• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Warcraft 4 - New Content Patch (Naga, Nerubian, Tavern Heroes, Items)

293037-8d4c9b7e6fb3152ecccb866ebafdecf1.png



Warcraft IV brings fresh, innovative content while staying true to the beloved lore of the Warcraft universe.

This project introduces two of three meticulously crafted new races, each designed with an incredible focus on detail,
visual effects, and gameplay design. Players will discover new Tavern Heroes and items, expanding the strategic
possibilities and adding depth to well-known game.


Whether you're a longtime fan or a newcomer, Warcraft IV offers a unique posibility to enhance your RTS experience.






Please, do not export any resources from the map, that was not uploaded to the Hiveworkshop.

293038-7e32b739e05a2d5391b1c6ad3e2af883.png
293040-c7ddbb6d21288d57ace8e4cf86f732d2.png



293039-978423ab3c21da6403a151a4fe91cf62.png
293041-0a1b23b1580a8d3612d4551e2baf487b.png





Special thanks to @Keltalas10 for porting map scripts from Jass to Lua and new custom race pick system.
Special thanks to @Bawbz for the opportunity to provide you whole ladder map pool.
Special thanks to @Bleeq for custom burrow animations for Nerubians.
Special thanks to @KroLu and his community for the interest to the project and testing.
Special thanks to @Opheliax for detailed bug-reporting.

Patch 1.0
  • Royal Guards of Nerubian Queen are not longer 'Undead'.
  • Spawning Lair now have new utility ability - Select all native Nerubian eggs that are not hatching right now.
  • Some Nerubian Traps where rebalanced.
  • Nerubian Eggs armor type changed from Fortified 5 to Unarmored 5 to make it fragile.
Patch 1.1
  • Some typos fixed.
  • Possession and Charm bug was fixed.
  • Nerubian Traps icons removed from structures to make it more clean and stop icons from jumping around.
Patch 1.2
  • Almost all hero abilities rebalanced: mana, cooldown, possible targets.
  • Bug fixes.
  • New map pool.
Patch 1.3
  • Changes to tech tree. Architects removed.
  • Bug fixes.
Patch 1.4
  • Nerubian Queen now can heal herself with Healing Swarm.
  • Nerubian Egg max health reduced by 50.
  • Maps updated to the latest melee patch.
  • Turtle Rock now avaliable for playing!
Patch 1.5
  • Bug and balance fixes.
  • Huge map pool update.
Patch 1.6
  • Bug and balance fixes.
  • New race added - Naga.
Patch 2.0
  • Removed 5 seconds to research of Spider Nest.
  • 25 lumber cost of Feast-Swarmers ability reworked (removed repair disabling part, spiders spawn only if you attack ground or units).
  • Fire trap dmg increased.
  • Gatekeeper +1 base armor and new spell.
  • Ambushers Patient Hunter buff emprowed and now you can track the hiding duration.
  • Nerub tunnel - availbe without forge, but transfer ability are avaible at T2.
  • Nerubian Prophet 1 and 2 spell duration nerfed vs Heroes. Strings of Fate spread 18% not 20%.
  • Librarian 1 and 2 spells reworked.
  • Nerubian Flyer armor returned to Unarmored yet again.
  • Swarmer attack range reduced.
  • Webspinner attack range increased, damage reduced. Entomb Corpse now autocast by default.
  • Arachnids damage increased, HP increased.
  • Spider Lord food cost reduced to 7.
  • Brood Guardian HP increased.
  • Brood Guardian ability replaced with new one.
  • Reaver base damage increased.
  • Queen Scepter can be used directly on BroodGuardian with egg.
  • Abduct ability now allow to sacrifice abducted workers to Face the Void ability.
  • Face the Void ability reworked - now it is more efficient to low cost structures and less to expensive one.
  • Merciless One second ability reworked.
  • Merciless One aura a little bit nerfed.
  • A lot of bug fixes.
  • A lot of quality of life updates.
  • AI for computer fixed.
  • New secret item.
Patch 2.2
  • Toxic Slime now triggers only on enemies.
  • Nerubian Tunnels now repairable.
  • Turtle Caravan now can carry up to 4 items.
  • Spider Lord food cost doesn't change based on it burrowed state.
  • Fixed the bug when Naga Overseer icon multiply if there where not enought gold\lumber\food or when building is affected by Freezing Breath.
  • Naga Commander's Victory Blow damage increased from 20 to 30.
  • Naga Commander's Pillar of Conquest stun duration increased from 4 to 3\5\7 seconds (1.5\2.5\3.5 for Heroes).
  • Arachnathid's Poison Stinger ability reworked: now it is autocasted ability and damage is dealt over time.
  • Gatekeeper now is able to move while burrowed.
  • Gatekeeper aura reworked completely.
  • Prophet of Unseen's Strings of Fate damage reduced from 18% to 15%.
  • Vizier's Strong Dispel nerfed and moved to T2 while Enlightenment became T3.
  • Vizier's Insight also cause unit to never miss on attack.
  • Some typos are fixed.
  • Nerubian Eggs now hatch by one when multiselected.
  • New item: Wishbone
  • New Naga item: Staff of Exile
Patch 2.3
  • New Tavern Hero - Windlord
  • New Tavern Hero - Stonemother
  • Bug fixes and optimization
Patch 2.4
  • Maps translated to LUA.
  • New race selection system.
  • Gatekeeper removed from the game.
  • Nerubian Queen updated.
  • Giant Spider added to the Nerubian heroes.
  • Special effect updates for a lot of spells.
  • New icons for some spells.
  • Some models redesign.
  • New upgrades for Nerubians.
  • Maps optimization.
  • Maps size reduction.
  • Bug fixes.

