Xnd Hero Siege 1.51

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

The "Xnd Hero Siege" project
Welcome to the Xnd Hero Siege project's page. This is a project initialized in 2019 by Ricola3D, an addicted player of Sogat's X Hero Siege who was terribly desapointed by Sogat retirement and the fact that X Hero Siege had been not evolving for years. The project is based on the X Hero Siege 3.33 map, the latest stable version released by Sogat. I started it alone, but want it to be a collaborative projet : I am looking for contributors, so if you have ideas or development skills, feel free to join !

Concept
The spirit is to keep the essence of version 3.33, but fix the bugs, improve the balance and improve specific points. I also want to add some fun, but with always keeping the original spirit. A regular player of X Hero Siege 3.33 should be able to master this map quickly and without effort ! Therefore this is not a copy of Sogat's work. Aside annoying bugs fixed, there are major improvements, mainly to enhance the balance, teamplay or fun ! For v1.0, there are 2 new heroes, auras have more range and apply on wards, caster and summoners remain efficient in late game, etc...



Description

How-to play ?

Evolution from Hero Siege 3.33

Complete features list

Changenotes

Screenshots

Credits



Map Description

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

Players
1-8 (no IA)

Game duration
~ 45-90 minutes

Language
English

Compatible versions
Warcraft 3 Reforged is needed to play this map. New versions are tested with last live patches, but should be compatible (in theory) with patch 1.32 or newer.

Gameplay

Beginning

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

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


Defend the Castle

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


If the castle is destroyed, you lose the game.

Special Events

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

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

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

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


Stopping creeps

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

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

Final wave

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

Late game bosses

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

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

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

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

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

Victory

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


Comparison to X Hero Siege 3.33 (by Sogat)

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

Life changing features

Majors changes

Bug fixes

Other changes


Life Changing features
you don't find in X Hero Siege 3.33
:carr: New Hero selection & modes dual+same, dual+random
:carr: Host can be changed or leave without concern.
:carr: 3 new heroes: Runemaster, Stone Giant and Myrmidon.
:carr: 12 new items
:carr: -bt command is always enabled. New -bl command to buy levels, New -bd command to buy attack damage, New -gg & gl command to give gold/lumber to selected ally, New -gtl & -ltg command to convert gold into lumber and lumber into gold.
:carr: No more exp lost when switching heroes in Dual mode !
:carr: Finally all auras range x3.
:carr: In late game, spells do massive damages, and minions are powerful and tanky.
:carr: (All) Hero Images cannot cast boring spells that ruin it: anti-magic shield, heals, entrave, banish, archimonde's form...
:carr: Many spells balanced or replaced.
:carr: Lifesteal works with any attack.
:carr: Bosses now have dangerous spells to dodge and play around.


The following improvements have been made:
  • New select modes: Dual Random & Dual Same.
  • New heroes: Runemaster, Stone Giant & Myrmidon.
  • Buy tomes: -bt command always enabled.
  • Buy levels: new -bl command.
  • Host: Can be transfered with -host <name/color/number> command. Automatically given to top score player on leave.
  • New items: 12 new items (3 merchants).
  • Super items: Can be bought for a high price.
  • Charged items: you can stack and split them.
  • Balance: All stats (allies & ennemies) balanced. Minions boosted in late game.
  • (All) hero image: boring spells removed (shakle, anti-magic field, ...). Clones stats do not take into account items & skills attribute bonus.
  • Dual heroes: Inventory are fully shared (even cooldowns). Events reset CDs of both heroes.
  • Cleave: Fixed, do not ignore armor anymore, and really do 100% damages (you will see the difference early game).
  • Buying level tomes: new command -bl.
  • Leavers: their hero is pickable again. Their gold is shared between remaining players.
  • Close way/open way works for ways 2 to 8, and iceway 2.
  • Shared control: allies hero portraits are visibles, switch is possible.
  • Bosses:
    • spell immunity ability changed to resistant skin.
    • Rear attacks do +20% damages, and 10% chances of rear strike with x3 damages. Flank attacks do +10% damages, and 5% chances of flank strike with x3 damages. Works with spells too.
    • bosses use spells than will force players to play around
  • Farm event: creeps take +500% damages from spells.
  • Attack types: all attack types do 100% damages to hero armor (piercing, siege, spell, magic).
  • Life steal abilities: work with any attack type (orb, ranged, ...).
  • Damage return abilities: now returns a fixed amount + a percentage of damages taken before armor reduction. Works vs melee & ranged attacks.
  • Summons: most summons gain a mini-cleave or mini-splash at level 3.
  • Shops: removed items start & replenish cooldowns. Castle now sells same items than Goblin Merchants. Merchants sell more items classed in 5 categories. Added possibility to convert goold into lumber and vice-versa. Potions of Greater Healing automatically used to save the hero while he's shopping.
  • Farm Event: spawn rate limited to 1 wave per second.
  • Survivals: bounty from ghouls, orc skeletons, death revenants & magnataurs is proportional to player count.
  • Rebuy: when your hero dies, you can rebuy at the cost of 5000 gold with -rebuy command.


  • Dryad: multishot now works properly in late game.
  • Random: not available before settings selection anymore (caused bugs).
  • Leavers: check for stuck items or events.
  • Dual hero: no more exp lost by switching heroes. 2nd hero may be picked later.
  • Banehallow cinematic: no more 2nd hero misspositioning.
  • Blizzard bugs: workaround to fix orb of slow and similar abilities.
  • Earth/Fire/Storm Brewmaster: could not attack air units.
  • Banish: damages from fan or rockets and similar spells were nulified.
  • Some heroes missed the glow effect.
  • After special events, unselected heroes are not unpaused.
  • Boss: invulnerable before you fight them, to avoid glitches & cheats.
  • Tomes & other power-up items: do not memory leak anymore.
  • Plasma rifle: do AOE damage vs air units & buildings.
  • Dual hero: switch keeps item cooldowns.
  • Targeting: Fixed abilities that cannot target non-organic ennemies, air ennemies, non-organic allies, ward allies.
  • Game was stuck at captains stage when playing Easy mode in solo.
  • Using close way command to close the last opened way stuck the games.
  • Silent assassins, Lighhtning Attacks, Dragons Attacks could sometimes happen during cinematics (paused phases).
  • Some heroes had wrong start mana or mana regeneration.



