----- 0.90 changelog Bugs Fixed: - If you killed buildings under construction, no building circle would reappear - Sand Golem powers up on ally death - Terror of Northrend fear effect activates when ability is cast while attacking - Sapphiron was not classified as an undead unit - Some upgrades had techtree requirements that broke them and wrong gold and lumber costs - Teleport did not work for players other than Player 1 - Alliance buildings would not build where an undead building had previously been built - Force of Nature is worthless because there are no trees on the map - Bounties for spells cast by dummy caster not given to casting hero - Inferno Level 2 did not summon 2 Infernals - Terror of Northrend makes Sapphiron pathed like a ground unit Changes: - water orb finished - Cataclysmic storm effect added as described - Not all upgrades have to be bought to obtain bonus hero - If you buy items you will not be eligible for a bonus hero - Once you start an epic event, you cannot start that one again for 360 seconds and you cannot start the others for 270 seconds - Bounties no longer go down if a player is killed just by ai units, fluctuation in bounty standings reduced - Added new epic item, Bracer of Return - Spell Reflection now works more like a passive mana surge - Added Wavebreaker Hero - Redesigned Ranger hero - Made Horse, Faerie Dragon, Storm Crow, Shade, and Spider pets upgradeable - Added one new bonus hero to each team - Breath of Frost slow effect added as described in tooltip - "-test" trigger back on, gives Kel'Thuzad and Aelir - Added Talisman of the Wild epic item ----- 0.86 changelog Changes Made: Redid and integrated epic events into the map Finished Undead Level 4 spells Implemented building teleport effects and cancel on being attacked Widened and redid the paths for better switching New Epic Event: Tower Removed Epic Bonuses ----- 0.85 changelog Bugs Fixed: Possible Spell Book bug Changes Made: Pets now have a cool fade-in effect Pet Upgrade system implemented and Pet levels prep work started Summon Move ability now has Patrol function for unit targets Bonus Hero system implemented Two Bonus Heroes made Orb of Wind redesigned ----- 0.84 changelog Bugs Fixed: Pendant of Renewal broken Bounty message displays too many times Players able to buy from enemy shops Ranger hero had two spells with the same hotkey Buying upgrades would also give some to the other team Towers had magic sentry with vitality upgrade Changes Made: Leaver hero experience is now split along with gold Pets follow you upon summon now Summon can now have either point or unit targets for attack Leavers removed from leaderboard Gave the crypt fiends an air attack Changed all the unit hp regens to the same number Finished the upgrade system and did all the upgrades Finished terraining the outermost hill boundaries I had been too lazy to do Known bugs: Not all units have 3 abilities - these will be coming in gradually, like the level 4 spells No one has helped me with my tornado problem and I don't know how to do it yet ----- 0.83 changelog Bugs fixed: Lots of bugs with Sandstorm Fixed some tooltips Changes Made: Epic Item Forge implemented Nerfed Slow and Frost Breath Updated Epic Event Outcomes explanations in quest menu Put the summon abilities into a spellbook Raised bounty Balance work ----- 0.82 changelog Bugs Fixed: Rockwave didn't do any damage Undead buildings could not be built Spawns not leaving base due to mistake in another bug fix Summon controlling abilities not visible Surge bonuses not applied 1 memory leak found Building tooltips were broken Some spell tooltips were awkward Die after epic event timer starts bug? Think this is fixed. Changes Made: Finished the 2nd epic event Got rid of the hints system and moved them all to the quest menu Tile update on terrain, looks better and side paths are visible on minimap Finished the Admiral Hero Teleport to buildings added in Upped the experience rate Nerfed Frost Wyrm some more Wind and Water Orbs finished Modified RNR Bounty system put in Global Experience turned off Known Bugs: Orb of Wind is kind of useless and needs an overhaul; Orb of Water doesn't cast silence. ----- 0.81 changelog Update 1/21/08: Still working hard on it, but it could be a while. Just have fun playing 0.80 in the meantime. Update 1/22/08: Lots of progress made tonight, I'm happy. The left base is done, I just need someone to beautify it. The storyline is all worked out, and cleanup of no-longer relevant objects, terrain, and triggers is underway. Up next: the right base, and the paths. More to come after that. Update 1/25/08: The right base is done. Beautified by me, but could still use some work. Paths coming up, then I shall finish AoSing up the game. Update 1/26/08: All paths have been terrained, and the top path has been correctly path-blocked. Assassin went from a forest setting to a new setting to reflect the map's new setting, which you can see for yourself when I release it smile I also did some more transition work from pre-AoS to AoS. It's going to be so much fun to play when I'm done, I'm looking forward to it. Update 1/30/08: I decided after playtesting to shrink the map a bit more. It took about 1:05 to get from main base to main base before, it's better now. To do that, I had to redo the paths though. The bottom two are laid out again, next up is re-laying the top path and then terraining it. However, all the work I did with transitioning the map and getting the AI spawns working remains intact and this was a relatively