Sunken City v2.5.1c

This bundle is marked as director's cut. It exceeds all expectations and excels in every regard.
full

full

Powered by Bribe's Damage Engine
[Hosted Project Page | Forum]

INFORMATION

CHANGELOG

FEATURES

SCREENSHOTS

TRAILER

HEROES

CREDITS


INFORMATION
Sunken City is a Dungeon Crawler map with RPG elements. The Player controls a hero and has to over come numerous puzzles, traps, quests, enemies and different bosses to reach the end. The game contains multiple different features that allow for advanced hero customization.

Recommended Players: Soloing is possible, but for better experience play with 2 or 3 players.
Gameplay Time: Between 3 and 6 hours depending on number of players and difficulty.
Amount of Heroes: 21
Maximum Level: 18



EasyNormalHardHellInsane
Enemy Handicap
100%
120%
150%
185%
230%
Enemy Bonus Damage
0%
30%
80%
130%
170%
Enemy Bonus Armor
0
3
5
7
10
Enemy Bonus Attack Speed
0%
15%
25%
35%
40%

EasyNormalHardHellInsane
Bonus Gold per Kill
0
0
1
1
2
Bonus XP
0%
0%
1%
3%
5%
Bonus Drop Chances
0%
10%
15%
20%
30%
Starting Gold
100
125
150
200
250

CHANGELOG

186388-albums6607-picture72240.png

Version 2.5.1c [Hotfix] [26.10.2024]
General Changes
  • Tooltip fixes.
  • Sharing units will be disabled while interacting with the Keeper of the Grove.

Classes
full
Shaman
  • Fixed a bug where Chain Lightning was not affected by effects that interract with "Q" Spellcasts.

Items
186388-albums6307-picture71865.jpg
Items
  • Pot of Greed will no longer display a debug message upon purchase.
  • Fixed a bug where taking control of a Neutral unit while a Player has Dragonslayer would result in an unintended Attack Damage increase.


186388-albums6607-picture72240.png

Version 2.5.1b [Hotfix] [23.10.2024]
General Changes
  • Tooltip fixes.
  • Sharing units will be disabled while interacting with the Apothecary.
  • Fixed a bug where Flat damage modifiers were calculated after Armor and Spell Damage Reduction calculations.

Classes
full
Feral Druid
  • Guardian of Elune Talent's effectiveness when taking damage from Lesser Creatures has been reduced to 30% down from 50%.
full
Shaman
  • Fixed a bug where Chain Lightning was dealing significantly less damage than intended after v2.5.1a.
  • Fixed a bug where the Chain Lightning Passive effect stopped working after v2.5.1a.
  • Fixed a bug where the Leader of the Clan Talent stopped working after v2.5.1a.
  • Fixed a bug where the Stormstrike Talent stopped working after v2.5.1a.
full
Warrior
  • The Spell Reflection Talent now has an internal cooldown of 0,1 seconds per player.
  • The Thirst for Battle Talent's healing is now 25% effective when healing allied units and heroes down from 50%.
full
Witch Doctor
  • Ancient Ward's Poison Specialization effect now has 10% maximum Mana scaling down from 15%.

Items
186388-albums6307-picture71865.jpg
Items
  • The Voodoo Lounge shop no longer sells droppable items.
  • Edge of the Red Court now grants 6% Lifesteal up from 5%.
  • Edge of the Red Court now grants 8 Mastery up from 7.
  • Edge of the Red Court now grants 6% Critical Strike down from 8%.
  • Edge of the Red Court now grants 10 Attack Damage down from 12.
  • Edge of the Red Court now increases the effectiveness of Lifesteal instead of granting more Lifesteal scaling with Mastery.
  • Edge of the Red Court now increases Critical Strike damage by 0,60% per point of Mastery down from 0,75%.
  • The stats of the Qiraji Talisman droppable item have been reduced.
  • The stats of the Heavenly Shoulderpads droppable item have been increased.
  • The increased healing effectiveness of the Heavenly Shoulderpads droppable item has been reduced.
  • The Seal of Anubisath droppable item has received an additional effect.
  • Fixed a bug where Pot of Greed would sometimes not remove other Shop Items when acquired.
  • Fixed a bug where attempting to equip the Pot of Greed of an allied Hero would prevent you from buying Shop Items.
  • Fixed a bug where the Blade of Cruelty shop item was not granting Critical Strike.


186388-albums6607-picture72240.png

Version 2.5.1a [Hotfix] [19.10.2024]
General Changes
  • Tooltip fixes.
  • Fixed a bug where failing the Heavy Metal Challenge would fail the No Disintegrations Challenge and will still be possible to complete.
  • Fixed a bug where the Talents and Glyphs units could hold regular items.

