potion of Greater Mana200 goldsRegen 3 000 Mana to your hero.
Potion of Full Restoration20 000 goldsRestores 100% HPs and Mana to your hero.
Anti-magic Potion5 000 goldsYour hero becomes immune to magical spells for a short duration.
Potion of Invulnerability 10 000 goldsYour become invulnerable for a short duration
Ankh of Reincarnation5 000 goldsReincarnation (charged passive): when hero dies, they will revive after a short duration.

Item nameCostEffect
Upgrade castle 10 000 goldsCastle gain HP and armor. Affect towers with 50% efficiency and statues with 25% efficiency.
Can be used up to 50 times.
Tower Weaponry5000 goldsPermanently increases towers damage by 20.
Can be upgraded up to 10 times.
Stone Statues3 500 goldsBuild a stone statue for grey player, which can take aggro and tank for your.
Benefit castle upgrade at 25% efficiency.




Hero Image

Muradin

Farming Event

Creep Slayer

Wave Slayer


Event Trigger: Stepping on Circle of Power (Bottom Right corner of Castle area) and selecting "Hero Image".
Goal: Kill your image
Reward: Tome of Knowledge (+100) (see item list).

Description: You are teleported in a small arena where you'll fight your image to death. Sadly, your clone has +100 to all stats.

Tips: This event is great for early game, as +100 to all stats is nice thing to have to survive early stages of higher difficulties.
Your attack won't deal much damage, but you can kill your clone using spells. If your hero doesn't have the best tools to tacle your clone on its own, make good use of Permanent Immolation of Cloak of Flames or Call of nature of Amulet of the Wild (see item list) to defeat them.

Event Trigger: On timer
Goal: Survive for 3 min.
Reward: 50 000 golds

Description: You and your teammates are teleported in a small arena where Muradin will patrol in circle and attack on sight.

Tips: Trying to kill Muradin is useless. Some crowd control spells will work until he goes in avatar mode.
Avoid him at all cost, and use your summoning to take aggro while you run away.

Event Trigger: On timer
Goal: Kill the maximum amount of creeps in 3min.
Reward: 2400 golds & 1 lumber per creep killed.

Description: Every player is teleported in their own arena, where creeps will spawn in wave. A wave spawn as soon as you kill the last one (maximum 3 waves per second).

Tips: This event gives most of the necessary ressources for late game fights. Make sure to have enough AoE damage to clear as fast as possible.
If needed, the ability Dark Ritual of the Portal demon gate (see items list) can greatly improve your clear making the purchase worth every single coin.

Event Trigger: 2000 creeps killed.
Goal: Kill Ramero.
Reward: Ring of Superiority (see item list).

Description: You are teleported in a small arena where you fight Ramero to death.

Tips: Ramero can become invulnerable for a while, make sure you can survive this time period with potions and/or defensive items.

Event Trigger: 80 wave creeps killed.
Goal: Kill Ramero & Baristol.
Reward: Lightning Sword and Tome of Knowledge (+100) (see item list).

Description: You are teleported in a small arena where you fight Ramero and Baristol to death.

Tips: Baristol have a life steal aura. Make sure to focus him to make it easier to kill Ramero.
Ramero can become invulnerable for a while, make sure you can survive this time period with potions and/or defensive items.





Bosses are challenging ennemies you have to defeat after the final wave.

Magtheridon



Short description

Magtheridon is the boss protecting the entrance of the darkness stronghold.
This boss can revive, and spawns hords of minions. The longer the fight, the stronger Magtheridon will get with his boss spell.

Details

Magtheridon has the following items equipped:

ItemEffect
Ankh of Reincarnation3 charges. Upon dying, Magtheridon can revive after a delay.

Magtheridon can use the following spells:

SpellEffect
SpawnsUpong dying, Magtheridon split into lesser versions of himself, that will in turn split in lesser versions of themselves.
Howl of terrorReduces damage and armor of nearby enemy units.
Command auraIncreases damage of all nearby allies.
Rain of FireDamages all enemies in a medium area over time.
War StompStuns all enemies around Magtheridon.
Unholy AuraIncreases health regeneration and movement speed of nearby allies.

In addition to his abilities, Magtheridon can wield a powerful boss spell:

SpellEffect
Fel stormMagtheridon damages everything around with pure damage, ignoring spell immunity.
For each creature taken in the fel storm, Magtheridon gains strength.




Here are all the commands available in game
CommandShort CommandRequirementEffect
-buy levels-bl25 000 golds
Level < 30
Gain a level. Repeat itself as long as you match requirements.
-buy Tomes-bt50 000 goldsGain +100 to all stats. Repeat itself as long as you match requirements
-spe str-ss50 000 golds
agi & int > 300
Gain +300 strength, at the cost of -100 agility & intelligence. Repeat itself as long as you match requirements
-spe agi-sa50 000 golds
str & int > 300
Gain +300 agility, at the cost of -100 strength & intelligence. Repeat itself as long as you match requirements
-spe int-si50 000 golds
str & agi > 300
Gain +300 intelligence, at the cost of -100 strength & agility. Repeat itself as long as you match requirements
-buy damage-bd25 000 goldsGain +150 attack damage. Repeat itself as long as you match requirements
-gold to lumber-gtl250 000 goldsConverts 250 000 golds into 250 lumber. Repeat itself as long as you match requirements
-lumber to gold-ltg100 lumberConverts 100 lumber into 100 000 golds. Repeat itself as long as you match requirements
-gg [X]X golds
Selecting other player unit
Give X golds to the owner of selected unit.
-gl [X]X lumber
Selecting other player unit
Give X lumber to the owner of selected unit.
-extreme [X]Being host
Game level 1
Set difficulty to extreme level X. This command can only be used once.
-fogBeing hostEnable / disable fog of war
-host [name]
-host [X]
Being hostMake player the new host.
By name is case sensitive.
X is player number (1 to 8)
-infoDisplay game info, followed by some hero info.
-kick [name]
-kick [X]
Being hostKick player.
By name is case sensitive.
X is player number (1 to 8)
-open way-owBeing hostOpen a new way (creeps spawn)
-close way-cwBeing hostClose a way (creeps spawn)
-reviveDead hero
5000 golds / 50 lumbers
Revive instantly your hero to the castle.
Cost 5000 golds early game, 50 lumber late game.
-repickHaving starting ressources
Game level 1
Re-enter hero selection to pick your hero(es) again. In random mode, get new random hero(es).
-upgrade tower-ut5000
tower upgrade < 10
Upgrade towers damage.
-upgrade castle-uc10 000
castle upgrade < 50
Upgrade castle HPs and armor. Affect towers at 50% efficiency and stone statues at 25% efficiency.




Version 1.53 (2025-12-21)
Bug Fixes changes:
  • Fixed an issue preventing hero revive after the timer ends.
  • Fixed an issue where timers windows would be duplicated when someone used -repick command.
  • Fixed an issue where dragon/asassins/murlocs/hydras timers were not being paused during special events, causing some overlap issues.
  • Fixed an issue where hero image / all hero images events were blocked for all players if one failed by dying in the arena.
  • Fixed an issue during farming event where killing a unit that wasn't spawned by the event could prevent next wave of creep from spawning.
  • Fixed tooltips in hero selection.

Minor changes:
  • Qol Changes in menus:
    • Simplified options menu
    • Added tooltip explaining game settings when hovering them.
    • Added tooltip explaining challenges when hovering them.
    • Allowed unit control while having challenge choice, avoiding situations where you hero get killed when stepping on the circle by mistake.
  • Visual changes on Hero Selection.
  • Greatly optimized Mountain Cleric's Holy Storm.

TODO:
  • Some models are not visible for SD graphics users. This doesn't impact playing other than visual (units still have hitbox, can be targeted etc.) I believe the only solution would be stop using those models or find replacements for SD. Currently, those models have been reported:
    • Armored dryad (lvl 20)
    • Knight
    • Runemaster
    Please report any models that wouldn't load on SD graphics.
  • Music don't always launch when intended, and sometimes launch at random timing.
  • Dying at the same time of killing Arthas can make your hero vanish from the game.
  • Sometimes, Arthas knockbacks himself instead of his target.
  • Edge case where farming event launch at the same time of slayer event, resulting in one player being stucked in event arena.

Here is a list of things that I need to test and get feedback on:
  • Stout Shield & Survivor shield might be too strong because they enable a very early "All Hero Image" event, getting high ressource when selling Necklace of Spell Immunity.
  • The wave bosses stuns might be a bit too strong/annoying.
  • Life steal change might make the early game a bit too hard in higher difficulties. I'm considering having a multiplier on life steal efficienciy against heroes.


  • Improving bosses
    • Boss Bounty. Not receiving any gold or lumber because one of your teammates made the last hit kinda sucks.
      Will look into a way a fair bounty sharing depending on your contribution to the fight.
    • Banehallow fight:
      • Adding defense mechanisms added around the obelisks. It would be time for Banehallow to learn a bit about strategy and key points.
      • Make destroying obelisk more rewarding.
    • Continue improving Arthas.
    • Give Spirit Beast (Shield of Invincibility event) and Frost Infernal (Key of the Three Moons event) bosses spells to make them more interesting than just stats check.
  • Improving themes and design coherence overall
    • Revamp some heroes/bosses themes/visuals to avoid duplicates. (Having Arthas fighting himself, or a pitlord destroying Magtheridon and his spawns might be very philosophical but probably should be avoided)
    • Making sure every spell is coherent with hero theme. (Looking at you, crypt lord. "Shaking the ground" shouldn't make meteor fall from the sky)
    • Trying as much as possible to avoid duplicate abilities (Except a few passive like critical strike) between heroes, so they can truly feel unique.
  • Adding more heroes, in priority in classes with less heroes (summoners, tanks, supoorts)
  • Adding customs spells to playable heroes


Version 1.52 (2025-10-17)
Major changes:
  • Difficulty level: Introducing new ways to increase difficulty at higher extreme level.
    • Introducing poverty level.
      In extreme level 4 or more, host can use command -poverty X to reduce every gold and lumber gain by X%. Like -extreme command, you can only use it once before level 2 starts.
      This will affect:
      • Creeps, invaders, waves and bosses kills.
      • Item selling
      • Events rewards (Ex: Muradin, threshold on waves kills)
      • Medaillon of Greed passive and active abilities.
      • Castle gold redistribution.
      The following will not be affected:
      • Currency conversion (Gold to lumber and lumber to gold).
      • Gold & lumber transfer from a player to an other.
      • Gold reimboursement when trying to buy items when you do not meet requirement (Upgrades when already maxed, tome of specialization when not having enough stats).
      To all madmen out there, good luck trying poverty 99.

    • Introducing wave bosses.
      On extreme 100+, a random boss from the list below will appear with the waves.
      These bosses stats scale with difficulty, number of players and wave number. Make sure to keep their aggro, or they might destroy your castle quickly.
      On extreme 500+, they also equip strong items.
      • Ice Golem
        • Cleave Attack. % and AoE sclaing with wave number.
        • Item: Frozen shards. Regularly damage and stun enemies around the ice golem.
      • Frost Brood Mother
        • Critical Strike. Crit chance and bonus damage scaling with wave number.
        • Item: Frost bow. Attacks slow target attack and movement speed. At 20 stacks, consumes stacks to stun.
  • Reduced attack speed bonus per agility point, delaying a bit the moment where you reach max attack speed without any skill/items.
    This will affect creep heroes too, reducing a bit their curve of damage in early difficulties.
  • Tank class lvl 30 bonus is now based on Max Hp instead of armor.
    From 1% dmg for every 75 armor to 1% dmg every 11 250 max HPs. Buying +100 all stats will give the same value as old formula, but being strength based seemed more suited to tanks.
  • Reducing lags and creeps throttling
    • Split creeps management among 4 bot players to reduce information overload.
    • On Murloc invasions, slaves are spawned until a full swarm (total of 175 slaves) is achieved.
      While having a full swarm of slaves, each master will boost all existing slaves' HP and damage instead of spawning new ones.
    • Similar to murloc swarms, if too much creeps are present on the battlefield, spawning will be paused, and creeps will get stronger instead.
      This count will be per lane, to avoid having a huge amount of creeps somewhere starving the rest of the map.
      Lanes heroes will still spawn tho.
  • Heal on Damage (life steal, spell vamp and omnivamp) now proc after damage reduction instead of before armor reduction.
    This will have a huge impact on some heroes capacity of outregen everything as long as they hit something, especially in high difficulty early against lanes heroes.
    This change will affect lifesteal mostly. Thus, late game lifesteal items will be buffed to compensate, while mask of death will not be changed.
  • Heals modifiers will now always applied in the following order:
    • Flat heal increase
    • Percentage heal increase
    • Percentage heal reduction
    • Flat heal reduction
  • Items
    • Nature Staff passive changed from OverFlowing Healing to OverFlowing Energy, now dealing damage in an a area when overhealing instead of healing allies.
    • Icy Staff
      • Ability now deals damage every 0.5 secs instead of every second. Total base dps unchanged, but synergize more with things like Sorcerer's buff.
      • Spell Vamp reduced from 55% to 10%.
    • Dragon staff
      The Dragon staff was added to help with the wave clear and farming event for heroes without much AoE damage.
      However, some heroes had quite overpowered interactions with it, procing it multiple time per auto-attack with AoE attacks.
      This change also reduces greatly lags when hitting large group of enemies (like Hydras) in late game.

      • On hit effect has now a very small 0.05 sec CD, preventing multiple proc on AoE attacks.
    • Survivor Shield
      • Price: 10000 -> 3000
      • Bonus HP: 1000 -> 1500
      • Bonus Armor: 10 -> Removed
      • New passive ability: Survivor instinct. When incoming damage would drop HPs too low, gives the holder a temporary shield.
    • Training Spear
      • Bonus Damage: 150 -> 100
      • New active ability: Spear Throw. Throw the spear at the target, dealing enhanced physical damage to them.
    • Bloody Ring heavily buffed. Reduced CD and damage requirement. Now work with damage absorbed by shields.
    • Lightning Sword's life steal buffed from 33% to 50%
    • Demonic Hand gained a passive granting chance for spell crit.
    • Claws of Attack reworked. This item always felt a bit weird. Attack speed is a stat mainly useful in very early game, before hitting the max attack speed cap. Attack damage was buffed again and again to compensate, making it more of a simple attack item than attack speed one.
      Claws of Attack will now be a much more early game item, where its attack speed will truly shine.
      • Price: 75000 -> 25000
      • Bonus Attack Damage: 950 -> 250
      • Bonus Attack Speed: 25% -> 35%
      • Bonus Agility: 75 (unchanged).
      • Bonus Movement Speed: 20 (unchanged).
    • New Legendary item: Energy Sword, available in the Armory.
      • Huge attack bonus
      • Life steal
      • Stacking single target on hit.
    • New Legendary item: Void Axe, available in the Armory.
      • Huge attack bonus
      • Reduces holder armor
      • Powerful passive ability giving AoE damage.
    • New mid-game item: Void Cloak, available in the Armory.
      • Huge HP Bonus
      • Reduces holder armor
      • Passive ability: store a % of damage taken.
      • Active ability: use stored energy to damage in AoE around the holder
    • New early/mid-game item: Herobane Helmet, available in the Armory.
      • Bonus Armor
      • Passive ability: Reduces damage from heroes auto-attacks.
    • New early/mid-game item: Transcendance Orb, available in the Jewelry.
      • Bonus stats
      • Active ability: Gains more stats during limited time.
    • New early item: Phoenix Gauntlet, available in the Artificery.
      • Grants spell vamp.
    • New early item: Void Staff, available at the Artificery.
      • Reduces armor
      • Passive ability granting mana whenever dealing magic damage
      • Active ability dealing magic damage
    • Human Flag (Item dropped when destroying Necropolis) can't be sold anymore, but have a charged ability to give an allied building a shield.
  • Hero class "Healer" has been renamed to "Support". Level 30 class bonus now increases shielding too.
  • New Heroes:
    • Voz, the Goblin Mechanic. A melee summoner bringing its inventions to the battlefield.
      • D - Scrap pieces. On kill, have a chance of creating a random piece of scrap near Voz that he might be able to use.
      • Q - Aerial Support. Flying bombarding ships, useful, aren't they ?
      • W - Apprentices. Voz's apprentices join him on the battlefield, until one of their mistakes blows up to their face.
      • E - Tank. Voz enters his tank, giving him bonus armor and AoE ranged attacks.
      • F - Gears & Screws. Voz and nearby allied mechanical units gain damage reduction and bonus damage.
      • R - Mecha Dragon. Powerful flying summon with AoE damage.
      • G - Cluster Rockets. Powerful AoE ability.
  • Heroes reworks. Starting the big project of making every hero unique, with clear strength and weaknesses.
    • Marine.
      This hero feels like he can do everything perfectly on his owns.
      Early strong single target ? Check.
      Great Wave clear and AoE damage ? Check.
      Tanking abilities ? Check.
      And then, being able to multiply all of that with clones ? Check.