  • Kick command is now possible with name (case sensitive), color or player number.
  • Extrem ennemy heroes give a gold bounty equal to their stats.
  • Cooldowns: various cooldowns reduced.
  • Mirror images & Clones: get damage, defense and attack speed bonus. Get autocasts.
  • Minions can use the 2 teleport circles behind the ice pillars to reach the boss zone.
  • Muradin event: cannot place wards or phoenixes in water anymore.
  • Farm event: rock golems are not magic immune anymore.
  • Farm event: improved sheeps/corpses/tree spawn.
  • Cinematics: shortened final wave cinematic.
  • Boss phase: hero revive timer is reduced from 120s to 45s during this phase. Stats improved to compensate for armor damage reduction nerf.
  • Code reliability and performances improved.
  • Shops: Tome of Power max stop changed to 3. Amulet of the Wild cooldowns divided by 2.
  • Corpses: removed after 8s instead of 5 (for spells that need them).
  • Special events teleportation circle: your minions are teleported along.
  • Claws of Attack: damage bonus increased.
  • Added some text indications & mini-map pings for beginners.
  • Heroes: initial health points increased by 400 to compensate for armor damage reduction nerf.
  • Gold bounty from extrem heroes is now equal to the sum of their stats.
  • Dragons packs & assassins pack size capped to 20.
  • Damage return works vs ranged & spell attacks.
  • Waves 9 to 12 (after farm event): bounty x2.
  • All heroes stats have been uniformized (life, mana, defense, stats...).
  • Move speed bonuses stack.
  • In Extrem 4, added a reminder 30s before level 2 for "-extreme" command.
  • At the end of the following events units & items are cleaned: Ring of Superiority, Lightning Sword, Farm.
  • Necropolis, Spirit Towers, Ice Towers & Death Towers are invulnerable if way is closed, and destroyed at next stages.
  • Ice ways: right one does not open in single player mode.
  • Added a reminder message to open last unused ways before next stage.
  • Removed useless "-random <number>" command.
  • 4 Generals: reward increased to 300 000 gold + 300 lumber.
  • Added heroes name in pick area.
  • Ankh of reincarnation: delay reduced to 5s, and a armor/hp regen buff of 3s apply after ressurecting.
  • Shops acquisition range increased to 800.
  • Skills:
    • Aerial shackles (Bloodmage): 500 damage per second. CD reduced to 30s.
    • Anti-magic Shield (Archmage): replaced by Frigid Protection.
    • Anub'Arak's Claw (Crypt Lord): attack speed increase 75%, cooldown 60s.
    • Attribute Bonus (Warden): +50 bonus per hero level.
    • Banish: is now a short duration spell (4s).
    • Blizzard (Archmage): boosted.
    • Bomb Trap (Shadow Hunter): damage doubled at level 4.
    • Breath of Fire: stats uniformized between Blood Mage, Pandaren & Fire.
    • Burning oil (Bloodmage): range/damage +25%.
    • Carrion Beetles (Cryptlord): attack speed increased.
    • Carrion Swarm (Dreadlord): damage boosted, cooldown reduced.
    • Chaos (Dreadlord): damage boosted, cooldown reduced.
    • Clone (Marine): can target wards and invulnerable. Come with you in farm event.
    • Cripple (Warlock): debuff boosted. Mana cost reduced to 100.
    • Critical Arrows (Dryad): replaced by Piercing Arrows.
    • Death Coil (Dreadlord): cooldown reduced from 20 to 15s (like Firebolt, Frostbolt,...).
    • Death Coil (Ghost): cooldown increased from 10 to 15s (like Firebolt, Frostbolt, ...). Now damages ennemies or heal allies (independant of if they're undead or not).
    • Debilitation aura (Archmage): effect changed, increases damage taken from all sources of a given %.
    • Esnare (Pandaren Brewmaster): added 300 damage per second.
    • Fan of Knives/Light/Rockets: damage, AOE and cooldown uniformized.
    • Feedback (Shadow Hunter): replaced by "Wards Mastery".
    • Finger of Death (Pit Lord): cooldown increased from 10 to 15s (like Firebolt, Frostbolt, ...).
    • Frost Armor (Lich): manacost reduced.
    • Frost Arrows (Lich): damage x2, speed decrease +20%
    • Frost Beast (Lich): attacks faster.
    • Frost Paralysis (Archmage): debuff boosted.
    • Heal (Ranger): increased to 20000hp.
    • Healing Ward (Shadow Hunter): now heals 100hp + 1%, manacost reduced to 100.
    • Holy Light (Knight): range increased, CD reduced to 12s, manacost reduced.
    • Howl Scout (Druid of the Claw): abilities and autocast boosted.
    • Hurl Bomb (Marine, Rifleman): cooldown reduced from 20 to 15s (like Firebolt, Frostbolt,...)
    • Immolation (Demon Hunter): ranged increased to 250.
    • Implale (Cryptlord): area of effect increased.
    • Incineration (Blood Mage): added damages on attack.
    • Infernal (Dreadlord): attacks faster.
    • Inner Fire (Ranger): damage bonus x3.
    • Laser Trap (Shadow Hunter): damage type changed to pierce (for trueshot aura).
    • Life Regen Aura (Marine, Sorceress, Storm): effect changed to 100hp/200hp/1%/2%.
    • Light Frenzy (Paladin): can target invulnerable units.
    • Lightning Attack (Sorceress): +10000 damage replaced by an orb with +4000 damage & splash.
    • Lightning Shock (Sorceress): cooldown reduced to 30s.
    • Mana Shield (Archmage): now absorbs 50% of damages and repercutes 20% of them on mana.
    • Moonson (Sorceress/Storm): range x1,5. Damage interval slightly reduced.
    • Owl Scout: spell list modified (for better).
    • Permanenent Immolation (Ghost, Pandaren/Fire Brewmaster): ranged increased to 250.
    • Permanent Lightning: range increased to 250.
    • Phase Shift (Sorceress): attack speed greatly increased.
    • Plasma Rifle (Rifleman): can target air units.
    • Poison Sting (Crypt Lord): replaced by Plague Sting, with AOE effect.
    • Pure Light (Paladin): damage type changed to pierce (for trueshot aura).
    • Rain of Eis (Archmage): range/damage x1,5.
    • Rain of Fire (Bloodmage): range/damage x1,5.
    • Reincarnation: replaced by Beast Strike.
    • Rejuvenation (Moon Priestress): increased to 20000hp, manacost reduced to 100.
    • Resistant Skin (Demon Hunter): also removes Metamorphosis cooldown.
    • Roar (Demon Hunter): damage bonus increased to 100%.
    • Rocket Launch (Rifleman): replaced by Hurl Bomb (same skill as Marine).
    • Samuro (Blademaster): stats and attack speed equal yours in late game.
    • Silence (Warden): replaced by Scream.
    • Sleep (Dreadlord): replaced by Cursed Claws.
    • Spicked Carapace (Cryptlord): damage return boosted.
    • Summon Spirit Bear: bears' attack speed increased.
    • Summon Spirit Hawk (Beastmaster): faster attask speed, 200hp/s regen.
    • Summon Spirit Pig (Beastmaster): pig is now ranged, has mini-splash, and grows with your level.
    • Summon Spirit Wolf: wolves' attack speed increased.
    • Taunt (Paladin): replaced by Knight's Challenge (taunt+howl of terror).
    • Terror Wolf (Beastmaster): stats and attack speed equal yours in late game. Removed position offset on cast.
    • Thorn aura (Bestmaster): boosted.
    • Thunder Spirit (Mountain King): replaced by Artifacts Collector.
    • Tornado (Pandaren/Storm Brewmaster): damage x1,5, AOE visible, spin-in-the-air effect removed.
    • True Tank (Paladin): new ability
    • Unholy aura (Pitlord): life regen boosted to 5/10/1%/2%.
    • Voodoo Eye (Shadow Hunter): replaced by Critical Strike Aura
    • War Stomp (Pit Lord): damage & range slightly increased.
    • Water shield (Archmage): has autocast. Cooldown greatly reduced.
    • Wind Walk (Blademaster): replaced by Whirwind.



Complete features list

Heroes list

Game Options

Items list

Event list

Bosses

Commands



All heroes now support QWERTY key binding

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




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


Weaponry

Armory

Jewelery

Library

Potions & Misc

Workshop


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


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


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

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

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

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




Hero Image

Muradin

Farming Event

Creep Slayer

Wave Slayer


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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





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

Magtheridon



Short description

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

Details

Magtheridon has the following items equipped:

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

Magtheridon can use the following spells:

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

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

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




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




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

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

Minor changes:

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Version 1.21 (2019/07/27)
  • Bug fixes
    • Fixed most of the desync issues.

Version 1.20 (2019/07/26)
  • Major changes
    • Switched to Warcraft 1.31.1 version.
    • You can stack and split charged items (see tooltip for more information).
    • Mirror images and Clones get damage, defense and attack speed bonuses. They also are targets for autocast.
    • New command -bl to buy Tomes of Power (+1 level) for 25000 gold each.
    • (All) hero image: clones stats do not take into account items anymore.
    • Archmage: Defense Matrix changed to Frigid Protection (very similar)
    • Amulet of the Wild: start delay and replenish interval divided by 2.
    • Debilitation aura: effect changed to +XX% damages from all sources.
  • Bug fixes
    • Lag issues (due to memory leaks and buggy code pieces.
    • Desync issues when switching of hero in dual mode.
    • Random bugs do to code inconsistencies.
    • Level 20 spell echos of Mountain King and Warden fixed.
    • Illusions of boosted minions don't disapear anymore.
    • Mirror images and clones didn't have some passive abilities of the original.
    • Errors in Hardened Skin ability tooltip.
    • Missplaced Bear Form icon.
    • Errors in Myrmidon hero tooltips.
    • Druid of the Claws' Scout Owl can now cast Bloodlust on magic immune allies.
    • Runemaster's regeneration rune is also boosted by the team upgrade.
    • Magnataur Destroyers spell immunity removed.
    • Banish: damages from fan of rockets and similar abilites are not nulified anymore.
  • Minor changes
    • Special events teleportation circles: your minions are teleported along.
    • Water Shield: cooldown greatly reduced.
    • Tomes of Power: max stock increased to 3 in shops.
    • Corpses removal delay increased from 5s to 8s.
    • Added safety check for Ring and Sword events in case 2 players reached the conditions at the same time.
    • Runemaster was slightly nerfed: number of targets of Exorcism, damages and attack rate of Spiritual Presence.
    • All damage returns reverted to their previous value for the moment (or Arthas was dead meat...).

Version 1.11c (2019/07/22)
  • Bug fixes
    • Regression fixed: dual random mode does not work.
  • Minor changes
    • Removed trebuchets from final wave.

Version 1.11b (2019/07/20)
  • Bug fixes
    • Regressions fixed:
      • Lightning sword + illusions.
      • Lightning sword life steal was applied twice.
      • Lightning sword teleport to castle when owner leaves.
  • Minor changes
    • Bonus to damage, attack speed, defense apply to illusions too.