Classes
full
Death Knight
  • Fixed a bug where Outbreak would sometimes not deal damage in Unholy Specialization.
full
Feral Druid
  • Fixed a bug where the Swipe proced by the Feral Frenzy Talent was not benefitting from its bonus scaling based on current form.
full
Hunter
  • Call Pet's cooldown has been reduced to 30 seconds down from 40.
  • The base duration of pets summoned by the Unleash the Beasts Talent has been reduced to 6 seconds down from 7.
  • Fixed a bug where Bestial Wrath was always granting 3 Armor.
full
Priest
  • Fixed a bug where Renew was restoring more health over time than intended.
full
Shaman
  • Fixed a bug where Chain Lightning would sometimes not benefit from cooldown reduction effects.
full
Siren
  • The Empowered Shot Talent will now benefit from the Tidecaller Specialization's effect.
full
Tidewarrior
  • Fixed a bug where The One From Below could not critically strike.
full
Warrior
  • Fixed a bug where the Warbringer Talent was dealing more damage than intended.
full
Windmaster
  • Fixed a bug where the Windstorm ability was missing.

Items
186388-albums6307-picture71865.jpg
Items
  • Locked Chests can now drop the Legendary droppable item.
  • Treasure Bags can now drop the Legendary droppable item.
  • The drop chance of the Legendary droppable item has been reduced.
  • Fixed a bug where Bloodlord's Regalia was not dealing damage.
  • Fixed a bug where Saberclaws would sometimes damage its wielder.
  • Fixed a bug where Transmuting 3 Common items at the Enchantress would sometimes craft a Rare item.


186388-albums6607-picture72240.png
Version 2.5.1. [10.10.2024]
Come and play with us in our Discord server! Join here.

General Changes
  • Stats UI should now run correctly when loading the game.
  • The Commands window in the Quest Dialog no longer lists the <-stats> command.
  • The Multiboard's Player Name column will no longer include Players' BattleTag.
  • Sharing units will now be disabled while browsing the Survivor Merchant.
  • The broken down Golem required for the Magnetic Orb is now easier to spot.
  • The Damage Engine has received an update and its structure has been modified.
  • Buffs and debuffs applied by the Damage Engine are now applied before damage is dealt.
  • Critical Strikes of summons will now create a floating text with exclamation mark.
  • Glyph of Devotion's base Mana Regeneration has been increased to 0,75 per second up from 0,5.
  • Glyph of Devotion's Mana Regeneration scaling has been increased to 0,4% of maximum mana up from 0,2%.
  • Glyph of Renewal's visual effect is now far less noticeable on non-hero units.
  • The Enchantress Transmute ability now requires 2 Uncommon Items to create a Rare down from 3.
  • The Enchantress Materialise ability now creates 2 random Rare Items with 2 Seeds instead of 1 Uncommon and 1 Rare.
  • Backpacks with Taunting turned off have calmed down and no longer have the Blood Fury buff and instead have a new, proper one.
  • Backpacks have been cleaned up of any pointy plants and no longer have the Thorns Aura buff.
  • A new Rare Boss has been added in the Waterworks Dungeon.
  • Cevius's Health has been slightly increased.
  • Cevius now has 3 Armor up from 0.
  • Nightmare Wisps spawned by Cevius will now restore 35 Health up from 30.
  • Sea Giants, Sea Pillagers and Sea Behemoths no longer have the Ocean Shield ability.
  • Sea Giants, Sea Pillagers and Sea Behemoths now have a new ability: Globe of Water.
  • The chance of enemies to spawn at the first Cave has been reduced.
  • The Shadow Hunter at the Troll Village has found his missing item.
  • Fixed a bug where the Backpack's Roll command could be used to access Teleportation Runes.
  • Fixed a bug where damage instances that count as auto-attacks were not able to critically strike.