      I'm pulling back on the tankiness side to make the Marine a true dps focused glass canon with its survival capacity tied to its ability to deal damage.
      • Removed Metal Armor. Replaced by Plasma Burst. Huge true damage bonus to every 8th attack.
      • Removed Life Regen Aura. Replaced by Battle modes. Can switch between Explosive mode (AoE damage) and Draining Mode (Life Steal & Spell vamp)
    • Pit Lord.
      Let's be honest: Pit Lord early game sucks, mainly due to his (Q) Rain of Fire ability being way to weak while needing channeling.
      In addition to that, Pit Lord identity isn't very clear. Not really a tank, not really a caster nor a summoner. A bit of everything without doing anything really well.
      The goal of this rework is to make a real tank of him.
      • Reworked Rain of Fire. Now a passive ability creating a drop of fire when pit lord is taking damage with a low CD. Also gives armor.
      • Unholy Aura early regeneration buffed from 5/10/20 flat to 25/50/100. Level 4 unchanged at 1% max HPs.
      • Removed Finger of Death. Replaced by Blood Pact, sacrificing HPs to give a massive shield to nearby allies.
    • Druid of the Claws
      The druid was... underwhelming, to say it nicely. His only damage ability was a monotarget crowd control, that could not really clear waves and lacked damage against heroes in higher difficulties.
      He could tank quite a lot in mid game, but still needed help for teammates to manage his lane, which was quite frustrating.
      This rework aims at making the druid a true fighter and put an emphasis on his two different forms.
      • D - Strength of the Wild.
        • Night elf form: increases spell damage against heroes (doubled against other units).
        • Bear form: increases attack damage against heroes (doubled against other units).
      • Q - Fearsome Beast.
        Roars with such powerful force that it damages and fear nearby enemies. In Bear form, roar has more range but less damage.
      • W - Wild Strikes.
        When activated, druid attacks drain HPs to deal enhanced physical damage to the target and every enemies in a small line behind it.
        Wild Strikes damage is considered as attack damage, triggering on attack effect like life steal or Strength of the Wild in bear form.
      • E - Hardened skin.
        The druid reduces damage from attacks by a percentage.
      • F - Natural Selection.
        Aura giving nearby flat and percentage bonus damage, increased against enemies with impaired movement.
      • R - Bear Form
        The druid can switch to his bear form, losing attack speed and movement speed and gaining bonus damage, armor and life regeneration.
      • G - Nature's Power.
        • Night elf form: gain the Caster class. Attacks release a bouncing energy dealing spell damage.
        • Bear form: gain the Tank class. Attacks deals 25% of their damage in a small AoE.
    • Huntress.
      Naisha's was in weird spot where her early was centered around her bouncing attack and feels like fighter, while her end-game shifted more around a caster gameplay.
      This rework aims at giving fighter tools to Naisha in late game, to have a coherent identity overall.
      • Removed Moon Explosion. Replaced by Enhanced Moon Glaives, giving the huntress agility on hit for a duration.
      • Removed Neutralization. Replaced by Star Fall, dealing AoE magic damage on hit.
    • Storm Brewmaster.
      Brewmaster started as easter egg available only via random hero selection. They were essentially a copy of an other hero with one different ability.
      Since the new selection system, this was obsolete, and duplicates were feeling weird. So here is a true independant hero.
      • D - Unpredictable Discharge. Attacks have a change to trigger an thunder strike dealing random magic damage.
      • Q - Monsoon. Channels to deal magic damage in the targeted area.
      • W - Overcharged State. Reduced damage taken & increased movememt speed. Buff Unpredictable Discharge & Power of the Ligthning Tower.
      • E - Power of the Lightning Tower. Periodically fire a chain of lightning damaging enemies.
      • F - Electric Aura. Gives spell vamp to all nearby units.
      • R - Lightning flower. Deals damage to units in area for a duration. Can target magic immune units and trigger Unpredictable Discharge.
      • G - Storm Fury. Gains a chance of spell crit.
    • Earth Brewmaster.
      Same as above. Now a tank capable of inflicting great CCs in AoE.
      • D - Stone Skin. Passively gain a shield against attack damage.
      • Q - Seismic Rift. Opens a rift in the earth, damaging and stunning enemies in a straight line. The rift slow enemies unit until it closes, damaging and knocking up enemies.
      • W - Tremors. Slams the ground, daeling damage and knocking up nearby enemies, then creates tremors that propagate in wider circles doing less and less damage and slowing units.
      • E - Birth of Life. Inspired by mother nature, channels to heal nearby allies.
      • F - Earth Protection. Gains armor and damage reduction. Nearby allies gains a percentage of that bonus. Damage reduction bonuses are increased on shielded units.
      • R - Earthquake. Channels to create an earthquake in the targeted area, dealing damage and slowing enemies. Damage and AoR increase over time.
      • G - Magma Ball. Channels to infuse a Magma Ball with its power. Upon release deals heavy damage to the targeted unit. Damage increase with channeled time. If channeled enough, also deals a percentage of its damage in a small area.
    • Fire Brewmaster.
      Like others brewmaster, started as a nice easter egg. Now have a full set of ability of his own.
      • D - Fluctuating power. Ryoku spells have a percentage of chance to deal more or less damage.
      • Q - Hydra Ward. Summons an immobile Hydra Ward fightinh for you.
      • W - Radiant Flames. Deals daamge in area around Ryoku as long as it's activated.
      • E - Fire Imp. Target is Silenced, takes damage over time and have reduced AD for the duration of the spell.
      • F - Eruption. Attacks have a chance of Erupting a wave of fire dealing damage around the target.
      • R - Hell on Earth. Creates a fire tornado that burns enemies in the targeted area for a while.
      • G - Global Annihiliation. Insane damage in massive area. You'll get caught in the blast tho.
    • Pandaren Brewmaster.
      Earthquake was way more fitting for Earth Brewmaster, so gave him an other ultimate.
      • Removed Earthquake. Replaced by Free Drinks. Throw a bottle at the targeted location, creating a zone of alcohol for 10 seconds. Enemy units in the area take random damage and get drunk, getting a random crowd control.
    • Sylvanas.
      Sylvanas wasn't as bad as other heroes, but always felt a bit weird. Her heal was kinda out of place, and her single target empowered attack became useless as soon as you got the AoE ones.
      This rework makes Sylvanas a true fighter, centered around autoattack and on-hit effects. Her empowered attack is now core to her gameplay.
      Be careful with her mana tho, it might vanish at an impressive speed.
      • D - Ranger/Banshee Form.
        Sylvanas can swap between her Ranger and Banshee forms, altering some of her abilities.
      • Q - Reinforcement magic.
        Ranger - Inner Fire. Target gains armor and a small attack bonus.
        Banshee - Death Curse. Target gains huge damage bonus but loses some armor.
        Both buffs are exclusive. Casting one will remove the other.
      • W - Empowered Attack.
        Magic damage on hit and mark targets for few seconds.
        Ranger - Fire infused arrows. Marked targets have a % chance of exploding upon death.
        Banshee - Soul stealer arrows. Marked targets restore mana and have a chance of spawning a skeleton on death.
      • E - Critical arrows.
        Attacks gain a chance of doing a critical strike, multiplying their damage.
      • F - Double Shot.
        When activated, attack fire a 2nd arrow to the target on hit, dealing a % of damage to the target and all unit it goes through.
        Doubleshot can proc all on-hit effect except itself.
      • R - Rain of arrows.
        A rain of arrows fall upon the targeted area, each dealing damage and applying on-hit effects.
      • G - 360° shots.
        Fire volleys of arrows in circle around her, each dealing damage and applying on-hit effects to the first enemy they hit.
    • Priestess of the Moon.
      Adora's kit was working, but really didn't make sense thematically. Her abilities were all about lightning and thunder. Summoning murlocs didn't fit either.
      That kit was not catastrophic, but very very ill-suited for a priestess of the moon.

      This rework aims at bringing her theme forward.
      Adora becomes a support unit that becomes stronger at night. From level 20, Adora will also gain offensive abilities during the night.
      • D - Moon Light.
        Passive: The priestess of the moon abilities are reinforced at night time.
        Active: Heals the targeted ally over time.
        Night Time bonus: healing is doubled.
      • Q - Lunar beam
        Moon light illuminate the area, damaging periodically every units in.
        Night Time Bonus: Bigger Area, last longer.
      • W - Moonkin Creatures.
        Summons moonkins to help the Priestess on the battlefield.
        Night Time Bonus: Moonkins creatures deals bonus true damage against heroes at night.
      • E - Moon Blessing Aura
        Nearby allies gain bonus armor. Can stack with other armor auras.
        Night Time Bonus: Double armor bonus.
      • F - Elune Protection
        Place a statue at targeted location that periodically shields nearby allies.
        Night Time Bonus: Whenever the shield absorb damage, heals the wearer.
      • R - Moon Descent
        Calls down a moon image that crashes at targeted area, dealing huge damage.
        Night Time Bonus: Enemies are stunned.
      • G - Night Warrior
        Passive: During the night, the priestess of the moon gains the Fighter class. Also, some abilities gains new effects during night:

        Lunar Beam: deals bonus damage based on the priestess agility.
        Moon Blessing Aura: Affected units also gains attack damage, increased for ranged units. Stacks with other damage auras.
        Elune Protection: Shield also returns a percentage of absorbed damage

        Active: Set the time of day to midnight.
    • Warden.
      Warden early was fine. Might be on the stronger side actually. Yet, her lategame fall off was a bit too much. Giving her a little boost for her lategame.
      • Scream. New passive: Warden auto attacks dealing bonus true damage to silenced units.
      • Polymorph & Upgrades. Renamed Ambush. Now fire more missiles with less down time and scale on total agility.

Bug Fixes changes:
This list might not be exhaustive, as there were many changes over time.

  • Fixed Myrmidon's Shock level 4 damage when hitting several targets.
  • Fixed tooltips in selection for abilities changed during healing rework.
  • Fixed an issue where assassins couldn't target mechanical units.
  • Fixed Nature Staff's softening aura buff.
  • Fixed Paladin's True Tank passive. Properly adding the bonus damage and not the ratio.
  • Illusions can't discover geodes anymore, and can't help towards the 1000 attacks. This will fix geodes being given to an illusion, and disappearing without the player being able to sell it AND balance the item more.
  • Fixed an issue where Illidan could hit allied structure with his AoE attack.
  • Arthas execute will no longer execute unit that healed above the threshold in Phase 2.
  • Fixed missing disabled icon for whirlwinds ability.
  • Dragon staff on hit ability no longer damage structures and allies units.
  • Greater demons cleave cannot destroy items anymore
  • Fixed cases where Mountain Cleric would not receive its bonus HP from Heart Of Stone when he level up being paused or using Ankh
  • Fixed some cases where revive by timer or command would not work because hero disappeared from game.
  • Fixed (I hope) cases where game would crash on Magtheridon fight.
  • Fixed an issue where permanent items with charged abilities (Portable demon gate and Wand of Desillusion) could get infinite charges after hero swapping in dual mode.
  • Fixed an issue where Sorcerer's Cuirass shield would not have the correct CD.
  • Fixed an issue where abilities giving +100 armor would not correctly add the armor if you had a Bracer of Protection in your inventory.
  • Fixed an issue where the command -repick would bug out in dual hero mode.
  • Fixed an issue during farming event where spawning could stop in an arena if units were killed by an other player

Minor changes:
  • Changed Invader Slayer event's reward from Dragon staff to Nature Staff. Dragon Staff being often bought for AoE clear and Farming Event, it felt like the reward was quite often wasted.
  • Following the True Tank fix, bonus damage was getting too high in late game. Bonus damage are now capped at 4 times the base damage (for a total a 5 times the damage). Still a great damage source, but prevent Cape of Flames dealing 8000 damage per second.
  • Added duration on Sorceress' phase shift tooltip. Small QoL change
  • Phase shift CD nerfed from 30 to 35 seconds and duration nerfed from 15 secs to 11-13 seconds.
  • Added a few neutral units in endgame area that can be targeted by Pit Lord's Doom.
  • Added visual buff to Sun Adept's Purification targets.
  • Small changes on terraining here and there.
  • Units can't attack allies during Farming Event anymore, preventing a startegy allowing an insane amount of kills.
  • Greater demons cannot aim at ground anymore, same reason as above.
  • Slight nerf to Greater demons attack damage.
  • Fog of war is now enabled even during hero selection. Visibility is now given only on the selection area.
  • Limited healing display to twice per second per unit for more visibility
  • Banehallow boss fight.
    Previous spells had issues of frame dropping.
    Lightning strike could double tap, and kill instantly.
    • Removed the rotating beams of light.
    • Removed Ligthing Strike attack.
    • The ring of light will now regularly change its size instead of spawning two more rings in phase 2 & 3.
    • Spell dmg resist will now scale with difficulty instead of being fixed at 90%.
    • Added an AoE in cone shape.
    • Added an AoE hitting enemies in close range.

TODO:
  • Some models are not visible for SD graphics users. This doesn't impact playing other than visual (units still have hitbox, can be targeted etc.) I believe the only solution would be stop using those models or find replacements for SD. Currently, those models have been reported:
    • Armored dryad (lvl 20)
    • Knight
    • Runemaster
    Please report any models that wouldn't load on SD graphics.
  • Music don't always launch when intended, and sometimes launch at random timing.
  • Dying at the same time of killing Arthas can make your hero vanish from the game.
  • Sometimes, Arthas knockbacks himself instead of his target.
  • Edge case where farming event launch at the same time of slayer event, resulting in one player being stucked in event arena.
  • Sometimes, when a player dies on an event (creep/wave/invaders slayer), it might lock all slayers events for the rest of the game. Right now, the answer is: get good kiddo, and don't die :p

Here is a list of things that I need to test and get feedback on:
  • Stout Shield & Survivor shield might be too strong because they enable a very early "All Hero Image" event, getting high ressource when selling Necklace of Spell Immunity.
  • The wave bosses stuns might be a bit too strong/annoying.
  • Life steal change might make the early game a bit too hard in higher difficulties. I'm considering having a multiplier on life steal efficienciy against heroes.


  • Improving bosses
    • Boss Bounty. Not receiving any gold or lumber because one of your teammates made the last hit kinda sucks.
      Will look into a way a fair bounty sharing depending on your contribution to the fight.
    • Banehallow fight:
      • Adding defense mechanisms added around the obelisks. It would be time for Banehallow to learn a bit about strategy and key points.
      • Make destroying obelisk more rewarding.
    • Continue improving Arthas.
    • Give Spirit Beast (Shield of Invincibility event) and Frost Infernal (Key of the Three Moons event) bosses spells to make them more interesting than just stats check.
  • Improving themes and design coherence overall
    • Revamp some heroes/bosses themes/visuals to avoid duplicates. (Having Arthas fighting himself, or a pitlord destroying Magtheridon and his spawns might be very philosophical but probably should be avoided)
    • Making sure every spell is coherent with hero theme. (Looking at you, crypt lord. "Shaking the ground" shouldn't make meteor fall from the sky)
    • Trying as much as possible to avoid duplicate abilities (Except a few passive like critical strike) between heroes, so they can truly feel unique.
  • Adding more heroes, in priority in classes with less heroes (summoners, tanks, supoorts)
  • Adding customs spells to playable heroes



Version 1.51 (2024-12-09)
Major changes:
  • Continuing the healing update. The following abilities now work with healing increase/decrease (totally not forgot that those heroes had heal too)
    • Ghost's Death Coil
    • Knight's Holy Light
  • Items:
    • Nature staff, available at the Apothecary shop. Small bonus stats, but omnivamp and healing increase auras and healing passive.
    • Icy Staff, available at the artificery. Small bonus stats, but spell vamp, slow aura and powerful AoE active ability.

Bug Fixes changes:
  • Life steal, spell vamp and omnivamp do work, this time

Minor changes:

TODO:
  • Some models are not visible for SD graphics users. This doesn't impact playing other than visual (units still have hitbox, can be targeted etc.) I believe the only solution would be stop using those models. Currently, those models have been reported:
    • Armored dryad (lvl 20)
    • Knight
    • Runemaster
    Please report any models that wouldn't load on SD graphics.
  • Creeps get stuck in their spawning lanes, especially at higher extreme difficulty and game level 3 & 4. Should be reduced on this patch but can still happen.
  • Music don't always launch when intended, and sometimes launch at random timing.
  • Dying at the same time of killing Arthas can make your hero vanish from the game.
  • Lag spikes and game slowdown on Banehallow fight.
  • Sometimes, Arthas knockbacks himself instead of his target.

  • Improving bosses
    • Banehallow fight:
      • Adding defense mechanisms added around the obelisks. It would be time for Banehallow to learn a bit about startegy and key points.
      • Reworking auras (slow aura can be really annoying) and make destroying obelisk more rewarding.
    • Continue improving Arthas.
    • Give Spirit Beast (Shield of Invincibility event) and Frost Infernal (Key of the Three Moons event) bosses spells to make them more interesting than just stats check.
  • Improving themes and design coherence overall
    • Revamp some heroes/bosses themes/visuals to avoid duplicates. (Having Arthas fighting himself, or a pitlord destroying Magtheridon and his spawns might be very philosophical but probably should be avoided)
    • Making sure every spell is coherent with hero theme. (Looking at you, crypt lord. "Shaking the ground" shouldn't make meteor fall from the sky)
    • Trying as much as possible to avoid duplicate abilities (Except a few passive like critical strike) between heroes, so they can truly feel unique.
  • Adding more heroes, in priority in classes with less heroes (summoners, tanks, healers)
  • Adding customs spells to playable heroes


Version 1.50 (2024-12-06)
Major changes:
  • Removed terrain flashbang introduced by Blizzard's change of texture. Icecrown Glacier's ice was a bit too much, so I put back some snow, and improved terraining here and there to make paths in snow clearer.
  • Extreme attacks:
    • Added an event triggering on invaders kills. Invaders are units from extreme attacks: dragons, assassins, hydras and murlocs. Murloc's slaves will not count towards this event, so letting murlocs spawn more units will not make it faster.
    • Made the Hydra & Murloc spawn bigger, reducing risk of them getting stuck or overflowing in nearby alleys. Removed a wall section to make their exist easier. Be careful, this means it will be way harder to defend a choke point and make things harder.
    • Added a 4th wave of hydra attack.
  • Items:
    • New shop. Items have been dispatched by themes.
      Shops have been reorganized (all items are now sorted by price). Might take a bit to get used to it, but it will make more sense.
      • Weaponry contains items focused on attacks and physical damage.
      • Armory contains items focused on defense.
      • Artificery contains items focused on spells and magic damage.
      • Jewelry contains items bringing various stats and utilitaries.
      • Apothecary contains items focus on potions and healing.
      • Library contains scrolls, books and tomes. (Some would say it's the nerd shop, but don't listen to them)
      • Workshop contains everything concerning buildings.
    • Workshop now available at lanes shop as well
    • New unique items:
      • Master Blade: item can be found in the Blademaster boss area after his death.
      • Demoninc Hand: item can be found in the Keeper of Flames area after his death.
      • Skeleton Armor: item can be found in Lord Marrowgar area after his death.
      • Admiral Cutlass: item can be found in the harbour area after the Admiral death. (This item was already there as a little easter egg, but received a new passive and is now officially here.)
    • New legendary items:
      • Dragon Staff, available in Artificery or as a reward to the Invaders Slayer event.
      • Sorcerer's Cuirass, available in Armory. Bonus Intelligence, spell crit chance, shield scaling on Intelligence.
      • Bandage, available in Apothecary shop. Bonus stats, passive healing increase, active healing ability.
    • New early items:
      • Bloody Ring, available in Jewelry shop. Allows a cd reset after taking a set amount of damage.
      • Booze Barrel, available in Apothecary shop. Enhances healing and mana potions.
      • Nicely shaped rock, available in Weaponry. Terrible attack item, but can transform later in something worth selling.
  • Stone statue within 600 range of Castle will not be destroyed at the start of final wave. 600 Range is almost the entire snow area around the castle, exluding the far corners.
    This change aims to give a way for players to delay the attack on castle on solo mode, when you can't always take full aggro.
  • Healing is being revamp overall
    • Expanding healing modifiers to most heals. Regeneration buff (Life regen auras or Myrmidon's Realm of Souls for example) do not count as heals.
    • Life steal (regen on attack damage) now counts has self healing and can be increased / decreased by healing modifiers.
    • Introducing spell vamp (regen on spell damage) and omni vamp (both life steal and spell vamp), counting as self healing too.
    • Life steal, omnivamp and spell vamp are additive. (Having two items with same passive like Mask of Death and Lightning Sword will add them, but copies of a same item won't)
    • Healing increase / decrease are multiplicative (having two 20% increase will result in 44% increase, and not 40%)
    • The following healing abilities have been reworked to properly work with healing modifiers:
      • Druid of the Claw's Rejuvenation
      • Paladin's Healing Wave
      • Moon Priestess's Rejuvenation
      • Ranger's Heal
      • Potion of Greater Healing
    • The following abilities can't use healing modifiers (yet ?):
      • Female Archmage's Drain Life & Mana
      • Storm Brewmaster's Drain Life & Mana
      • Crypt Lord's Locust Swarm
      • Warlock's Gargoyle Swarm

