| 12-08-2007, 04:07 AM | #1 | ||||||||||||||||||||||
Unholy Alliance V Download : At my official map release blog here. Stories : After Arthas became the Lich King reborn, the world broke up into few distinct power, forming Alliance for survival. Among the most powerful are the Scourge (Lich King), Forsaken (Sylvanas and Dark Elves), Orders (Human and Orc), and other minor races such as Ogre, Satyr, Demon, Furbolg, etc You begin the story as a mercenary in the Town of Absurtus, choosing your Main Alliance from the 3 above alliance, and gather other races and raze all the other alliance! Features : - A RPG game combined with a little castle siege feature style gaming. - Each hero have 5 active spells, and 11 passive skills enchanted in a spell book, by learning the active spells you will gain bonus from the passive spells with different combination of spells. (that make up to a total of 16 spells) - The creep system are totally random, different creep might spawn for the same creep camp, never think that *oh this is a troll camp, i can easilly handle this... OMG WTF A DEMON !!... ::sound of flesh flying around::* and you get killed. Random secial feature might get enchanted to certain creep when spawned. (stone skin, extra strong, extra fast, etc) - Multiquest system, you can finish off the game with different way you like, like helping the evil kill the goods, helping the good kill the evils, or simply just whack up both party, is all in your hand! - Waypoint System that allows you to switch between maps. - Advance Inventory system (AAAInventory System strach from blade.dk) each hero allow to carry up to 4 main page item, 16 backpack items, and also 20 equiptment slots - Advance Potion system (Potions triggered, they will heal based on the hero's stat, eg: high str hero may gain more life from using health potion, while high int hero may gain more mana.) And all the potions stack! - Drag and Drop combination system (we are getting bored with recipe system in many games, so something new have to come out, and here's one, you drag and drop one item into another, cratfing new item, with some luck you might get some unknown-item that was not listed in the recipe list :D special credit : Vexorian's InvX ) Version Log :
Screenshots: Loading screen Some in-game preview ![]() The fierce battle between 2 Alliance, don't you wish to join one of the side? Reagent recipe: Don't know what to do with the reagents? Well try dropping it onto something and see what happens! Table:
Credits: To the following beta testers and useful feedbacks Zane Cidane Anopob Av3n MercyfulJester |
| 12-08-2007, 09:01 AM | #2 |
Looks nice, I would just advise to stay cold and not make it too grand. I hope you will finish it before development of UA6 begins. The RPG combined with siege sounds lovely :) How many heroes are you planning to have? 16 skills per hero is quite a lot of work. Are you sure something like 4 passives wouldn't be enough? |
| 12-08-2007, 03:38 PM | #3 |
Can't help it as I imported a few system into UA4 and it crashes upon each other... So what i did is re-did all the system (Let's see, UA4 have around 6 inported system, while UA5 have 3 imported system, which is caster sys, attack detect sys, and the independent summon sys) The system that giving me lots of trouble back in UA4 is the creep system and the inventory system as they don't like each other and crash the game hell lots! So it pissed me up so badly and i rewrote the whole system, allowing me to debug immediately when there's any crashes. So, unless the caster system screw up, there won't be a UA6 so don't worry lol... -- Bout the heroes, well I'm not sure, I could do a new hero with every new release, and when the balance is achived, I'll move backwords towards balancing each of the heroes :) |
| 12-08-2007, 07:38 PM | #4 |
I suggest import the old heroes first, while making the new ones. -Av3n |
| 12-09-2007, 09:34 AM | #5 |
I did, but some of the old heroes uses the old system, so i have to do some remake here and there -- btw, update for more pictures, release within 24 hours from now :D |
| 12-09-2007, 09:10 PM | #6 |
Yay it's finally here, and in the SS the necromancer is there too lol. I hope I can get enough time to try it when it's out. |
| 12-10-2007, 10:25 AM | #7 |
Yeap, and there you go, the map is ready to rock and roll. For downloading the map, please refer to first post. Also, I you don't mind, please give me a feedbacks after playing the map :) I really need those to improve the map! |
| 12-10-2007, 08:49 PM | #8 |
Alright so while I'm playing it, I'll jot down notes (these don't necessarily have to be bugs, just comments and questions): -At the beginning, it's kinda weird how the player must already "know" that he's a mercenary. But that part is fine, the ! should be gone from the captain but the dialog should still be there. -For some reason when I right-click the Goblin Merchant, it yellow flashes a rack next to him. I think you're trying to show the items are from there but meh. -The mistress' Shadow Knives ability doesn't increase AS unless it's permanent and I didn't know. -The red skeletons at the beginning are under the force The Alliance. What the... -Not sure how these mechanics go but for the human vs bandit AOS thing the units sometimes stay at base. -As a ghost you can still trigger the Cathedral dialog. Not much a big deal. -Not sure if Imbued Weapon works, because it could be permanent (though I prefer green numbers so I can see it). -As a suggestion, should the range between the ghost and the Res Stone be closer? Also should the hero be weak life when dead? I mean....it takes a while, but maybe that's just because I'm somewhat impatient lol. -Ghost's blink should be slightly larger IMO. -The water elemental in the waterfall...could you give some "back off" trigger if you don't have the quest yet? I by accident went in there and got raped lol. -Magic Mushroom doesn't have a correct DISBTN. -Why is lesser HP pink but normal HP green? The following is for typos, so you might not care. -The time when you try to enter the church the dialog has a typo. "I don't remember the king had summoned anyone today." Should be something like "I don't remember the king having anyone summoned today...I think. -"Damn, I'm Level 3 already. Why in the hell I'm still killing these lowly skeletons? ..." Why in the hell am I still killing these lowly skeletons? -"Oh, I see you've gain quite strength..." quite SOME strength and gainED. -The item Skeleton Bone: "A strong piece of skeleton bone that can't even harm by swords and blades." I'm not so sure what you want so say here. -The dying message should be "has" not "had". -Joel speaks "it'll recover in NOT time"...yeah it should be NO. -In the cinematic after the bandit, it should be "what problems HAVE THEY caused you," not they have. |
| 12-11-2007, 12:49 AM | #9 |
Good to see UA being worked on again! Here's a couple of things Anopob missed: -Spelling error on the "Bonearmor" skill on Necro (the word "destroyed" is misspelt) -Some of the items do not seem to work properly (at least the couple of axes I tried didn't give me the promised Damage Bonus, only the Strength Bonus [Steel Axe and the Steel Axe + Attack Claws = Axe thingy]) -Fan of Knives triggered a "double attack" when I used it on level 1, without having the passive which gives the ability to do so (unless the ability already exist on the skill in which case it is not properly told to the player) |
| 12-11-2007, 07:13 AM | #10 | ||
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| 12-11-2007, 07:26 AM | #11 | |
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| 12-11-2007, 07:35 AM | #12 |
DD btw heres some more Ghostly Helm doesn't has a disbtn smae as magic mushroom The Warden's skills is abit screwed... Some of them require shadow poison but i learnt them. (abilities used: Shadow Strike, Enchant Poison and Fan of Knives) -Av3n |
| 12-11-2007, 07:46 AM | #13 | |
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| 12-11-2007, 09:12 AM | #14 | ||||||||||||||||||
Updated first page with some hint on what to do with reagent items :) Table:
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| 12-11-2007, 11:33 AM | #15 | |
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*Slaps forehead* |