Arcane Missile by Weep
Bondage by Vinz
BreathOfFireDamage by JetFangInferno
BTNSniper by -Grendel
CrushingWaveDamage by JetFangInferno
Fatal Wound by cotd333
Giant Spider Pack by HerrDave
GuardianAura by EnetheruAnuon
Heal by Vinz
Holy Light by Vinz
Mini Comet by 00110000
Nerubian Arbalest by -Grendel
Nerubian Behemoth by -Grendel
Nerubian Elder by -Grendel b
Nerubian Flying Bombarder by Burning_Dragoon5 by Burning_Dragoon5
PeeKay's LawOfBloodScroll Cast by 8512590215848
Shield Buff Pack by HerrDave
Sniper by -Grendel
Spell Markers by Vinz
Spore Cloud by doom_sheep
Tomb of Relics and Derivatives by Ujimasa Hojo
Valiant Charge by Vinz
Void Missiles by Vinz
Blood Beetle by Kenntaur
Nerubian Archmage by MatiS
Nerubian Infector by -Grendel
Nerubian Worker by Alok
Nerubian Guard by Callahan
NerubianWidow by Callahan
SpiderBlack by garfield
Altar of the Spider by Khazmo
Naga Royal Guard by Ujimasa Hojo
Tidal Guard by Hermit, Lord_T, Zerox
Naga Overseer by Misha
Naga Sea Witch by DeuceGordon
Turtle Caravan by AndrewOverload519
Tidal Surge by 00110000
Water Orb by JesusHipster
Naga Tidemistress by Tarrasque
Murloc Village by MasterHaosis :cgrin:
Naga Commander by Tarrasque
Tentacle by Frostwhiskey
Fathom Ray by GhostThruster
Brood Guardian by Draktar

Warcraft 3, Nerubian, Naga, Elementals, Warcraft 4, custom race, race, tavern heroes, world of warcraft, arachnids, murloc, murgul, update, neutral items, patch, melee, alternate melee.
Contents

Warcraft 4 - Autumn Leaves (Map)

Warcraft 4 - Gloom Stalker (Map)

Warcraft 4 - King and Country (Map)

Warcraft 4 - Shattered Exile (Map)

Warcraft 4 - Springtime (Map)

Warcraft 4 - Typhoon (Map)

Reviews
I'll start by saying that it's really nice that I can choose the race I wanna play in game and not actually pregame from the menu. I played it two times vs orcs then vs undead. I just wanna say that I literally have nothing to complain. Despite my...
Level 2
Joined
Sep 25, 2023
Messages
5
Also from the Grubby video- Love the new content! While I don't have super in depth knowledge about balance or the like so I can't exactly give much opinion on that, I do have a couple of bugs/typos I found.

  • As was mentioned, by Bleeq, the collisions on some of the mid construction Naga buildings is off to the point where specifically the reef basin, and sanctuarium can't be selected mid construction without bandboxing. This leads to some unfortunate side effects, such as being unable to use face the void on those structures, if the need somehow arises.
  • The description for the Nerubian upgrade Feast (Underground Temple) has the word immobilized misspelled as immobilazed.


Keep up the good work! Can't wait to see more!
 
Level 23
Joined
Feb 19, 2015
Messages
915
Also from the Grubby video- Love the new content! While I don't have super in depth knowledge about balance or the like so I can't exactly give much opinion on that, I do have a couple of bugs/typos I found.

  • As was mentioned, by Bleeq, the collisions on some of the mid construction Naga buildings is off to the point where specifically the reef basin, and sanctuarium can't be selected mid construction without bandboxing. This leads to some unfortunate side effects, such as being unable to use face the void on those structures, if the need somehow arises.
  • The description for the Nerubian upgrade Feast (Underground Temple) has the word immobilized misspelled as immobilazed.