Classes
full
Berserker
  • Poison Specialization's effect has been reworked.
  • Poison Specialization's Mastery scaling has been increased to 0,5% up from 0,4%.
  • Venomous Axes ticks now have chance to apply Surge of Toxins.
  • Venomous Axes' Attack Damage scaling has been increased to 15% up from 10%.
  • Venomous Axes' damage dealt scaling with Critical Strike Chance is now increased by Critical Strike Damage.
  • Fixed a bug where Poison Specialization's Mastery scaling was so much lower than intended that it essentially wasn't working.
  • Fixed a bug where the Poisoned Blade Talent triggered effects from other Talents that give Venomous Axes a chance to tick an additional time with a lower chance than intended.
full
Death Knight
  • The Virulent Plague Talent's proc chance has been increased to 12% up from 10%.
  • The Virulent Plague Talent's proc chance now also scales with Potency.
full
Demon Hunter
  • Item effects that generate attacks will no longer consume Demon Within stacks.
  • The Seething Power Talent now causes damage and begins accumulating stacks from the intial attack that triggers the effect.
  • The Seething Power Talent no longer has a 0,2 seconds internal cooldown.
  • The Seething Power Talent's Attack Damage scaling has been increased to 10% up from 8%.
  • The Seething Power Talent now lasts for 4 seconds down from 4,5 seconds.
full
Hunter
  • Huffer now gains 65% of the Hunter's maximum Health up from 50%.
  • The Frostfang Bow Talent no longer needs the targets to be Chilled to deal double damage.
  • Fixed a bug where Spike and Grylls had incorrect scalings for their Attack Damage.
full
Mage
  • Ring of Frost now causes an additional visual effect upon triggering.
  • Arcane Specialization now grants a new ability instead of Aracne Barrage.
  • Living Bomb's proc chance is no longer increased while the spell is on cooldown.
  • Living Bomb now causes instant damage against targets already affected by it.
  • The Fire Bomb Talent has been replaced with a new Talent: Firestarter.
  • The Blazing Soul Talent now increases tick rate by 25% down from 50%.
  • The Blazing Soul Talent now also increases burst chance.
  • The Pyromaniac Talent has been reworked.
  • The Supernova Talent has been reworked.
  • All Mage icons have been updated to high-res versions.
full
Necromancer
  • Taking Blood Globes no longer counts as a tick towards Raise Dead.
  • Corpse Explosion no longer deals more damage after taking a Blood Globe.
  • Corpse Explosion's base damage has been reduced to 20/40/60/80 down from 25/50/75/100.
  • The Blood Sacrifice Talent now increases all damage dealt by amount equal to 0,5% of maximum Health down from 1%.
  • The Life from Death Talent no longer has chance to grant the Necromancer a Blood Globe when Skeletal Minions die.
  • The Life from Death Talent now causes Blood Globes to count as 2 ticks towards Raise Dead.
  • The Reaper of Souls Talent now benefits from Essence Specialization's Mastery scaling.
  • The Blood Reaper Talent can now benefit from Reaper of Souls' scaling.
  • The Blood Reaper Talent now reduces the damage dealt by Grim Scythe's Passive effect by 60% up from 50%.
  • The Hour of the Dead Talent has been reworked.
  • Fixed a bug where Skeletal Archers spawned by the Skeletal Archers Talent had incorrect damage scalings.
  • Fixed a bug where Skeletal Minions spawned by the Tombstone ability had incorrect damage scalings.
full
Paladin
  • Crusader's Strike mana cost for Level 4 has been increased to 35 up from 30.
full
Rogue
  • Sinister Strike's cooldown has been increased to 9 seconds up from 6.
  • Sinister Strike's mana cost has been increased to 18 up from 12.
  • Sinister Strike's base damage has been increased to 35 up from 25.
  • Sinister Strike's Attack Damage scaling has been increased to 65% up from 45%.
  • Sinister Strike's maximum Health scaling has been increased to 12% up from 8%.
  • Dispatch's cooldown has been increased to 9 seconds up from 6.
  • Dipsatch's mana cost has been increased to 18 up from 12.
  • Dispatch causes the next attack to deal 40% more damage up from 25%.
  • Vendetta's duration has been reduced to 4,5 seconds down from 5.
  • Vendetta will now allow the Rogue's next attack to deal the accumulated damage if the debuffed target dies before Vendetta expires.
  • Rupture's base damage has been reduced to 10 down from 20.
  • Rupture's Attack Damage scaling has been increased to 100% up from 80%.
  • Shadowstep's base damage has been increased to 100/190/280/370 up from 90/160/230/300.
  • Shadowstep's Attack Damage scaling has been increased to 145% up from 135%.
  • Fan of Knives' cooldown has been increased to 7 seconds up from 6.
  • Fan of Knives' base damage has been increased to 70/140/210/280 up from 65/130/195/260.
  • Fan of Knives' Attack Damage scaling has been increased to 65% up from 50%.
  • Fan of Knives' Agility scaling has been increased to 35% up from 25%.
  • The Shadowblade Talent has been replaced by a new Talent: Dirty Tricks.
  • The Shadow Dance Talent no longer reduces the cooldown of Stealth.
  • The Shadow Dance Talent now increases the damage of Rupture.
  • The icon of the Hidden Blades Talent has been changed.
  • Fixed a bug where Fan of Knives had incorrect scalings and lower base damage since v2.4.7.
  • Fixed a bug where Fan of Knives had lower range than intended.
full
Shaman
  • Fixed a bug where the attacks of Flametongue Totem would sometimes cause certain effects to deal Magical Type damage.
full
Siren
  • Tidal Shot is no longer a targetable ability and instead triggers on next attack.
  • Tidal Shot's mana cost has been increased to 15/25/35/45 up from 15/20/25/30.
  • Tidal Shot's base damage has been reduced to 120/200/280/360 down from 120/220/320/420.
  • Fixed a visual glitch with Tidal Shot, Aquatic Flow and Riptide.
  • Fixed a bug where the second shot of Liquid Arrows fired by the Tidecaller Specialization was dealing less damage than intended.
  • Fixed a bug where Sea Elementals were not benefitting from the Flow of the Ocean Talent's mana regeneration.
full
Tidewarrior
  • Attack range has been increased to 125 up from 80.
  • Myrmidon and Guardian Specializations' Mastery effect now increases the proc chance of Tidal Strike's passive instead of reducing base attack cooldown.
  • Myrmidon Specialization's effect now reduces base attack cooldown by 5% instead of increasing the proc chance of Tidal Strike's passive by 5%.
  • Tidal Strike now has a new icon.
  • Tidal Strike's base damage has been reduced to 90/160/230/300 down from 100/180/260/340.
  • Tidal Strike's Strength scaling has been reduced to 200% down from 225%.
  • Tidal Strike's passive proc chance now has 20% bonus Agility scaling up from 10%.
  • The Shipwrecker Talent now causes every 5th attack to be critical up from every 4th attack.
  • Fixed a bug where Tidal Strike's Agility scaling for the active damage was only applied to the Strength scaling.
  • Fixed a bug where Tidal Strike would not gain increased damage while above 25% Critical Strike chance.
full
Warlock
  • Implosion Talent's Imp base damage has been reduced to 7/13/19/25 down from 8/16/24/32.
  • Fixed a bug where the damage dealt by the Seed of Corruption Talent would sometimes damage allied units.
full
Warrior
  • Sundering Strikes now provides 15% Critical Strike up from 10%.
  • Sundering Strikes now provides 20 Attack Damage up from 15.
  • The proc chance of Enrage for consecutive attacks after the first one has been increased to 15% up from 10%.
  • Ignore Pain's mana cost has been increased to 20 up from 15.
  • Battle Shout's mana cost has been changed to 5/10/15/20 from 10/10/10/10.
  • The Thirst for Battle Talent now adds 8 flat healing to Lifesteal up from 5.
  • The Thirst for Battle Talent now increases the effectiveness of Lifesteal for every 100 health of the Warrior up from every 50 health.
  • The Thirst for Battle Talent's healing can now affect non-Hero allied units.
  • The Thirst for Battle Talent's healing is now halved when healing allied units and heroes.
  • The Slaughterhouse Talent now grants 15 bonus damage to Critical Strikes.
  • The Slaughterhouse Talent now increases Critical Strike damage by amount equal to 200% of Agility down from 250%.
  • The Frenzy Talent now has an additional effect.
  • The Warbringer Talent has been reworked.
  • Fixed Whilrwind's tooltip to state that the cleave proc chance is 25% instead of 20%.
  • Fixed Whilrwind's tooltip to state that the cleave proc chance is increased by 5% while Whirlwind is on cooldown.