Bug Fixes changes:
  • Accept button in selection stopped playing hide and seek, and can now be seen again.
  • Arthas, "Lich King", but also "King of Unintended Effects "...
    • While Arthas execute mechanic is cool, it had problem in its... execution (get it ?)
      • Arthas's execute in phase 2 doesn't steal the hero items to give them to the summoned soul, but copy them instead.
      • Fixed Arthas execute affecting already dead units, avoiding multiple proc on the same unit.
      • After getting executed, a unit now have a 5 secs of immunity it.
      • Arthas execute doesn't proc damage return anymore.
      • Hero souls after phase 2 execution now have a timed life.
    • Fixed phase 2 channel ability that was casted way more than intended.
    • Fixed cases where Arthas would knock you back into an area you can't walk out of.
  • Fixed a bug where trees/corpses/sheeps would not spawn on farming event in dual mode when the hero needing them was the seconday hero.
  • Hero Image's Sun adept can no longer use healing hand.
  • Healing Hand now display the correct buff.
  • Blademaster's mirror images will not be the biggest source of gold and lumber anymore. Killing the Blademaster still give 300 000 golds and 300 lumber. Mirror images will only give 2000 golds and 1 lumber.
  • Fixed a bug where lanes sprit towers and necropolis would not become vulnerable if command -ow was used after level 2
  • Fixed an issue where a hydra would die during an event due to damage over time effect, which would spawn new units abled to attack while everything else is paused.
  • Furbolg and Greater demon spells are now correctly in qwerty keybind.
  • Typos, spelling and such...
    • Fixed minion upgrade's message. Now correctly says "unlocked".
    • Fixed typo in fighters' description in selection
    • Fixed warning message when changing defeat condition. Now correctly says command -revive
    • Removed a debug message displayed when using Sun Adept healing hand.
    • Fixed Druid of the claw tooltip for entangling root: now display level 4
    • Removed the "permanent" wording from items giving bonus stats as it might lead player to think they had same effects as tomes.
  • Fixed a sneaky strat with blink and dual hero mode during Muradin event.
  • Fixed an issue where items charges were not deducted from secondary hero, allowing more uses.
  • Fixed Lord Marrowgar animation during final wave cinematic
  • Fixed cases where -revive command wasn't working or deleting hero (I guess he was getting revived in an other world ?).
  • Fixed an issue where assassins would not always attack.
  • Fixed an issue in dual mode where swapping hero while being knockbacked can result in having both heroes on the battlefield. Swapping is now disable during knockback.
  • Fixed Warlock archimonde form that was giving divine armor. The form now gives 50-200 armor to compensate a bit in early game.

Minor changes:
  • Increased late game bosses scaling per player. (After testing with more players, it seems bosses were a bit undertuned when fighting against 4 or more heroes.)
  • Banehallow
    • Slow aura modified from -75% attack rate and movement rate to -75% attack rate and healing received.
    • Banehallow gains a 3 secs period of invulnerability when changing phase.
  • Magtheridon changes:
    • Buffed strength gain per target on his boss spell.
    • Now gives 300 000 golds and 300 lumber like other bosses when (permanently) killed.
    • Spawns HPs and attack damage now scale with difficulty.
  • Gift from the Mountain God mana cost reduced from 400-800 to 250-500. No can cast level 1 with natural stats only, and level 2 with only 1 tome of stats (or Hero Image event).
  • Wave kills & extreme attacks (dragons/assassins/hydra/murlocs) kills will not count towards the Creeps slayer event anymore.
  • Items:
    • Now displaying player name when upgrading castle & towers.
    • Castle upgrade now slightly increase castle and towers HP regen. With 50 upgrades, the castle now regenerate at great speed.
    • Portable demon gate now gives 2 charges when bought. Price is more fair in solo hero, and compensate bug fix in dual.
  • Trying to blink out of muradin event will now damage you in addition to tp you back. That's what you deserve for trying to avoid the event.
  • Quality of Life:
    • Command -extreme is now available during hero selection.
    • Commands -ow and -cw can now be followed by a number X (both "-cwX" and "-cw X" will work) to respectively open or close X lanes (Trying to open more than 8 waves will result in 8 opened lanes. Trying to close more than 7 lanes will result in leaving only way 1 opened).
    • Now tracking number of kills during farming event and not lumber. Converting you lumber into gold will not make you drop at the bottom of leaderbord anymore.
    • Reduced corpses duration from 88 to 30 secs, reducing lag spikes.

TODO:
  • Some models are not visible for SD graphics users. This doesn't impact playing other than visual (units still have hitbox, can be targeted etc.) I believe the only solution would be stop using those models. Currently, those models have been reported:
    • Armored dryad (lvl 20)
    • Knight
    • Runemaster
    Please report any models that wouldn't load on SD graphics.
  • Creeps get stuck in their spawning lanes, especially at higher extreme difficulty and game level 3 & 4. Should be reduced on this patch but can still happen.
  • Music don't always launch when intended, and sometimes launch at random timing.
  • Dying at the same time of killing Arthas can make your hero vanish from the game.
  • Lag spikes and game slowdown on Banehallow fight.
  • Sometimes, Arthas knockbacks himself instead of his target.

  • Improving bosses
    • Banehallow fight:
      • Adding defense mechanisms added around the obelisks. It would be time for Banehallow to learn a bit about startegy and key points.
      • Reworking auras (slow aura can be really annoying) and make destroying obelisk more rewarding.
    • Continue improving Arthas.
    • Give Spirit Beast (Shield of Invincibility event) and Frost Infernal (Key of the Three Moons event) bosses spells to make them more interesting than just stats check.
  • Improving themes and design coherence overall
    • Revamp some heroes/bosses themes/visuals to avoid duplicates. (Having Arthas fighting himself, or a pitlord destroying Magtheridon and his spawns might be very philosophical but probably should be avoided)
    • Making sure every spell is coherent with hero theme. (Looking at you, crypt lord. "Shaking the ground" shouldn't make meteor fall from the sky)
    • Trying as much as possible to avoid duplicate abilities (Except a few passive like critical strike) between heroes, so they can truly feel unique.
  • Adding more heroes, in priority in classes with less heroes (summoners, tanks, healers)
  • Adding customs spells to playable heroes

Version 1.49 (2024-11-06)
Major changes:
  • Nothing there for this patch

Bug Fixes changes:
  • Fixed a bug where Creep Slayer Event et Wave Kill Event bosses wouldn't get their abilities
  • Creeps heroes don't get more stats than intended at game level 1 anymore
  • Fixed a bug where Assassins were not spawning around a player's hero.
  • Fixed a bug in player name display, where name was truncated before the #.
  • Fixed Stone Giant tooltip during selection.
  • Fixed an unwanted interaction where banehallow spells would trigger damage return effects (like Retribution passive from Shield of invincibility)
  • Fixed a bug where phase 2 Arthas AoE indicators could stay on floor after his death. Cleaning crew should always come before cinematic now.
  • Removed a printing debug message on banehallow lightning attack. Oupsie.

Minor changes:
  • Banehallow's Unholy Aura HP regen nerfed from 2% Max HP to 0.05% Max HPs.
    (Since the addition of boss spells, players dps has dropped because of AoE dodging. In higher difficulties, the regen could be a bit too much and drag the fight way too long. )

TODO:
  • Some models are not visible for SD graphics users. This doesn't impact playing other than visual (units still have hitbox, can be targeted etc.) I believe the only solution would be stop using those models, or reimport them. Currently, those models have been reported:
    • All reported models have been replaced.
    Please report any models that wouldn't load on SD graphics.
  • Creeps can be stucked on their spawn areas on higher game level.
  • Very rarely, the creep/wave kills milestones can trigger multiple times for a single player, giving much more ressource than intended. Unsure why that happens, still under investigation.

  • Improving bosses
    • Banehallow fight: Adding defense mechanisms added around the obelisks. It would be time for Banehallow to learn a bit about startegy and key points.
    • Improving Demon Hunter boss (His spell is better than dreadlord's, but feel a bit way less interesting than blademaster's or admiral's)
    • Continue improving Arthas.
    • Give Spirit Beast (Shield of Invincibility event) and Frost Infernal (Key of the Three Moons event) bosses spells to make them more intersting than just stats check.
  • Improving themes and design coherence overall
    • Revamp some heroes/bosses themes/visuals to avoid duplicates. (Having Arthas fighting himself, or a pitlord destroying Magtheridon and his spawns might be very philosophical but probably should be avoided)
    • Making sure every spell is coherent with hero theme. Looking at you, crypt lord. "Shaking the ground" shouldn't make meteor fall from the sky
    • Trying as much as possible to avoid duplicate abilities (Except a few passive like critical strike) between heroes, so they can truly feel unique.
  • Adding more heroes, in priority in classes with less heroes (summoners, tanks, healers)
  • Adding customs spells to playable heroes

Version 1.48 (2024-11-02)
Major changes:
  • Quality Of Life: Heroes spells are now all in QWERTY (100% finally done. That was long and annoying. Feel free to point out if I missed some in the process).
  • Hero Selection is now using @Antares selection system, adapted to support dual mode
    • Using menu and not just clicking on units
    • Heroes infos accessible by preselecting it and hovering spells tool tips.
    • Enable to see other players picks.
  • Introducing hero classes, giving bonuses at level 15 and level 30.
    • Fighter: Improving attacks.
    • Caster: Reducing CDs & Increasing abilities damage
    • Summoner: Increasing summons damage & Dealing bonus damage scaling with numbers of summons of the field.
    • Tank: Blocking damage & Increasing damage dealt scaling on armor.
    • Healer: Spells and attacks heal allies instead of damaging them & heal boost.
  • New Heroes
    • Sun Adept
      • Attack: Ranged
      • Class: Healer
      • Abilities:
        • D- Healing Hand: Heal targeted ally flat and % HPs amount.
        • Q- Summon Faerie: Summon Light Faerie (flying ranged units) to help on the battlefield.
        • W- Bouncing Light: Light bounces on allied or enemy units, damaging enemies.
        • E- Purification: Make all nearby allied units invulnerable, healing the sun adpet for each ally in range, and damage all enemies in range.
        • F- Guardian Angels: Give +100 armor and angels patrol around the sun adept to damage every units in range.
        • R- Hyper Nova: Massive damage in AoE around the Sun Adept.
        • G- Mass magic: Attacks fire multiple projectiles at nearby units. Healing hand heal the Sun Adept in addition to the target. Purification number of damage and healing ticks is doubled.
    • Mountain Cleric
      • Attack: Melee
      • Class: Healer
      • Abilities:
        • D- Blessed Hammer: Attacks heals yourself and a random nearby ally by a flat amount.
        • Q- Holy Storm: Channels, blast of light fall down on nearby units, damaging everything on small AoE
        • W- Holy Wave: Hurls a wave of light on nearby units, damaging them
        • E- Healing drum: Place a drum on the battlefield, which heal nearby allies.
        • F- Mountain God's Protection: Gives bonus armor.
        • R- Gift from the moutain God: The cleric prays to the mountain god who answer by sending a random number of gifts on the targeted area.
        • G- Heart of Stone: Gain Max HP. Attacks deals a small % of the cleric's max HPs on hit.
  • Banehallow changes
    • Banehallow cannot leave the area he spawned in.
    • Banehallow now longer have Necklace of Spell Immunity, but instead reduces damage from spells by 90%. His boss spells will trigger even if he's under crowd control.
    • It now has 3 real phases (Instead of only changing its color, it will enables more attacks)
      • Phase 1:
        Beam of light move clock wise
        Ring of light will damage everything it touches.
      • Phase 2 (Triggers at 60% HP):
        Rain of lightning will strike the ground on heroes position and random locations in the arena.
        Creates one additional rings of light.
        Adds one rotating beam of light.
      • Phase 3 (Triggers at 30% HP):
        Creates one additional rings of light.
  • Arthas changes. More will probably follow
    (While arthas big attack felt good visually, and its execute mechanic could be dangerous sometimes, overall it seems Arthas was weaker than previous bosses and lacked tools to put heroes at low hp)
    • Added channeled AoE with huge damage and knockback for phase 1 & 2. Triggers when Arthas lose a % of its HPs.
    • Added AoE ability in phase 2.
    • Increasing big attack damage
    • Adding voicelines (from WoW) in phase 2.
  • 3rd Captain changes
    • Changed from Dreadlord to Lord Marrowgar, Skeleton King
    • Removed the following abilities: summoning infernal
    • Boss spell changed to: Spin attack knocking back foe around him and Spirit attack pulling enemies to him
  • New items (and associated commands). Use them with caution, losing stat can have nasty side effects.
    • Tome of Specialization: Strength (50 000 golds) - Gain 300 strength, but lose 100 agility and intelligence
    • Tome of Specialization: Agility (50 000 golds) - Gain 300 agility, but lose 100 strength and intelligence
    • Tome of Specialization: Intelligence (50 000 golds) - Gain 300 intelligence, but lose 100 strength and agility
Bug Fixes changes:
  • Fixed interaction between Dryad's multishot attack and Dryad's Piercing arrows that would prevent multishot attacks when targeting an enemy hero.
    Piercing arrows now correctly applies to Multishot projectiles and others source of damage than autoattack.
  • Dryad "Trushot Aura" now correctly have 2 levels (instead of 4) like other ultimate abilities. Bonus damage from 30/60/90/120% to 60/120%
  • Banehallow should not be able to regen 200% (instead of 2%) of its max Hps per second anymore.
  • Human and undead creep heroes can now attack air units.
  • Fixed circle of power's auras displaying off centered during Banehallow fight

Minor changes:
  • Magtheridon boss spell cd buffed from 15 to 12 secs.
  • Uther's "True tank" ability nerfed. Percentage armor as bonus damage from 25-100% to 20-65%.
  • Ghost hero model has been changed. Attack range changed to melee to match new model, and some spells re-skinned to fit thematic.
  • Ghost's attack type changed to chaos to hero.
  • Knight hero model changed to female paladin, name changed from Arthas to Merwenne (skills are still the same, just avoiding arthas fighting Arthas).
  • Knight's attack type changed from chaos to hero.
  • Item descriptions improved for more clarity.
  • 2nd Captain model change from Demon Hunter to Keepr of Flames.

TODO:
  • Some models are not visible for SD graphics users. This doesn't impact playing other than visual (units still have hitbox, can be targeted etc.) I believe the only solution would be stop using those models, or reimport them. Currently, those models have been reported:
    • All reported models have been replaced.
    Please report any models that wouldn't load on SD graphics.

  • Improving bosses
    • Banehallow fight: Adding defense mechanisms added around the obelisks. It would be time for Banehallow to learn a bit about startegy and key points.
    • Improving Demon Hunter boss (His spell is better than dreadlord's, but feel a bit way less interesting than blademaster's or admiral's)
    • Continue improving Arthas.
  • Improving themes and design coherence overall
    • Revamp some heroes/bosses themes/visuals to avoid duplicates. (Having Arthas fighting himself, or a pitlord destroying Magtheridon and his spawns might be very philosophical but probably should be avoided)
    • Making sure every spell is coherent with hero theme. Looking at you, crypt lord. "Shaking the ground" shouldn't make meteor fall from the sky
    • Trying as much as possible to avoid duplicate abilities (Except a few passive like critical strike) between heroes, so they can truly feel unique.
  • Adding more heroes, in priority in classes with less heroes (summoners, tanks, healers)
  • Adding customs spells to playable heroes

Version 1.47 (2024-05-11)
Major changes:
  • Quality Of Life: Shop items are now using QWERTY keybinding. Heroes spells are in progress (~30%). See the [Complete Features List > Heroes List] to know which heroes have QWERTY supported.
    • First row: QWERTY. (This is the main row, meaning bottom row for spells, and top row for shops)
    • Second row: DFGH. (A being used for attack, and S for Stop, the keys are shifted)
    • Third row: ZXCV
  • Improved terraining

Bug Fixes changes:
  • Fixed some music that didn't launch at proper moment.
  • Fixed dreadlord's passive (level 3) tooltip.
  • Fixed priestess of the moon's monsoon tooltip.
  • Command -random should now equip starting items.
  • Manually buying combat theory in dual hero mode will now correctly give the bonus damage to the secondary hero.

Minor changes:
  • Added new musics
  • Reduced gold from hydra hatchlings from 750 to 500
  • -rebuy command renamed -revive for more clarity
  • Adjust scaling of % HP on bosses spells (curve isn't linear anymore).
  • Towers damage can now be upgraded for 5 000 golds (up to 10 times). Can be found at workshop in castle, or by command -ut ( or -upgrade tower).
  • Gold earned by grey player (castle and towers) will now be regularly distributed among connected players.
  • Quality of Life: heroes vision range at night has been increased from 800 to 1400.

TODO:
  • Some models are not visible for SD graphics users. This doesn't impact playing other than visual (units still have hitbox, can be targeted etc.) I believe the only solution would be stop using those models, or reimport them. Currently, those models have been reported:
    • Ghost hero
    • Hydra hatchling => Replaced by hydra model, with different scaling.
    Currently scouting viable replacements.
    Please report any models that wouldn't load on SD graphics.
  • Boss Banehallow can sometimes get an infinite regen buff whenever he has minions close to him. Removed minions while investigating further this issue.
    Please report if the bug still occur without the minions.