Keep up the good work! Can't wait to see more!
Hello and welcome to the Hive! I appreciate you coming here.
Thank you for pointing out this things, will try my best to fix building selection, no luck so far.
 
Level 2
Joined
Sep 25, 2023
Messages
5
Hello and welcome to the Hive! I appreciate you coming here.
Thank you for pointing out this things, will try my best to fix building selection, no luck so far.
Appreciate the welcoming c:

In the meantime, I found another bug, that applies to both factions.
The Naga Commander ability War Command's cooldown can be bypassed completely if the Naga Commander has cloak of shadows. Despite the icon appearing as if it is cooling down, instead of preventing the player from using it, you can simply use it over and over. This isn't the case when Naga Commander isn't holding the cloak. This also applies to the Nerubian Librarian's Nerubian Archives spells.
 
Level 23
Joined
Feb 19, 2015
Messages
915
Appreciate the welcoming c:

In the meantime, I found another bug, that applies to both factions.
The Naga Commander ability War Command's cooldown can be bypassed completely if the Naga Commander has cloak of shadows. Despite the icon appearing as if it is cooling down, instead of preventing the player from using it, you can simply use it over and over. This isn't the case when Naga Commander isn't holding the cloak. This also applies to the Nerubian Librarian's Nerubian Archives spells.
Hey, thanks, that one was specific. Will be fixed in the next upload.
 
Level 2
Joined
Sep 25, 2023
Messages
5
Got another one for you.
It seems on Turtle Rock, the Naga Tidemistress' riptide ability can't hit any of the turtles. I'm not sure if this is a bug or intentional. It seems to hit everything else, including the Murloc Tiderunners and Murloc Nightcrawlers on the map Amazonia, which feels like a weird inconsistency since they're both aquatic, which leads me to believe it's a bug.

Second, something that is less a bug and more a suggestion. Would it be possible to add random to the race selection menu? If not that's totally understandable, just something that would be nice to have.

Finally, a question. Is there a better place for me to report bugs or the like? It feels a bit bad to be spamming the comments every time I find something, regardless of how small.
 
Level 2
Joined
Sep 25, 2023
Messages
5
Have another bug to report here, since discord was being stinky and didn't like the link. (I'll send a friend request later, if that's acceptable.)
It seems that Monsoon Aura applies to enemy units, as well as friendly units, contrary to the description which says it should only work on friendly units. It was definitely a fun surprise.
 
Level 2
Joined
Oct 4, 2023
Messages
2
Hey) Sorry im new here. I downloaded this patch, but inside there are only maps, how to get new races? they are not shown anywhere...

Thank you in advance!
 
Level 23
Joined
Feb 19, 2015
Messages
915
Hey) Sorry im new here. I downloaded this patch, but inside there are only maps, how to get new races? they are not shown anywhere...

Thank you in advance!
Hello.

1. Donwload the maps
2. Put them in your Maps folder
3. Run Warcraft 3 with Battle.net
4. Select any of downloaded maps and run it

You will be able to choose new race ingame.
 
Level 2
Joined
Oct 4, 2023
Messages
2
Hello.

1. Donwload the maps
2. Put them in your Maps folder
3. Run Warcraft 3 with Battle.net
4. Select any of downloaded maps and run it

You will be able to choose new race ingame.
Thank you for quick answer, however when i start the game(map) i dont see an option to choose race. What can be done?
 
Level 2
Joined
Sep 25, 2023
Messages
5
Back with more to report. Hope these have been more helpful than annoying- first though, love the ui for the two new races, and appreciate the addition of random!

General
1. So, it seems since this update, matches vs ai have broken- the ai will still try to play, up until the point where they build their altar, after that it seems like their ai just locks up. Not sure if this is within your control, but it's worth mentioning just in case.

Naga
1. Not sure if this is intentional for balance reasons, or a bug, but by default murloc slaves gather 10 lumber (with overseer presence) but only gather 8 with overwork active. Feels weird, but if it's for balance, totally understandable.
2. The Description for the naga myrmidon unit has the typo "can learn Pind down" instead of "can learn pin down". In the same vein, the Pin Down description has a couple of typos. "So that it cannot move and than slow it afther that" should be "So that it cannot move, and then a slow after that" or the much less wordy "So that it cannot move, followed by a slow" or similar.
3. This is pretty nitpicky, but the description for "Mrglgrl!" says that it "last 6 seconds" as opposed to "Lasts 6 seconds".