Items
full
Items
  • Artifact Items now use Red Text for their names.
  • All Heroes now spawn with 2 Healing Potions and 1 Mana Potion.
  • The drop chance of Consumable Items (Potions) reduces as enemy levels get higher.
  • Shoveling Pick is now consumed to grant all Backpacks the Dig ability.
  • Mystery Tome has been removed from the Arcane Wares shop.
  • Seeds of Idrassil now cost 300 Gold instead of 3 Shadow Crystals.
  • The purchase cooldown of Seed of Idrassil has been reduced to 1 second.
  • The Chaos Blades shop item now grants 6% Critical Strike down from 8%.
  • The Chaos Blades shop item is now called Assassin's Blade and uses a new icon.
  • A new component shop item has been added: Blade of Cruelty.
  • A new shop item has been added: Pot of Greed.
  • Edge of the Red Court has been reworked.
  • Nightfall has been reworked.
  • The Qiraji Talisman shop item has been replaced with a new item: Apocalypse.
  • The Thorim's Hand shop item has been replaced with a new item: Void Hunter.
  • Tome of Strength, Tome of Agility and Tome of Intelligence +2 now have 30 charges at the Apothecary shop up from 15.
  • Pridwen, Guard of Tirion should no longer drop Lives whenever the wielder dies.
  • Chemical Armor's Use effect will now also trigger when taking damage while below 12% of maximum Health.
  • Soulstealer's current Health scaling on both Equip effects has been reduced to 0,3% down from 0,4%.
  • Serpent Staff's proc chance has been increased to 80% up from 40%.
  • Serpent Staff's proc chance now gets reduced by 8% for each active Serpent Ward.
  • The base damage of Serpent Wards spawned by Serpent Staff has been reduced to 25 down from 36.
  • Serpent Wards spawned by Serpent Staff now have 10% Attack Damage scaling.
  • Dragonscale Chestplate now provides Dragonscale Aura instead of Thorns Aura. Dragonscale Aura also reflects damage from ranged attacks and the reflected damage is always dealt by the wielder of Dragonscale Chestplate and not the target.
  • Dragonscale Chestplate's chance to Taunt whenever dealing damage has been increased to 6% up from 5%.
  • Dragonscale Chestplate's Taunt duration has been increased to 4 seconds up from 2.
  • Bonus Drops from Magic Find now create a visual effect when dropped.
  • The Bonus Drop from Magic Find text message now states the name of the item.
  • The icons of few droppable items have been updated.
  • Several droppable items have been reworked.
  • Several droppable items have been replaced by new items.
  • 8 new droppable Epic items have been added to the game.
  • A droppable Legendary item has been added to the game.
  • Lucky Golen Charm has been removed from the game.
  • Fixed a bug where if Key of Life drops, enemy units would stop dropping random droppable items.
  • Fixed a bug where the Spiritual Hood droppable item was not granting Health per second.
  • Fixed a bug where players would occasionally permanently lose the Eye of the Titans if they sell it to the wrong vendor.
  • Fixed a bug where Dragonscale Chestplate was providing additional Health Regeneration.
  • Fixed a bug where Warlord's Medallion was restoring more mana than intended for the attacks of summons.
  • Fixed a bug where Vampiric Aura provided by non-Shop Items was not working.
  • Fixed a bug where the Hand of Hatred droppable item was not increasing the damage dealt by summons.
  • Fixed a bug where the Multiboard would not account for a now missing Talent after dropping Forbidden Seal.
  • Fixed an issue where items that Bind Spells would not always trigger when the bound spell is cast.
  • Signet of the Swarm, Staff of Kil'jaeden, Silver Bow and Bloodlord's Regalia will no longer continue to deal damage while the wielder is dead.

