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 2
Joined
Apr 13, 2017
Messages
34
I forgot to mention that I've used Count's Memento Shadow item. It gains you strength. But later in the game I've replaced it. The DK build is in fact based on gold-price items but that doesn't matter that much. I was experimenting and it went good. Don't get me wrong - everyone can build the hero as much as he likes.

Definitely, you have a lot more to learn about the map. And when you do advance, you will get more satisfaction with it. Good luck with that.




1. The disabled rod is used by Agility heroes to get Thoridal bow legendary item. Go at the Western Entrance, near the Matriarch Hydra. The Naga is a part of obtaining another legendary, which in my opinion is not worth the effort.


Yeah I'm coming to realise. Maybe it's just too hard for me, I had to scum it by buying 2x gold pr 5s items and let it run over night :D

I know it's for the legendary bow, it's the one piece I can't seem to find. Are you mixing with the machine you need to "fix" the disabled rod with? Or am I remembering it wrong. I thought it was find the rod and then go to the machine west of western entrance, am I misremembering the clues? =)
 
Level 2
Joined
May 1, 2017
Messages
15
Go at the Western Entrance, near the Matriarch Hydra.
Thank you Burndead. I am afraid I got mixed up. I thought the "Disabled rod" replaced the broken mechanism blocking the way to the Twin corridor key, but it apparently does not. Where is that replacement mechanism or where are the hints to it? I have read everything everywhere and I have no idea
 
Level 2
Joined
Apr 13, 2017
Messages
34
Thank you Burndead. I am afraid I got mixed up. I thought the "Disabled rod" replaced the broken mechanism blocking the way to the Twin corridor key, but it apparently does not. Where is that replacement mechanism or where are the hints to it? I have read everything everywhere and I have no idea

There's some pipes in that area east of the troll village with a platform going up and down.
 
Level 2
Joined
Apr 13, 2017
Messages
34
The platform is not moving, because you need to activate it first by "replacing the mechanism", and I don't know how to do that

It's just between the troll village and Masters chamber(says so in huge writings). I was refering to a different platform. Look for some pipes just west of the masters chambers.

Now you owe me a clue on how to find the disabled rod :D
 
Level 2
Joined
May 1, 2017
Messages
15
It's just between the troll village and Masters chamber(says so in huge writings). I was refering to a different platform. Look for some pipes just west of the masters chambers.

Now you owe me a clue on how to find the disabled rod :D
Thanks! I posted one already up there, now more specifically - north of the three arcane towers before the park entrance, there is an object in a containment field. You need something else to get it though
 
Level 2
Joined
Apr 13, 2017
Messages
34
Thanks! I posted one already up there, now more specifically - north of the three arcane towers before the park entrance, there is an object in a containment field. You need something else to get it though

Oh yeah, I've seen that one. I don't have any idea how to get the item though :D Clue? :p
 
Level 2
Joined
Apr 13, 2017
Messages
34
I realise this is the one run I play an agi hero and it's the one run the seal of elven warrior or w/e haven't dropped. Good stuff. Time left til I get the god essence though :p
 
Level 2
Joined
May 1, 2017
Messages
15
Awesome, thanks :D
How is it possible to open the massive ruined gate opened by the two circles of power in the west wing after the moon door while playing solo? I managed to get a minion on the second circle and it did not trigger.
Since the map is apparently soloable, I am missing something. Please help!
 
Level 2
Joined
Apr 13, 2017
Messages
34
The non-attribute legendaries wouldn't neccesarily be possible to get every run, but aren't 1 component of the attribute ones random drop chance? or is there a sure way to get them? Mote of fire and seal of w/e seems random?
 

Senneria

Hosted Project: SC
Level 6
Joined
Jan 17, 2015
Messages
165
The non-attribute legendaries wouldn't neccesarily be possible to get every run, but aren't 1 component of the attribute ones random drop chance? or is there a sure way to get them? Mote of fire and seal of w/e seems random?
Currently there is randomness involved to get the STR and INT legendaries, yes. However, new legendary system is being developped to replace the old attribute based one.
Stay tuned.
 
Level 2
Joined
Apr 13, 2017
Messages
34
Currently there is randomness involved to get the STR and INT legendaries, yes. However, new legendary system is being developped to replace the old attribute based one.
Stay tuned.

Oh, you guys are making even more shit? How you even have the motivation when it's already so good, I have no idea :D

I found it. The agi-legendary was somewhat disappointing compared to the Str one. Maybe I just need to go out all on-hib build with the 300% epic? :eek:
 
Level 6
Joined
Dec 3, 2012
Messages
243
Oh, you guys are making even more shit? How you even have the motivation when it's already so good, I have no idea :D

I found it. The agi-legendary was somewhat disappointing compared to the Str one. Maybe I just need to go out all on-hib build with the 300% epic? :eek:

Which agi hero you are playing currently?
 