minor setback. I'm glad I noticed it now and not later. Update 2/3/08: All paths are laid and path-blocked, terraining is just begun, and one of the two new epic events is in but not tested. That's another thing, Battle and Siege are gone. I realized that when you start them the outcome is basically determined and that that is a waste of time, so I have two new epic events to replace them that require skill and strategy. I am always looking to increase the skill level of the game, that makes games fun and interesting. I am also wrestling to make an easy and well-triggered rebuilding system, the one that worked well before doesn't really apply very well anymore, so it needs work. Update 2/11/08: I did more terraining and pathing work while I wait for DarnYak to help me with the building system. Update 2/14/08: I did more terraining, updated all the second team buildings to be correct since I hadn't done that since I made buildings team-specific, made the new epic event shop puchasable bonuses and did more triggering for the epic events. No word from DarnYak. As soon as I get word from him on his building system, I will fix that and I will release a build. Update 2/15/08: I did the building system myself, got 90% of the spawn system done, did more triggering for the epic events, and did more terraining. We're getting there; I decided I don't want to release pre-maturely after all. This is a big patience test but I think it will be great when it's ready. Next up is finishing the spawn system and triggering the epic bonuses and finishing the epic events. Update 2/16/08: I did some more terraining and realigned one of the epic arenas for better balance. AND OMG SPAWNS IT WORKS AND IT'S SO BEAUTIFUL OMG!! They are really horribly imbalanced, but I knew that was going to happen tongue I'll just always be on the weaker team to make up for it until things can get balanced big_smile Update 2/22/08: I did lots of balancing work, fixed a few bugs, and got the sand giant strategy 90% done. It looks pretty awesome also, really cool looking special effects. We will have a release as soon as I finish everything or we go to play on battle.net, whichever happens first. Things left to do, off the top of my head: finish the two new epic events, finish the sand giant strategy. Looking ahead to 0.82: fixing broken spells, redoing the Admiral hero, redoing the fire mage hero, getting the bounty system in, getting the upgrade system in. Looking ahead to 0.85 (yes, I am going to skip again): trying to figure out a way to have a bonus heroes strategy that fits the story, and the opening cinematic. I wanted to have some tie-in to the story where the bonus heroes were the Warcraft II heroes, but I couldn't think of anything. For those of you who didn't know, Nethergarde Keep is the fortress that the Alliance constructed to keep watch over the remnants of the Dark Portal that Khadgar could not destroy, and the Blasted Lands were formerly a big swamp (the Black Morass) which have been twisted into barren desert by the energies of the Dark Portal. As it is, there are plenty of other heroes who could plausibly be at Nethergarde, so I may figure out a way to become one of them, or I may do something else. We'll see. They are going in somehow, definitely, but I don't want to give away who they are so you have something to look forward to and speculate about. I also *really* want to have some way for Sylvanas and her people to be saved, as you can see in 0.80 and 0.81, but I'm stuck on how to achieve that too. Too bad I don't have another person to consult on about lore. Eddie is a total loss at that, he was telling me I should have night elves and other evil groups on the Scourge side like I did while I was still trying to figure out my story before 0.81. He told me "Dota has different races on both sides, you should do that." Hoo boy. I think I need to show him 3.7 by Eul to educate him smile I can understand why All-Stars has heroes from different groups on both sides, it's because they have decided to abandon story and hero uniqueness considerations in favor of simplistic AoS gameplay centered around 80 heroes without much differentiation and 1337 item builds. Fine, their design decision. But I will never make a map like that, ever. I hope you expect more out of me than that. Update 2/27/08: I've been doing small work on the map this week. I haven't had time to do anything major with all the exam mayhem and marathon study sessions going down, but whenever I need a break I take a few minutes to work on it. I've been fixing bugs, making balance changes, adding some more Level 4 spells, and beginning the overhaul on the Frost Shaman and Admiral heroes. The Fire Mage hero is out. I have also been looking at some spell options for a Scourge hero I am going to add. Update 2/28/08: Squashed some major bugs. Update 3/04/08: Completely finished Frostwolf Shaman hero, squashed some bugs, worked on Admiral. Update 3/08/08: Finished the third epic event and added some more Level 4 spells. I posted the new version and now I am doing a writeup at wc3campaigns.net to try to become a hosted project. Go check it out! The changes made in this build were too vast to be listed. The map was completely overhauled from a mixed genre map to a modified AoS. All aspects of gameplay were overhauled. Map improved in all areas, especially focus, gameplay, and storyline. ----- 0.80 changelog Bugs Fixed: Lizards chase way too far Rarely occurring fatal error Fountains heal mechanical Display error with Sylvanas' quest