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The Inner workings of the Firelord and the Goblin Alchemist

08-14-2004, 11:05 PM#1
Electromancer
I love new heroes. They are always fun to see in the game. Here's a quick rundown on how the abilities work for those of you who are wanting to mod them but can't figure em out.

Firelord
Soul Burn - This one is really simple. It's almost like cripple with damage dealing power mixed in. This is actually a pretty useful skill for modding. It also disables spell casting, and this can't be removed. That is annoying, but it may change in the near future.

Summon Lava spawn - These are interesting little creatures. After x hits, they split into 2 new lavaspawns with max hp and a full timer. You can edit how many hits it takes to cause this effect. Oddly enough, when you look at the ability it seems that the units only start with 50% hp and only gain 12 additional seconds to the current amount on the timer. But after a few tests it seems that these fields don't really have much effect, atleast that I have noticed. If you know what they do, then speak up.

Incinerate - An awesome skill which is currently rigged in-game for ladder. This skill works like this: It deals it's initial damage, and if you make another hit on the target within the alotted time, it adds on to the initial damage by an amount. Basicly, 1 damage bonus first attack, 2 damage bonus second attack, 3 damage bonus third attack, and so on. This is at level 1. Also, when a unit under the effects of this skill dies, it explodes. I have yet to test to see how exactly this works with black arrow, but i can only guess there are issues. The explosion damage can be removed if you just want the add on damage though.

Volcano - An odd little skill. It fires off a buncha boulders in all directions every 5 seconds, which makes this skill almost useless in ladder matches. But it is a great modding skill. To be honest I have no idea how many boulders this launches at a time. My guess is that it shoots out a few rounds of the boulder ring thing. I can't be sure though. Either way, its a very interesting ability.

Goblin Alchemist
Healing Mist - Think cluster rockets, but with healing. It heals enemies as well, but that can be edited. The difference is that this spell doesn't heal per little spray, it heals the area for a set amount each cast. Pretty simple as far as skills go.

Chemical Rage - A morph spell which gives a bonus to attack speed and movement speed instead of to hp and damage and the normal things. This skill really isn't much different than other morphs, but it can be useful.

Acid Bomb - An AoE armor removal spell. This is really quite good for modding. You can change most anything on the skill. You can even make it a single target spell. Not too hard to mod, plus it also has unused attack speed and movement speed reducers. Heck, if you wanted, you could make this a positive spell.

Transmute - This one is probably the absolute most simple spell that has shown up in the game now. It is very simple: you gain a factor of the target's gold cost. You can also edit it to get a part of the target's lumber cost. Not insanely spectacular, but useful none the less. You could turn it into a "Robbery" skill, since it does instantly kill the target.
08-14-2004, 11:45 PM#2
GreyArchon
Quote:
Originally Posted by Electromancer
You could turn it into a "Robbery" skill, since it does instantly kill the target.

Does? So you couldnt turn it into a simple robbery skill that doesn't kill the target?
08-15-2004, 07:58 PM#3
GaDDeN
Healing mist is deffinately nothing like cluster rockets. The only thing alike is the AoE effect lol.

Healing mist is simply a blizzard spell with a "-" infront of the damage. It heals a few waves in an area, and also heals enemies if they run under it. So:

Healing wave = Chain lightning with negative damage
Healing mist = Blizzard with negative damage

Too bad that doesnt give us modders a shit =/
08-15-2004, 08:21 PM#4
Toxicseaweed
hold your tongue, we still get new spell art and icons!
08-15-2004, 08:28 PM#5
GreyArchon
Quote:
Originally Posted by Toxicseaweed
hold your tongue, we still get new spell art and icons!

Very true. One of those "healing mists" missiles is always good for a custom hero missile / orb ability.
08-15-2004, 09:00 PM#6
GaDDeN
Thats true =) And best of all: Models!

But still... blizzard shouldnt go make skills that a total noob modder can make in 0.0001 sec =/
08-16-2004, 05:43 AM#7
logik
gadden... healing mist is based more on breath of fire... its more of a spray... i think.
08-16-2004, 11:59 AM#8
35263526
Stickying for the next week or so, this is useful.
08-17-2004, 12:04 AM#9
Dark_Archon57
Healing Spray is pretty good, except I think it should cost less mana. It heals about 60 damage at level one for 75 mana. It should cost a LOT less mana. Even at level 3, it doesn't heal enough to really heal; plus the fact that it heals enemies. That's probably the only new spell I have a problem with. It needs to either heal more or cost less mana.
08-17-2004, 01:02 AM#10
Toxicseaweed
we're not talking about balance. Anyway i think with these abilities these are now types of spells that wouldn't need to be made via triggering and therefore thats a few less triggers in our map.

I know you guys don't think this but the most useful spell they gave us was transmute. There was no instant kill spell that gave XP before this. Unless you count high amounts of damage :)
08-17-2004, 04:11 AM#11
Mech-Sheep
The skill that caught my eye is Incinerate. It's asking for the best TD skills evar!
08-17-2004, 06:01 PM#12
Vexorian
Transmute can work to allow a really good Tower Sell spell, I think it is just Unsummon that works on non undead though
08-18-2004, 11:29 AM#13
GreyArchon
Wait a moment.

Those firesprites that split up... is the amount of hits they need to make before they split up part of the spell that summons them? Or is it a seperate 'invisible' skill much like skills like Locust, Spawn Hatchlings, etc?
08-24-2004, 09:54 PM#14
Frost Lord
Quote:
Originally Posted by Grey Archon
Wait a moment.

Those firesprites that split up... is the amount of hits they need to make before they split up part of the spell that summons them? Or is it a seperate 'invisible' skill much like skills like Locust, Spawn Hatchlings, etc?

its part of the spell in the spell it gives the # of hits to split
08-25-2004, 01:50 AM#15
GreyArchon
Quote:
Originally Posted by Frost Lord
its part of the spell in the spell it gives the # of hits to split

Yarr, what a shame. But it can't be helped.