Nerubian
1. The "Spider Nest" upgrade description mentions that gatherers and nerubian workers both can become invisible while near Nerubian buildings. Now, either I'm blind, or nerubian worker units just don't exist- I'm assuming the description mentioning them is an artifact from a previous version, but it's very possible I'm oblivious.
2.For Webspinners, the "Sticky Trap" ability has the description refer to the ability as "Spider Trap". Not sure if this is intentional, seeing as how the timed life of the trap is also called "Spider Trap", whereas the unit for the trap is named sticky trap.
3. A purely visual bug. This might just be an engine limitation, but the circle (hole?) in the top of the Royal Treasury building allows you to see through the building. Far from game breaking, but it is kind of funny being able to see grass through a structure's walls.

That's all I have for now! Keep up the good work!
 
Level 26
Joined
Jun 4, 2023
Messages
336
Patch 2.2
  • Toxic Slime now triggers only on enemies.
  • Nerubian Tunnels now repairable.
  • Turtle Caravan now can carry up to 4 items.
  • Spider Lord food cost doesn't change based on it burrowed state.
  • Fixed the bug when Naga Overseer icon multiply if there where not enought gold\lumber\food or when building is affected by Freezing Breath.
  • Naga Commander's Victory Blow damage increased from 20 to 30.
  • Naga Commander's Pillar of Conquest stun duration increased from 4 to 3\5\7 seconds (1.5\2.5\3.5 for Heroes).
  • Arachnathid's Poison Stinger ability reworked: now it is autocasted ability and damage is dealt over time.
  • Gatekeeper now is able to move while burrowed.
  • Gatekeeper aura reworked completely.
  • Prophet of Unseen's Strings of Fate damage reduced from 18% to 15%.
  • Vizier's Strong Dispel nerfed and moved to T2 while Enlightenment became T3.
  • Vizier's Insight also cause unit to never miss on attack.
  • Some typos are fixed.
  • New item: Wishbone



I've got a couple days off so I'm gonna take a look at the updates and finally give my opinion of the Nerubian heroes too :slp:
 
Level 27
Joined
Jun 11, 2017
Messages
839
Played it again, on Amazonia, as Nerubian.

Played against Computer (Easy) to test out potential Nerubian strategy by using flyers only. My enemy was undead and he didn't build any anti-air setup, so I easily smashed him in macro.

However I noticed a strange error - maybe AI turns off when load save game, or maybe it has lost all of its resources dunno.
 
Level 1
Joined
Nov 2, 2023
Messages
1
Watched the game through Grubby at Youtube and i enjoyed watching people playing this map.
However I'm currently having a problem where the maps won't show up in Custom Game selection in-game. I hope I could get some answers as soon as possible as I cannot wait to play the map itself. Thanks!
 

deepstrasz

Map Reviewer
Level 73
Joined
Jun 4, 2009
Messages
19,694
Seems like a really nice altered melee mod. Not sure about the balance though. For instance Nerubian have burrow and traps but the naga move on water and submerge (or maybe not) which could be a counter between the two but overpowered against the other races. Nerubians seem kind of overpowered being invisible in their base (oh wait, so it's only for workers? Hmm, they all have the aura on them, maybe make it have a movement speed effect on the others?). Counter intuitive for the murlocs instead of the spiders to be lost with the building process xD
  1. Love the nerubian build animation although it doesn't make sense in non-cave maps as the web comes from the sky.
  2. Think Scroll of Secrets could have just temporarily blocked invisibility detection not also do what the night elf scroll does.
  3. Patient Hunter's buff text is red. It can be recoloured manually by writing the green code text: |cff21bf00Patient Hunter|r or |cff32cd32Patient Hunter|r
  4. Abilities could have QWERTY style hotkeys.
  5. Would be neat if Deadly Venom would actually add a poison (i.e. DPS or attack +/- move speed lowering bonus) not just bonus damage.
  6. The Spider Lord might be too powerful underground, invisible and with fortified armour.
  7. Orb of Water=Orb of Fire (the pre-1.32 one).
  8. Staff of Exile=Staff of Preservation or what it's called from the night elves.
  9. Caustic Gas doesn't say how much damage it does.
  10. The funny thing is that the Ray can use the explosive gas even if it deflates.
  11. The Royal Guard is now a sea dryder femme fatale xD
  12. Conquer and War Command have icons already used in the game (Death Mask; Orc Rally Point).
 
