Azeroth Wars LR 2.02a

Discussion in 'Azeroth Wars: Legacy Reborn' started by Volrath, Jan 16, 2017.

  1. Volrath

    Volrath

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    Remember when I said yesterday? I lied. Or work happened.

    Had a decent chunk of time away during the holidays, but here's a small update put together since getting back in the last 2 weeks or so - sad as I am to remove mountain climbing ogres. Maybe Mok is still bugged and I can watch him charge through everything still. We can only hope.

    As said previously, added slightly to Bloodpact Pink. Probably going to focus on Grey changes for the next Bloodpact update.

    General
    • Neutral Hostile Mannoroth during the bloodpact event is a bit less friendly in general.
    • Players may now type -Clear to remove all current text messages from the screen.
    • Ally and unally commands now work with the spelling of grey or gray.
    • Replaced the Human Archer model with another one - smaller size and better model.
    • Changed the capital protection of Stratholme and Capital Palace to now simply require towers to be destroyed first.

    Terrain
    • Altered terrain on the eastern edge of Desolace slightly to prevent siege hitting Thunder Bluff.
    • Removed a large chunk of pathing blockers that were in the open area of Northern Badlands.
    • Changed Alterac slightly with some human ruins - mostly visual.


    Bug Fixes/Other Issues
    • Mok'Morokk can no longer use Charge to move onto mountains or water, and no longer acts as if following queued movement commands if grouped with other units.
    • Siege units can no longer get stuck when trained from the Warsong Lumber Camp Barracks
    • King Arthas' Royal Guard Summons no longer have Accept Bloodpact
    • Scepter of the Queen can no longer be gained a second time through two different events in a specific order.
    • Fixed a bug where red possessing certain Horde units would cause them to constantly revert between their normal and bloodpact versions.
    • Demonic Construction from Spirit of Gore no longer reduces the movement speed of Demolishers slightly.
    • Teal's Infernal Juggernauts now correctly have Siege as their second attack type.
    • Kirin Tor should no longer sometimes lose Mana Shield when hit by red/blue units which would trigger plague conversion.
    • Pink should no longer be able to gain Spiritual Mastery and Warrior Spirit Mastery if one is chosen before Bloodpact.
    • Blacksmiths in Gilneas no longer have a ranged attack upgrade available when taken over.
    • Removed the Auchindoun Income ability from Tyr's Hand Citadel which is gained after Stratholme is destroyed - wasn't actually adding any income.
    • Plague Cauldrons should no longer spawn on bridges, Fenris Isle, Caer Darrow, and a few other odd places.
    • Removed mana from Stone Form Gargoyles.
    • Hostile Ogre Lords should no longer damage themselves and other creeps when using Thunder Clap.
    • Buildings in the Warsong Lumber Camp now start invulnerable while under neutral control - units now also start hidden until the camp is taken by grey.
    • The Marketplace in Gilneas will now convert to Dark Green's version if captured by South Alliance.
    • Farstriders now correctly deal aoe damage with Shattered Arrows.
    • Units can no longer get stuck behind the far right Obelisk at The Frozen Throne.
    • Mograine's Scarlet Frenzy now correctly only has 4 levels (Couldn't actually level the 5th)
    • Self-cast bloodlust no longer gets removed if Grey learns the mastery, goes bloodpact, and pink refuses bloodpact.
    • Grey no longer has 2 versions of Battle Stations on Orc Burrows if Bloodpact is declined.
    • Dagran's Fire Elementals now correctly gain damage upgrades.
    • Green should now correctly be able to gain Dar’Khan Drathir after taking Drak’Tharon Keep if someone else had previously taken it.