  • Banehallow boss spell
  • QWERTY keybind (So much abilities to go through, it will take some times)
  • Adding customs spells to player's heroes
  • Making sure every spell is coherent with hero theme. Looking at you, crypt lord. "Shaking the ground" shouldn't make meteor fall from the sky
  • Improve hero selection (knowing hero type, abilities etc.)

Version 1.46 (2024/04/29)
Major changes:
  • Started improving terrain.
    • Trying to keep the overall aesthetic, while making it less monotonous.
    • Focused on bosses areas for now, as they have more space to play with.
    • Suggestions and feedback are welcome, it's kinda hard to change terrain without messing up lanes/arenas balance or revamping all the map.
  • New attacks (like dragon and assassins) are now coming from North-East and North-West. Adding more gold generation for extreme 4 and higher.

Bug Fixes changes:
  • Lategame defeat condition was triggering on first player death. Now should work as intended (when all players are dead simultaneously)
  • Necropolis no longer display "10 wave kills"
  • Final wave's taurens will now get their bloodlust buff.

Minor changes:
  • Invulnerability adjustement for Arthas and Admiral. Ability can be casted more often, but duration is greatly nerfed. Less down time overall, feel less annoying.
  • Mountain king passive buff: now grants scaling armor too. This ability had an intersting mechanic (scaling cleave from 0 to 100% with artifacts), but felt a bit weak compared to other cleaving passive (Having 100% flat).
  • DemonHunter Captain adjustement. Boss spell now cast more often, but is more predictible. Base damage lowered (especially at higher difficulty).
  • Added icons on minimap for bosses & teleport zones.
  • Added special effects on wave arrival.
  • Added corpses spawn next to bosses (Crypt lord summon will finally be available).
  • Castle upgrade slight nerf: castle gain 4 armor per upgrade instead of 6, towers get 2 instead of 3.
  • Added new item: Stone statue. Starter item that build a statue for grey player (castle and towers). Perfect for stalling a bit early game without putting all of your golds into a furbolg that might be overkill. Benefit from 25% of castle upgrade bonuses (125HPs & 1 armor per upgrade)
  • Castle upgrade moved into new shop category: workshop, with stone statue.

TODO:
  • Banehallow boss spell
  • Improve Terraining for early game zones
  • QWERTY keybind (So much abilities to go through, it will take some times)
  • Adding customs spells to heroes
  • Making sure every spell is coherent with hero theme. Looking at you, crypt lord. "Shaking the ground" shouldn't make meteor fall from the sky
  • Improve hero selection (knowing hero type, abilities etc.)

Feel free to point anything that should be added on the todo list

Version 1.45 (2024/04/22)
  • Major changes
    • Added spells to late game bosses. Beware, they can be deadly and go through spell immunity.
    • Added a defeat condition after final wave. At least one hero must survive.
    • Castle and towers can be upgraded up to 50 times to gain HP & armor. Might save your life one day. Buy at castle, or using command -uc
  • Bug fixes
    • Damage return doesn't one-shot bosses anymore and should be more balanced overall.
    • Fix Sorceress spell's tooltip: now show all lines.
    • Arthas now wait for the proper moment to die in his cinematic.
  • Minor changes
    • New items added:
      • Survivor's shield: early game defensive item
      • Training spear: early game damage item
      • Diadem of the Sage: mid game stats bonus
      • Portable Demon gate: mid-to-late game summoning, great at helping farming event
      • Combat Theory: Attack damage tome. Less efficient than attack damage items, but not taking inventory slots.
    • Wand of desillusion is now a permanent item with charged ability (can buy again to gain more charges). Also, cannot stack illusion anymore, as it dispel previous ones.
    • Farming event stun abilities cannot affect heroes anymore. Finally, you can channel in peace.
    • Quality of Life:
      • commands -gg & -gl are now available to give gold/lumber to selected unit's owner.
      • commands -gtl & -ltg are now available to convert gold into lumber and lumber into gold
    • Command -rebuy now cost 50 lumber after the final wave. Dying on bosses shouldn't be taken lightly.

Version 1.43 (2023/09/11)
  • Major changes
    • Ank of Reincarnation: delay reduced from 15s to 5s. Added a short armor/hp regen buff after reincarnating.
    • Increased shops acquisition range from 450 to 800.
  • Bug fixes
    • Fixed desyncs because of a weird Blizzard bug with weapon upgrades.
    • Fixed 3 dummy unit leaks with Avalanche skill (May reduce desyncs).
    • Fixed a bug with -ow for the 2nd ice way when single player (the door remained closed).
    • Fixed a camera bug: after killing the 4 captains the camera didn't pan properly to the closing door.
    • Fixed a bug with pause/unpause all units resulting in remaining whirwlinds (blade master).
    • Fixed a bug where dummy casters with 0 sight radius could not find their target.
    • Fixed the glow effect of some heroes being too small since Reforged.
    • Temporary disabled autodrink potions while shopping (source of bugs).
  • Minor changes
    • Added heroes names to make picking easier despite Classic/Reforged graphical diferences.
    • Changed Ghost hero model to "Death Revenant".
    • Updated versions of "GUI Unit Event" & "Damage Engine" systems.
    • Cleaned 2 unused assets (readme.html & trebuchet model), 1 unused upgrade.
    • Spawns damages slightly increased (~10-15).
    • Items stack&split: instead of exluding POWERUP artifacts, excludes artifacts with 1 charge & use on acquire.

Version 1.42 (2022/01/15)
  • Bug fixes
    • Doom (Pit Lord): fixed a bug on skill position.
    • Cinematics: minor fixes on camera control, duration slightly shortened.
    • 4 Generals: reward increased to 300 000 gold + 300 lumber.
    • Skeletal Orcs (Survivals): immunity to level 6+ abilities removed.
    • Desync: solve potential causes (Item Stack&Split sounds for local player).
    • Debugging: added a max of logs during replay to try to pin point the desync issues...

Version 1.41 (2020/09/27)
  • Bug fixes
    • Tome of +1 level: infinite-use exploit fixed*.
* Sorry I didn't have enough free time to do more (desync debugging, balancing...)

Version 1.40 (2020/09/11)
  • Bug fixes
    • Tome of +10 stats: infinite-use exploit fixed.
    • Events & dual hero change: added safety checks to ensure that hero switch is not interpreted as a give-up (to fix a random bug with Ramero).
  • Minor changes
    • Damage Engine System: updated to latest version.

Version 1.39 (2020/07/22)
  • Bug fixes
    • Extrem mode: ennemies hero do not disapear right away after death (regression).
  • Minor changes
    • Damages return: percentages modifed, does not ignore attacker's armor anymore.

Version 1.38 (2020/07/21)
  • Major changes
    • While shopping, Potions of Greater Healing are used automatically.
    • When your hero die, you can rebuy it immediatly with -rebuy command at the cost of 5000gold. Ask to your allies if you don't have them.
    • Dryad: replaced Critical Arrows by Piercing Arrows. Fixed Multiple Arrows tooltip.
    • Paladin: replaced Taunt by Knight's Challenge (taunt+howl of terror). New ability True Tank at level 8.
    • Mountain King: replaced Thunder Spirit by Artifact Collector.
    • Shadow Hunter: Feedback replaced by Wards Mastery.
    • Blademaster: Wind Walk replaced by Whirlwind.
    • Ghost: Death Coil do not use undead/alive as discrimination anymore. It heals allies and damage ennemies.
  • Bug fixes
    • Gloves of Spell Mastery: not clickable anymore.
    • Tower destruction message: missing space before "earlier".
    • Arthas cinematic: made sure Arthas doesn't die too quick.
    • Tiny Stone Giant: fixed "Hardened Skin"'s icon.
    • Dual hero inventories: fixed potential desync cause.
    • Leaderboard: fixed potential desync cause.
    • Dual hero change: aggro is lost, units won't run away after the paused hero anymore.
    • Attack priority: heroes now attack the nearest ennemy, no more priority to flying units.
    • Triggered Cast Abilities: removed useless executions.
    • Better handling of selection/deselection: should avoid some desync.
    • Item Stack&Split: bug fix, performances optimization, refactoring.
  • Minor changes
    • Updated Damage Engine to its latest version.
    • Removed useless command "-random <number>"
    • Huntress: Neutralization cooldown reduced by 10s.
    • Blood Mage: Incineration now also adds damages to each attack.
    • Pandaren Brewmaster/Storm: Tornado now affects air and non-organics units.
    • Command/War Drums auras: removed useless code.

Version 1.37 (2020/07/11)
  • Bug fixes
    • Fixed desync due to Frigid Protection (Archmage) by updating to latest Bone Armor system version.
    • Frigid Protection : rotating segments now teleport on hero switch & blink.
    • Deactivated neutral hero auras to avoid exploit in early game (for ex +200% damages from unpicked Ghost).
  • Minor changes
    • Dicrease cooldown & duration of Frigid Protection (Archmage) by half.
    • Shops: removed stock replenish cooldown.

Version 1.36 (2020/07/08)
  • Bug fixes
    • Selection issues with shops making it unavailable untill the next press on ESC key.
    • Food count sometimes wrong in early games.
  • Minor changes
    • Circles in hero selection zone made 80% transparent for the visibility of heroes with Reforged graphics.
    • Colored map name in lobby.

Version 1.35 (2020/07/02)
  • Bug fixes
    • Fixed desyncs due to shopping & regression in Warcraft III patch 1.32.
    • Fixed minor bug when using "Esc" key in shop.

Version 1.34 (2020/06/29)
  • Minor changes
    • Updated Damage Engine System to its latest version.
    • Added Game Status system from TriggerHappy to help debbuging desync & crashs.
  • Bug fixes
    • Moon Priestress had Doom spell at level 0.

Version 1.33 (2020/04/08)
  • Bug fixes
    • Fixed memory leak & strange issue with Item List sub-system.
    • Fixed keyboard shortcuts for shops.

Version 1.32 (2020/03/28)
  • Bug fixes
    • Fixed shops for Warcraft III 1.32 (Reforged).
    • Gloves of spell mastery: removed "Refresh Cooldowns" ability because from Warcraft III patch 1.32, it also reset items cooldowns and result in infinite loops..
    • Mask of Death was missing from shops.

Version 1.31 (2020/01/18)
  • Bug fixes
    • Misscalculation of summons & morph bonus armor.
    • Item with charge or timed abilities bugged with dual hero switch.

Version 1.30 (2020/01/18)
  • Minor changes
    • There is now one single shop with multiple pages.
  • Bug fixes
    • Cleave really does 100% damages, and do not ignore armor anymore.
    • Doom (Pit Lord): level 2 bugged on many creeps with an error message.
  • Minor changes
    • Bracer of Protection has been nerfed.
    • Pathing blocks added around special arenas.

Version 1.29b (2019/11/17)
  • Bug fixes
    • Desync caused by triggered cast abilities (Exorcism, Plague Sting, Cursed Claw) ?
    • Potential memory leak from Runic Weapon ability.
  • Minor changes
    • Dark hero spawns have their stats reduced by 25%.
    • Internal log system settings modified.

Version 1.29 (2019/10/28)
  • Bug fixes
    • Fixed random bug with item abilities and Dual Hero.
  • Minor changes
    • Farm event max spawn rate increased from 1wave/sec to 3wave/sec.
    • Increased armor, decreased HP of farm event creeps.

Version 1.28c (2019/10/07)
  • Bug fixes
    • Solved a major bug with -ow command & lanes 5 and 8.
  • Minor changes
    • Health points of bosses +70 000.

Version 1.28b (2019/10/04)
  • Bug fixes
    • Bounty of 2nd ice way was not multiplied by player count.
    • Message for way upgrade (on Spirit Tower death) was too long and contained a "|n".
  • Minor changes
    • Health points of bosses +70 000.

Version 1.28 (2019/10/04)
  • Major changes
    • In dual hero mode, inventory is fully shared between your 2 heroes (even cooldowns).
    • Host rights can be transfered to another player with "-host <name/color/number>" command.
    • Host rights are automatically transfered to top score player if previous host leaves.
    • Open Way & Close Way commands: work for the right ice way. Ways 2 to 4 can be closed.
    • Survivals: ghouls & orc skeletons gold bounty is proportional to player count.
    • Dark Bosses stats rebalanced (particularly in high extrem level).
    • Dragon packs max size reduced from 40 to 20.
  • Bug fixes
    • Moved merchants of a inch so you can pass between them and Castle.
    • If a player teleported out of Muradin event, then summoned, the summoned unit was missplaced.
    • Endgame stuck if you play Easy in solo-player.
    • Using -cw to close the last way did not start the boss stage.
    • Silent assassins, Lighhtning Attacks, Dragons Attacks are delayed during cinematics (paused phases).
    • Some heroes had wrong start mana or mana regeneration.
    • Stout shield tooltip 3300%.
    • Rifleman: bug with inventory/stats/hero order/primary attribute when reaching level20.
    • Item pick: undue "Inventory is full." message sometimes.
    • Tiny tiny (Stone Giant): error in tooltip.
  • Minor changes
    • Reduced heroes start defense by 5, start mana by 5, mana regen by 3.
    • Realm of Souls (Myrmidon): reduced life regeneration, range & attack frequency.
    • Kick command is now possible with name (case sensitive), color or player number.
    • Ice ways: right one does not open in single player mode.
    • Necropolis, Spirit Towers, Ice Towers & Death Towers are invulnerable if way is closed, and destroyed at next stages.
    • Healing ward(Shadow Hunter): manacost reduced to 100.
    • Rejuvenation (POTM): manacost reduced to 100.
    • Cripple (Warlock); manacost reduced to 100.
    • Death Coil (Dreadlord), Hurl Bomb (Marine, Rifleman): CD reduced from 20 to 15s (like Firebolt, Frostbolt,...)
    • Death Coil (Ghost), Finger of Death (Pit Lord): CD increased from 10 to 15s (like Firebolt, Frostbolt, ...)
    • Holy Light (Knight) manacost reduced.
    • Breath of Fire: stats uniformized between Blood Mage, Pandaren & Fire.
    • Spirit Pig (Beastmaster): reduced damage and attack speed bonus per hero level.
    • Terror Wolf (Beastmaster): removed position offset on cast.
    • Myrmidon sound set modified to Naga Myrmidon.
    • Added reminder message to open last unused ways before next stage.

Version 1.27 (2019/09/22)
  • Major changes
    • Farm event: spawn rate limited to 1 wave per second.
    • Remove spell damage & heal boost from Team Upgrades.
    • Damage reduction per armor point restored to default.
    • Ennemy attributes totally balanced (hp, armor, life, stats).
    • Life per strength point decreased from 25 to 15.
    • Hero attributes uniformized and modified (life, mana, armor, start stats, stats per level).
    • Possibility to convert gold to lumber and lumber to gold at merchant.
    • Exorcism (Runemaster): behavior modified from chain lightning to splash.
  • Bug fixes
    • Ways creep level was not increased properly.
    • Hit point regeneration rate of some heroes was wrong.
    • Way 2 could be opened even if its necropolis was already destroyed.
    • Runic Weapon (Runemaster): reference leak fixed.
    • Logs are written in local file only when a player is disconnected (to limit lags).
  • Minor changes
    • Cleaning units & items after the following events: Ring of Superiority, Lightning Sword, Farm.
    • In Extrem 4, added a reminder 30s before level 2 for "-extreme" command.
    • Merchants and towers slightly moved to free passages.
    • Summons boost slightly nerfed.
    • Move speed bonuses stack now.
    • Removed life steal for spells (with 10% of efficiency).
    • Main attribute modified for Blademaster, Priestress of the Moon, Shadow Hunter, Rifleman & Sorceress.
    • Ennemy have vision of players' units (to avoid focus bugs).
    • Fan of Rocket/Light/Knives: damage, cooldown and AOE uniformized.
    • Earthquake (Earth Brewmaster): damages reduced by 33%.
    • Scream (Warden): range and damages increased.
    • Holy Light (Knight) range increased to 700, CD reduced to 12s.
    • Frigid Protection (Archmage): fragments restored, they don't seem to cause desync.
    • Medaillon of Greed: pillage efficiency reduced.
    • Frost Armor (Lich): manacost reduced.
    • Magic Defense (Runemastr): movespeed reduction increased.

Version 1.26e (2019/09/21)
  • Bug fixes
    • Refactored the fix for triggered cast abilities (Cursed Claw, Exorcism, Plague Sting) in order to reduce desync issues.

Version 1.26d (2019/09/17)
  • Bug fixes
    • Doom (Pit Lord) : level 1 can target ground units again.
    • Dual Hero: when picking 2nd hero later, his stats are automatically set to same as first hero.
    • Blink (Warden): hotkey fixed.
    • Shadow Strike (Warden): after level 20, echo Shadow Strike does not one shot anymore.
    • Silent Assassins: do not spawn during or after final wave anymore.
    • Logs: reduced lags due to log to debug desync issue on Linux.
  • Minor changes
    • Beast Attack (Tauren Chieftain, Earth): knockback distance divided by 3.
    • Updated size, shadow and collision size of various summons.
    • Lifesteal works with spells (at 10% of its original power).
    • Healing Ward (Shadow Hunter): now regenerates 100hp + 1%.
    • Message when a lane upgrades because of spirit tower destruction: moved on 2 lines.

Version 1.26c (2019/09/14)
  • Bug fixes
    • More logs to detect disconnection/desync causes.
    • Added a text at beginning to ask players to send their XndHeroSiegeLogs.txt file to me if they experience a desync.
    • Fixed a tipo in loading screen text.
  • Minor changes
    • Castle now sells the same items as goblin merchants (potions, tomes, ...)

Version 1.26b (2019/09/14)
  • Bug fixes
    • Forced to remove some debug log that made Archimage level0 spell lagg/crash.
    • Frigid Armor (Archmage) removed segments because they use too many asynchronous functions.