Level 23
Joined
Feb 19, 2015
Messages
915
  1. Patient Hunter's buff text is red. It can be recoloured manually by writing the green code text: |cff21bf00Patient Hunter|r or |cff32cd32Patient Hunter|r
That is really very nice tip, for some reason I was sure it is not possible! Thank you
  1. Orb of Water=Orb of Fire (the pre-1.32 one).
Not 100% really, it deals % of damage, just an upgraded version of the orb than there are no more.
  1. Staff of Exile=Staff of Preservation or what it's called from the night elves.
It's opposite of it - work on enemies only.
Agree with pretty much all of it and actually glad you could tried it, thanks mate, you are also 5/5!
 
Level 23
Joined
Feb 19, 2015
Messages
915
Any background on the Stonemother?
Where'd the model come from?
Is there a backstory?

I'd ask what she does but the answer will be "download the new patch", lol
Stonemother are Earth Lord among with other Fire, Air and Water Lords in Warcraft universe.
Her model made by me, and yes, you better download and try it yourself :)
 
Level 17
Joined
Sep 24, 2009
Messages
1,575
Best custom race map I have ever played, and trust me, I have played majority, if not all of them.

Here are some of my suggestions:

NAGA

1. Turtle Caravan has 25 less health than Giant Turtle and also is Mechanical (makes no sense, only if it is some kind of game limitation)
2. Naga Tidemisstresses' ultimate Eye of the Storm was not dealing any damage to units. The lightning would struck the ground, but they wouldn't take any damage.

NERUBIAN

1. Nerubian Flyer's fire spitting attack is kind of stupid. I have read here your logic behind it, but still, I am not sold on it. There are like 10 different flying Venomspitters and one random Flamespitter and you have still decided to use fire based attack. Also, name is kind of too generic. Like if Chimaera was called Night Elf Flyer.
2. I would add something extra to Arachnathids. Maybe an upgrade so they are able to attack building while underground or ability to use Poison Stinger while underground.
3. If I queued to research all 3 traps at the same time, the game would let me do it.
4. I would make Swarmer's critters uncontrolable. Free units are always scary. I am sure if thoroughly tested people would be able to abuse it somehow.
5. I would make Brood Guardian's Chitin Shield cost mana. Ability is pretty strong with only 20 seconds downtime. There is little to no skill expression connected to that skill at the moment. It is just "fire and forget" skill majority of the times.
6. I would change Spiderlord's attack while not burrowed to Siege. First, it fits it's theme perfectly, second you are only having 1 siege unit as Nerubian and third, at the moment, roles of Spiderlord and Brood Guardian are a little bit overlapping. Also, I would add Spiked Carpace upgrade to it while burrowed. Just because of those spikes animation it currenlty has.
7. Kind of strange that Everfrost Ziggurat is not having Frost attack.
8. Widow's Deadly Venom should also add poison attack to the target. It is a venom after all, and it is kind of boring ability at the moment.
9. Webspinner's Entomb Corpse has -20 mana cost. I was hoping it would restore 20 mana when you use it, but nothing happened. Maybe is bugged, if not, it would be much needed addition to that spell. I respect the lore-friendliness, but it needs something extra.
10. I would change colors of Gatekeeper. That red really doesn't fit Nerubian's aesthetics. Also his ultimate summons needs another model. They have the same ones are Arachnathids while in the description is written "scarabs".
11. Prophet of the Unseen is kind of boring hero design. Ultimate is the only cool thing about it. I have read that you wanted to have a hero with dispel magic, but she needs something more to make her more stand out.


NEUTRAL

1. When I used Windlord's Airborn ability, Forest Troll was dealing no damage to the hero for the duration.

Regarding voices. I can see a lot of people using AI today to make unique voices for the heroes. I am not sure is that possible for you or not, but if not, why not use fitting voices from other games? Like what you did for Naga Overseer where you have used DOTA 2's Slardar voice. Or, at least, my suggestion is, not to use same voices in the same race. There are like 3-4 different Nerubian units using Crypt Fiend's voice or Naga unit's using Naga Siren's voice. I know they fit those models the most, but sometimes gameplay is more important.

Looking forward for future updates. I am sad to hear that you have only decied to make 3 custom races, but I respect the decision. Kind of curious what is gonna be the last one. Thinking between Burning Legion, Broken Draenei, Fel Orcs and Goblins. My money is on Burning Legion, but we will see.
 
Level 23
Joined
Feb 19, 2015
Messages
915
@MogulKahn Hey, thank you a lot for admiring my work, much appreciated!