Version 1.11 (2019/07/15)
  • Bug fixes
    • Regressions: removed invisible items created at paused heroes position each 0.1s.
    • Mask of Death and Lightning Sword work on illusions again.
    • Some tooltips fixed.

Version 1.10 (2019/07/15)
  • Major changes
    • Boosts do not appear periodically, but when the leader reachs level 21-30.
    • Magic damage boost halfed against boss.
  • Bug fixes
    • Life steal abilities: works with orbs, stack (sum displayed in the buff tooltip), do not change missile art.
    • Removed Magtheridon mega wave (too laggy).
    • Coded a work-around to fix Warcraft III bug on "Orb of slow" ability.
    • Earth and Fire Brewmaster couldn't attack air units.
    • Muradin's Hammer effect range corrected to 900.
  • Minor changes
    • Pandaren brewmaster: ensnare does 300 damage per second.
    • Immolation/permanent immolation/permanent lightning > all have a 250 area of effect now.
    • Bloodmage: aerial shackles dps x10, burning oil range/damage +25%.
    • Dreadlord: carrion swarm & chaos damages increased, cooldown decreased. Sleep replaced by Cursed Claws.
    • Reincarnation replaced by Beast Strike.
    • Demon hunter: level 20 also removes metamorphis timer.
    • Warden: attribute bonus also gives +50 bonus per hero level, silence replaced by scream.
    • Sorceress: lightning shock cooldown reduced to 30s. Level 20 spell changed to +4000 damages with splash.
    • Unholy aura boosted to 5/10/1%/2%.
    • Crypt lord: anub'arak's claw attack speed increased to 75%, cooldown increased to 60s.
    • Vampiric Aura & Muradin's Hammer no more limited to melee units.
    • Beastmaster Spirit Pig changed to ranged & is upgraded at each level.
    • Warlock: Cripple boosted.
    • Crypt lord: poison sting damages x2, slow increased.
    • Archmage: water shield now has autocast, fixed debilitation aura tooltip. replaced anti-magic shield by defensive matrix, improved range/damages/duration of blizzard.
    • Beastmaster: increase wolf and bear attack speed.
    • Archmage mana shield now absorbs 50% damages and repercutes 20% of them on mana. Frost paralysis slow increased.
    • Lich: frost arrows slow increased by 20%, damage increased.
    • Shadow Hunter: Voodoo Eye replaced by Critical Strike Aura, Feedback damage factor x5, Bomb trap level 4 damages doubled. Laser trap attack type changed to pierce.
    • Rain of fire, Rain of Eis: range x1,5 and damage x1.5.
    • Phase Shift attack speed greatly boosted.
    • Monsoon (sorceress/storm) area of effect x1,5, damage interval slightly decreases with level.
    • Tornado: speed maxed, damages x1,5, AOE made visible spinning-in-the-air effect removed.
    • Dire wolf, giant bear, spirit beast, carrion beetle: gain a mini-cleave at level 3.
    • Infernal gain mini-cleave.
    • Avatar of vengeance, laser trap, pure light gain a mini-splash. 25/75/150, 0.5/0.25.
    • Serpent ward, water elemental, watery minion, dark portal, sea elemental, spirit hawk gain a mini-splash at level 3.
    • Marine: can clone invulnerable & wards.

Version 1.09 (2019/07/01)
  • Major changes
    • Tools: end of use of the deprecated "Widgetizer" tool to protect the map from hackers.
    • Bosses: spell immunity ability changed to resistant skin. Rear attacks do +20% damages, and 10% chances of rear strike with x3 damages. Flank attacks do +10% damages, and 5% chances of flank strike with x3 damages. Works with spells too.
    • Magtheridon: cast a 1-shot wide-range mega-attack when reaches 60% and 35% life.
    • Farm event: creeps take +500% damages from spells.
    • Attack types: all attack types do 100% damages to hero armor (piercing, siege, spell, magic).
  • Bug fixes
    • Farm event start: corpses/sheeps/trees are created instantly.
    • Extrem power-up: didn't apply properly.
    • Minions power-up: do not heal summons to 100% on activate anymore.
    • Trebuchets damage set to 1500.
    • Runemaster's critical strike didn't work fine against heroes.
  • Minor changes
    • Boss phase: hero revive timer is reduced from 120s to 45s during this phase.
    • Farm event: rock golems are not magic immune anymore.
    • Pure light attack type changed to piercing (for trueshot aura).
    • Minions & spell upgrade: occurs every 120s from level 3 (before it was 200s). Minions damages boost max changed from 1250 to 1750.
    • Stone Giant toss ability: area damages nerfed of 25%.
    • Runemaster runic weapon ability: rate reduced to 5%, but also works for your minions.
    • Minions can use the 2 teleport circles behind the ice pillars to reach the boss zone.

Version 1.08 (2019/06/29)
  • Major changes
    • Removed -updates command content because it was too long.
    • Increased spell boost. Nerfed minions armor and life boost.
  • Bug fixes
    • Some buffs were lost when switching of hero (dual heroes mode).
    • Runic Weapon ability was leaking a location.
    • Rune crystal ability tooltip updated.
    • Disabled controls during ghost cinematic.
  • Minor changes
    • Muradin: cannot place wards or phoenixes in water anymore.
    • Nerfed Frost chaos, Lightning chaos and Rune clock abilities (max 6% damages).
    • Nerfed Avalanche ability damages by 25%.
    • Final wave: added 2 trebuchets.
    • Ranger: inner fire bonus damage x3.
    • Beast Master: hawks regen 200hp/sec.
    • Druid of the Claw: howl scout improved.
    • Runemaster: Exorcism ability changed from active to passive. Magic defense speed reduction increased. Rune clock displays a visual effect and the "spell channeling" animation.
    • Dark illidan: spells boost is still working after morph.

Version 1.07 (2019/06/19)
  • Bug fixes
    • With Warcraft 1.31.x, Samuro and Terror Wolf damages were not boosted in late game.
    • Archmage aura was 100% too strong.
    • Muradin's storm bolt is back.

Version 1.06 (2019/06/19)
  • Bug fixes
    • In extrem 3+, mega-creeps after Magtheridon didn't have the devotion aura.
    • Storm hidden hero had the wrong skills.
    • Food cap (=max wave kills count) was not updated properly.
    • Some "low upkeep"/"high upkeep" messages were visible.

Version 1.05 (2019/06/18)
  • Bug fixes
    • Critical strike aura & morph work fine together.
    • Range of the auras of dark boss has been reduced back to 200.
    • End game timer was hidden after 8s.
  • Minor changes
    • Removed the items in the inventory of the four captains.
    • Critical strike aura visual effect has been changed.

Version 1.04 (2019/06/17)
  • Bug fixes
    • Fixed desynd issues with dual hero change.
    • Dark force's minions don't get boosted anymore (ex: Balnazzar's infernals).
    • Fixed phoenix loosing boost & life leech after death&rebirth.
  • Minor changes
    • Slightly nerfed Runemaster (Rune Crystal, Spiritual Presence, Rune Clock).

Version 1.03 (2019/06/16)
  • Bug fixes
    • Fixed graphical bugs due to map optimizer removing unused SLK.
    • Fixed player leave actions.
    • Fixed all hero image stuck if interrupted by final wave.
    • Fixed "Frost Infernal" text when event is already done.
    • The last part of the "-updates" command is no more displayed to all players
    • Fixed tipo "Ssummons" in loading screen.
    • Fixed doom guards not being boosted in late game like other summons.
  • Minor changes
    • Necklace of Spell Immunity item on the floor looks like other special artifacts.
    • Frost Chaos and Lightning Chaos damages nerfed to 3%.
    • When a player shares unit control with you, you see his hero(s) potrait(s).
    • Runic crystal mana cost increased.

Version 1.02 (2019/06/16)
  • Bug fixes
    • Fixed Warcraft 1.31 Patch specific bug (summon damages not boosted).
  • Minor changes
    • Reduce late game upgrades period from 300s to 200s.

Version 1.01 (2019/06/15)
  • Bug fixes
    • Fixed dual random bug.