Version 1.26 (2019/09/13)
  • Bug fixes
    • Items damage bonus was wrong (apart Assassin Blade).
    • Inner Fire (Ranger): damage bonus was inconsistent.
    • Dual Hero Switch: restored a short delay between activations to avoid desyncs because of selection inconsistency between clients.
    • The following abilities can now hit non-organic ennemies:
      • Chain Lightning, Forked Lightning, Moonsoon (POTM)
      • War Stomp, Doom, Finger of Death (Pitlord)
      • Drain Life&Mana (Archmage)
      • Drunken Haze (Pandaren)
      • Entangling Roots (Druid of the Claw)
      • Shadow Strike, Fan of Knives, Polymorph (Warden)
      • Incinerate, Fire Bolt (Bloodmage)
      • Moonsoon, Lightning Shock (Sorceress)
      • Storm Bolt, Thunderclap, Lightning Shield (Moutain King)
      • War Stomp, Lightning Stroke, Beast Attack (Tauren Chieftain)
      • Avalanche, Craggy Exterior, Toss (Stone Giant)
      • Deathcoil (Ghost)
      • Fan of Lights (Paladin)
      • Fan of Rockets, Hurl Bomb (Marine)
      • Owl Lightning, Forket Lightning, Neutralization (Huntress)
      • Frost Bolt (Archmage)
      • Negative Energy (Demon Hunter)
      • Poison Sting (Cryptlord)
      • Shock (Myrmidon)
      • Hex (Shadow Hunter)
    • The following abilities can now hit air ennemies:
      • Earthquake (Pandaren/Earth Brewmaster)
      • Cleaving Attack (Pitlord)
      • Mark of the Claw, Entangling Roots (Druid of the Claw)
      • Pulverize (Tauren Chieftain)
      • Burrow Impale (Cryptlord)
      • Tornado (Pandaren, Storm)
      • Spiritual Presence (Runemaster)
      • Immolation (Cloak of Immolation), Permanent Immolation (Ghost, Pandaren, Fire)
    • The following abilities can be cast on allied wards:
      • Mana Shield (Archmage)
    • The following abilities can be cast on non-organic allies:
      • Frost Frenzy (Lich)
  • Major changes
    • Added item Stout Shield.
  • Minor changes
    • Waves 9 to 12 (after farm event): stats & bounty x2.
    • Owl Scout (Druid of the Claw): spells modified.
    • Claws of Attack, Enchanted Blade, Heavy Basher: bonus damage increased to 950.
    • Realm of Souls (Myrmidon) area of effect reduced.
    • Added a text to make the following hidden feature visible: each spirit tower destroyed upgrades the creeps of the lane earlier (1 tower before level 2, 2 towers before level 3, 3 towers before level 4).

Version 1.25b (2019/09/09)
  • Bug fixes
    • Error in Wand of Desillusion tooltip.
    • Attack speed of morphing forms (Terror Wolf and Samuro).
    • Missing space character after name in Team Upgrade debloqued text.

Version 1.25 (2019/09/09)
  • Bug fixes
    • Wand of Desillusion clones don't disapear on hero switch.
    • Cannot use transmute on dragons.
    • Ring of Superiority unholy aura is now 1% instead of 4hp.
    • Damage return is no more boosted like other spelles in late game.
    • Merchants do not create an ugly warfog patch anymore.
    • Terror Wolf's thorns aura doesn't stack with Beastmaster's one.
    • Game crash for last player leaving (division by 0).
    • Leavers items are sold properly and gold is shared between remaining players.
  • Major changes
    • All boss have 33% magic resistance.
    • Dual hero: each hero has his own cooldowns.
  • Minor changes
    • Wand of desillusion clones nerfed a bit.
    • Delay of 2s before dragon attacks restaured.
    • Merchants' position & pathing map modified not to block then way.
    • Life Regeneration Auras nerfed.
    • Carrion Beetles (Cryptlord): attack speed increased.
    • Dryad: attack speed slightly reduced.
    • Impale (Cryptlord): area of effect increased.
    • Beast Attack (Tauren Shieftain): cooldown changed to 30s.
    • Aerial Shackles (Bloodmage, Fire): CD reduced to 30s.
    • Shock (Myrmidon) Initial cooldown increased, but decreases with levels. Stun duration reduced to 2s.
    • Added an advice text when extrem 2+ mode.
    • War Stomp (Pit Lord) Damages and range slightly increased.
    • Increased hp of all bosses.

Version 1.24 (2019/09/04)
  • Bug fixes
    • I delivered a corrupted copy of the map in 1.23. Error fixed.

Version 1.23 (bugged) (2019/09/01)
  • Bug fixes
    • Some heroes missed glow effect.
    • Lags during farm event due to spawn rate not capped.
    • Possibility to open lane 2 even after its necropolis was destroyed.
    • Could not buy new stacks of stackable items with full inventory.
    • Life regeneration aura icons were not passive & consistent.
    • Unpicked heroes were unpaused after special events.
    • Various glitches & cheats were possible because boss were not invulnerable before the time you fight them.
    • Tomes & power-ups resulted in memory leak.
    • Plasma rifle (Rifleman) & Lightning Attack (sorceress) did not do AOE damages vs air units & buildings.
    • Creeps of type Spell Breaker are no more magic immune.
  • Major changes
    • Damage reduction per armor point divided by 2.
    • Damage returns ability are more efficient, they return a fixed amount + a percentage of damages taken before armor reduction.
    • Banish (Marine, Staff of Mastery) is now a short duration spell (4s).
    • Spells boost damage per level changed from 30% to 50% against bosses, but boss have 33% magic resistance.
    • Shops: items start cooldown removed.
    • Rifleman: Rocker Launch replaced by Hurl Bomb (same as Marine).
  • Minor changes
    • At the end of farm event, illusions are returned along with you.
    • Renamed "Random Heroes" & "Dual Heroes" buttons.
    • Claws of Attack damage bonus increased.
    • Added some text indications & minimap pings for beginners.
    • Boss stats & heroes start health point balanced.

Version 1.22 (2019/08/22)
  • Bug fixes
    • Most memory leaks and random bugs are fixed.
    • Buy level "-bl" command did not stop at level 30.
    • A hero reviving during a special event was not paused.
    • A hero reviving and dying during a special event interrupted the special event.
    • In late game, no more aura artefacts at west/north/east/south of castle.
    • In high extrem level, all dragons from Dragon Attacks didn't attack at the same time.
  • Major changes
    • Team Upgrades: spell boost reduced 25%/50% to 15%/30% per level.
    • Myrmidon: Venus' life and armor nerfed. Shock ability AOE reduced.
    • Extrem ennemy heroes now give a gold bounty equal to their stats.
  • Minor changes
    • Many minions have their armor balanced (wolves, elementals, ...)
    • Blue dragons & Sapphirons are no more magic immune.
    • When switching of hero in Dual Hero mode, items position in inventory is always preserved.
    • Demon Hunter: roar damage bonus increased to 100%.

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:
      • Lightning sword + illusions.
      • Lightning sword life steal was applied twice.
      • Lightning sword teleport to castle when owner leaves.
  • 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 changes
    • 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.
  • Minor changes
    • 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.

Soon to come !

Credits are given to:

Map
Systems
Spells
Icons
Models
Music

Miscellaneous
  • Blizzard Entertainment for, well, obvious reasons and ressources from others of their games.
  • All the guys from Hiveworkshop who helped solve questions/issues !


Keywords: X Hero Siege, Xnd Hero Siege
Contents

Xnd Hero Siege 1.47 (Map)

Xnd Hero Siege 1.48 (Map)

Xnd Hero Siege 1.49 (Map)

Xnd Hero Siege 1.51 (Map)

Xnd Hero Siege 1.52 (Map)

Xnd Hero Siege 1.53 (Map)

Reviews
deepstrasz
Please remove the Tower Defense/Maul tag. You could replace it with Offense. 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, you should...
I just noticed this and idk how it works cause it's either i play solo or 8 people
The whole map is revealed when playing with 8 players which ruins the look and feel of the map cause you can just see everything
That's weird. Fog of war should be re-enabled when selection end, no matter the numbers the players :con:
Or maybe you just noticed it while selection was still going on ?
 
Well, again a far bigger patch than expected.
I guess I couldn't help myself.


Version 1.50



Major changes:
  • Removed terrain flashbang introduced by Blizzard's change of texture. Icecrown Glacier's ice was a bit too much, so I put back some snow, and improved terraining here and there to make paths in snow clearer.
  • Extreme attacks:
    • Added an event triggering on invaders kills. Invaders are units from extreme attacks: dragons, assassins, hydras and murlocs. Murloc's slaves will not count towards this event, so letting murlocs spawn more units will not make it faster.
    • Made the Hydra & Murloc spawn bigger, reducing risk of them getting stuck or overflowing in nearby alleys. Removed a wall section to make their exist easier. Be careful, this means it will be way harder to defend a choke point and make things harder.
    • Added a 4th wave of hydra attack.
  • Items:
    • New shop. Items have been dispatched by themes.
      Shops have been reorganized (all items are now sorted by price). Might take a bit to get used to it, but it will make more sense.
      • Weaponry contains items focused on attacks and physical damage.
      • Armory contains items focused on defense.
      • Artificery contains items focused on spells and magic damage.
      • Jewelry contains items bringing various stats and utilitaries.
      • Apothecary contains items focus on potions and healing.
      • Library contains scrolls, books and tomes. (Some would say it's the nerd shop, but don't listen to them)
      • Workshop contains everything concerning buildings.
    • Workshop now available at lanes shop as well
    • New unique items:
      • Master Blade: item can be found in the Blademaster boss area after his death.
      • Demoninc Hand: item can be found in the Keeper of Flames area after his death.
      • Skeleton Armor: item can be found in Lord Marrowgar area after his death.
      • Admiral Cutlass: item can be found in the harbour area after the Admiral death. (This item was already there as a little easter egg, but received a new passive and is now officially here.)
    • New legendary items:
      • Dragon Staff, available in Artificery or as a reward to the Invaders Slayer event.
      • Sorcerer's Cuirass, available in Armory. Bonus Intelligence, spell crit chance, shield scaling on Intelligence.
      • Bandage, available in Apothecary shop. Bonus stats, passive healing increase, active healing ability.
    • New early items:
      • Bloody Ring, available in Jewelry shop. Allows a cd reset after taking a set amount of damage.
      • Booze Barrel, available in Apothecary shop. Enhances healing and mana potions.
      • Nicely shaped rock, available in Weaponry. Terrible attack item, but can transform later in something worth selling.
  • Stone statue within 600 range of Castle will not be destroyed at the start of final wave. 600 Range is almost the entire snow area around the castle, exluding the far corners.
    This change aims to give a way for players to delay the attack on castle on solo mode, when you can't always take full aggro.
  • Healing is being revamp overall
    • Expanding healing modifiers to most heals. Regeneration buff (Life regen auras or Myrmidon's Realm of Souls for example) do not count as heals.
    • Life steal (regen on attack damage) now counts has self healing and can be increased / decreased by healing modifiers.
    • Introducing spell vamp (regen on spell damage) and omni vamp (both life steal and spell vamp), counting as self healing too.
      This is only prep for future items/skills, not used yet.
    • Life steal, omnivamp and spell vamp are additive. (Having two items with same passive like Mask of Death and Lightning Sword will add them, but copies of a same item won't)
    • Healing increase / decrease are multiplicative (having two 20% increase will result in 44% increase, and not 40%)
    • The following healing abilities have been reworked to properly work with healing modifiers:
      • Druid of the Claw's Rejuvenation
      • Paladin's Healing Wave
      • Moon Priestess's Rejuvenation
      • Ranger's Heal
      • Potion of Greater Healing
    • The following abilities can't use healing modifiers (yet ?):
      • Female Archmage's Drain Life & Mana
      • Storm Brewmaster's Drain Life & Mana
      • Crypt Lord's Locust Swarm
      • Warlock's Gargoyle Swarm

Bug Fixes changes:
  • Accept button in selection stopped playing hide and seek, and can now be seen again.
  • Arthas, "Lich King", but also "King of Unintended Effects "...
    • While Arthas execute mechanic is cool, it had problem in its... execution (get it ?)
      • Arthas's execute in phase 2 doesn't steal the hero items to give them to the summoned soul, but copy them instead.
      • Fixed Arthas execute affecting already dead units, avoiding multiple proc on the same unit.
      • After getting executed, a unit now have a 5 secs of immunity it.
      • Arthas execute doesn't proc damage return anymore.
      • Hero souls after phase 2 execution now have a timed life.
    • Fixed phase 2 channel ability that was casted way more than intended.
    • Fixed cases where Arthas would knock you back into an area you can't walk out of.
  • Fixed a bug where trees/corpses/sheeps would not spawn on farming event in dual mode when the hero needing them was the seconday hero.
  • Hero Image's Sun adept can no longer use healing hand.
  • Healing Hand now display the correct buff.
  • Blademaster's mirror images will not be the biggest source of gold and lumber anymore. Killing the Blademaster still give 300 000 golds and 300 lumber. Mirror images will only give 2000 golds and 1 lumber.
  • Fixed a bug where lanes sprit towers and necropolis would not become vulnerable if command -ow was used after level 2
  • Fixed an issue where a hydra would die during an event due to damage over time effect, which would spawn new units abled to attack while everything else is paused.
  • Furbolg and Greater demon spells are now correctly in qwerty keybind.
  • Typos, spelling and such...
    • Fixed minion upgrade's message. Now correctly says "unlocked".
    • Fixed typo in fighters' description in selection
    • Fixed warning message when changing defeat condition. Now correctly says command -revive
    • Removed a debug message displayed when using Sun Adept healing hand.
    • Fixed Druid of the claw tooltip for entangling root: now display level 4
    • Removed the "permanent" wording from items giving bonus stats as it might lead player to think they had same effects as tomes.
  • Fixed a sneaky strat with blink and dual hero mode during Muradin event.
  • Fixed an issue where items charges were not deducted from secondary hero, allowing more uses.
  • Fixed Lord Marrowgar animation during final wave cinematic
  • Fixed cases where -revive command wasn't working or deleting hero (I guess he was getting revived in an other world ?).
  • Fixed an issue where assassins would not always attack.
  • Fixed an issue in dual mode where swapping hero while being knockbacked can result in having both heroes on the battlefield. Swapping is now disable during knockback.
  • Fixed Warlock archimonde form that was giving divine armor. The form now gives 50-200 armor to compensate a bit in early game.

Minor changes:
  • Increased late game bosses scaling per player. (After testing with more players, it seems bosses were a bit undertuned when fighting against 4 or more heroes.)
  • Banehallow
    • Slow aura modified from -75% attack rate and movement rate to -75% attack rate and healing received.
    • Banehallow gains a 3 secs period of invulnerability when changing phase.
  • Magtheridon changes:
    • Buffed strength gain per target on his boss spell.
    • Now gives 300 000 golds and 300 lumber like other bosses when (permanently) killed.
    • Spawns HPs and attack damage now scale with difficulty.
  • Gift from the Mountain God mana cost reduced from 400-800 to 250-500. No can cast level 1 with natural stats only, and level 2 with only 1 tome of stats (or Hero Image event).
  • Wave kills & extreme attacks (dragons/assassins/hydra/murlocs) kills will not count towards the Creeps slayer event anymore.
  • Items:
    • Now displaying player name when upgrading castle & towers.
    • Castle upgrade now slightly increase castle and towers HP regen. With 50 upgrades, the castle now regenerate at great speed.
    • Portable demon gate now gives 2 charges when bought. Price is more fair in solo hero, and compensate bug fix in dual.
  • Trying to blink out of muradin event will now damage you in addition to tp you back. That's what you deserve for trying to avoid the event.
  • Quality of Life:
    • Command -extreme is now available during hero selection.
    • Commands -ow and -cw can now be followed by a number X (both "-cwX" and "-cw X" will work) to respectively open or close X lanes (Trying to open more than 8 waves will result in 8 opened lanes. Trying to close more than 7 lanes will result in leaving only way 1 opened).
    • Now tracking number of kills during farming event and not lumber. Converting you lumber into gold will not make you drop at the bottom of leaderbord anymore.
    • Reduced corpses duration from 88 to 30 secs, reducing lag spikes.

TODO:
  • Some models are not visible for SD graphics users. This doesn't impact playing other than visual (units still have hitbox, can be targeted etc.) I believe the only solution would be stop using those models. Currently, those models have been reported:
    • Armored dryad (lvl 20)
    • Knight
    • Runemaster
    Please report any models that wouldn't load on SD graphics.
  • Creeps get stuck in their spawning lanes, especially at higher extreme difficulty and game level 3 & 4. Should be reduced on this patch but can still happen.
  • Music don't always launch when intended, and sometimes launch at random timing.
  • Dying at the same time of killing Arthas can make your hero vanish from the game.
  • Lag spikes and game slowdown on Banehallow fight.
  • Sometimes, Arthas knockbacks himself instead of his target.

  • Improving bosses
    • Banehallow fight:
      • Adding defense mechanisms added around the obelisks. It would be time for Banehallow to learn a bit about startegy and key points.
      • Reworking auras (slow aura can be really annoying) and make destroying obelisk more rewarding.
    • Continue improving Arthas.
    • Give Spirit Beast (Shield of Invincibility event) and Frost Infernal (Key of the Three Moons event) bosses spells to make them more interesting than just stats check.
  • Improving themes and design coherence overall
    • Revamp some heroes/bosses themes/visuals to avoid duplicates. (Having Arthas fighting himself, or a pitlord destroying Magtheridon and his spawns might be very philosophical but probably should be avoided)
    • Making sure every spell is coherent with hero theme. (Looking at you, crypt lord. "Shaking the ground" shouldn't make meteor fall from the sky)
    • Trying as much as possible to avoid duplicate abilities (Except a few passive like critical strike) between heroes, so they can truly feel unique.
  • Adding more heroes, in priority in classes with less heroes (summoners, tanks, healers)
  • Adding customs spells to playable heroes



I tried to test everything, but there are probably things I didn't think about :grin:


PS: Will update credits later, but I'm not forgetting you guys, don't worry
 
Last edited:
Did I break life steal by changing a variable name before posting last patch ? Maybe... :cute:



Version 1.51

Major changes:
  • Continuing the healing update. The following abilities now work with healing increase/decrease (totally not forgot that those heroes had heal too)
    • Ghost's Death Coil
    • Knight's Holy Light
  • Items:
    • Nature staff, available at the Apothecary shop. Small bonus stats, but omnivamp and healing increase auras and healing passive.
    • Icy Staff, available at the artificery. Small bonus stats, but spell vamp, slow aura and powerful AoE active ability.

Bug Fixes changes:
  • Life steal, spell vamp and omnivamp do work, this time

Minor changes:

TODO:
  • Some models are not visible for SD graphics users. This doesn't impact playing other than visual (units still have hitbox, can be targeted etc.) I believe the only solution would be stop using those models. Currently, those models have been reported:
    • Armored dryad (lvl 20)
    • Knight
    • Runemaster
    Please report any models that wouldn't load on SD graphics.
  • Creeps get stuck in their spawning lanes, especially at higher extreme difficulty and game level 3 & 4. Should be reduced on this patch but can still happen.
  • Music don't always launch when intended, and sometimes launch at random timing.
  • Dying at the same time of killing Arthas can make your hero vanish from the game.
  • Lag spikes and game slowdown on Banehallow fight.
  • Sometimes, Arthas knockbacks himself instead of his target.