Archives

FEATURES
  • Diverse Heroes: The 21 heroes in Sunken City possess different custom skills which are well presented in detailed tooltips.
  • Backpack System: In case your inventory is full, you are given a backpack with additional 6 slots where you can carry quest items or unused items for selling.
  • Stat System: Each level you are given the possibility to access the Skill Poitns Menu and gain access to secondary stats (non-Strength, Agility, Intelligence).
  • Item Interaction Systems: Sunken City gives the option to Disenchant items for stats or to Reforge unused lesser items to create better ones.
  • Chest System: There are many Chests scattered around the Sunken City. Opening them rewards you with a random item!
  • Quests: Embark quests that give you side objectives throughout the game!
  • Challenges: Complete difficult optional challenges for additional rewards.
  • Shop System: A simple and intuitive shop system makes it easier for players to navigate and purchase some of the many Sunken City shop items.
  • Rolling: Sunken City allows you to roll for items that suit everyone. Therefore you can avoid stealing.
  • Damage and Armor: Sunken City's gameplay is based around damaging the best target. By mouse-overing your damage and armor you will easiliy understand what's your best target!
  • Gold System: Players in Sunken City share the Gold gained by killing creeps!
  • Randomized Items: Each creature you kill has a chance of dropping one of the hundreds of items, contained in a scripted loot-table. In addition bosses have multiple drops, which add to the replayability.
  • Glyph System: A system that allows your hero to pick a combination of various Glyphs which add passive effects to your hero.
  • Talent System: Each hero has unique set of Talents that can amplify, modify, add or replace the existing hero abilities.

SCREENSHOTS

























TRAILER

HEROES

Intelligence HeroesStrength HeroesAgility Heroes

Shaman [1]
Druid [2]
Priest [3]
Mage [4]
Necromancer [5]
Warlock [6]
Witch Doctor [7]
Warrior [1]
Paladin [2]
Death Knight [3]
Monk [4]
Tidewarrior [5]
Dragon Sentinel [6]
Tinker [7]
Rogue [1]
Hunter [2]
Feral Druid [3]
Windmaster [4]
Berserker [5]
Demon Hunter [6]
Siren [7]

CREDITS

I would like to thank the following people:
Note:
There are many more resources that I used, but I can't find their creators. If you see your resource used in my map, please tell me and I will add you here.