    Tooltips/Hotkeys/Icons/Text
    • Building Orgrimmar by bringing Thrall to it will no longer include the Warsong Tunnel text as well.
    • Changed the hotkey for Unsummon on Red's Acolytes to W.
    • Changed the hotkey for upgrading a Necropolis to Halls of the dead to Z.
    • Changed the hotkey for upgrading Halls of the Dead to Black Citadel to Z.
    • Changed the icon position for Reveal on Neutral Goblin Laboratories to fit it's hotkey.
    • Fixed the tooltip hotkey for learning Feral Spirit on Thrall.
    • Fixed the tooltip for Feral Frost Wolves on Drek'Thar.
    • Fixed the tooltip for Magheridon's Explosion ability to display the correct damage values.
    • Fixed the icon position for Darkspear Warlords
    • Fixed the tooltip hotkey for Mok'Morokks' Quake ability.
    • Added Durations to the tooltips for Muradin's Mithrios & Troggbane ability.
    • Added all info to the tooltip of Anub'Arak's Locust Swarm ability.
    • Fixed the hotkey and tooltip for Grey's Ogre Might Mastery and Troll Combat Mastery.
    • Fixed the hotkeys for Teal's Demonic Mastery and Fel Blood Mastery.


    Creep Changes
    • Player attack/armor upgrades no longer affect certain creeps.
    • Increased the gold bounty of hostile Mannoroth by 180.
    • Increased the gold bounty of Darius Crowley to 300, up from 20. Increased his armor to 21.
    • Changed the HP of Red Drakes from 950 to 1225.
    • Changed the HP of Vaelastrasz to 1950 up from 1600.

    Items
    • Teal's Orb of Slow now correctly grants +6 damage instead of +3, and correctly applies a slow debuff.
    • Orange’s Arcane Orb now correctly adds 6 damage instead of 1, and correctly burns mana on attacks instead of purging.

    -Factions-


    Red
    • Plague Cauldrons can no longer be teleported to.
    • The Lich King's Ultimate ability Mass Animate Dead now has more than 1 level - also reworked it slightly to fit three levels. It now raises 30/40/50 corpses for 60 seconds with a mana cost of 200/250/300 and has a 2 minute cooldown.
    • Raised the grouping priority of Destroyers.
    • Replaced 2 ghouls in Azjol Nerub with 2 Abominations.
    • Increased the maximum number of Carrion Beetles on Anub'arak's level 4 summon to 12, up from 9.
    Blue
    • Lowered the hitpoints of Dreadlords by 75 and lowered their base armor by 1.
    Green
    • Green's Armor upgrade now costs 75 gold and 50 lumber at level 1, instead of 50 and 100. Increased lumber per level by 25. (Same values as all upgrades were changed to previously).
    • Lowered the mana cost of Shattered Arrows on Farstriders to 13, down from 21.
    • Quel'Danil Lodge can now train Elven Workers.
    Purple
    • Tyr's Hand Citadel can now also research the Second Chance upgrade.
    • Mograine's Ashbringer ability now requires 2 hero levels per level learned, and now correctly deals splash damage.
    Orange
    • Earth Golems and Mud Golems can no longer be converted by plague.
    Teal
    • Increased the grouping priority on Nether Drakes.
    • Removed the mana cost on Incinerate for Black Drakes.
    • Reduced the movement speed of Fel Orc Warlocks to 220, down from 270.
    • Changed Zuluhed's Summon Nether Dragon ultimate to Ascendance - ''Transforms the shaman into a Flame Ascendant with powerful elemental abilities. Has Incinerate, Immolation, Flame Strike, Meteor, and Chain Explosion.''
    • Increased the movement speed of Neltharaku to 270, up from 245. Also increased grouping priority.
    • Increased the movement speed of Teal's Nether Drakes to 270, up from 245.
    • Increased the grouping priority of Black Drakes.
    • Decreased the gold cost of Fel Orc Grunts by 2.