Level 6
Joined
Dec 3, 2012
Messages
243
Hunter. I've gone full crit %/dmg, so it's not that great with that build. Maybe that's just my own fault for not planning properly =)

Depends on your crit items.

Although, I've got the same feeling - on-hit is better than crit build.

Edit: Here's the screen, @Qvelting

I was using Drought's Scimitar but replaced it with the Ring of Oblivion for the final boss.
 

Attachments

  • WC3ScrnShot_051317_134915_02.jpg
    WC3ScrnShot_051317_134915_02.jpg
    1 MB · Views: 117
Last edited:

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
2.3.6 update:

Progress with 2.3.6 stalled for a few days. Reason being that while it was very easy to come up with puzzles/quests/effects for certain class legendaries, it turned out to be tedious and annoying for others. And I wasn't even halfway through done with them... This lead me to rework the core system - all heroes will still have unique legendaries, but they will all complete the same big quest together.

It's worthwhile noting that this will significantly speed up the legendary creation process.
 
Level 2
Joined
Oct 4, 2015
Messages
11
I can't play the last version, gives the mensage "map file is too big". How fix this? last patch in Wc3, Win7 64 bits.
 
Level 1
Joined
May 17, 2017
Messages
1
im stuck for hours trying to find the 4th switch entrance thats blocked from rolling stone door,what do i need to open it? v2.3.5
 
Level 6
Joined
Dec 3, 2012
Messages
243
I think I've found a bug or sorta.

Playing Shaman in 2.3.3c. I've stacked a lot of health regeneration attributes - talent, items, flask, skills, glyph
What I've noticed was that if I cast Earth shield to boost my health regen even more, it causes the enemies to deal more damage to me. If I don't cast it, I tank noticeably easy.
Stats are: 5.5k hp, 30 armor, dmg reducing items + glyph/s.

It's a bit older version but dunno if anyone noticed this.
 
Level 6
Joined
Dec 3, 2012
Messages
243
I've found a big bug.

I was spinning and hitting some troll wizzards. After the Windstorm ended, my skills were all silenced. I died in order to see if that will fix the issue but it remained the same.

Also, I have the reset Q glyph learned.

2.3.5. version
 

Attachments

  • WC3ScrnShot_051917_174624_01.jpg
    WC3ScrnShot_051917_174624_01.jpg
    1.1 MB · Views: 107
Last edited:
Level 2
Joined
Oct 4, 2015
Messages
11
Now playing, thanks for give me the tip for update wc3.

Anyone have a website or a document with tips for this map? a lot of things for learning :D
 

Senneria

Hosted Project: SC
Level 6
Joined
Jan 17, 2015
Messages
165
Now playing, thanks for give me the tip for update wc3.

Anyone have a website or a document with tips for this map? a lot of things for learning :D
Nobody has compiled a list as far as I am aware. The amount of time that needs to be spent is quite vast. I've got recording and everything set, but unfortunaetly I've been ill so not made any progress on any Sunken City video content :(
 
Level 1
Joined
May 21, 2017
Messages
1
It's a very well map made, tons of fun, one of the best crawler maps I've played. However it has some questionable design decision that kill alot of the fun.

First of all, instagib traps and moves combined with limited amount of lives and a shitty wc3 save system can make the game unbearable later on. Instakills in general feel very cheap. It has more replay value than most maps for sure, but for a first time playthrough it can even kill the run since you dont know where the traps are or how to work around them to get the rewards. You end up wasting a lot of lives trying out things. Why even add lives to a map like this, I dont think it adds anything to it, maybe introduce a mode to remove them.

Secondly, inspecting aoe seems a little small, and since things are hidden in terrain, you end up inspecting every inch of everything which doesnt seem that fun to me. An example the small room south of waterworks where you find explosives. A single inspect should find them, but it seems even in such a small room you have to inspect very close to the pile of equipment to find them. Again, I dont see the value of it, since you should just see the explosives right away. This is more of an annoyance and I understand it's important for secretish and optional stuff. But hiding items in doodads or items looking like doodads that are important for finish the game is just annoying.

Another annoyance is the fact that you need to juggle items constantly. Keys, bowls of water, other usable items cant be used from backpack. This is very annoying for items that dont have a clear cut usage, and you end up trying to use them on anything that COULD have something to do with it.