Right now I am working on big update that will touch race selection system, script language, new better effects, balance changes, new Tavern Hero and more, so some staff was already implemented.
1. When I used Windlord's Airborn ability, Forest Troll was dealing no damage to the hero for the duration.
When Airborned Hero reflect ranged attacks back to attackers.
1. Nerubian Flyer's fire spitting attack is kind of stupid. I have read here your logic behind it, but still, I am not sold on it. There are like 10 different flying Venomspitters and one random Flamespitter and you have still decided to use fire based attack. Also, name is kind of too generic. Like if Chimaera was called Night Elf Flyer.
The decision was to add contrast agains another flying unit that spits acid. Also there are plenty of ther green special effects, so bright orange suit well in that matter. For now will stick to it.
2. I would add something extra to Arachnathids. Maybe an upgrade so they are able to attack building while underground or ability to use Poison Stinger while underground.
Yes, I feel like they are often ignored. Will try to come up with better design.
3. If I queued to research all 3 traps at the same time, the game would let me do it.
Will be fixed!
7. Kind of strange that Everfrost Ziggurat is not having Frost attack.
Can't take own design of Nerubian Tower form Undead :c Will probably rework whole tower idea.
It is just "fire and forget" skill majority of the times.
It's like Berserk ability for Troll Headhunter. Some abilities must be simple to use.
9. Webspinner's Entomb Corpse has -20 mana cost. I was hoping it would restore 20 mana when you use it, but nothing happened. Maybe is bugged, if not, it would be much needed addition to that spell. I respect the lore-friendliness, but it needs something extra.
It should restore mana.
 
Level 17
Joined
Sep 24, 2009
Messages
1,575
Hmmm, I recall Windlord having like 30% to reflect the attack. But he was always at full health while creeping while ability lasts. Maybe I was just incredebly lucky.

Well, Berserk has downside of taking extra 20% damage. So, there is still skill involved there. Sometimes you won’t activate it because you risk your Troll Berserker’s dying faster. Your spell has no downside. Maybe reduce their movement (and attack) speed for the duration?

I have tested Entomb Corpse on 3 different occassions, and it was never restoring their mana. Strange.
 
Level 17
Joined
Sep 24, 2009
Messages
1,575
Burrow without upgrade requirement sounds OP, especially in the early game.
Select Nerubian eggs required "Berserker upgrade".
Spider Nest required "Tree of Ages".
That new upgrade for Brood Guardian (which is amazing, btw) is called Stronghold and icon was Chaos Knight's Crit from DOTA 1. Strange choice, if not an oversight.
Nerubian Queen voice has no commands when you move her around, only when you click on her. For a hero that you listen the most, it would be maybe better to use another voice? Mana Drain of the Healing Swarm seemed to low. There is also a typo in her ultimate description.
Giant Spider's Unstopable Growth is crazy OP. It should be 5/10/15 STR, maybe even less. He is also getting damage as a STR hero from that. I would also remove tree destroying from the game completely. While cool on paper, I find it too imbalanced in PvP. Also, his ulty should make him unable to move for the duration. Taking hero from the game for 12 seconds is crazy good. Giant Spider title sounds too generic. My suggestions are Bone Devourer or Deep Crawler. After growing, it is hard to pick up item with the hero. Looks a little bit buggy.


Upgrade placements in both, Naga and Nerubian are all over the place. Some are up, some are down.
Also, are you planning to add more units to Nerubian? Because every vanilla and also Naga race has at least 11 units in the game.


This is just advice, but I would rather use this: Crypt Drone or this: CryptGuard model for Flyer. The one you are using now has pretty strange and wonky animations.
 
Level 26
Joined
Jun 4, 2023
Messages
336
Burrow without upgrade requirement sounds OP, especially in the early game.
Select Nerubian eggs required "Berserker upgrade".
Spider Nest required "Tree of Ages".
That new upgrade for Brood Guardian (which is amazing, btw) is called Stronghold and icon was Chaos Knight's Crit from DOTA 1. Strange choice, if not an oversight.
Nerubian Queen voice has no commands when you move her around, only when you click on her. For a hero that you listen the most, it would be maybe better to use another voice? Mana Drain of the Healing Swarm seemed to low. There is also a typo in her ultimate description.
Giant Spider's Unstopable Growth is crazy OP. It should be 5/10/15 STR, maybe even less. He is also getting damage as a STR hero from that. I would also remove tree destroying from the game completely. While cool on paper, I find it too imbalanced in PvP. Also, his ulty should make him unable to move for the duration. Taking hero from the game for 12 seconds is crazy good. Giant Spider title sounds too generic. My suggestions are Bone Devourer or Deep Crawler. After growing, it is hard to pick up item with the hero. Looks a little bit buggy.


Upgrade placements in both, Naga and Nerubian are all over the place. Some are up, some are down.
Also, are you planning to add more units to Nerubian? Because every vanilla and also Naga race has at least 11 units in the game.


This is just advice, but I would rather use this: Crypt Drone or this: CryptGuard model for Flyer. The one you are using now has pretty strange and wonky animations.