Version 1.0 (2019/06/13)
  • Bug fixes
    • Dryad/multishot: number of targets in late game fixed.
    • -Random: was already available before pick mode selection.
    • Special events/items: were sometimes stuck when a player left.
    • Dual hero: no more experience lost when switching heroes. 2nd hero can be picked later in game.
    • Banehallow: no more 2nd hero misspositionning
  • Major changes
    • 2 new heroes: Rune Master & Stone Giant (inspired from Dota)
    • 2 new pick modes : dual random & dual same
    • Spells: after level 3, ennemies spell resistance decrease -25% every 300s, down to -250%
    • Summons/wards: after level 3, their stats increase every 300s. Up to +1250 damage, +150 armor and +50 000 hp. Gain life steal after 7th upgrade.
    • All auras: range increased to 900 (same range as Ring of Superiority)
    • Heals: boosted by the owner's intelligence. -info for details
    • Special farm event: -bt enabled
    • Balises: now benefit from auras, heals and regens
    • Hero image / All hero image: clones cannot cast boring spells anymore (anti-magic shield, heals, entrave, banish, archimonde's form...)
    • When a player leaves, its items are sold and his gold is shared between the remaining players.
    • Dual heroes: CDs of second hero are reset too when events start.
    • Farm event: corpses/sheeps/trees appear also for your 2nd hero. Sheeps hold position.
    • Shared control: you can switch of heroe for others.
  • Minor changes
    • Blademaster/Beast Master: avatars' stats are based on yours.
    • Archmage: debilitation aura effect changed to percentages
    • Marine: existing clones escort you in special farm event.
    • Sorceress/Storm/Marine: life regeneration aura effect changed to percentages at level 3 and 4.
    • Blademaster: Rage cooldown reduced from 30s to 15s
    • Beast Master: Summon's size reduced for visibility. Hawks attack faster. Thorns aura effect x5.
    • Crypt Lord: spiked carapace effect x5.
    • Pit Lord: unholy aura effect x2.
    • Dreadlord: infernal attack faster, and cooldown reduced to 100s. Aura of blight nerfed.
    • Huntress: neutralization cooldown reduced from 60s to 30s
    • Knight: light roar cooldown reduced from 60 to 45s, and range increased to 900
    • Lich: frost beasts attack speed increased, and cooldown reduced from 120s to 100s
    • Moon Priestress: heal increased from 5000 to 20000
    • Rifleman: Plasma rifle can target air units. Bloodlust cooldown reduced from 60s to 30s
    • Paladin: Light frenzy can be cast on Pure Light
    • Pandaren/Earth Brewmaster: earthshake damages doubled
    • Ranger: heal increased from 5000 to 20000
    • Tauren Chieften: battle roar cooldown reduced from 60 to 45s
    • Messages: message added to warn when the 2 first doors open.
    • Cinematics: shortened final wave cinematic.

Soon to come !

Credits are given to:

Map
Systems
Spells
Icons
Models
Music

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


Keywords: X Hero Siege, Xnd Hero Siege
Contents

Xnd Hero Siege 1.47 (Map)

Xnd Hero Siege 1.48 (Map)

Xnd Hero Siege 1.49 (Map)

Xnd Hero Siege 1.51 (Map)

Reviews
deepstrasz
Please remove the Tower Defense/Maul tag. You could replace it with Offense. So while this is supposed to be an improvement of the classic, it still needs some work especially on the visual aspect. Approved. If you want more reviews, you should...
Level 4
Joined
Sep 19, 2022
Messages
11
Good version i really like it although

+Some of the early game items are useful although i think there should be more of it
+Not losing exp while switching hero cause it can be the determining factor sometimes if i can win the game or not while playing other X hero siege maps
+New heroes although it straight up crashed the game sometimes while using those on online matches

-No option to automatically pick 8 way at the start of the game
-Not nerfing the boots, it can singlehandedly break the game events if used incorrectly by other trolling players, prevent the boots from travelling on certain areas
-Even though i entered the ice way 2 command it still didn't open and the creeps are stuck on the other side of the door (without boots this could be a dead run already)

+ or - Ability changes
(Dryad's ability to damage bosses more disables the multi-arrow sometimes made me lose some of my single player games because my character didn't attack the one actually attacking the castle, the marine nerfs actually don't make much difference, it's even more capable now because of the wand of desillusion can be cloned after multiplying, i think the nerf should be in the marine hero because the clone deals too much damage make it at least 50% damage on level 1 and on level 2 70 or 80% because of the new item wand of desillusion can be used to amped up any hero that's gonna be cloned, it's basically autowin everytime the marine gets used, i do think removing his ethereal spell and replacing it with a placeholder passive ability can be the replacement cause it wins the early game arena faster and will encourage the use of other early game heroes that can go to arena early rather than straight up going to pick marine because he is really OP as a carry and even as support on online matches, i tried it on a multiplayer game and even barely doing anything, i can just let the highest damaging one to get all the farm while i use clone to basically make his character my own and makes it even a lot stronger than the original hero)

Suggestions:
Make the towers invulnerable until a certain time or a certain level is reached cause some people just straight up destroy them unknowingly or by trolling and making it lose the entire game because of one person, remove the invisible enemies, sometimes it can be laggy with tons of enemies while it also adds cause you don't know where to find them, if possible the corpses should not even spawn cause too much of it can contribute to lagging the game even further, make the tower revenant and magnataur stronger, maybe instead of runes spawning on the left bottom side where no one actually gets those, it could be a mini-game portal where you can get consumables/items that the people who already beat arena bosses can't go, the farming event should be even further and replacing the time that you're supposed to do that event a unique minigame that you can get stats, the towers beside the castle are deadweights on early and late game with no use other than to stall a few creeps and it's completely useless other than cosmetic purpose, but i suggest it should be 8 (1 for each lane) and giving one player control to 1 of the tower that they can upgrade to get certain buffs and debuffs to it that can make them actually worth to defend rather than being a tower just stealing golds from the heroes, making one of the towers player controlled can also benefit from the gold that the tower is gonna kill and be actually a bit helpful to the late game because of the buffs, make the map a bit larger cause the creeps are stacking too much sometimes and the narrow pathways of the waves filled with creeps can lag the game if not cleared properly, make the final boss invulnerable if the pillars at the final room is not destroyed

Take this with a grain of salt, i play X hero siege almost everyday and this is just my suggestions
 
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Finally! But it is a small update, barely anything. I really want more content and at least some balance changes.
Yes I posted it because of the desync improvement, but it doesn't really have new content yet ^^
It took me hours and hours of testing with 2 computers to figure out those random desyncs.

Happy to see there are still players that enjoy X Hero Siege nowadays
 
Level 9
Joined
Feb 11, 2016
Messages
249
Yes I posted it because of the desync improvement, but it doesn't really have new content yet ^^
It took me hours and hours of testing with 2 computers to figure out those random desyncs.

Happy to see there are still players that enjoy X Hero Siege nowadays
Man, of course people are enjoying it, Ic played this and DotA and Troll & Elves and a little of Green Circle TD, Castle Fight and even Vampirism and Melee all the time! Man, we were children, I miss them!
 
Level 9
Joined
Feb 11, 2016
Messages
249
Also about the balances changes you wish, tell me more. What heroes to nerf ? What heroes to boost ?
I would start with adding a few more ability levels and I personally would remove all scaling abilities, in the way that percentages stay the same, it only has one level, hero with evasion only has 40% evasion all the time, so it is not useless earlier and overpowered later, but since people want scaling even on these you make starting value a lot higher, and end value lower, if it would go 10, 20, 30, 40, 50, 60 (for if ability has six levels, nonsense, why does not go up to 100 because that is what is going for, this is mildly disgusting?), now it is 30, 35, 40, 45, 50, 55, and make more ability levels so the non-scaling spells are still useful. Why am I telling this, are you this stupid to not know this?
 
I would start with adding a few more ability levels and I personally would remove all scaling abilities, in the way that percentages stay the same, it only has one level, hero with evasion only has 40% evasion all the time, so it is not useless earlier and overpowered later, but since people want scaling even on these you make starting value a lot higher, and end value lower, if it would go 10, 20, 30, 40, 50, 60 (for if ability has six levels, nonsense, why does not go up to 100 because that is what is going for, this is mildly disgusting?), now it is 30, 35, 40, 45, 50, 55, and make more ability levels so the non-scaling spells are still useful. Why am I telling this, are you this stupid to not know this?

Keep provocations for yourself one Hiveworkshop plz. Also can you be a bit more clear/specific about the non scaling spells you find useless in late game ?
 
Level 6
Joined
May 14, 2016
Messages
61
Why am I telling this, are you this stupid to not know this?
What's with the aggressive tone at the end? He doesn't owe you anything nor does he play this map 24/7 to know whats wrong or not with it. This map was not even his original idea in the first place, he just 'remastered' someone's else map to improve on the little things. If you want to adjust the map to your own likings and host with other players, you're free to do it at your own will.
 
Level 9
Joined
Feb 11, 2016
Messages
249
Keep provocations for yourself one Hiveworkshop plz. Also can you be a bit more clear/specific about the non scaling spells you find useless in late game ?
I do not fully understand the first sentence. Can not remember, last time I played thine version was months ago.