upon finishing Some pets had leftover food requirements Upgrades had wacky button positions, I made them pretty Enemy spirit pigs could drop tomes Barrack rally points now work AI Spawns didn't attack Special Effects didn't show after Sylvanas' Quest Changes: Pace Improvement!! - Epic unit tokens spawn around epic item shop Pace Improvement!! - Fountains heal faster Pace Improvement!! - Special units can now be built at your team's barracks when you destroy an enemy building Level 4 spells - All Human spells are completely done! Enjoy Added an epic item shop Healing and Mana Potions combined Added charges to Speed Potion Finished the Earth Orb Admiral is overhauled and almost done, I just have to figure out how to do his ultimate. Sylvanas' quest now has the buildings change too Hints updated Merc Heroes participate in epic events Found and cleaned up some memory leaks ----- 0.63 changelog Hey all. As those of you who have joined us on battle.net know, 0.62 is basically done. I have a few more things I want to squeeze in before I call it a build, but it's almost all there. I am very proud of it. After repeated public testing, the gaming experience has started to move from "buggy mess" to running near perfectly. For this build, I will be trying as hard as I can to implement the suggestions of the good guys over at Clan TDG. These suggestions had to do with pacing of the game; they said it was slow and boring at times, and that there needed to be more reason to get out of the forest and mix things up with the other team. I wholeheartedly agree, and so this build will largely consist of anything I can come up with to speed things up. I am trying to come up with ideas on my own, but it goes without saying that I would appreciate any help you can give me in the suggestions thread. The only requirement I have is that the suggestions not lead to a snowball effect. I am totally against things that lead to the rich getting richer and the poor getting poorer; I believe that the winning team should have to play better the entire game, and not just in the beginning of it. One of the things I have already come up with and that will definitely be implemented is a bounty system. This will replace the +200 reward for killing heroes entirely, and help gameplay a lot. Not only will the rewards entice people to leave the forest, but it is an anti-snowball. One other idea I have considered is having a neutral force somewhere, but I am trying to figure out how that would not snowball. Maybe I can make them temporary? We shall see. More side quests and shop location changes may make their way into the game as well, but have no fear: I will never make a hidden shop. I hate that in DotA. In addition, the level 4 spells will continue their slow copy from Rival Nations. Thanks again to AwaKening for providing me with those, they are a great addition to the map. For a look into the more distant future... Weekly builds will resume after I return to school. I am going to be spending LOTS of time with my family and friends these holidays, and I encourage you to do the same smile In addition, the map may go gold (make the jump to 1.00 and full-fledged bug-fixing and balancing mode) relatively soon; I am waiting for the completion of the Warcraft II: 2nd Generation project over at wc3campaigns.net to be complete before I add in unlockable heroes, and it may be a while before a terrain revamp happens. On the flip side, this is not such bad news; the map plays great right now, and I really look forward to the experience as its battle.net popularity continues to grow. Keep hosting and inviting people here! Merry Christmas everyone! Edit: See 0.80 Changelog ----- 0.62 changelog Hey gang, I'm extremely busy now and will be all the way until Christmas break, but I'll be posting changes I do make here: Bugs Fixed: Murloc sentry towers don't attack Hero still has Crystals of Elune after completing Sylvanas' quest Siege gate doesn't respawn Pathing blockers are not removed Speed potion, TP scroll have stock delays Stellar Rift spell only attacked one target Peons and Wisps could not enter mines during epic events Damage in Assassin was broken Town Guards were wrong color if player owned a non-default base Siege spawning region could get units stuck in wall Warlock's range was waaaay too far Unholy Armor had the wrong base spell Hero revival was not turned off during siege Bulthus' Change Form spell had no mana cost Siege reward system was bugged Hero Bounty floating text appeared at some wrong times Towers did not get removed after siege Allies did not give visibility after you finish quests Pet Item cooldown finally fixed to 2 minutes Changes: Added Scroll of Town Portal to shop Removed Necklace of Spell Immunity and Skull Shield from shop Powered up Enchanted Shield Siege castle and gate are now owned by computer to enable auto-attack by units Made murloc sentry towers more powerful, reduced spawn time Made only hard creeps give +2 tomes, since people doing the toming strategy were camping the easy camps Teleport spell removed from Astral Mage Unholy Armor spell added to Warlock I replaced Reincarnate with other abilities on the Centaurs and Sasquatch All heroes and epic units sped up Added Frostwolf Shaman hero Put in Merc Hero system Added Fel Orc quest and AIs for Sylvanas and the Fel Orcs Removed Phoenix from pet shop When players leave their units and resources get distributed randomly Gravity Flux nerfed Replaced Stoneskin Aura with Echo Slam ----- 0.61 changelog 0.60 was a big