The Drone one is cute, you could definitely make that work by changing the skin to a different nerubian instead of the dead one. I think it depends heavily on what you want the unit to be and achieve, is it a fast raider or anti-air, a sieger or heavy battering ram like griffons etc.

I don't remember the Unstoppable Growth ability, I'll need to download your map again it looks like lol.
One of my Kobold heroes has naturally very high strength gain (like 12 per level), so that sounds pretty similar :/ But he also starts VERY low. ~350hp at level 1.

BTW, this wont be popular but I think most races have TOO MANY units, all TFT ones I would remove at least 1 unit. So is that 10 units total?

  • Humans would lose Spell Breakers. I would add a tier 3 upgrade to make footmen magic immune.
  • Undead lose statues. Destroyers become trained like normal units. I'd make a few other changes too.
  • Night elves lose Mountain Giants. I don't think I'd change anything else. Maybe make bear druids less squishy in caster form.
  • Orcs lose Spirit Walkers, Stasis Trap replaced with Spirit link.
    • You can't res tauren anymore but I would make them hit a bit harder.

Maxwell, I noticed a lot of little buggy things like Moghulkhan says when I played, but I wouldn't worry too much about it. Maybe you can polish all those little things when you are done adding cool stuff.

ED: Maybe you fixed it already, but when I played there were quite a few little bugs in abilities that used triggers.
I think the queen had a summon that guards her, but the damage return ability made him immune to some types of damage or something. I remember ranged creeps attacking him and doing literally 0 damage.
Stuff like that.
 
Last edited:
Level 37
Joined
Sep 17, 2010
Messages
2,826
The Drone one is cute, you could definitely make that work by changing the skin to a different nerubian instead of the dead one. I think it depends heavily on what you want the unit to be and achieve, is it a fast raider or anti-air, a sieger or heavy battering ram like griffons etc.

I don't remember the Unstoppable Growth ability, I'll need to download your map again it looks like lol.
One of my Kobold heroes has naturally very high strength gain (like 12 per level), so that sounds pretty similar :/ But he also starts VERY low. ~350hp at level 1.

BTW, this wont be popular but I think most races have TOO MANY units, all TFT ones I would remove at least 1 unit. So is that 10 units total?

  • Humans would lose Spell Breakers. I would add a tier 3 upgrade to make footmen magic immune.
  • Undead lose statues. Destroyers become trained like normal units. I'd make a few other changes too.
  • Night elves lose Mountain Giants. I don't think I'd change anything else. Maybe make bear druids less squishy in caster form.
  • Orcs lose Spirit Walkers, Stasis Trap replaced with Spirit link.
    • You can't res tauren anymore but I would make them hit a bit harder.

Maxwell, I noticed a lot of little buggy things like Moghulkhan says when I played, but I wouldn't worry too much about it. Maybe you can polish all those little things when you are done adding cool stuff.

ED: Maybe you fixed it already, but when I played there were quite a few little bugs in abilities that used triggers.
I think the queen had a summon that guards her, but the damage return ability made him immune to some types of damage or something. I remember ranged creeps attacking him and doing literally 0 damage.
Stuff like that.
So, Reign of Chaos techtree? Those units didn't exist until TFT
 
Level 23
Joined
Feb 19, 2015
Messages
915
The Drone one is cute, you could definitely make that work by changing the skin to a different nerubian instead of the dead one. I think it depends heavily on what you want the unit to be and achieve, is it a fast raider or anti-air, a sieger or heavy battering ram like griffons etc.
I was actually preparing the additional unit, but it was scrapped right before last update release. It was suppoused to be a strong air unit with glaives, something between Gryphon and Windrider. Tho I could not come up with an upgrade for it, to be both not repetative, and useful. So if you guys have ideas - come to discord and let me know, I would like to change that.

And thank you for chearing up.
 
Level 17
Joined
Sep 24, 2009
Messages
1,575
Suggestions:

Abduct - Pulls a target unit to a location of a <<name of the unit>>. (you can also Abduct your eggs.)
Parasitic Host (passive) - When killed infect all nearby enemy units with parasite that lasts for 10 seconds. If killed they spawn Broodling (that brown, temporary one).
Consume - Sacrifice target friendly unit to heal <<name of the unit>> for X% of target’s health.
Envenom (passive) - Deal double damage to slowed or disabled units.
Swarm Host (passive) - Drop 3 eggs on death.

You can choose one or combination of these.