  • Improving bosses
    • Banehallow fight:
      • Adding defense mechanisms added around the obelisks. It would be time for Banehallow to learn a bit about startegy and key points.
      • Reworking auras (slow aura can be really annoying) and make destroying obelisk more rewarding.
    • Continue improving Arthas.
    • Give Spirit Beast (Shield of Invincibility event) and Frost Infernal (Key of the Three Moons event) bosses spells to make them more interesting than just stats check.
  • Improving themes and design coherence overall
    • Revamp some heroes/bosses themes/visuals to avoid duplicates. (Having Arthas fighting himself, or a pitlord destroying Magtheridon and his spawns might be very philosophical but probably should be avoided)
    • Making sure every spell is coherent with hero theme. (Looking at you, crypt lord. "Shaking the ground" shouldn't make meteor fall from the sky)
    • Trying as much as possible to avoid duplicate abilities (Except a few passive like critical strike) between heroes, so they can truly feel unique.
  • Adding more heroes, in priority in classes with less heroes (summoners, tanks, healers)
  • Adding customs spells to playable heroes



PS: Credits should be up to date now.
 
Last edited:
Impossible to make this map working. I spent 3 days of troubleshooting with :
Change folder location
Change map name
Uninstall / Reinstall
My version is : 1.31.1.12164 x86_64 2019 19:00:29

Pleas help I really want to play this map
 
Damn. I'll try to help you, but I need some more informations.


First, which version did you try ? I'm guessing 1.51, but making sure :grin:
Did you try older version of the map and getting same issue ?

When you say the map doesn't work, what do you mean ?
  • Can you see the map / start a game ?
  • Is it crashing (in loading / in game) ?
  • Can you launch the map but are unable to play because nothing is happening ?

Some screen shots / a video would greatly help. In case of a crash, your last replay (C:\Users\<your name>\Documents\Warcraft III\Replay\LastReplay.w3g) would help too.

If you can't send those in pm, you can attach them to an email and send it to [email protected].


I hope we'll make it work.
 
Impossible to make this map working. I spent 3 days of troubleshooting with :
Change folder location
Change map name
Uninstall / Reinstall
My version is : 1.31.1.12164 x86_64 2019 19:00:29

Pleas help I really want to play this map
I looked into this a bit more.

I got a 1.31 war3 and indeed, I can't find the map.
It seems the map requires reforged now (probably using some functions introduced in 1.32 or later), and can't be used with older versions (1.31 and before).

I don't know exactly when the shift happened, as even my older versions (v1.42, before I took the project over) are not visible in war3 1.31 client. I'll update the description on this thread to specify that reforged is needed.

I'm afraid I won't be able to make version compatible with older versions, it would probably require to scrap a lot of things and maintaining 2 versions would be too much troubles. :sad:
 
Hey guys, I just finished EX100 with dual Heros on solo mode and here is my opinion:



Add a single-player mode so that you can control more heroes, like Allies. If someone leaves online, anyone who was playing can control the hero that was left behind.

The phase shift is broken in the late game. It should not absorb the boss's damage abilities. This makes the late game very easy, no matter what difficulty is chosen.

You can activate the portable demon gate an unlimited number of times after a certain time in the game. Those demons are really important, especially if you play alone. They are way to powerful for that low cost. The damage they cause should be cut in half, and their duration should be 60 seconds. Each gate should have 10 charges and then disappear.
Make Castle a shared ally so I can put Castle in a control group. This issue arose after mass dragons block vision, making it impossible to click on the castle.
  • Create an item that gives a critical strike. This will make any hero useful in the later stages of the game.
  • Create an item that gives low area splash dmg. This will make any hero useful in the early stages of the game.
 
Hey guys, I just finished EX100 with dual Heros on solo mode and here is my opinion
Hello,
First of all, thanks for playing and for your feedback.

Add a single-player mode so that you can control more heroes, like Allies. If someone leaves online, anyone who was playing can control the hero that was left behind.
That would make this map an entirely different game mode. And would require quite a lot of changes on how things are handled. I'm already quite short on time to make every necessary and more urgent changes :grin:
Tbh, I don't see it being done for a very long time. Maybe in distant v2.0 when I finally decide to port the map in lua to make use of the new possiiblities.

The phase shift is broken in the late game. It should not absorb the boss's damage abilities. This makes the late game very easy, no matter what difficulty is chosen.
Phase shift is indeed on the stronger side of abilities right now.
I already have a CD & duration nerf shipped for next patch.

I'll see how it impact the sorceress before going a more radical change if necessary.

You can activate the portable demon gate an unlimited number of times after a certain time in the game. Those demons are really important, especially if you play alone. They are way to powerful for that low cost. The damage they cause should be cut in half, and their duration should be 60 seconds. Each gate should have 10 charges and then disappear.
I rarely see an insane usage of demons in game :confused:2
They are useful, ofc, but I don't think I ever saw someone using more than 2 at once. They can be used like ~10-15 times player in a whole game in very high difficulties (ex 500+) but cannot hold lanes heroes on their own without auras, like most summoning.

Could explain a bit more how you used them to feel the need to nerf their damage & duration ?


Make Castle a shared ally so I can put Castle in a control group. This issue arose after mass dragons block vision, making it impossible to click on the castle.
I'll add that to my to-do list. It would be a nice QoL indeed :thumbs_up:

Create an item that gives a critical strike. This will make any hero useful in the later stages of the game.
This item already exist, it is dropped by the blademaster boss :cute:
In addition, there are already 2 new late game attack items on their way in next patch.

Create an item that gives low area splash dmg. This will make any hero useful in the early stages of the game.
This is something I have considered, but the Cloak of Flames is already filling that spot pretty well for early game.
In mid game, most heroes do not need additional wave clear until a dragon staff can be bought.
Is there a hero in particular you have in mind that would require such item ?

Again, thanks for playing and taking time to try and improve this map :thumbs_up:


PS:
Yes, an other HUGE patch is on its way.
I still have a few thing to polish and a few more bugs to fix tho. Should be able to deliver this in July (hopefully).

Small teaser of what is already planned on next patch:
  • 1 new hero
  • 9 heroes reworked, from 1-2 abilities to a complete new kit
  • 3 new items + few items changed
  • New way to add difficulty in ex4+
  • Wave bosses in ex100+
  • Bug fixes. Bug fixes everywhere.

 
Hello,
First of all, thanks for playing and for your feedback.
That would make this map an entirely different game mode. And would require quite a lot of changes on how things are handled. I'm already quite short on time to make every necessary and more urgent changes :grin:
Tbh, I don't see it being done for a very long time. Maybe in distant v2.0 when I finally decide to port the map in lua to make use of the new possiiblities.
Alright, I didnt know its that much of an hustle because it technically is in the game (e.g. if a mate leaves in ladder u can controll its units, or in some
campaign lvls u controll ur ally)
Phase shift is indeed on the stronger side of abilities right now.
I already have a CD & duration nerf shipped for next patch.

I'll see how it impact the sorceress before going a more radical change if necessary.
Alright, i was just pointing it out. Beside face shift heros i havent found a way to get past Mathealar's aoe spam in ex100+ but with it its pretty easy
I rarely see an insane usage of demons in game :confused:2
They are useful, ofc, but I don't think I ever saw someone using more than 2 at once. They can be used like ~10-15 times player in a whole game in very high difficulties (ex 500+) but cannot hold lanes heroes on their own without auras, like most summoning.

Could explain a bit more how you used them to feel the need to nerf their damage & duration ?
Im not complaining about the demons. Strong midgame summons are great and its what was lacking in 3.33 the most (for me) But i do think they are overpowerded:
  • I can buy the Portable demon gate once for 125k gold and summon as many demons as I like each demon lasts 3 minutes
    and an tank dragon attacks, murlock and hydra waves and hold its lane easy on ex200. This feels a bit overpowered in value.
  • I can abuse the demon's cleave skill to attack my own hero during farm event to kill 5k+ units.
  • You dont have to hold the lane heros for a long time. I usually kill the forces after muradin and farm ghouls and orcs and thats super easy
    with the demons as shown in the picture
  • I can super easy put 2-3 demons all the time to the castle to protect me from dragon attacks
  • during final wave i can just summon like 30 of them makes it impossible to loose there.
View attachment 1748704760477.webp
View attachment 1748704603311.webp
This item already exist, it is dropped by the blademaster boss
Good to know
In addition, there are already 2 new late game attack items on their way in next patch.
Im looking forward to it :)
This is something I have considered, but the Cloak of Flames is already filling that spot pretty well for early game.
In mid game, most heroes do not need additional wave clear until a dragon staff can be bought.
Is there a hero in particular you have in mind that would require such item ?
Im talking about Mountain king or archmage those are comming to mind. For some reason the aoe spell of MK feels really bad altough it should be as good as fan of knives (1k aoe) its not enough to clean units
Again, thanks for playing and taking time to try and improve this map :thumbs_up:


PS:
Yes, an other HUGE patch is on its way.
I still have a few thing to polish and a few more bugs to fix tho. Should be able to deliver this in July (hopefully).

Small teaser of what is already planned on next patch:

  • 1 new hero
  • 9 heroes reworked, from 1-2 abilities to a complete new kit
  • 3 new items + few items changed
  • New way to add difficulty in ex4+
  • Wave bosses in ex100+
  • Bug fixes. Bug fixes everywhere.
Im down testing it :=)
I would love to see Firelord/dark ranger some day too!
greetings
Is there some kind of xhero community out there? Greetings
 
Alright, i was just pointing it out. Beside face shift heros i havent found a way to get past Mathealar's aoe spam in ex100+ but with it its pretty easy
To fight Mathealar, you have to attack and run in circle, following the safe space between its AoEs.
And you have to be careful with using summons too, the damage in each AoE scaling with how many units are in the area.

Well, being immune to damage sure helps too :xxd:

Im not complaining about the demons. Strong midgame summons are great and its what was lacking in 3.33 the most (for me) But i do think they are overpowerded:
  • I can buy the Portable demon gate once for 125k gold and summon as many demons as I like each demon lasts 3 minutes
    and an tank dragon attacks, murlock and hydra waves and hold its lane easy on ex200. This feels a bit overpowered in value.
  • I can abuse the demon's cleave skill to attack my own hero during farm event to kill 5k+ units.
  • You dont have to hold the lane heros for a long time. I usually kill the forces after muradin and farm ghouls and orcs and thats super easy
    with the demons as shown in the picture
  • I can super easy put 2-3 demons all the time to the castle to protect me from dragon attacks
  • during final wave i can just summon like 30 of them makes it impossible to loose there.
View attachment 534625
View attachment 534624
Wait, it seems you've found quite a bug :grin:
For 125K, the item should only have 2 charges of summoning demons and have only its passive after using those 2, unless you pay 125K again, which make having 30 demons a bit more costly.

Now, I understand why you find them overpowered :xxd:
If you could send me a replay or point out how you're getting infinite uses of the summoning ability, that would greatly help.

EDIT: I successfully reproduced this bug. When switching heroes in dual or dropping item and getting it back while it has 0 charges left, the game seems to think it means this is a permanent ability without charges.
I guess I have one more thing to fix before next patch release :jd:


Attacking your own hero during farming event is a clever trick, never thought of using them like that. I'll probably juste prevent them attacking allies.

Im talking about Mountain king or archmage those are comming to mind. For some reason the aoe spell of MK feels really bad altough it should be as good as fan of knives (1k aoe) its not enough to clean units

Muradin AoE spell is on the weaker side in its category because it also provides a form of cc on a fighter (more focused on auto attacks than spells). But playing around its passive should allow him to clear in AoE while attacking.

I would need more testing on archmage, I never felt the lack of damage on either of them (Antonidas or Jaina), but I'll keep an eye on them.

I would love to see Firelord/dark ranger some day too!
Spoiler:
Sylvanas is among the heroes getting a rework, and she might use the dark ranger too :cute:

Im down testing it :=)
Is there some kind of xhero community out there? Greetings
Not yet, but I was thinking of creating a discord for players to give more information on patch progress and possibly some testing.
Probably will do so when releasing next patch.
 
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Hello,

I'm writing to report an issue I've encountered with version 1.51 of your map.

-Normal Mode
-Dual Random: Blademaster & Dryad

During the Magtheridon fight and switching between the 2 chars the game crashes. I've heard that a new update might be coming in July, and I just wanted to check on the progress and see if you are aware of this specific bug.

BTW creating a discord server for us is a great idea :))

Thank you for your hard work on the map!
 
Last edited:
Hello,

I'm writing to report an issue I've encountered with version 1.51 of your map.

-Normal Mode
-Dual Random: Blademaster & Dryad

During the Magtheridon fight and switching between the 2 chars the game crashes.
Hello,

Crash during Magtheridon figth have been an issue indeed.
I made a few changes, and I'm not having those during my play tests with my buddy. So hopefully, that should be fixed.

I've heard that a new update might be coming in July, and I just wanted to check on the progress and see if you are aware of this specific bug.
July was the plan at first, but I kinda entered a mapping contest so it was delayed :grin:

I think the new features & hero rework are now in a good place, but there still are few bugs that I'm trying to fix before releasing next patch.
Those have proven quite elusive tho :hohum:

BTW creating a discord server for us is a great idea :))
Will do with next patch announcement.

Thank you for your hard work on the map!
Thank you playing.
Always a pleasure to see it played :grin:
 
Finally, things are stable enough for me release this patch.
Seems like I love big patches :D

Patch tl;dr;
  • 1 new hero
  • 11 heroes reworked
  • 11 changed items
  • 7 new items
  • Many bug fixes & QoL changes

Before going into the details, I just wanna say that I created a discord for Xnd Hero Siege players, you can join here.

Also, I saw that someone got his hands on a dev version during a time I was debugging with a friend and Blizzard screwed up private lobbies...
Guys, don't play a bugged out version with tons of debug prints and game breaking issues, that hurts to see :cry:



Patch 1.52


Major changes:
  • : Introducing new ways to increase difficulty at higher extreme level.

    • Introducing poverty level.
      In extreme level 4 or more, host can use command -poverty X to reduce every gold and lumber gain by X%. Like -extreme command, you can only use it once before level 2 starts.
      This will affect:
      • Creeps, invaders, waves and bosses kills.
      • Item selling
      • Events rewards (Ex: Muradin, threshold on waves kills)
      • Medaillon of Greed passive and active abilities.
      • Castle gold redistribution.
      The following will not be affected:
      • Currency conversion (Gold to lumber and lumber to gold).
      • Gold & lumber transfer from a player to an other.
      • Gold reimboursement when trying to buy items when you do not meet requirement (Upgrades when already maxed, tome of specialization when not having enough stats).
      To all madmen out there, good luck trying poverty 99.

    • Introducing wave bosses.
      On extreme 100+, a random boss from the list below will appear with the waves.
      These bosses stats scale with difficulty, number of players and wave number. Make sure to keep their aggro, or they might destroy your castle quickly.
      On extreme 500+, they also equip strong items.
      • Ice Golem
        • Cleave Attack. % and AoE sclaing with wave number.
        • Item: Frozen shards. Regularly damage and stun enemies around the ice golem.
      • Frost Brood Mother
        • Critical Strike. Crit chance and bonus damage scaling with wave number.
        • Item: Frost bow. Attacks slow target attack and movement speed. At 20 stacks, consumes stacks to stun.
  • Reduced attack speed bonus per agility point, delaying a bit the moment where you reach max attack speed without any skill/items.
    This will affect creep heroes too, reducing a bit their curve of damage in early difficulties.
  • Tank class lvl 30 bonus is now based on Max Hp instead of armor.
    From 1% dmg for every 75 armor to 1% dmg every 11 250 max HPs. Buying +100 all stats will give the same value as old formula, but being strength based seemed more suited to tanks.
  • Reducing lags and creeps throttling
    • Split creeps management among 4 bot players to reduce information overload.
    • On Murloc invasions, slaves are spawned until a full swarm (total of 175 slaves) is achieved.
      While having a full swarm of slaves, each master will boost all existing slaves' HP and damage instead of spawning new ones.
    • Similar to murloc swarms, if too much creeps are present on the battlefield, spawning will be paused, and creeps will get stronger instead.
      This count will be per lane, to avoid having a huge amount of creeps somewhere starving the rest of the map.
      Lanes heroes will still spawn tho.
  • Heal on Damage (life steal, spell vamp and omnivamp) now proc after damage reduction instead of before armor reduction.
    This will have a huge impact on some heroes capacity of outregen everything as long as they hit something, especially in high difficulty early against lanes heroes.
    This change will affect lifesteal mostly. Thus, late game lifesteal items will be buffed to compensate, while mask of death will not be changed.
  • Heals modifiers will now always applied in the following order:
    • Flat heal increase
    • Percentage heal increase
    • Percentage heal reduction
    • Flat heal reduction
    • Nature Staff passive changed from OverFlowing Healing to OverFlowing Energy, now dealing damage in an a area when overhealing instead of healing allies.
    • Icy Staff
      • Ability now deals damage every 0.5 secs instead of every second. Total base dps unchanged, but synergize more with things like Sorcerer's buff.
      • Spell Vamp reduced from 55% to 10%.
    • Dragon staff
      The Dragon staff was added to help with the wave clear and farming event for heroes without much AoE damage.
      However, some heroes had quite overpowered interactions with it, procing it multiple time per auto-attack with AoE attacks.
      This change also reduces greatly lags when hitting large group of enemies (like Hydras) in late game.