Contents

Sunken City v2.5.1c (Map)

Reviews
Moderator: -Kobas- Contact: Visitor Message / Private Message! Date: 24-Dec-13 (14:27:40)Personal Comment:One of the most polished maps, of its type, that I had a chance to play. Beautiful terrain, nice story, well customized heroes and enemies...
Level 1
Joined
Jun 11, 2016
Messages
5
i cant forge Sulfuras. why is that? i got Sulfuras ,forge hammer and anvil thats all right? and its keep saying somthing missing or there is something that i miss.
I Play the PALADIN.

Ps. how to open the masters chamber a Hint is enough. ^^
 

Senneria

Hosted Project: SC
Level 6
Joined
Jan 17, 2015
Messages
165
I g in to Chamber of Atal'ai, clear the room but how can i continue ? I have a portal but inactive. No clue for i analysis
You need the turn to summon the boss. Until he is summoned and defeated you cannot proceed.
 
Last edited:

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,993
i cant forge Sulfuras. why is that? i got Sulfuras ,forge hammer and anvil thats all right? and its keep saying somthing missing or there is something that i miss.
I Play the PALADIN.
Are you sure you have the Eye of Sulfuras and the Element Forger in your inventory and you use the Element Forger while standing right infront of the Anvil?
 
Level 1
Joined
Jun 11, 2016
Messages
5
Are you sure you have the Eye of Sulfuras and the Element Forger in your inventory and you use the Element Forger while standing right infront of the Anvil?
Yeah 100% sure I got those two item. I try every position near the anvil but it keeps saying somethings missing.

Ps. when i try on dark knight it forged so its just on the paladin i think.
 
Last edited:
Level 1
Joined
Feb 7, 2017
Messages
1
Hi guys, a little question here.
I play with my friends as Druid character and I bought Battlestaff of Elune (one that resets cooldwon of "Q" ability), but for me it resets cd of Wild Growth, which is "D" spell atm. Is it intentional?
Also, tooltip states about "chance to proc" without clarifying action that should proc trigger (is it dmg dealt? Or taken? Or smth else?). But thats minor.

P.S. Brilliant map here, dude - great job!
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,993
I play with my friends as Druid character and I bought Battlestaff of Elune (one that resets cooldwon of "Q" ability), but for me it resets cd of Wild Growth, which is "D" spell atm. Is it intentional?
No, it's not intentional. It's a bug and it will be fixed. :)
Also, tooltip states about "chance to proc" without clarifying action that should proc trigger (is it dmg dealt? Or taken? Or smth else?).
Will be more clear in the next version, yes. It procs on damage dealt.
 
Level 1
Joined
Jul 22, 2013
Messages
6
There is a strange bug with some secrets that I haven't encountered before (haven't played this in months). Even if you pick up the item/tome or whatever you don't always get progress for revealing the secret, you have to go inside till the end of it to actually complete finding said secret, even if there is nothing more to pick up. Hope you understood my bad explanation :d (and no, I wasn't playing on All Revealed when it happened).

Edit: Maybe it works only for some heroes, because I entered for example the secret next to the 1st Naga boss as a Red Mage and I couldn't reveal it, I tried every spot in it. Then my Blue Death Knight friend entered and revealed it instantly.
 
Last edited:
Level 1
Joined
Feb 11, 2017
Messages
3
Hello, I've played the map before, but the puzzles in the new version are harder and I'm having some troubles. So I've found 1 shoveling pick and I found 2 places I can dig. One for a key to unlock a certain item, and 1 for a key to unlock a door that's required to proceed with the story. The problem is when I dig either place the pick is lost. My question is, is there a way to get both keys. If so, do I need to get a second shoveling pick.

One more thing, I'm looking for an egg, I've used a certain device about a hundred times already and I still have no egg. Has something changed since 2.2.6 or is the way to get the egg still the same.

Oh, and one last thing, I don't remember where the barrel with the 3rd ruby is, mind giving me a hint?
 
Last edited:

Senneria

Hosted Project: SC
Level 6
Joined
Jan 17, 2015
Messages
165
Hello, I've played the map before, but the puzzles in the new version are harder and I'm having some troubles. So I've found 1 shoveling pick and I found 2 places I can dig. One for a key to unlock a certain item, and 1 for a key to unlock a door that's required to proceed with the story. The problem is when I dig either place the pick is lost. My question is, is there a way to get both keys. If so, do I need to get a second shoveling pick.

One more thing, I'm looking for an egg, I've used a certain device about a hundred times already and I still have no egg. Has something changed since 2.2.6 or is the way to get the egg still the same.