Also, I would like to add that every vanilla race has 2 auras per race.
Human - Brilliance and Devotion
Orc - Endurance and Command
Undead - Vampiric and Unholy
Night Elf - Trueshot and Thorns
 
Level 23
Joined
Feb 19, 2015
Messages
915
Suggestions:

Abduct - Pulls a target unit to a location of a <<name of the unit>>. (you can also Abduct your eggs.)
Parasitic Host (passive) - When killed infect all nearby enemy units with parasite that lasts for 10 seconds. If killed they spawn Broodling (that brown, temporary one).
Consume - Sacrifice target friendly unit to heal <<name of the unit>> for X% of target’s health.
Envenom (passive) - Deal double damage to slowed or disabled units.
Swarm Host (passive) - Drop 3 eggs on death.

You can choose one or combination of these.

Also, I would like to add that every vanilla race has 2 auras per race.
Human - Brilliance and Devotion
Orc - Endurance and Command
Undead - Vampiric and Unholy
Night Elf - Trueshot and Thorns
Your suggestions are great but already appear in that or other way in Nerubian race.
And Nerubians have 2 Auras - Erudite aura and Broodmother Aura.
 
Level 26
Joined
Jun 4, 2023
Messages
336
So, Reign of Chaos techtree? Those units didn't exist until TFT

It added and changed lots of other things too. Is any addition automatically a good thing? Or useful?
Would it really be an improvement for each race to have like 30 units, if most of them were pointless or bad for balance?

I very strongly think it's silly to have two Orc casters that aren't even that useful and then they add a third one. They should fix the first ones.
And Humans already had the best magic dispels and then they give them total immune unit that STEALs buffs? There's something wrong with a unit when a mirror match devolves into only those units:
Human-mirror.jpg
Your suggestions are great but already appear in that or other way in Nerubian race.
And Nerubians have 2 Auras - Erudite aura and Broodmother Aura.

I was just about to write this lol. I didn't know about the broodmother one tho. TBH it probably got changed ages ago. I should keep up to date.

ED: oh yeah and about the flier, what if we made it into a wasp that works like a gargoyle? Stabs fliers hard, shoots weak stingers at the ground.
Then nerubian air units would be like garg and chimaera replacement combo. Really just depends what strengths or weakness you want for nerub fliers.

My kobolds atm have a glass cannon anti-air flier that dies in seconds to ground units, and a sort of tanky raider that loses one-on-one with most things.
Air is supposed to be one of their weaknesses.
 
Last edited:
Level 17
Joined
Sep 24, 2009
Messages
1,575
Your suggestions are great but already appear in that or other way in Nerubian race.
And Nerubians have 2 Auras - Erudite aura and Broodmother Aura.
Well, that was my aim, to stay close to the race theme.

And yea, I completely forgot about Lorekeeper. I played last game with other 3 heroes…

I wil try one more time:

Blend - Make <<unit>> invisible for X seconds (maybe they can also attack while invisible through duration).
Insatiable Hunger - Sacrifice target friendly minion to increase damage of <<unit>> by X and gain lifesteal for a duration.
Swarm - gain X bonus attack for each <<unit>> in 300 AoE. (So more of these units you have, more attack they gain from each other).
Paralising Venom - 10% chance to stun non-hero unit for X seconds.
Adaptation - every newly trained <<unit>> gains one random of the following effects: bonus attack and movement speed, bonus damage, bonus health points and health regen, bonus range, bonus armor. (You can also go more interesting like evasion, lifesteal, crit, etc.)
 
Last edited:
Level 17
Joined
Jul 16, 2007
Messages
1,390
I just tried it, I was skeptical at first because of the many custom races I've tried over the years.

In all honesty, this deserves a Directors cut.

The new races are not only original and carefully thought out, but they are complete.
I found it harder to play with the Naga, some semblance to Orcs, I suppose they are the caster race.

Amazing job, can't wait for the next races, and also, a campaign if in order.
 
Level 23
Joined
Feb 19, 2015
Messages
915
Updated with a new pool of awesome maps for you to play and experiment with.
Glad I found an algorithm to scale the map pool properly without losing data. I'll probably update and rework the map pool from time to time so the project resource will still be available for download without too much file size, but at the same time there won't be the same maps that get boring over time.
 
Level 2
Joined
Sep 9, 2024
Messages
2
Good work, are there any plans to add new races to the competition? Like the Scarlet Crusaders, Blood Elves, Black Empire, etc.
 
Played it again, on Amazonia, as Nerubian.

Played against Computer (Easy) to test out potential Nerubian strategy by using flyers only. My enemy was undead and he didn't build any anti-air setup, so I easily smashed him in macro.

However I noticed a strange error - maybe AI turns off when load save game, or maybe it has lost all of its resources dunno.
its a thing present even in vanilla, if you endure enough against any ai difficulty, eventually it'll both run out of resources and even stop responding. after that, its not programmed to deal with extra resources given, even if you cheat them in
 
Top