      • On hit effect has now a very small 0.05 sec CD, preventing multiple proc on AoE attacks.
    • Survivor Shield
      • Price: 10000 -> 3000
      • Bonus HP: 1000 -> 1500
      • Bonus Armor: 10 -> Removed
      • New passive ability: Survivor instinct. When incoming damage would drop HPs too low, gives the holder a temporary shield.
    • Training Spear
      • Bonus Damage: 150 -> 100
      • New active ability: Spear Throw. Throw the spear at the target, dealing enhanced physical damage to them.
    • Bloody Ring heavily buffed. Reduced CD and damage requirement. Now work with damage absorbed by shields.
    • Lightning Sword's life steal buffed from 33% to 50%
    • Demonic Hand gained a passive granting chance for spell crit.
    • Claws of Attack reworked. This item always felt a bit weird. Attack speed is a stat mainly useful in very early game, before hitting the max attack speed cap. Attack damage was buffed again and again to compensate, making it more of a simple attack item than attack speed one.
      Claws of Attack will now be a much more early game item, where its attack speed will truly shine.
      • Price: 75000 -> 25000
      • Bonus Attack Damage: 950 -> 250
      • Bonus Attack Speed: 25% -> 35%
      • Bonus Agility: 75 (unchanged).
      • Bonus Movement Speed: 20 (unchanged).
    • New Legendary item: Energy Sword, available in the Armory.
      • Huge attack bonus
      • Life steal
      • Stacking single target on hit.
    • New Legendary item: Void Axe, available in the Armory.
      • Huge attack bonus
      • Reduces holder armor
      • Powerful passive ability giving AoE damage.
    • New mid-game item: Void Cloak, available in the Armory.
      • Huge HP Bonus
      • Reduces holder armor
      • Passive ability: store a % of damage taken.
      • Active ability: use stored energy to damage in AoE around the holder
    • New early/mid-game item: Herobane Helmet, available in the Armory.
      • Bonus Armor
      • Passive ability: Reduces damage from heroes auto-attacks.
    • New early/mid-game item: Transcendance Orb, available in the Jewelry.
      • Bonus stats
      • Active ability: Gains more stats during limited time.
    • New early item: Phoenix Gauntlet, available in the Artificery.
      • Grants spell vamp.
    • New early item: Void Staff, available at the Artificery.
      • Reduces armor
      • Passive ability granting mana whenever dealing magic damage
      • Active ability dealing magic damage
    • Human Flag (Item dropped when destroying Necropolis) can't be sold anymore, but have a charged ability to give an allied building a shield.
  • Hero class "Healer" has been renamed to "Support". Level 30 class bonus now increases shielding too.
  • New Heroes:
    • Voz, the Goblin Mechanic. A melee summoner bringing its inventions to the battlefield.
      • D - Scrap pieces. On kill, have a chance of creating a random piece of scrap near Voz that he might be able to use.
      • Q - Aerial Support. Flying bombarding ships, useful, aren't they ?
      • W - Apprentices. Voz's apprentices join him on the battlefield, until one of their mistakes blows up to their face.
      • E - Tank. Voz enters his tank, giving him bonus armor and AoE ranged attacks.
      • F - Gears & Screws. Voz and nearby allied mechanical units gain damage reduction and bonus damage.
      • R - Mecha Dragon. Powerful flying summon with AoE damage.
      • G - Cluster Rockets. Powerful AoE ability.
  • . Starting the big project of making every hero unique, with clear strength and weaknesses.

    • Marine.
      This hero feels like he can do everything perfectly on his owns.
      Early strong single target ? Check.
      Great Wave clear and AoE damage ? Check.
      Tanking abilities ? Check.
      And then, being able to multiply all of that with clones ? Check.

      I'm pulling back on the tankiness side to make the Marine a true dps focused glass canon with its survival capacity tied to its ability to deal damage.
      • Removed Metal Armor. Replaced by Plasma Burst. Huge true damage bonus to every 8th attack.
      • Removed Life Regen Aura. Replaced by Battle modes. Can switch between Explosive mode (AoE damage) and Draining Mode (Life Steal & Spell vamp)
    • Pit Lord.
      Let's be honest: Pit Lord early game sucks, mainly due to his (Q) Rain of Fire ability being way to weak while needing channeling.
      In addition to that, Pit Lord identity isn't very clear. Not really a tank, not really a caster nor a summoner. A bit of everything without doing anything really well.
      The goal of this rework is to make a real tank of him.
      • Reworked Rain of Fire. Now a passive ability creating a drop of fire when pit lord is taking damage with a low CD. Also gives armor.
      • Unholy Aura early regeneration buffed from 5/10/20 flat to 25/50/100. Level 4 unchanged at 1% max HPs.
      • Removed Finger of Death. Replaced by Blood Pact, sacrificing HPs to give a massive shield to nearby allies.
    • Druid of the Claws
      The druid was... underwhelming, to say it nicely. His only damage ability was a monotarget crowd control, that could not really clear waves and lacked damage against heroes in higher difficulties.
      He could tank quite a lot in mid game, but still needed help for teammates to manage his lane, which was quite frustrating.
      This rework aims at making the druid a true fighter and put an emphasis on his two different forms.
      • D - Strength of the Wild.
        • Night elf form: increases spell damage against heroes (doubled against other units).
        • Bear form: increases attack damage against heroes (doubled against other units).
      • Q - Fearsome Beast.
        Roars with such powerful force that it damages and fear nearby enemies. In Bear form, roar has more range but less damage.
      • W - Wild Strikes.
        When activated, druid attacks drain HPs to deal enhanced physical damage to the target and every enemies in a small line behind it.
        Wild Strikes damage is considered as attack damage, triggering on attack effect like life steal or Strength of the Wild in bear form.
      • E - Hardened skin.
        The druid reduces damage from attacks by a percentage.
      • F - Natural Selection.
        Aura giving nearby flat and percentage bonus damage, increased against enemies with impaired movement.
      • R - Bear Form
        The druid can switch to his bear form, losing attack speed and movement speed and gaining bonus damage, armor and life regeneration.
      • G - Nature's Power.
        • Night elf form: gain the Caster class. Attacks release a bouncing energy dealing spell damage.
        • Bear form: gain the Tank class. Attacks deals 25% of their damage in a small AoE.
    • Huntress.
      Naisha's was in weird spot where her early was centered around her bouncing attack and feels like fighter, while her end-game shifted more around a caster gameplay.
      This rework aims at giving fighter tools to Naisha in late game, to have a coherent identity overall.
      • Removed Moon Explosion. Replaced by Enhanced Moon Glaives, giving the huntress agility on hit for a duration.
      • Removed Neutralization. Replaced by Star Fall, dealing AoE magic damage on hit.
    • Storm Brewmaster.
      Brewmaster started as easter egg available only via random hero selection. They were essentially a copy of an other hero with one different ability.
      Since the new selection system, this was obsolete, and duplicates were feeling weird. So here is a true independant hero.
      • D - Unpredictable Discharge. Attacks have a change to trigger an thunder strike dealing random magic damage.
      • Q - Monsoon. Channels to deal magic damage in the targeted area.
      • W - Overcharged State. Reduced damage taken & increased movememt speed. Buff Unpredictable Discharge & Power of the Ligthning Tower.
      • E - Power of the Lightning Tower. Periodically fire a chain of lightning damaging enemies.
      • F - Electric Aura. Gives spell vamp to all nearby units.
      • R - Lightning flower. Deals damage to units in area for a duration. Can target magic immune units and trigger Unpredictable Discharge.
      • G - Storm Fury. Gains a chance of spell crit.
    • Earth Brewmaster.
      Same as above. Now a tank capable of inflicting great CCs in AoE.
      • D - Stone Skin. Passively gain a shield against attack damage.
      • Q - Seismic Rift. Opens a rift in the earth, damaging and stunning enemies in a straight line. The rift slow enemies unit until it closes, damaging and knocking up enemies.
      • W - Tremors. Slams the ground, daeling damage and knocking up nearby enemies, then creates tremors that propagate in wider circles doing less and less damage and slowing units.
      • E - Birth of Life. Inspired by mother nature, channels to heal nearby allies.
      • F - Earth Protection. Gains armor and damage reduction. Nearby allies gains a percentage of that bonus. Damage reduction bonuses are increased on shielded units.
      • R - Earthquake. Channels to create an earthquake in the targeted area, dealing damage and slowing enemies. Damage and AoR increase over time.
      • G - Magma Ball. Channels to infuse a Magma Ball with its power. Upon release deals heavy damage to the targeted unit. Damage increase with channeled time. If channeled enough, also deals a percentage of its damage in a small area.
    • Fire Brewmaster.
      Like others brewmaster, started as a nice easter egg. Now have a full set of ability of his own.
      • D - Fluctuating power. Ryoku spells have a percentage of chance to deal more or less damage.
      • Q - Hydra Ward. Summons an immobile Hydra Ward fightinh for you.
      • W - Radiant Flames. Deals daamge in area around Ryoku as long as it's activated.
      • E - Fire Imp. Target is Silenced, takes damage over time and have reduced AD for the duration of the spell.
      • F - Eruption. Attacks have a chance of Erupting a wave of fire dealing damage around the target.
      • R - Hell on Earth. Creates a fire tornado that burns enemies in the targeted area for a while.
      • G - Global Annihiliation. Insane damage in massive area. You'll get caught in the blast tho.
    • Pandaren Brewmaster.
      Earthquake was way more fitting for Earth Brewmaster, so gave him an other ultimate.
      • Removed Earthquake. Replaced by Free Drinks. Throw a bottle at the targeted location, creating a zone of alcohol for 10 seconds. Enemy units in the area take random damage and get drunk, getting a random crowd control.
    • Sylvanas.
      Sylvanas wasn't as bad as other heroes, but always felt a bit weird. Her heal was kinda out of place, and her single target empowered attack became useless as soon as you got the AoE ones.
      This rework makes Sylvanas a true fighter, centered around autoattack and on-hit effects. Her empowered attack is now core to her gameplay.
      Be careful with her mana tho, it might vanish at an impressive speed.
      • D - Ranger/Banshee Form.
        Sylvanas can swap between her Ranger and Banshee forms, altering some of her abilities.
      • Q - Reinforcement magic.
        Ranger - Inner Fire. Target gains armor and a small attack bonus.
        Banshee - Death Curse. Target gains huge damage bonus but loses some armor.
        Both buffs are exclusive. Casting one will remove the other.
      • W - Empowered Attack.
        Magic damage on hit and mark targets for few seconds.
        Ranger - Fire infused arrows. Marked targets have a % chance of exploding upon death.
        Banshee - Soul stealer arrows. Marked targets restore mana and have a chance of spawning a skeleton on death.
      • E - Critical arrows.
        Attacks gain a chance of doing a critical strike, multiplying their damage.
      • F - Double Shot.
        When activated, attack fire a 2nd arrow to the target on hit, dealing a % of damage to the target and all unit it goes through.
        Doubleshot can proc all on-hit effect except itself.
      • R - Rain of arrows.
        A rain of arrows fall upon the targeted area, each dealing damage and applying on-hit effects.
      • G - 360° shots.
        Fire volleys of arrows in circle around her, each dealing damage and applying on-hit effects to the first enemy they hit.
    • Priestess of the Moon.
      Adora's kit was working, but really didn't make sense thematically. Her abilities were all about lightning and thunder. Summoning murlocs didn't fit either.
      That kit was not catastrophic, but very very ill-suited for a priestess of the moon.

      This rework aims at bringing her theme forward.
      Adora becomes a support unit that becomes stronger at night. From level 20, Adora will also gain offensive abilities during the night.
      • D - Moon Light.
        Passive: The priestess of the moon abilities are reinforced at night time.
        Active: Heals the targeted ally over time.
        Night Time bonus: healing is doubled.
      • Q - Lunar beam
        Moon light illuminate the area, damaging periodically every units in.
        Night Time Bonus: Bigger Area, last longer.
      • W - Moonkin Creatures.
        Summons moonkins to help the Priestess on the battlefield.
        Night Time Bonus: Moonkins creatures deals bonus true damage against heroes at night.
      • E - Moon Blessing Aura
        Nearby allies gain bonus armor. Can stack with other armor auras.
        Night Time Bonus: Double armor bonus.
      • F - Elune Protection
        Place a statue at targeted location that periodically shields nearby allies.
        Night Time Bonus: Whenever the shield absorb damage, heals the wearer.
      • R - Moon Descent
        Calls down a moon image that crashes at targeted area, dealing huge damage.
        Night Time Bonus: Enemies are stunned.
      • G - Night Warrior
        Passive: During the night, the priestess of the moon gains the Fighter class. Also, some abilities gains new effects during night:

        Lunar Beam: deals bonus damage based on the priestess agility.
        Moon Blessing Aura: Affected units also gains attack damage, increased for ranged units. Stacks with other damage auras.
        Elune Protection: Shield also returns a percentage of absorbed damage

        Active: Set the time of day to midnight.
    • Warden.
      Warden early was fine. Might be on the stronger side actually. Yet, her lategame fall off was a bit too much. Giving her a little boost for her lategame.
      • Scream. New passive: Warden auto attacks dealing bonus true damage to silenced units.
      • Polymorph & Upgrades. Renamed Ambush. Now fire more missiles with less down time and scale on total agility.

Bug Fixes changes:
This list might not be exhaustive, as there were many changes over time.

  • Fixed Myrmidon's Shock level 4 damage when hitting several targets.
  • Fixed tooltips in selection for abilities changed during healing rework.
  • Fixed an issue where assassins couldn't target mechanical units.
  • Fixed Nature Staff's softening aura buff.
  • Fixed Paladin's True Tank passive. Properly adding the bonus damage and not the ratio.
  • Illusions can't discover geodes anymore, and can't help towards the 1000 attacks. This will fix geodes being given to an illusion, and disappearing without the player being able to sell it AND balance the item more.
  • Fixed an issue where Illidan could hit allied structure with his AoE attack.
  • Arthas execute will no longer execute unit that healed above the threshold in Phase 2.
  • Fixed missing disabled icon for whirlwinds ability.
  • Dragon staff on hit ability no longer damage structures and allies units.
  • Greater demons cleave cannot destroy items anymore
  • Fixed cases where Mountain Cleric would not receive its bonus HP from Heart Of Stone when he level up being paused or using Ankh
  • Fixed some cases where revive by timer or command would not work because hero disappeared from game.
  • Fixed (I hope) cases where game would crash on Magtheridon fight.
  • Fixed an issue where permanent items with charged abilities (Portable demon gate and Wand of Desillusion) could get infinite charges after hero swapping in dual mode.
  • Fixed an issue where Sorcerer's Cuirass shield would not have the correct CD.
  • Fixed an issue where abilities giving +100 armor would not correctly add the armor if you had a Bracer of Protection in your inventory.
  • Fixed an issue where the command -repick would bug out in dual hero mode.
  • Fixed an issue during farming event where spawning could stop in an arena if units were killed by an other player

Minor changes:
  • Changed Invader Slayer event's reward from Dragon staff to Nature Staff. Dragon Staff being often bought for AoE clear and Farming Event, it felt like the reward was quite often wasted.
  • Following the True Tank fix, bonus damage was getting too high in late game. Bonus damage are now capped at 4 times the base damage (for a total a 5 times the damage). Still a great damage source, but prevent Cape of Flames dealing 8000 damage per second.
  • Added duration on Sorceress' phase shift tooltip. Small QoL change
  • Phase shift CD nerfed from 30 to 35 seconds and duration nerfed from 15 secs to 11-13 seconds.
  • Added a few neutral units in endgame area that can be targeted by Pit Lord's Doom.
  • Added visual buff to Sun Adept's Purification targets.
  • Small changes on terraining here and there.
  • Units can't attack allies during Farming Event anymore, preventing a startegy allowing an insane amount of kills.
  • Greater demons cannot aim at ground anymore, same reason as above.
  • Slight nerf to Greater demons attack damage.
  • Fog of war is now enabled even during hero selection. Visibility is now given only on the selection area.
  • Limited healing display to twice per second per unit for more visibility
  • Banehallow boss fight.
    Previous spells had issues of frame dropping.
    Lightning strike could double tap, and kill instantly.
    • Removed the rotating beams of light.
    • Removed Ligthing Strike attack.
    • The ring of light will now regularly change its size instead of spawning two more rings in phase 2 & 3.
    • Spell dmg resist will now scale with difficulty instead of being fixed at 90%.
    • Added an AoE in cone shape.
    • Added an AoE hitting enemies in close range.

TODO:
  • Some models are not visible for SD graphics users. This doesn't impact playing other than visual (units still have hitbox, can be targeted etc.) I believe the only solution would be stop using those models or find replacements for SD. Currently, those models have been reported:
    • Armored dryad (lvl 20)
    • Knight
    • Runemaster
    Please report any models that wouldn't load on SD graphics.
  • Music don't always launch when intended, and sometimes launch at random timing.
  • Dying at the same time of killing Arthas can make your hero vanish from the game.
  • Sometimes, Arthas knockbacks himself instead of his target.
  • Edge case where farming event launch at the same time of slayer event, resulting in one player being stucked in event arena.
  • Sometimes, when a player dies on an event (creep/wave/invaders slayer), it might lock all slayers events for the rest of the game. Right now, the answer is: get good kiddo, and don't die :p

Here is a list of things that I need to test and get feedback on:
  • Stout Shield & Survivor shield might be too strong because they enable a very early "All Hero Image" event, getting high ressource when selling Necklace of Spell Immunity.
  • The wave bosses stuns might be a bit too strong/annoying.
  • Life steal change might make the early game a bit too hard in higher difficulties. I'm considering having a multiplier on life steal efficienciy against heroes.


  • Improving bosses
    • Boss Bounty. Not receiving any gold or lumber because one of your teammates made the last hit kinda sucks.
      Will look into a way a fair bounty sharing depending on your contribution to the fight.
    • Banehallow fight:
      • Adding defense mechanisms added around the obelisks. It would be time for Banehallow to learn a bit about strategy and key points.
      • Make destroying obelisk more rewarding.
    • Continue improving Arthas.
    • Give Spirit Beast (Shield of Invincibility event) and Frost Infernal (Key of the Three Moons event) bosses spells to make them more interesting than just stats check.
  • Improving themes and design coherence overall
    • Revamp some heroes/bosses themes/visuals to avoid duplicates. (Having Arthas fighting himself, or a pitlord destroying Magtheridon and his spawns might be very philosophical but probably should be avoided)
    • Making sure every spell is coherent with hero theme. (Looking at you, crypt lord. "Shaking the ground" shouldn't make meteor fall from the sky)
    • Trying as much as possible to avoid duplicate abilities (Except a few passive like critical strike) between heroes, so they can truly feel unique.
  • Adding more heroes, in priority in classes with less heroes (summoners, tanks, supoorts)
  • Adding customs spells to playable heroes
 
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Merry Christmas a few days too early !

Small bug fix & QoL patch, following the feedback received.


Version 1.53 (2025-12-21)

Bug Fixes changes:
  • Fixed an issue preventing hero revive after the timer ends.
  • Fixed an issue where timers windows would be duplicated when someone used -repick command.
  • Fixed an issue where dragon/asassins/murlocs/hydras timers were not being paused during special events, causing some overlap issues.
  • Fixed an issue where hero image / all hero images events were blocked for all players if one failed by dying in the arena.
  • Fixed an issue during farming event where killing a unit that wasn't spawned by the event could prevent next wave of creep from spawning.
  • Fixed tooltips in hero selection.