success. We did a public test of it. Lots of things went very well. And naturally, it being a public test, we found another boatload worth of bugs. I'll be fixing them this week, and starting an ai quest for evil so we can finally get some mad ai action going! Bugs Fixed: Forgot to update version number A few forest paths were blocked, some more may be! Let me know if you find any, tell me which to circles/camps they are between. Epic circle not turned back on after battle and siege Forgot to move right epic event shop Forgot to move epic circles/regions The lizards will chase you Astral Mage spells not working, except for Gravity Flux Town Guards wouldn't stop spawning until town hall died Changes: Astral Mage nerfed a bit, pre-emptively smile He was already showing signs of being crazy over-powered and he only had one spell working! The Blademaster has his real name now ----- 0.60 changelog Hey all, I hope you had a great Thanksgiving. I've been working hard on the map. I haven't been keeping as detailed a changelog this time since I have been polishing so many different areas of the map, and I haven't had internet access the whole time. Also, I am aware that 0.54 never got uploaded. This is because I was about to release 0.54 when I decided to do all these changes. BIG CHANGE OF DOOM: Eddie convinced me that the forest needs to be in the middle to reduce walking time and to encourage people to do side quests. Brilliant. So I did that. It was a lot of work, but worth it. The forest got an overhaul, but should work just fine. I am aware that there are four creep camps without creeps. I am undecided as to what to do about this at the moment. I would rather not repeat creep families, but I could do it without it being too bad. We'll see what I do. Dun dun dun. I'll probably wait until wc3campaigns.net comes back up to see if they have any cool creep models. AI changes: The AI is closer to completion, I would say about 60% feature complete. However, it is not active yet. I am not going to activate it until I have one from each side fully ready to go, and I may finish all four at the same time. We'll see. That said, you can fully complete Sylvanas' quest, and half of the effects are in. Pretty cool, if I do say so myself. Miscellaneous changes: The Admiral got another spell. That brings his total to one. Do not pick him, obviously. If you have suggestions for custom spells for him or any other hero, I would love to hear them. I reduced the size of the Battle and Siege areas, they were too big before. I made it so all outside units are paused after an epic event begins. I personally thought it was fine that you could control outside units during the epic event, but other people did not, so I sided with them on this one. Let me know what you think. I added visibility modifiers to the Siege area to make it more clear what is going on. I added a good custom hero, the Astral Mage from Eota: Exodus. Enjoy. ----- 0.54 changelog Bugs Fixed: Another (Die you infernal spawning system bug family!) spawning bug Base tower circles needed patron Epic tower inventory is finite When changling in morphling form, not placed in epic events Player 11 hero transported to wrong spot after being chosen along with town hall Changes Made: Changling no longer gets 200 life from changing form. (Nerf) Player heroes respawn at base to prevent camping of spawn point Features added: Town guards - helps prevent camping and brings base survivability closer to intended level. ----- 0.53 changelog Changes: Bugs Fixed Evil Heroes respawn on left side after Epic Battle If Bulthus is morphed when an epic event ends, he is trapped in the middle. Attacking team in Siege does not spawn in correct location Buying a Tower from the Epic Events shop made the shop disappear Warlock hero fixed up for now, still not done yet Added Version number to map description so people don't have to delete old files Epic Towers Implemented Working on AI Spawning Level 4 spells ----- 0.52 changelog Changes Made in 0.52: Sylvana's Quest added and completable, but her base does not transform or activate yet Creep respawn issue fixed, again Bulthus's Change Form ability edited to use 3 creep families, have 6 levels Siege spawn area fixed, rainy weather added Sasquatch treant item bug fixed Creeps can now attack the dragon hero, and the dragon hero can fly over trees Hints appear less often, and you have to opt in on them Minimap pings added to appropriate hints Bulthus changeling dead form removed to be more realistic Other miscellaneous changes Added Feature: Base circles now change color to reflect base's owner and allow you to build without walking all the way back. Looks really cool too! Thanks to Eddie for the awesome idea. Known bugs in 0.51 not fixed yet: Towers do not appear in Siege yet Admiral and Warlock heroes not complete yet ----- 0.51 changelog Bugs Fixed: - Evil epic event shop stocked with wrong evil assault unit - Orb shops do not display their inventories - Creeps only give experience until level 5 - Battle ends after one evil unit is killed - Spidering Willcage heroes have 3 units in inventory instead of 1 - Hero Kill bounty color teal instead of yellow - Tooltips on buildings incorrect - Buildings do not appear when buying unit was too close - Creep respawn is not independent - No explanations in quest menu - A bunch of bugs that Eddie and Hypatia helped me with in a test. Features Added: - Hints can be turned on or off. - Buildings under construction can be canceled. - Siege epic event completed.