    Dark Green
    • Sentinel Tower in Westfall for Dark Green can now also send summoned garrison units to it's rally point.
    • Northshire Abbey can now train Conjurers if researched.
    • Galen Trollbane's Instant Revilization no longer restores mana to 100%, and should now properly restore health.
    • - Increased the base damage of Spearman by 4.
    • Increased the base damage of Marshals by 3 and increased their HP by 75.
    Yellow
    • Units can no longer get stuck when trained from the Barracks in Gnomeregan.
    • Greymane's Manor can now train Dwarven Workers for Yellow.
    Light Blue
    • Removed the invulnerability protection on Feathermoon - siege should no longer be able to hit the main building from northern Feralas now.
    • Shadowleaf Sentinels now correctly benefit from the Ultravision Research.
    • Changed the build time of Glaive Throwers from 48 to 25.
    • Increased the build time of Hippogryphs to 12, up from 3.
    Grey
    • Changed Nazgrel's collision to 24, down from 32.
    • Increased the grouping priority of Ogre Magi.
    • Changed the movement speed buff of Nazgrel's Lok'Tar Ogar! ability to 35%, down from 50%.
    Pink
    • Removed the Ancestral Fortitude research.
    • Added Dark Troll Shadow Priests to Pink when Bloodpact is accepted, which have the abilities Curse, Dispel Magic, and Shadow Madness - ‘’Causes an enemy unit to succumb to madness, attacking any nearby units for 8 seconds. Lasts 2 seconds on Heroes.’’
    • Increased the initial damage of Chain Lightning on Stormreaver Warlocks to 120, up from 80. Increased it's number of targets to 8, up from 6.
    • Replaced 2 Witch Doctors that spawned with Mannoroth with 2 Dark Troll Shadow Priests.
    • Changed Devour Magic on Pink's Dark Shaman to Flame Shield.
    • Changed Mannoroth's Ultimate ability from Blood Frenzy to Demonic Eruption - ‘’When in Mannoroth's presence, the fel blood of dying units will react violently, causing damage to units in a small radius. Also causes Mannoroth to create a much larger eruption on death.’’
     
    Last edited: Jan 18, 2017
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  2. Halzum

    Halzum

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    Lazy editor can't make real new huge version.
    Noob editor.
     
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  3. Excalibur

    Excalibur

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    Effective
     
  4. WestFlame

    WestFlame Emperor of Arathor

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    Oh my God. You want to tell me Thoras utlimate restored 100% mana?
    Anyway, I have reported that bug and in next version the bug is fixed. Not suprising it is a shame this needs to be addressed as a compliment. Keep up that kind of gud work!
     
  5. Makros

    Makros Elder Sasquatch

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    Nice update, really looking forward to Zuluhed's new ultimate, it certainly gives him some powerful aoe capabilities, at the cost of loosing chain heal and brilliance aura.

    Also this
    • Changed the build time of Glaive Throwers from 48 to 25.

    Thanks Volrath
     
  6. Volrath

    Volrath

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    Ikr? He even went to sleep yesterday -and- went to work. Wasting time. I vote we fire him.

    Apparently. I mean, if it randomly wasn't working when cast it wouldn't give mana since it's tied to the health part, but the ability was a trigger rather than an actual spell for some reason - and the trigger just said ''set mana and health to 100%''.

    Hopefully it's better/more fun than ''summon dragons''. Still wondering if Zuluhed's Ult, Mannoroth's Ult, and Shadow Madness on the new Troll caster might be too weak or too strong, but when testing them all out they seemed good enough.

    And just to give details on the whole Shadow Madness thing so people other than myself and anyone who asked to test will know how it works - Which is very hard to tell how effective it will be until it's being used more in actual games:

    Shadow Madness - ‘’Causes an enemy unit to succumb to madness, attacking any nearby units for 8 seconds. Lasts 2 seconds on Heroes.’’

    It won't actually cause loss of control of the unit, so if a unit gets that debuff and starts attacking another one nearby, you can give it another order and it'll stop attacking - But the spell also forces it to attack nearby units more times than when it's initially cast (Also means you can't force someone's lone hero to stay there attacking, so long as they just keep commanding it to run).

    The spell also has a debuff attached to it, and can be dispelled - anytime Shadow Madness is dispelled the unit will stop attacking whatever it was forced to attack. It also attacks -any- unit, so if you're close enough to it, it might just attack you anyway. So, it has some weaknesses and preventions too, but I assume can still be pretty strong if used right. And.. maybe very fun to watch depending on how it can be used. For better or worse.
     
    Last edited: Jan 17, 2017
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  7. Halzum

    Halzum

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    Awlr dead man.
     
  8. Lordsebas

    Lordsebas The Organist

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    I found a big bug in the patch notes, there are 2 black dots with the scepter of the queen line. Literally unplayable. Pls fix.
     
  9. Volrath

    Volrath

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    Shit. Abort the update. Version cancelled.
     