What's with the aggressive tone at the end? He doesn't owe you anything nor does he play this map 24/7 to know whats wrong or not with it. This map was not even his original idea in the first place, he just 'remastered' someone's else map to improve on the little things. If you want to adjust the map to your own likings and host with other players, you're free to do it at your own will.
Nothing. It is not aggressive. Did you though it is? Because that is how I perceive your message.
I know, but there is obviousity.
I know.
I know.


As a developer, he can't really know if the mechanic he made is good unless we players like it and that's why he's asking for suggestions on how to balance the game.
Okay. He might be outside of his map so much.
 
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Level 2
Joined
Jun 16, 2019
Messages
9
Hi,

sometimes people still tend to occasionally desync and would it possible to change the Tileset of the Map to something Greenish? I think green Grass just looks better than the Snow, played the Map so much by now a change like that would be nice
 
Hi,

sometimes people still tend to occasionally desync and would it possible to change the Tileset of the Map to something Greenish? I think green Grass just looks better than the Snow, played the Map so much by now a change like that would be nice
F*ck.. Reforged really suxx with all those desycs..

About tileset, I'll keep the main as this for respect/fidelity to X Hero Siege 3.33, but I can release some side versions with different tileset

Currently I'm trying to add new heroes
 
Level 1
Joined
Nov 3, 2023
Messages
1
Hey,

so i played this map in singleplayer offline and the shield of invincibility from the spirit beast seems broken, the recoil dmg the enemies take is just huge. The bosses basically kill themself on my hero just by hitting me.
 
Level 5
Joined
Jan 26, 2014
Messages
26
Have issue of this game. Why athas is killed so early during the cinematic of the battle of who killed Arthas and the ghost boss needs to be more buffed because somehow 1 of the player just instantly kill the final boss. Also issue about the command of -random because me and other players don't get potion, ankh at all, and 2nd hero is stuck at selection area instead teleporting where the 1st hero location is.. Also 1 thing, it would be nice if you can fix the hero because they are not facing Magtheridon and me and other players hero are just facing right.
 
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Level 2
Joined
Jun 16, 2019
Messages
9
F*ck.. Reforged really suxx with all those desycs..

About tileset, I'll keep the main as this for respect/fidelity to X Hero Siege 3.33, but I can release some side versions with different tileset

Currently I'm trying to add new heroes
Ok nice because imho i think the Map on a green Tileset with maybe a few Trees placed around as well would make it look so much better and it would be something new as well, lot more visually pleasing and refresing. And while the original had Snow Tileset i think that shouldnt stop you from doing changes to that as well because it would be a big improvement

Maybe before each Match Host / Players can decide/vote on Tileset of the Map and it changes accordingly to Northrend/Snow, Lorderaron, Ashenvale, Barrens etc and when you have the Barrens Tileset the HQ changes to the Ork HQ and the Towers to Ork ones (Cannon Tower to this Boulder/Rock Tower from the Dranei/Orcs in Campaign) and Night Elf Stuff for Ashenvale and so on....might be an Idea if thats possible to implement.

Some other idea would be to make it more easy for Noobs who don't know about Hero Image+Furbolg, the Shops could offer some more early-game Items for Armour/HP/DMG to go for.

New Heros or existing ones you could change the Skin to some custom made ones, theres a lot cool looking ones

Maybe each Hero could get an additional Ability, would make them all more fun to play and some weaker heroes could get something to make them better

The Bosses need to be stronger at the end, from my experience the remaining people in the lobby all will have at least around 6.000+ Stats and the legendary Items with the Invul and the Bosses are just done in few seconds even with their gimmicks of mirror image or invul and the team can't even die anymore either with the invul shield item.

You could maybe use AI to add some voicelines for enemies like the pit lord boss
 
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Level 9
Joined
Nov 18, 2014
Messages
80
Hello,

First of all, I'm glad to see there are still people updating the mods I used to play back in the day.

I played a solo game in extreme 1 testing the new myrmidon hero and Tiny, and really enjoyed playing your version especially :

- thank you for fixing the xp loss when switching, it was such a pain to manage in old versions.
- the farming event feels way less stupid (in old versions, you either had -bt disabled, and stucked full gold, or -bt enabled, and ended with 50K-60K each stats). I feel like it could way more balanced bewteen spell caster and attack users, but I couldn't really test that.



However, I think the late game is kinda broken right now, let me explain:

- The bosses killed themselves

Due to the damage return from the shield. I found it quite suprising while fighting the blademaster, and ran around Illidan to make sure, and he killed itself, while I was barely taking any damage. Even more visible on Arthas, who two shoted himself with crits :grin: I didn't even have time to cast a spell or autoattack him. The final boss took a bit more time dying to the return damage, because he was taking time casting his spells, but I didn't use anything and he still died.

- Way too much gold / lumber

I think I entered the pitlord fight with ~8000 to each stats, which is quite nice if it weren't for the previous point.
I cleared the trap and used -bt and and proceeded to the blademaster.

and, oh my god, the blademaster made me RICH. I mean, I didn't pay attention to my gold / lumber during the fight, but I saw i capped in gold with something like 20 000 lumber to spend (sadly, I didn't record/screenshot the exact amount, but trust me, it was huge).

I ended needing more time to convert my lumber into gold and using -bt than the added time of all the bosses fights together (except the admiral, who has invulnerability). When I got to Arthas, I had a FEW more stats. Like 68 000 of each, with full legendary items. :mwahaha:


-
Arthas dies during the fight cinematic, way before it ends

I think it's because of the damage return again, which should probably be disabled during the cinematic :xxd:



Thank you again for taking the time to update our favorite classic maps :peasant-thumbs-up-cheers:

And good luck trying to fix whats broken
 
Level 9
Joined
Nov 18, 2014
Messages
80
Hello fellow players of Xnd Hero Siege !

I'm glad to announce that I'll be working on this amazing project of updating our favorite map from now on.
Thanks @Ricola3D for your work until now and allowing me to join in.




Now, I present you

Version 1.45 (Yeah, I skipped a version when doing tests and changes :cute:)

Major changes

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




I think i have listed everything. Also, please check the credits, as a bunch of models were added on the map (I couldn't resist using those awesome models).

Feel free to give any feedback (I tried my best to balance it all and make it interesting, but we may never know).
I would be curious to have people playing very high difficulty (I saw some people here talking about extreme 200 or above) opinion on late game, as I usually don't play that high, and bosses might get a bit too strong.
 
Last edited:
Level 9
Joined
Nov 18, 2014
Messages
80
So... I had a bit of spare time last week :xxd:

Here comes patch 1.46



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

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

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

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

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



@deepstrasz As you're one of the first to point out the poor terraining, I would be curious to get your opinion. Am I on the right path ? :grin:
 
Level 9
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Messages
80
And here comes v1.47 !

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

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

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

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

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



As always, feel free to give some feedback :thumbs_up:
 
Level 9
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Messages
80
Well, this is coming much later than expected, due to more and more things squeezing themselves in this patch. :grin:
Here goes the biggest wall of text in there yet.

Version 1.48


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

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

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

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




In addition to in game changes, I'm currently updating this thread description.
  • Description: already up to date.
  • "How to play ?" tab: updated.
  • "Complete features list" tab
    • Heroes List: updated
    • Game options: updated
    • Items list: updated
    • Event list: will be updated soon (hopefully)
    • Bosses: will be updated soon (hopefully)
    • Commands: updated
  • Changenotes tab: updated
  • Screenshots: I need inspiration for this one, can't decide what screenshots I want in there
  • Credits: updated
 
Last edited:
Level 5
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Jun 16, 2009
Messages
50
Hello,

This hasn't made my todo list yet.
Could you post on the map thread (so I can keep track easily) with examples on how/when this happens ?
Is it every game and/or at a specific timing ?

The more data I have, the easier it will be to look into it and think of a way to fix it :cute:

It happens every game, most on higher difficulty scenarios, when players can't kill all spawns they stack next to their spawn locations and basically don't move (or at least, move in slow pace) due to the high number of units alive in the map. It kinda facilitates players efforts because spawns can't reach the castle, therefore you can't lose, so all you need is to clear the stuck units and finally towers and their necropolis. This happens because AI bots can't handle the control of all units alive. I've had that issue before and I suggest you scatter the spawn mobs through different AI bots so they can run more smoothly.
 
Level 9
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Nov 18, 2014
Messages
80
So, of course that many changes were bound to break a few things.
Here is a bug fixing patch.