The annoyances aside, the first issue is what I have the most beef with. Most people wont replay a map, and 5 hours in with just a few lives left, we'd have to save and recreate game constantly to avoid losing. I dont think we'll ever finish or replay it, which is a shame considering how well made the map is.
 
Level 2
Joined
Aug 25, 2016
Messages
14
Nobody has compiled a list as far as I am aware. The amount of time that needs to be spent is quite vast. I've got recording and everything set, but unfortunaetly I've been ill so not made any progress on any Sunken City video content :(

Sunken City 2.3.5 Hero Guide

I started a Class guide a while back; I did one class and then let it sit. If anyone would be interested in this I can work on it in my free time.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Instakills in general feel very cheap.
I agree. Traps will be revisited in the future.
Secondly, inspecting aoe seems a little small, and since things are hidden in terrain, you end up inspecting every inch of everything which doesnt seem that fun to me. An example the small room south of waterworks where you find explosives. A single inspect should find them, but it seems even in such a small room you have to inspect very close to the pile of equipment to find them. Again, I dont see the value of it, since you should just see the explosives right away. This is more of an annoyance and I understand it's important for secretish and optional stuff. But hiding items in doodads or items looking like doodads that are important for finish the game is just annoying.
I dunno if you realise this, but there are Blue Circles on the ground that you have to target. You don't have to target on random areas. If you have to target an area that does not have a Blue Circle, then it's either a Bookshelf or a terrain object described or eluded to by a Bookshelf.
Another annoyance is the fact that you need to juggle items constantly. Keys, bowls of water, other usable items cant be used from backpack. This is very annoying for items that dont have a clear cut usage, and you end up trying to use them on anything that COULD have something to do with it.
I can see it being annoying to newer players. The more you get used to which item goes where, the more organized things get and therefore less annoying.
The annoyances aside, the first issue is what I have the most beef with. Most people wont replay a map, and 5 hours in with just a few lives left, we'd have to save and recreate game constantly to avoid losing. I dont think we'll ever finish or replay it, which is a shame considering how well made the map is.
You are losing lives because you seem to have died quite a few times at traps, which, if you have more experience will know the locations of and won't even step in them in the first place.

Don't speak for other people:
Most people wont replay a map
cause I have managed a community in Garena/Discord for 5 years, overseed a Facebook page for 4 years and have had this comment section for 7 years. Trust me. Players WILL replay the map. Over. And over. And over again. If you won't - that's fine. Just pls don't speak for others.

Basically, if you think about it, all of your issues come from lack of experience:
-You keep stepping at 1-shot traps. I agree that the mechanic is outdated and as I have said, I will rework it. But let's look at things as they are atm: With each game, starting after the first 1, you already know where the traps are and you can easily avoid them.
-You stock a lot of items, because you still can't use them as soon as you can. I am sure you have many quest items stored that you put to use at a way later point than you can initially use them. While I can understand frustration coming from jiggling items around, it's a core tool that I have to work with when it comes to designing puzzles and building lore, so unfortunately they are staying.
-You are having issues with replaying the map. Sure, that's fine. A game cannot possibly fit everyone. But I am satisfied with the amount of replayabilty I have delivered to justify replaying the map atleast a couple of times with different heroes.

Thanks for your comment. TL;DR - traps will be revisited at some point.
 
Level 2
Joined
Jul 22, 2012
Messages
25
Druid
"The cooldown of Force of Nature has been reduced to 18 seconds down from 16 seconds." ? xD

Holy sh.t. Dat nerfs to PrimalG, poor boy, (edit, i just test it the first camps, it's very good in his role, he was so much op in the previus patch, no? XD)

Love the majority items changes, this version dosnt look like a #.#.X xD
 
Last edited:
Level 6
Joined
Dec 3, 2012
Messages
243
I didn't read at the changelog about introducing the new custom stat - Mastery.

Or did I miss it with all those blue letters around?
 
Level 6
Joined
Dec 3, 2012
Messages
243
Which agi hero gains the most agi per level? Rogue?

Also, how much HP per level str heroes gain in relation to the agi int hp buff now?
 
Last edited:

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Version 2.3.6 has just been hotfixed. A couple of issues have been addressed, so make sure to download the 2.3.6a version!


I didn't read at the changelog about introducing the new custom stat - Mastery.
Fixed.
Which agi hero gains the most agi per level? Rogue?
I believe it was the Rogue, yes. I don't have the map open before me, but it should be him.
Also, how much HP per level str heroes gain in relation to the agi int hp buff now?
STR heroes do not gain extra health per level. Never did.
 
Top