Minor changes:
  • Qol Changes in menus:
    • Simplified options menu
    • Added tooltip explaining game settings when hovering them.
    • Added tooltip explaining challenges when hovering them.
    • Allowed unit control while having challenge choice, avoiding situations where you hero get killed when stepping on the circle by mistake.
  • Visual changes on Hero Selection.
  • Greatly optimized Mountain Cleric's Holy Storm.

TODO:
  • Some models are not visible for SD graphics users. This doesn't impact playing other than visual (units still have hitbox, can be targeted etc.) I believe the only solution would be stop using those models or find replacements for SD. Currently, those models have been reported:
    • Armored dryad (lvl 20)
    • Knight
    • Runemaster
    Please report any models that wouldn't load on SD graphics.
  • Music don't always launch when intended, and sometimes launch at random timing.
  • Dying at the same time of killing Arthas can make your hero vanish from the game.
  • Sometimes, Arthas knockbacks himself instead of his target.
  • Edge case where farming event launch at the same time of slayer event, resulting in one player being stucked in event arena.

Here is a list of things that I need to test and get feedback on:
  • Stout Shield & Survivor shield might be too strong because they enable a very early "All Hero Image" event, getting high ressource when selling Necklace of Spell Immunity.
  • The wave bosses stuns might be a bit too strong/annoying.
  • Life steal change might make the early game a bit too hard in higher difficulties. I'm considering having a multiplier on life steal efficienciy against heroes.


  • Improving bosses
    • Boss Bounty. Not receiving any gold or lumber because one of your teammates made the last hit kinda sucks.
      Will look into a way a fair bounty sharing depending on your contribution to the fight.
    • Banehallow fight:
      • Adding defense mechanisms added around the obelisks. It would be time for Banehallow to learn a bit about strategy and key points.
      • Make destroying obelisk more rewarding.
    • Continue improving Arthas.
    • Give Spirit Beast (Shield of Invincibility event) and Frost Infernal (Key of the Three Moons event) bosses spells to make them more interesting than just stats check.
  • Improving themes and design coherence overall
    • Revamp some heroes/bosses themes/visuals to avoid duplicates. (Having Arthas fighting himself, or a pitlord destroying Magtheridon and his spawns might be very philosophical but probably should be avoided)
    • Making sure every spell is coherent with hero theme. (Looking at you, crypt lord. "Shaking the ground" shouldn't make meteor fall from the sky)
    • Trying as much as possible to avoid duplicate abilities (Except a few passive like critical strike) between heroes, so they can truly feel unique.
  • Adding more heroes, in priority in classes with less heroes (summoners, tanks, supoorts)
  • Adding customs spells to playable heroes

 
Hello :)

I did a dozen extrem 500 solo games to test the new features and not die stupid :xxd:
I got a few stupid deaths at first but finaly recalled most of it ^^

It was fun ! I liked some of the new heroes, the difficulty of captains now, some of the new items, the hero selection system, the possibility to upgrade the castle so it doesn't die oneshot, ... ^^

Also here are a few potential bugs I saw:
  • Command -bd to buy damage tomes didn't upgrade my 2nd hero (in dual mode, dryad/mechanist)
  • Moutain cleric: in Reforged it felt like his 2 first skills had missing graphic effects.
  • Crypt Lord's ulti graphic semm to be starfall like Mirana, instead of earth pikes (I play Reforged graphics)
  • Runemaster: I didn't see rune created with its skill 0.
  • Natural selection buff tooltip: a little tipo "damaged" instead of "damages"
  • I had a hard time trying to select Paladin's wisp as buff spell target (old issue I never solved myself^^)
  • Once, during shield of invulnerability revive, I lost "because all heroes are dead".
  • When I went to all hero image with goblin mecanist I wasn't paused at the start of the fight
  • Illusion wand: once I locked/froze my hero in the farm event, I don't know how. Also I got crashs when consumming the last charge.

Also a few questions:
  • Myrmidon's ulti lv2 costs 1000mana long before the hero has such mana, wouldn't it deserve a little discount ? (old issue too) ^^
  • Do "Murlock attacks" scale with extrem level (hp, damage...) ?
  • Would it be possible to remove picking cooldown when playing solo ? I had a hardtime doubting which hero to take while the time went out :D
 
Hello :)

I did a dozen extrem 500 solo games to test the new features and not die stupid :xxd:
I got a few stupid deaths at first but finaly recalled most of it ^^

It was fun ! I liked some of the new heroes, the difficulty of captains now, some of the new items, the hero selection system, the possibility to upgrade the castle so it doesn't die oneshot, ... ^^
Glad to see you back on the map and enjoying the changes :grin:

Also here are a few potential bugs I saw:
Just to be sure, were you playing 1.52 or 1.53 ?
  • Command -bd to buy damage tomes didn't upgrade my 2nd hero (in dual mode, dryad/mechanist)
Damn, I'll look into this.
  • Moutain cleric: in Reforged it felt like his 2 first skills had missing graphic effects.
This is a known and weird issue. Idk why, but sometimes, reforged doesn't want to display some effects. This behavior is not consistant, as without any change on the map or game, I can see them and other times not see them. Also, teammates can see them too. :con:
  • Crypt Lord's ulti graphic semm to be starfall like Mirana, instead of earth pikes (I play Reforged graphics)
This is a known issue with reforged. Some spells now have a hardcoded effect, and do not use custom ones put in the editor.
rewriting the spell to allow coherent effect is in my todo list, but not very high prio, as it's only visual.
  • Runemaster: I didn't see rune created with its skill 0.
Oh ? Weird :confused:2
Will add that to my watch list :xxd:
  • Natural selection buff tooltip: a little tipo "damaged" instead of "damages"
Well spotted. Will be fixed next patch. :thumbs_up:
  • I had a hard time trying to select Paladin's wisp as buff spell target (old issue I never solved myself^^)
  • Once, during shield of invulnerability revive, I lost "because all heroes are dead".
Damn, I thought I fixed all cases of shield of invulnerability bugging late game. Is it always behaving this way in solo ? Or only sometimes ?
  • When I went to all hero image with goblin mecanist I wasn't paused at the start of the fight
That must be because Voz is a hard working guy who doesn't take any break :xxd:
I'll look into this.
  • Illusion wand: once I locked/froze my hero in the farm event, I don't know how. Also I got crashs when consumming the last charge.
Was your hero paused ? Or only stuck in the farming event area ?
Was it at the start, during the event or after it ended ?

Does the crash always happen or is is only sometimes ?
Also a few questions:
  • Myrmidon's ulti lv2 costs 1000mana long before the hero has such mana, wouldn't it deserve a little discount ? (old issue too) ^^
Indeed. I need to go through all ultis, as this is an issue for many of them :hohum:

  • Do "Murlock attacks" scale with extrem level (hp, damage...) ?
Murlocs themselves do not scale with extreme levels.
Their number does increase tho, like dragons/assassins attacks.

  • Would it be possible to remove picking cooldown when playing solo ? I had a hardtime doubting which hero to take while the time went out :D
That should be possible. I'll add that to my todo list. :thumbs_up:



Thanks for the feedback, I guess I have some work to do now :xxd:
 
I played 1.53 with Remodded, to be sure to see the last changes :)


I'll retry the Runemaster to be sure.
Edit: there are runes but the glow effect doesn't work in Reforged so I had issues seeing them on the ground :S

About the shield of invulnerability I was playing dryad/bloodmage and fighting the samurai captain at the moment I lost miserably "because all heroes are dead". I died 2 times without any issue, the 3rd time loosing condition was met ^^ Captains difficulty is quite high, but it's fun

About the freeze with wand of illusion: I was playing druid/bloodmage, and it "paused" my dryad indefinitely. I could still switch heroes afterward, but the dryad was paused/immobile/uncontrolable.



I like the difficulty in extreme, it's fun with hydras or the frozen boss waking you up.
I saw kind of a damage ladderboard in late game? I like the idea of being able to challenge your previous scores :p
 
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I'll retry the Runemaster to be sure.
Edit: there are runes but the glow effect doesn't work in Reforged so I had issues seeing them on the ground :S
Ah, yes, runes can be hard to see, idk why. Probably something that broke a particule emitter in reforged.
Maybe i should make them bigger so that it would be easier to spot them.

About the shield of invulnerability I was playing dryad/bloodmage and fighting the samurai captain at the moment I lost miserably "because all heroes are dead". I died 2 times without any issue, the 3rd time loosing condition was met ^^ Captains difficulty is quite high, but it's fun
This probably is because your revive on Shield of Invulnerability was on CD then. Which means you died twice in 60 secs. I'll say: get good kiddo :xxd:
I also saw that tooltip was incorrect, ability reference was outdated, thus shield tooltip displayed 0 secs cd, which isn't true. My bad on this one.

About the freeze with wand of illusion: I was playing druid/bloodmage, and it "paused" my dryad indefinitely. I could still switch heroes afterward, but the dryad was paused/immobile/uncontrolable.
Well, that's a weird behavior :con:
Even weirder that the crash on last use :hohum:
I'll look into those two issues.

I saw kind of a damage ladderboard in late game? I like the idea of being able to challenge your previous scores :p
Yes, I started tracking stats in late game because it could be quite frustrating to not know how much useful you were in those boss fight.
I'm also planning on distributing the boss kill reward according to those metrics, so that last hit isn't all that matter, but I didn't find a proper formula yet.
 
Hi There! Reworked Sylvana is bugged:
1)After swapping her form's stats from the book of attack, don’t keep up; stats from the other books seem to be kept correctly.
2)Buffs for the minions, obtained on the 21-30 lvls after swapping the form, also getting lost by the new minions).
3)If you are wearing a necklace of spell immunity, you can apply Death Curse on the Banshee form, but you can’t apply the inner fire on the Ranger form.
Feels weird that Fire-infused arrows don’t get some benefits from 21-30 lvl like Soul stealer arrows.
That’s all from me, thanks!
 
Hi There! Reworked Sylvana is bugged:
Hello,
Tanks for the feedback :thumbs_up:

1)After swapping her form's stats from the book of attack, don’t keep up; stats from the other books seem to be kept correctly.
yeah, this is something I saw too, and it affects all heroes with dual forms based on metamorphosis ability (Illidan, Voz, Sylvanas, Broll Bearmantle, Kil'jaeden). I have a fix ready for next patch. I just need to wrap things up, but I'm currently on other projects.

2)Buffs for the minions, obtained on the 21-30 lvls after swapping the form, also getting lost by the new minions).
oh, well spotted. I'll look into that.

3)If you are wearing a necklace of spell immunity, you can apply Death Curse on the Banshee form, but you can’t apply the inner fire on the Ranger form.
War3 engine have some weird stuff going on with buffs and spell immunity.
I'll see if I can fix that, but not sure I can easily.

Feels weird that Fire-infused arrows don’t get some benefits from 21-30 lvl like Soul stealer arrows.
Well, only summoned units are buffed with lvl 21-30 because they would be freaking useless later in game if they weren't :xxd:
Fire-infused are still good, no matter when you use them.
 
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 :thumbs_up:

And there is some feedback for the current version.

Usability/general suggestions:
  1. 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.
  2. 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.
  3. Farming event makes the game super easy overall on Easy/Normal. I suggest to disable '-bt' command during the event and increase mobs HP like it was in the original map. IMO it is okay to bring golem stun back (you can use antimagic potions or amulet to mitigate) but leave them magic vulnerable.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
    • 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. Maybe it is better to make pathing for buildings so you can only build around the castle. And maybe limit amount of building one player can build.

Small bugs:
  1. Myrmidon ultimate (Avatar) = submerged naga (Avatar forces 'alternate' animation, which for most of naga units means 'submerged')
  2. 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.


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.
 
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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 :thumbs_up:

And there is some feedback for the current version.
Hello,
Thanks for playing, glad the updates are appreciated :cute:
Usability/general suggestions:
  1. 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 :xxd:
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 :confused:2

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 :xxd:

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 :xxd:

  • 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 :thumbs_up:

Small bugs:
  1. 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 :xxd:
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 :cry:
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 :hohum:
 
Thanks for the replies!

There are -gtl (golf to lumber) and -ltg (lumber to gold) commands, to converts one ressource into the other.
Great! Didn't know that, thanks!

Maybe I really should difficulties as the game is intended to be played on at least extreme 4.
Well, I'd love to see challenging bosses and harder lines but with no assassins. Something in between normal and extreme. Now after pretty easy normal we have all in: heroes in lines, assassins and everything. Just a suggestion :smile:
 
Hmm, not sure that is intended.
Will check this issue.
Looked through the triggers and found that variables BuildingDeadPackSize and DragonPackSize which are used to summon Revenants, Magna or Dragons are 0 by default and are set only on Extreme difficulty:
  • Actions
    • ...
    • Set VariableSet Difficulty = ((Integer((Substring((Entered chat string), 10, 12)))) + 1)
    • -------- Activate events / attacks depending on level --------
    • -------- Adjust Necroplois & Spirit towers pack size --------
    • Set VariableSet BuildingDeadPackSize = (Min(Difficulty, 12))
    • -------- Adjust invaders pack size --------
    • Set VariableSet AssassinPackSize = (Min((5 x Difficulty), 40))
    • Set VariableSet DragonPackSize = (Min((Difficulty - 1), 20))
    • ...
Setting these vars to 1 as default value makes Dragons, Revenants and Magnataurs appear on all difficulties.


UPD: there might be an issue with Dragons being 0 if Difficulty is set to 1, because of DragonPackSize = (Min((Difficulty - 1), 20)), but I'm not sure if it is possible.
 
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Myrmidon ultimate (Avatar) = submerged naga (Avatar forces 'alternate' animation, which for most of naga units means 'submerged')
Found an easy solution for the case (maybe will be useful in other similar occasions):
  • AvatarFix
    • Events
      • Unit - A unit Stops casting an ability
    • Conditions
      • (Ability being cast) Equal to Avatar
    • Actions
      • Animation - Remove the Alternate animation tag to (Triggering unit)
Should work as well for all abilities based on Avatar, Metamorphosis and Locust Swarm. Tested only on Avatar and Locust yet.


And one more issue I've discovered: gloves of spell mastery cooldown reduction lasts even if you remove the item. I.e. I have an ability with 20 sec cooldown. With gloves i get 16s instead. If I drop/sell gloves it still will be 16s. But if I level up ability — I need the gloves again (because it sets cooldown for the specific level of ability). Tested several times.
Found rather simple solution of my own that should fix it:
  • CD
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
    • Actions
      • Set VariableSet tempUnit = (Triggering unit)
      • Set VariableSet tempAbility = (Ability being cast)
      • Set VariableSet tempInt = ((Level of tempAbility for tempUnit) - 1) // 0-indexing for abils levels
      • Set VariableSet tempReal = (Cooldown of tempAbility, Level: tempInt.)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (tempUnit has an item of type Enchanted Gemstone) Equal to True
        • Then - Actions
          • Set VariableSet tempReal = (tempReal x 0.50)
        • Else - Actions
      • Unit - For Unit tempUnit, Set cooldown of ability tempAbility, Level: tempInt to tempReal
Tested on several default and custom abilities and it perfectly sets CD back to normal if I cast some skill without the item in inventory. But it fires at any ability cast that is not good as I understand, and cant figure out any workaround yet.
 
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And one more issue I've discovered: gloves of spell mastery cooldown reduction lasts even if you remove the item. I.e. I have an ability with 20 sec cooldown. With gloves i get 16s instead. If I drop/sell gloves it still will be 16s. But if I level up ability — I need the gloves again (because it sets cooldown for the specific level of ability). Tested several times.
Found rather simple solution of my own that should fix it:
  • CD
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
    • Actions
      • Set VariableSet tempAbility = (Ability being cast)
      • Set VariableSet tempInt = ((Level of tempAbility for tempUnit) - 1) // 0-indexing for abils levels
      • Set VariableSet tempReal = (Cooldown of tempAbility, Level: tempInt.)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (tempUnit has an item of type Enchanted Gemstone) Equal to True
        • Then - Actions
          • Set VariableSet tempReal = (tempReal x 0.50)
        • Else - Actions
      • Unit - For Unit (Triggering unit), Set cooldown of ability tempAbility, Level: tempInt to tempReal
Tested on several default and custom abilities and it perfectly sets CD back to normal if I cast some skill without the item in inventory. But it fires at any ability cast that is not good as I understand, and cant figure out any workaround yet.
Oh, this is one is new, well spotted :thumbs_up:
Will add that to my todo list.
 
Would be cool if not half the Heroes, Summons and Enemy Heroes were invisible if not playing Reforged...

Or half the Players constantly desync / lag out. The Fire/Lightning Panda also get stuck A LOT during the second special Event where you are not able to move, use Abilities nor switch your Hero and it doesn't do anything.

Map is also way to easy even on -ex999 when it only takes 1-2 people to get Immo Cloak, tank the Images with Pots, sell Necklace buy two bracers and from there on you already won. Difficulty only being with this Map having to explain it very carefully ten times in a row with pings to people so they do the Images..
 
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Would be cool if not half the Heroes, Summons and Enemy Heroes were invisible if not playing Reforged...
As you can see in the "Known issues", this is something on my todo list. However, I've only been reported 3 models that were not visible, so it was not high priority to find a solution.

It seems there are way more than this ? :confused:2
Knowing which models I need to find a SD match for would be helpful.

Or half the Players constantly desync / lag out.
I didn't have any feedback on desync lately. I can't fix something I'm not aware of :grin:
Could you could give me specific example on when you're getting desync ? Is it involving a hero/boss ? Happening at a specific time maybe ?

The Fire/Lightning Panda also get stuck A LOT during the second special Event where you are not able to move, use Abilities nor switch your Hero and it doesn't do anything.
What do you mean by 2nd special event ?
Farming Event ? Or one of the event that triggers when killing creeps/waves/invaders ?

Does it happen only with those 2 heroes ?

Map is also way to easy even on -ex999 when it only takes 1-2 people to get Immo Cloak, tank the Images with Pots, sell Necklace buy two bracers and from there on you already won. Difficulty only being with this Map having to explain it very carefully ten times in a row with pings to people so they do the Images..
This is an issue that was inherited from the first X Hero Siege maps.
I'm currently exploring different options on how to avoid this cheesy strat without completely destroying the All Hero Image Event or making the early game impossible in higher difficulties.

Also, I'm trying to add some challenges that are more than "enemies get more stats" on higher difficulties (such as wave bosses), but I need more time to implement them. Suggestions are always welcome if you have ideas in that regard.
 
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