  10. TheVinylRaider

    TheVinylRaider Vladimirovich Emelianenko

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    Gray is too broken early game, theres nothing elves can do if Horde is competent... gray literally obliterates LB and please dont say aim his elites 1by1 because any good player will keep taunting your units and healing that said 'aimed' champ and all ur dps will do 0 dmg and kill almost no units in the end while all gray has to do is spamm shockwaves+chens breath of fire and point his catas on ur casters, its imbalanced ashell. The only thing that elves can hope fore is a foolish horde that falls into faerie dragons BUT it won't happen against a competent horde so plz fix this fight already, its about time. My suggestion would be to change LB slightly, give him better elites so he's able to fight gray balancing it with LB's OPness lategame.
     
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  11. Complexity.

    Complexity.

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    I would especially encourage to change LB's elites. It's not even worth getting in the early fight as Light Blue. If you compare them to Grey's early champions... Whereas Grey's champions are a big game changer LB's elites basically add nothing worthwhile to the fight.
     
  12. Volrath

    Volrath

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    Sweet. I can actually improve LB now without people screaming op? The day is here. On that note though, if anyone has ideas for making the elite less garbage (Since I agree it somewhat is - even if it has some situational usefulness), can probably address that with.. well, whatever is done with LB/Brown event/tier/mastery wise, whatever comes of it. Currently getting into all that stuff so open to ideas, since plenty will be needed overall.

    At the moment starting off with reworking SA/Teal tiers and masteries, though the tier system may be slightly changed in how it works as well (For SA) - either way, it's currently open to any ideas - even if it's random additions to be worked into tech choices. I'm basically laying out all the current benefits given by tiers/masteries and sorting them into new options - adding/removing from them as well to hopefully make it better/more fun to play with.
     
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  13. Risko

    Risko

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    Some thoughts about things that could use some attention.
    Heroes - Anasterian, Maiev, Fandral (Feel UP, awkward and so on)
    2 Brillance auras in NA - Anasterian, Jaina
    Paladin Holy Light 200 heal / Death Knight Death Coil 300 Heal
    Spells/Heroes not necessarily getting better with levels/events, but rather having different usage - Cenarius Q, Arthas becoming king (loses Divine Shield and mass ress in exchange for summon and AOE)
    Staff of Preservation tends to get buggy since cast time got added. Didn't TP me on several occassions.
    Maybe masteries could be divided between melee/ranged/caster (instead of being a mixture of all in most cases) with emphasis on stats and tiers allowing special units/adding abilities to units.
    Grom seems to be gimicky with bloodpact- sometimes he gets armor upon turning red, sometimes he loses armor...
    Arthas & Jaina wedding ring taking item slot, could just be +5 stats instead or give rings some spell
    Sapphiron having Pierce damage while Frost Wyrms have magic.
    Sylvanas (banshee demi) has uncorrectly placed spells in relation to keybinds.
     
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  14. Milo

    Milo Astralis Eleague Major Winner lets go

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    Can you make the Eye droppable please?

    Find it annoying that I can't drop it unless i kill the unit.
     
  15. BurnTheNiceGuy

    BurnTheNiceGuy

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    Please don't make the Eye droppable.

    Edit: If the eye could be dropped the unique mechanic would be gone.
     
    Last edited: Jan 22, 2017
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  16. Volrath

    Volrath

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    Probably will do something like that for masteries (Since I'm getting into work on those now, starting with DG and then Yellow/Teal) Trying to work tiers/masteries out in a way that they don't automatically choose the next option - like if you buff melee via mastery, of course you should take any tier that also buffs melee to get the most use out of it. Though whether it's melee/caster/range or some other mix, it probably differs for each team, like how orange wouldn't exactly have a ranged one.
     
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  17. Kah Voon

    Kah Voon

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    i think red and blue need a buff? and create maybe some guidelines for very new players?
     
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  18. Complexity.

    Complexity.

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    Why does Kel'Thuzad lose all his items when he transforms into Lich? With items I mean heal scrolls, boots etc. Crown and Flamestrike sword are still there but others are gone.
     
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  19. Volrath

    Volrath

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    Can set it up to transfer his items. And wondering now - same with Arthas going king? Or.. anyone else?
     
  20. Volrath

    Volrath

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    Aaand now 2.02a is actually up on ENT.
     
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