Version 1.49


Major changes:
  • Nothing there for this patch

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

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

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

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


It happens every game, most on higher difficulty scenarios, when players can't kill all spawns they stack next to their spawn locations and basically don't move (or at least, move in slow pace) due to the high number of units alive in the map. It kinda facilitates players efforts because spawns can't reach the castle, therefore you can't lose, so all you need is to clear the stuck units and finally towers and their necropolis. This happens because AI bots can't handle the control of all units alive. I've had that issue before and I suggest you scatter the spawn mobs through different AI bots so they can run more smoothly.

I added that to my todo list. I'll look into it and try to fix it next patch (hopefully)



Also, I removed older versions to the attached ressources on this thread.
I still have them, so feel free to ask if you want them for some reason
 
Last edited:
Level 4
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Sep 19, 2022
Messages
11
I recently came back playing this map and i saw the new hero select screen, it's good

But idk how can i choose my hero, i tried clicking almost every key on my keyboard and none works, it's basically unplayable for me cause i need to select a hero and it makes me wait for 1 minute and 30 seconds just to get into the game and the hero i get is not even the one i selected

I didn't read the previous patch notes cause i wanna experience everything for myself and i think the picking should be intuitive to do (if this is actually not a bug)


OKAY THIS WAS A MISTAKE LMAO, THE ACCEPT BUTTON IS HIDDEN UNDER THE UI THAT'S WHY I CAN'T SEE IT (i saw it on the credits to the hero select and i noticed the accept button was missing)
 

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Level 9
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Nov 18, 2014
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80
I recently came back playing this map and i saw the new hero select screen, it's good

But idk how can i choose my hero, i tried clicking almost every key on my keyboard and none works, it's basically unplayable for me cause i need to select a hero and it makes me wait for 1 minute and 30 seconds just to get into the game and the hero i get is not even the one i selected

I didn't read the previous patch notes cause i wanna experience everything for myself and i think the picking should be intuitive to do (if this is actually not a bug)


OKAY THIS WAS A MISTAKE LMAO, THE ACCEPT BUTTON IS HIDDEN UNDER THE UI THAT'S WHY I CAN'T SEE IT (i saw it on the credits to the hero select and i noticed the accept button was missing)
Yeah, the hidden button is one of the thing blizzard broke with last patch by changing UI size :cry:

Should be fixed next patch, when I finished polishing other things
 
Level 2
Joined
Nov 15, 2024
Messages
2
I recently came back playing this map and i saw the new hero select screen, it's good

But idk how can i choose my hero, i tried clicking almost every key on my keyboard and none works, it's basically unplayable for me cause i need to select a hero and it makes me wait for 1 minute and 30 seconds just to get into the game and the hero i get is not even the one i selected

I didn't read the previous patch notes cause i wanna experience everything for myself and i think the picking should be intuitive to do (if this is actually not a bug)


OKAY THIS WAS A MISTAKE LMAO, THE ACCEPT BUTTON IS HIDDEN UNDER THE UI THAT'S WHY I CAN'T SEE IT (i saw it on the credits to the hero select and i noticed the accept button was missing)
You can also resize the HUD now with patch 2.0 on the game options (Gameplay tab) and see the "Accept" button. Set mine to 60% and it worked.
 
Level 2
Joined
Jun 11, 2010
Messages
2
Just tried this map after a long time and notice there is a new maintainer. Awesome! This is my favorite map to play so excited.

Some issues I saw off the bat:
First event w/ Muradin where you have to survive, Power of the Horde doesn't play at the correct time. It started once the event ended or 1 min elapsed.

Mountain Cleric doesn't start with enough mana to cast "Gift of the Mountain God" the level he unlocks it. The same issue with Rank 2 is it doubles the mana cost and he doesn't have the mana to use it.

When you unlock minion upgrades by leveling it says "Debloqued" when it should say "Unlocked"
 
Last edited:
Level 9
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Nov 18, 2014
Messages
80
Just tried this map after a long time and notice there is a new maintainer. Awesome! This is my favorite map to play so excited.
Thanks you for your feedback !
Glad to see people playing and enjoying it :grin:

First event w/ Muradin where you have to survive, Power of the Horde doesn't play at the correct time. It started once the event ended or 1 min elapsed.

I have noticed music issues for quite a while now, but has been a low priority so haven't fixed it yet.
Music system might need a complete revamp so I want to take my time to do it correctly.

Mountain Cleric doesn't start with enough mana to cast "Gift of the Mountain God" the level he unlocks it. The same issue with Rank 2 is it doubles the mana cost and he doesn't have the mana to use it.

Damn, you're right, I guess I always ended using -bt before being stuck without enough mana. Will be fixed next patch (might need 1 tome / hero image event to cast level 2, but who doesn't have that ? :cute: )

When you unlock minion upgrades by leveling it says "Debloqued" when it should say "Unlocked"
Well, I guess I should read those tooltip instead of relying on my game knowledge.
It seems French language found its way in the game, and I didn't spot it :xxd:
Will be fixed next patch.
 
Level 4
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Sep 19, 2022
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Murloc's lane are weird, they just get stuck most of the time, dryad reaching level 20 her unit and portrait just disappears, spelling errors on some heroes (the one i remember is fighter spelled wrong) i think when upgrading castle there should be a small regeneration buff along with those other changes, i'm thinking maybe there should be a system where the castle can collect the corpses near it and enough of those is the condition for upgrading the castle's attributes (spending gold to upgrade the castle is a bit weird to me cause after playing a few multiplayer games no one likes upgrading the castle and i think that corpse thingy i said earlier can help the castle scale into the lategame more)
 
Level 9
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Nov 18, 2014
Messages
80
Murloc's lane are weird, they just get stuck most of the time
I have an improvement on murloc/hydra lane ready for next patch. Their area is way more opened, reducing the risk of them getting immediately stuck. Hoping it will be enough, but I need to run some test games.

dryad reaching level 20 her unit and portrait just disappears
Oh, are you using SD graphics ? :confused:2
Dryad getting level 20 changes her model to armored dryad. I don't have any issues seeing it. Sometimes, SD graphics users can't see some models tho.

spelling errors on some heroes (the one i remember is fighter spelled wrong)
For typos / spelling errors, please refer to the exact tooltip or message.
I can't browse every single one of them hoping to find them. :grin:

i think when upgrading castle there should be a small regeneration buff along with those other changes, i'm thinking maybe there should be a system where the castle can collect the corpses near it and enough of those is the condition for upgrading the castle's attributes (spending gold to upgrade the castle is a bit weird to me cause after playing a few multiplayer games no one likes upgrading the castle and i think that corpse thingy i said earlier can help the castle scale into the lategame more)

The idea of castle upgrade was to keep the high risk option which was all there was before the upgrade introduction fairly recently, or using golds for a safe option.
Communication and teamplay should be a component of online games and I find, in my experience, that investing your quota in upgrade (if there are 8 players in game, that would be 6 or 7 upgrades) often reminds and encourages others to do the same.

Introducing regeneration buff is a good idea. It's true that castle takes a while to get its HPs back.
 
Level 4
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I have an improvement on murloc/hydra lane ready for next patch. Their area is way more opened, reducing the risk of them getting immediately stuck. Hoping it will be enough, but I need to run some test games.


Oh, are you using SD graphics ? :confused:2
Dryad getting level 20 changes her model to armored dryad. I don't have any issues seeing it. Sometimes, SD graphics users can't see some models tho.


For typos / spelling errors, please refer to the exact tooltip or message.
I can't browse every single one of them hoping to find them. :grin:



The idea of castle upgrade was to keep the high risk option which was all there was before the upgrade introduction fairly recently, or using golds for a safe option.
Communication and teamplay should be a component of online games and I find, in my experience, that investing your quota in upgrade (if there are 8 players in game, that would be 6 or 7 upgrades) often reminds and encourages others to do the same.

Introducing regeneration buff is a good idea. It's true that castle takes a while to get its HPs back.
Yes i'm using SD graphics and i can't see knight and runemaster's model too

I'll list the typos when i see them again

I agree the upgrade castle idea was a good incentive for teamplay, i think the notice that informs about the castle upgrade should have the name of the one who bought the upgrade so people will notice that you can do that and they'll be motivated to do it too
 
Level 9
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Nov 18, 2014
Messages
80
Yes i'm using SD graphics and i can't see knight and runemaster's model too
Well, that's an issue I don't know how to fix.
And limiting myself to old models isn't really a nice solution :hohum:

All I can say for now is : try using HD graphics, models are nice, and terraining is made for them too. :grin:
I'll try to browse forums here to see if there is a solution for this, as this should affect most maps.