Oh, and one last thing, I don't remember where the barrel with the 3rd ruby is, mind giving me a hint?

You will need to find a second shovel.

The egg has been relocated. You can walk to it now once you find where it is hidden.

The 3rd ruby has been relocated and is no longer hidden in a barrel where you used to find it. Look near the sea.
 
Level 1
Joined
Feb 11, 2017
Messages
3
You will need to find a second shovel.

The egg has been relocated. You can walk to it now once you find where it is hidden.

The 3rd ruby has been relocated and is no longer hidden in a barrel where you used to find it. Look near the sea.

Ty for the hints, found egg easily.
Also, found a rolling stone door near the lvl 4 dungeon, any hint's about that?

EDIT: Found the ruby, after a LOT of searching
 
Last edited:
Level 1
Joined
Feb 14, 2017
Messages
1
So I have a problem and I'm almost sure there is no solution, but im gonna try to ask anyways.
I was playing with two friends and one of them got disconnected, we saved the game after that but we can't share the save because it also saves what player you where. Is there any way to recover the save? is there any too to edit savegames?
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,993
There is no way to recover it, no. At least not to my knowledge.
Saving the game generates an individual and unique file for each player. Saving the game after he left means that he did not get the file. And because I stated that it's individual and unique that means that: no, you can't give your save file to him.
 
Level 1
Joined
Nov 12, 2016
Messages
2
Hi there, my friend and I are trying to find the key to the gate right below Eldril (we are level 6 almost 7 btw) and don't know how to do it. We already used our key on that hidden area under the waterworks which gives us an explosive barrel, so where can we find a second key?
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,993
The wait is over. Sunken City's latest version, 2.3.2, is finally here. You can expect to see many new features, including:

• Tons of item changes and 30+ new items.
• Reworks of the Sapper, Warlock, Tidewarrior, Spirit Champion and Necromancer!
• New Loading Screen
• New Soundsets for the Warlock and Dragon Knight
• New Damage Detection System
• New Glyphs
• And more!

Remember to join us anytime in our Discord server where we play together! - Discord
 
Level 2
Joined
Aug 25, 2016
Messages
14
So, I don't know if this was intentional or not, but in 2.3.2 the Death Knight's Blood Presence always has the old Dark Pact effect now (using it costs 20% of Current Health to reset your cooldowns.) This isn't displayed on the tooltip or in game anywhere. It makes sense for him to have it (though it makes checking the number weird because it hurts you every time you do), but I thought I'd report it anyways.
 
Level 17
Joined
Sep 24, 2009
Messages
1,590
Well, in the game like WC3 is, with so many amazing voices, making custom soundset, which is pretty awful, is redundant! As you can see I said nothing about Dragon Knight, because his voice is not that bad. I mean voice lines are pretty cool, so it is menageable..

Btw, any plans on adding new heroes, now that Blizzard made 128 MBs as new map limit?
 

Senneria

Hosted Project: SC
Level 6
Joined
Jan 17, 2015
Messages
165
Why every open door obstruct your vision? How does this one make any sense?
A lot of people have been abusing doors, closed or open, so I imagine vision blockers have been put into the doors to block those abuses. The side effect is that even open doors will still block your vision.
 
Level 6
Joined
Dec 3, 2012
Messages
243
A lot of people have been abusing doors, closed or open, so I imagine vision blockers have been put into the doors to block those abuses. The side effect is that even open doors will still block your vision.

How come open door giving you vision is used to abuse the game? Can you elaborate, please?
 

Senneria

Hosted Project: SC
Level 6
Joined
Jan 17, 2015
Messages
165
How come open door giving you vision is used to abuse the game? Can you elaborate, please?
I mean that I think there are sight blockers on all the doors to avoid people using summons and jumps to bypass them. Once the doors open the sight blockers remain in place.
 
Level 6
Joined
Dec 3, 2012
Messages
243
Urloc's Claw recipe states 1.25 sec stun, item says 1 sec stun duration.

@Senneria I see your point but in the very beginning, "jumps" are basically useless. One hero is so weak that he can't fight higher lvl creatures. Still, it remains annoying.
 
Level 4
Joined
Dec 16, 2003
Messages
75
Had a recurring bug when playing ice lancer and druid, also happened with primal champion and blood mage.

this text comes up and won't go away:

WARNING: Recursion error when dealing damage! Make sure when you deal damage from within a DamageEvent trigger to do it like this:

Trigger - turn off(This Trigger)
Unit cause...
Trigger - turn off(This Trigger)

it fucks with the damage and causes my attacks and/or on hits to heal the enemy.

Love the update!
 