I'll list the typos when i see them again
Thx in advance :thumbs_up:

I agree the upgrade castle idea was a good incentive for teamplay, i think the notice that informs about the castle upgrade should have the name of the one who bought the upgrade so people will notice that you can do that and they'll be motivated to do it too
Having the name on the upgrade message is a good idea, will add that :thumbs_up:
 
Last edited:
Level 4
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Sep 19, 2022
Messages
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Well, that's an issue I don't know how to fix.
And limiting myself to old models isn't really a nice solution :hohum:

All I can say for now is : try using HD graphics, models are nice, and terraining is made for them too. :grin:
I'll try to browse forums here to see if there is a solution for this, as this should affect most maps.


Thx in advance :thumbs_up:


Having the name on the upgrade message is a good idea, will add that :thumbs_up:
I can't really use the HD graphics since i don't own reforged, only the original game's CD Key

Spelling errors:
All fighters except Warden have Fighter spelled wrong

The bear that you buy from the castle has the stomp ability set to T which is jarring cause everything now is set to QWER

Final part complaint: WTF was that slow while walking near the final part of the game it's so annoying to deal with and if i didn't have blink boots that would be unbearable also the final boss has slowdown issues (i never saw the final boss have lag on other X hero siege maps and earlier versions of this map so it's a bit jarring)
 
Level 9
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I can't really use the HD graphics since i don't own reforged, only the original game's CD Key
I forgot that could be a thing. I'll try to look into this, but it'll probably take time, and won't be high priority right now :sad:

Spelling errors:
All fighters except Warden have Fighter spelled wrong
Oh, you meant in hero description during selection.
Damn it; of course there was a typo in something I copied/pasted :hohum:
Will do a check on all fighters descriptions.
The bear that you buy from the castle has the stomp ability set to T which is jarring cause everything now is set to QWER
Oh, yeah, totally forgot summons spells when going through all abilities.
Will do them for next patch.

Final part complaint: WTF was that slow while walking near the final part of the game it's so annoying to deal with and if i didn't have blink boots that would be unbearable
Well, the slow has always been there and its purpose is to be annoying.:xxd:
Great incentive for players to go and destroy pillars I think (I recommend destroying top left corner first, which is the one providing the slow aura)
Might change it in the future since Banehallow need way more movement and dodging now.

also the final boss has slowdown issues (i never saw the final boss have lag on other X hero siege maps and earlier versions of this map so it's a bit jarring)
Did the slowdown issues occur from the start of the fight or when phase 2 or 3 started ?
I guess Banehallow boss spells could be optimized. Will look into it, might not be next patch tho.
 
Last edited:
Level 4
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Sep 19, 2022
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I forgot that could be a thing. I'll try to look into this, but it'll probably take time, and won't be high priority right now :sad:


Oh, you meant in hero description during selection.
Damn it; of course there was a typo in something I copied/pasted :hohum:
Will do a check on all fighters descriptions.

Oh, yeah, totally forgot summons spells when going through all abilities.
Will do them for next patch.


Well, the slow has always been there and its purpose is to be annoying.:xxd:
Great incentive for players to go and destroy pillars I think (I recommend destroying top left corner first, which is the one providing the slow aura)
Might change it in the future since Banehallow need way more movement and dodging now.


Did the slowdown issues occur from the start of the fight or when phase 2 or 3 started ?
I guess Banehallow boss spells could be optimized. Will look into it, might not be next patch tho.
Yeah it's not really a dealbreaker, those heroes that have missing portrait and models as far as i know are: Dryad level 20, Ghost, Knight (He's just a giant blue arrow lmao), Mountain Cleric and Sun Adept

If Dual heroes is enabled, you can just blink outside the arena of muradin special event and switch hero when it's about to teleport you back (after doing that you won't go back to the arena)

Does the gloves of spell mastery even work? idk if it works since it always say the same cooldown number everytime i use it (a cooldown indicator should be put on the tooltip, that's gonna be useful on spells with really long cooldowns)

The pillars are so far apart and the slow makes it even worse cause you can't go to them very fast unless you have boots (i think the slow should be removed entirely?)

The slowdown on the final boss happened in all of my games and if i remember correctly it's the part where there's so many attack effects happening on the revenants

Is there any chance that clone ability by marine would be nerfed or replaced? he's probably the most OP character in the game to the point that the only thing i can't make him do is extreme level 998 solo (Durability, Boss killer abilities, Early hero image, Clearing hordes) and the Clone ability just makes him even better
 
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If Dual heroes is enabled, you can just blink outside the arena of muradin special event and switch hero when it's about to teleport you back (after doing that you won't go back to the arena)
Haha, sneaky :xxd:
Should be able to fix that easily

Does the gloves of spell mastery even work? idk if it works since it always say the same cooldown number everytime i use it (a cooldown indicator should be put on the tooltip, that's gonna be useful on spells with really long cooldowns)
I can confirm gloves of spell mastery CD reduction works. you should be able to enable showing CD on spell in your game option (Gameplay > Show numbers for cooldowns). Definitely visible on heroes like Jaina. Gloves CDR + caster CDR allows her to cast one more ultimate [R] in farming event.

The pillars are so far apart and the slow makes it even worse cause you can't go to them very fast unless you have boots (i think the slow should be removed entirely?)
Maybe. I'll see if that's necessary, and how to replace it.

The slowdown on the final boss happened in all of my games and if i remember correctly it's the part where there's so many attack effects happening on the revenants
Does slowdown stop if you kill all revenants ?
If that's the issue, I guess I can replace their attack style :grin:

Is there any chance that clone ability by marine would be nerfed or replaced? he's probably the most OP character in the game to the point that the only thing i can't make him do is extreme level 998 solo (Durability, Boss killer abilities, Early hero image, Clearing hordes) and the Clone ability just makes him even better
I'll get to hero revamps after stabilizing this version.
Marine is definitely on my list of hero to rework. I probably won't remove clone ability as it's kinda its core identity ability, but I intend on making him a true glass canon, unlike the tanky war machine pulverizing everything coming into range we have now.


Out of curiosity, how many stats did you have to clear difficulty 997 ?
Some boss spell should be able to almost oneshot you at that difficulty, do you OS them before that, are you a dodging god ? :grin:
 
Level 4
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Haha, sneaky :xxd:
Should be able to fix that easily


I can confirm gloves of spell mastery CD reduction works. you should be able to enable showing CD on spell in your game option (Gameplay > Show numbers for cooldowns). Definitely visible on heroes like Jaina. Gloves CDR + caster CDR allows her to cast one more ultimate [R] in farming event.


Maybe. I'll see if that's necessary, and how to replace it.


Does slowdown stop if you kill all revenants ?
If that's the issue, I guess I can replace their attack style :grin:


I'll get to hero revamps after stabilizing this version.
Marine is definitely on my list of hero to rework. I probably won't remove clone ability as it's kinda its core identity ability, but I intend on making him a true glass canon, unlike the tanky war machine pulverizing everything coming into range we have now.


Out of curiosity, how many stats did you have to clear difficulty 997 ?
Some boss spell should be able to almost oneshot you at that difficulty, do you OS them before that, are you a dodging god ? :grin:
Using dual heroes and switching really fast on hero image event makes the enemy disappear sometimes

Yes i have that enabled, what i mean is the spell should show the cooldown on the tooltip itself before you can even use it so people won't guess how long the spell is gonna be out before they can use again

I forgot the exact part but it starts after a few second starting the final boss

I'm still experimenting trying to finish extreme 999 but the only 2 heroes i can use to solo survive that high of difficulty are Uther (cause of that thick armor but can't clear anything so he only lasts until the dragon attack and the game lags too much at that point that it crashes) and Runemaster (can actually go toe to toe with everything extreme 999 throws at him but he needs to stay for a while just to kill a single hero cause of the batshit stats so the castle gets attacked immediately)

Extreme 999 is so hard, the hero that spawns on lanes have 32-35k health and 2k attack with 500 armor and if the ranged one spawns first it's just impossible to survive (the only way i can reliably take heroes out is using spell damage and huge damaging spells aren't enough to kill everything cause it takes 4-5 of those just to kill a single enemy hero) if i have to guess i can only use runemaster to clear extreme 999 cause he reliably deals damages to everything around him

Also a question, does cloak of flames damage gets increased by True tank ability of uther? i don't notice if it does increases
Something i noticed one time is the ring item shows 99 stacks? i assumed it's because of my mana potion which has 99 stacks too

Suggestions:
Is there any plan to do something with the flags? i like carrying them around idk maybe there's something cool that can be done with it

I suggest that we can choose how many ways are opened at the start of the game cause it's a hassle to use scripts just to spam -ow again and again

Also typing -extreme ## doesn't work on hero select screen (maybe intentional not sure tho)

The nerf on the wand of desillusion was needed but it was buggy as hell? sometimes the item just completly bugs out for some reason and i can't buy stacks or it displays wrong stuff, maybe just bring back the old one without the stacks but keep the cost and illusion dispell, just nerf the illusion damage or duration to compensate for it not having stacks

Should the default item set we have at the start of the game (Potion of health and mana & TP scroll) would be replaced? i haven't seen anyone keep the scroll or use it, maybe a good idea is to give players one of the early low cost items this map have instead (Maybe randomized or they'll get one based on their hero type) so people can familiarize themselves on the new items cause people doesn't like buying early game items that much except the cloak of flames one (and i keep telling them new items are available on this map but no one buys them)
 
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Using dual heroes and switching really fast on hero image event makes the enemy disappear sometimes
Never had this issue, but I think it's because it detects for a brief moment that there isn't any hero in the arena anymore, and thus ends the event.
You'd have to be quite unlucky for that to happen tho :con:

I'll look into it.

Yes i have that enabled, what i mean is the spell should show the cooldown on the tooltip itself before you can even use it so people won't guess how long the spell is gonna be out before they can use again
Spells tooltips are quite a hassle in editor. I really don't want to through all abilities again like I did for QWERTY keybinds.
However, if I'm not mistaken, I have seen a tooltip system on this site allowing that and many other things. I might try to add it in later versions.

I forgot the exact part but it starts after a few second starting the final boss
I'll try to run some tests and optimize as much as I can Banehallow spells (currently, rings of light are divided by 32 segments, I might lower that).

I'm still experimenting trying to finish extreme 999 but the only 2 heroes i can use to solo survive that high of difficulty are Uther (cause of that thick armor but can't clear anything so he only lasts until the dragon attack and the game lags too much at that point that it crashes) and Runemaster (can actually go toe to toe with everything extreme 999 throws at him but he needs to stay for a while just to kill a single hero cause of the batshit stats so the castle gets attacked immediately)

Extreme 999 is so hard, the hero that spawns on lanes have 32-35k health and 2k attack with 500 armor and if the ranged one spawns first it's just impossible to survive (the only way i can reliably take heroes out is using spell damage and huge damaging spells aren't enough to kill everything cause it takes 4-5 of those just to kill a single enemy hero) if i have to guess i can only use runemaster to clear extreme 999 cause he reliably deals damages to everything around him
Well, extreme 999 is intended to be almost unbeatable.
I mean, I think I would classify extreme levels like this:
  • Extreme < 10: beginners who are learning how extreme works (dragons, assassins, murlocs, hydras...)
  • Extreme 11-100: Experienced players wanting a bit of challenge
  • Extreme 101-500: Well, we probably spend a bit too much time on this map, but I guess challenge is fun.
  • Extreme 501-800: This is definitely supposed to be really hard. Teamplay (or at least complementary heroes in solo) should be needed and errors should be punished quite hard.
  • Extreme > 800: Well, that's for crazy people, so let's give them crazy difficulty. Here, a mistake should almost mean defeat.

Congrats, you made it to crazy :grin:

Also a question, does cloak of flames damage gets increased by True tank ability of uther? i don't notice if it does increases
It works with every source of damage from Uther, items included.
Tested it to make sure, with a ton of armor and only cloak of flames, I was dealing 10K+ dmg per second (yeah, as I said, a ton of armor). So yeah, working :xxd:

Something i noticed one time is the ring item shows 99 stacks? i assumed it's because of my mana potion which has 99 stacks too
That's weird. My only guess would be that you swapped items in their slot, and the stacking display stayed ?
But I'm not sure I can something about something like that :sad:

Suggestions:
Is there any plan to do something with the flags? i like carrying them around idk maybe there's something cool that can be done with it
Nothing planned for the moment. Might happen in later patchs tho. I too find it kinda sad they exist only to be sold.

I suggest that we can choose how many ways are opened at the start of the game cause it's a hassle to use scripts just to spam -ow again and again
Problem is: sometimes, you need to open/close during game.
I have been thinking about allowing to add a number behind the command (so you can -ow 3 to open 3 lanes). It is low priority right now, but will probably be done for quality of life.

Also typing -extreme ## doesn't work on hero select screen (maybe intentional not sure tho)
It's normal behavior, but I guess it can't hurt to allow it during selection.

The nerf on the wand of desillusion was needed but it was buggy as hell? sometimes the item just completly bugs out for some reason and i can't buy stacks or it displays wrong stuff, maybe just bring back the old one without the stacks but keep the cost and illusion dispell, just nerf the illusion damage or duration to compensate for it not having stacks
I have a fix on charged items ready for next patch (especially concerning wand of illusion and portable demon gate), fixing charges not replicating on secondary hero inventory.
I'll have to run some tests to see the others bugs (never been unabled to buy stacks before).
Making it a permanent spell could be an option too, but I'll have to nerf it to the ground, or it would be far more powerful than others non-legendary items.

Should the default item set we have at the start of the game (Potion of health and mana & TP scroll) would be replaced? i haven't seen anyone keep the scroll or use it, maybe a good idea is to give players one of the early low cost items this map have instead (Maybe randomized or they'll get one based on their hero type) so people can familiarize themselves on the new items cause people doesn't like buying early game items that much except the cloak of flames one (and i keep telling them new items are available on this map but no one buys them)
I have seen scroll being used quite often actually, but mostly at low level. It's a good item allowing to compensate mistakes (by becoming invulnerable and/or being able to come back to castle). True, with more experienced players, scroll tends to be 200 golds, but I think it is needed for newer players.

Giving a random low cost item sure is a interesting idea. I'll have to check how to balance that, but I'll keep the idea in mind for later patches.
 
Level 4
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Yeah the game just straight up crashed on extreme 999 not that it is playable cause my fps goes to negative at that point but it is beatable after this point i'll just have to overcome the lag💀💀💀

Lag is the only thing that keeps higher levels unbeatable by some heroes especially(for now cause i'm still running some tests)
Early on it's not really a problem but once the midgame starts it starts getting out of hand quickly and i can't do anything
There's only one hero and item that is reliable at clearing everything on this level of difficulty (Dryad and Wand) but it's nerfed so it's harder to use

I know every X hero siege maps have this problem so i'll suggest a solution:
Change how the waves are created (Less units but better stats instead) so lanes won't get stacked easily
Early game units don't really do anything much in the later parts of the game so introduce a new difficulty spike on them (Later in the game reduce their quantity as they are the main contributor to the lag and make new units that acts as an upgrade for them with hugely better stats and resistance/abilities)
More flying units instead of land units later on so the path won't be obscured as easily
 

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Level 9
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Yeah the game just straight up crashed on extreme 999 not that it is playable cause my fps goes to negative at that point but it is beatable after this point i'll just have to overcome the lag💀💀💀

Lag is the only thing that keeps higher levels unbeatable by some heroes especially(for now cause i'm still running some tests)
Early on it's not really a problem but once the midgame starts it starts getting out of hand quickly and i can't do anything
There's only one hero and item that is reliable at clearing everything on this level of difficulty (Dryad and Wand) but it's nerfed so it's harder to use

I know every X hero siege maps have this problem so i'll suggest a solution:
Change how the waves are created (Less units but better stats instead) so lanes won't get stacked easily
Early game units don't really do anything much in the later parts of the game so introduce a new difficulty spike on them (Later in the game reduce their quantity as they are the main contributor to the lag and make new units that acts as an upgrade for them with hugely better stats and resistance/abilities)
More flying units instead of land units later on so the path won't be obscured as easily

I'll try reducing bones duration after death. It currently is at 88 secs, which is unnecessary. Reduced to 30 secs. This will greatly reduce numbers of things to manage & display, and should reduce/postpone lag spikes, while keeping enough corpses for lanes necromancers and Crypt Lord to use.

Will monitor how this improves performance before making more complex changes.

Btw, I'm sorry, I'm guilty of introducing murloc and hydra swarm, which probably doesn't help on that side, even if they leave no corpses behind :cute:
 
Level 4
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I'll try reducing bones duration after death. It currently is at 88 secs, which is unnecessary. Reduced to 30 secs. This will greatly reduce numbers of things to manage & display, and should reduce/postpone lag spikes, while keeping enough corpses for lanes necromancers and Crypt Lord to use.

Will monitor how this improves performance before making more complex changes.

Btw, I'm sorry, I'm guilty of introducing murloc and hydra swarm, which probably doesn't help on that side, even if they leave no corpses behind :cute:
Yeah those ones are stacking on top of one another on their spawn point and after clearing them i notice a huge performance increase

I just noticed this and idk how it works cause it's either i play solo or 8 people
The whole map is revealed when playing with 8 players which ruins the look and feel of the map cause you can just see everything
 
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