Level 6
Joined
Dec 3, 2012
Messages
243
The item "King's Blood" didn't show up at all as usual.
The "sleeping guardian" didn't show up as well. The one near the first pentagram of Ataesh puzzle.
 
Level 1
Joined
Feb 18, 2017
Messages
2
Hey,

I have encountered the same problem as Skopetski. We were playing Hell difficulty, standard mode, with Siren, Priest and Dragon Knight. The problem occured first in the area close to Master's Chamber, when you go left from there I believe and there are some jungle-like mobs. It started there and it didn't matter what we did, we still got the message, I sometimes damaged and sometimes healed the mobs when auto attacking, but I always healed them when used the Siren's Q ability.
We have tried throwing all the items out of the bags/equipment, resetting glyphs and talents. Nothing worked.
 

Attachments

  • recursionerror.png
    recursionerror.png
    1.4 MB · Views: 137
Level 2
Joined
Aug 25, 2016
Messages
14
So, the new Dragon Knight is super cool! I love how the spells and talents all interact with each other, and the mechanic of blowing up the runes is awesome!

The runes have some issues though that make them kinda awkward sometimes:

1. The runes have collision (I assume because they're mini units that you can actually target), which both makes it so you can't really stack them together super well and it can also actually get mobs or players stuck in certain spots.
2. It can be inconsistent where they are and if they actually deal damage to things or not (even if it looks like an enemy is right on top of it), and also whether or not a rune exploding will actually damage an enemy (again, even if it's on top of it or not.) This isn't as big of a deal, but it's still weird.

Loving the map still!
 
Level 2
Joined
Dec 3, 2016
Messages
14
Hello, nice updates, i love what you did with Tidewarrior's talents, i've encountered few things i think the new players or even i, which i played the map i don't see to understand.

I cannot summon Atalai to his chamber, i cannot find the Troll's Mojo ... the Old God's room is almost impossible to be found if you're not searching properly the graveyard.
I don't know if its intended but frost Skeleton archers gives you mini stun every 3 - 4 sec and i had to use the old Warcraft 3 tacts "BODY PULL".
I can't find mote of Fire, from what i know it was random from mobs, right? killed almost every one of them except atalai and few "special" areas for some heroes, also i didn't find the third Ruby either.
You might wanna nerf the Beatles in Queen's Tomb dungeon.
Hot Feet challenge seems bugged for Melee class or it was just me? 3 times i got a melee class, i couldn't avoid the middle wave.
The movement speed is a problem to melee class, Poison and Frost slow stack and its impossible to turn back in some situation, which can wipe your group for sure, so far i've seen 4 or 5 items with speed, 2 with Endurance aura, one you can craft, one random drops, and 3 items with Increase the MS with a certain speed, like 12/24/35. etc.
Why does the NAGA race has special treatment? "SWIM" ability its OP and can get some good items and a bonus start.

I love the bonus scale of DMG effects and Healings, i like some of the new Items stats and bonuses, my favorite so far is Sacrifice Tome and Reaver of Serpent God, Tidewarrior looks more like the old Tauren Warrior, OP Juggernaut.
Love the new Glyphs and please rework some talents from Shaman, Hunter and Naga Siren.
Is there any new upcoming Heroes in the next version? like 9 - 10 from each Attribute.

Thanks again for your Hard Work.

May the Elements of Conflux watch over you.
 
Level 6
Joined
Dec 3, 2012
Messages
243
I have a suggestion. Actually two.

Killing snakes in higher level of difficulties to give you a small reward (xp/gold). Let's say 5 xp or 1-2 gold. Which seems more fitted in order to keep the game balanced.

Make Alchemy part of the game perhaps. Not a complicated system but a simple one. It will keep the game fresh even more.

Any thoughts on this, @SpasMaster ?
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,993
Killing snakes in higher level of difficulties to give you a small reward (xp/gold). Let's say 5 xp or 1-2 gold
No matter how low the reward is, it's still exploitable. So no to that.
Make Alchemy part of the game perhaps. Not a complicated system but a simple one.
This needs a lot of clarification. I have absolutely no idea what you mean by that. 'Alchemy' in your head might be completely different than what it is in mine. :)
I already have a system for Elixirs set up. Is it a profession you mean with 'Make Alchemy'?
 
Level 6
Joined
Dec 3, 2012
Messages
243
Yes, I'll elaborate.

Let's take for example Berserker. He is based around poison. Killing snakes can drop a rare or very rare (again balancing) item which can upgrade the skill or his unique particular item. For example, he makes a potion with this "snake item" and applies. (I bet you will mention the existing talent system for upgrading them, but still)

Or monsters drop "a honing stone" which can add small amount of damage to particular class item.

And you can create "small items" for every class.

That's roughly my idea.
 
Top