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Talinn

AWLR Mod
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Talinn last won the day on June 22

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About Talinn

  • Birthday 08/26/1994

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  1. I like it overall, but Dragonmaw can portal camp the entrance with 5 billion units and it's really hard to get all the neccessary units in. I think was an issue before too but there seemed to be a lot more dragons, could be wrong tho. He could also base aim Aerie Peak, and Aerie Peak couldn't be repaired. Also, I can buy items from the enemy's shops. Also, healing light does not work as a self heal? (on Lordaeron's paladins)
  2. I found it, it's /gdpr-account-info . You are then asked to type /gdpr-account-info request, which provides you with a confirmation code and is supposed to send an email associated with your account. It might send an email to you but it didn't for mine.
  3. Honestly I find late game spamming to be one of the funnest parts of the game, assuming you execute it well, do it intelligently, and use it in conjunction with your main army. Unit lag only occurs because people spam large amounts of units in a single zone, but there is much less of an issue if you spam large amounts of units in multiple areas (let's say 4-6) . In this scenario, you only have 4-5 grunts attacking cps from 4-6 angles. Unit lag does not occur in this situation. The units are spread out across a much larger amount of zones and die faster in general. So in that sense, unit lag is primarily the player's faults (this is alongside the lumber system that needs to be revamped imho) . People are not willing to do the rote mechanical task of setting up barracks in 4-6 locations, use boats to their advantages while macroing near shorelines, and set up scouting mechanisms like Owls wherever you go (it may be boring for many people and micro be way funner, that's fine --there's better micro players than me) . By the same token there's no issue at all (in my opinion) with scrolls of teleport. In fact, I wish capitals had less health because it rewards map awareness. And if you develop map awareness as a skill in the player base, you might see less unit lag. So on a technical level it's a l2p issue. That said the system does encourage you to make mistakes with the high food cap, since building 6 barracks in 6 locations is a harder than building 6 barracks in one location. There *is* too much gold in the map at the moment. I think the food cap should be lowered to 250, there should be less gold circulating in the map, and the lumber system should get revamped.
  4. I kinda dislike it when people say GG, and then keep fighting, sometimes harder than before they said GG. As if they were giving up and trying to trick me. A bit annoying. I always tend to play a bit worse after that.
  5. You really should play C'thun more if you're interested in defensive factions, Dave. They're superior to Druids and Dwarves I think. Probably about equal to Fel.
  6. Talinn

    Talinn

  7. Azeroth Wars LR 2.10 Changelog General Darnassus terrain completely revamped. Ragnaros gold bounty down from 1k to 500. C’thun gold bounty down from 1200 to 600. Second chances unlock changed to turn 22, from turn 24. Changed the Sentinel color to light green so they are easier to differentiate on the minimap from High Elves. If Stratholme castle dies, Arthas is automatically removed and goes to Northrend. Changed a barn near alterac from neutral hostile to passive Ensnare is now researched for all players that use it from the start. The ensnare upgrade now costs 50 gold and 120 lumber. Dustwallow Marsh control point gold per minute changed from 15 to 30. Mulgore control point gold per minute changed from 30 to 50 Resolved a long-standing issue in which it was possible to kill Control Points under very specific circumstances Resolved an issue in which War Stomp had no effect Resolved an issue in which War Stomp’s SFX appeared at the caster’s torso rather than the ground Ally and unally command removed. Corrected item purchase hotkeys Sacrificial Skull (D) Rod of Necromancy (F) Orb of Corruption (Z) Scroll of Animate Dead (X) Moonstone (Q) Lesser Clarity Potion (W) Anti-Magic Potion (D) Dust of Appearance (F) Orb of Venom (Z) Mask of Death (Q) Healing Salve (Q) Pocket Stronghold (W) Scroll of Speed (E) Goblin Land Mines (X) Tech-Orb 4000 (Z) Sturdy War Axe (E) Orb of Lightning (Z) Ivory Tower (X) Orb of Light (Z) Brew of Divinity (X) Orb of Frost (Z) Runed Bracers (E) Cloak of Flames (R) Orb of Slow (Z) Corrected ability tooltips Death Knight Death Pact (Removed "Level 1" text) Corrected button positions Summon Acolyte (2,2) Summon Cultist (2,2) Corrected unit selection scales Illidan (1.27) Furbolg (1.20) Chen Stormstout (1.60) Fire Elemental (1.00) Systems Control Points Completely reworked the systems underlying the Control Point & Income mechanics Removed a significant number of memory leaks Changed the income period from 60 seconds to 1 second (total gold over a minute remains the same). Factions Completely reworked the systems underlying how Factions are implemented. Factions are now entities that determine a player’s available units, structures, and technologies, and also determine prefix colour, player colour, faction name, and available Teams. Teams Implemented a system of Teams. A player’s Team determines who they are allied to, who gains their resources when their forces are abandoned, and whether or not they can research Solo Paths. A player can join a new Team at the Alliance Center, but only if they are missing a teammate based on their current team size, and the other player is missing a teammate. Teams are also limited to a size of 2, except for the North Alliance Some Factions are restricted from allying with some other Factions. For example, there is no Team which allows the Scourge and the Druids to ally, but there is a team that allows the Ebon Blade and the Druids to ally A player cannot leave their Team unless it is already not full; IE, Stormwind cannot leave the South Alliance unless Ironforge leaves the game. A player can research a Solo Path any time their current Team is not full, and doing so will place them onto a Team with a maximum size of 1 Leaving Implemented a method that determines what happens when a player leaves the game: All gold, lumber and hero experience is divided endly amongst remaining Team members All hero, elite and demi-hero units are deleted and then refunded to the remaining Team members All remaining units are then randomly granted to any remaining Team member, including all units, structures and Capitals Developer’s Note: In this version, all units and technologies are disabled by default, and only get enabled if you have the right Faction. That means that even if you gain control of a leaving player’s Capital, you do not get the ability to train their Elites. Multiboard Reimplemented the Multiboard from scratch. It now builds programmatically from any Teams and Factions that currently exist in the game. Both Control Point count and Income are displayed, and Factions are listed under Teams. Players who leave the game are not represented on the Multiboard at all. Misc Implemented basic stat tracking output for wc3stats.com Scourge Removed the Graveyard, 2 ghouls and the Spirit Tower West of Gundrak. Added 2 Ghouls to Icecrown. Gilneas event changed. Temporary event: Scourge and Legion gain 200 gold, no more skeletons are gained by scourge. Switched the Crypt Fiend and Skeleton archer hotkey and position In crypt Gargoyle: +125 hp and melee attack changed to piercing. Cost down to 23 gold. Limit to 8, up from 6. Swapped the Ziggurat and boneyard hotkeys. Ziggurat is now W and Boneyard Z. Ice Revenant Frost Armor bonus from 3 to 4 armor. Mana cost down from 40 to 25. Anub'arak +1 base armor. Ghoul MS increased by 20 Skeleton archer -50 hit points, -1 gold, armor to unarmored Obsidian statue removed devour magic, mana flare moved to E. Mana flare area of effect from 750 to 975. Hitpoint from 800 to 875. Damage from 7-8 to 27-28. Essence of blight heal from 15 to 18. Mana cost from 5 to 3. Spirit touch mana regen from 7 to 10 and mana cost from 5 to 3. Destroyer damage from 19-21 to 29-31. Range 450 to 550. Banshee cost from 16 to 15. Hit points from 285 to 335, damage from 12-16 to 17-21. Possession range from 200 to 300. Mana cost from 250 to 185. Raise dead after necromantic mastery now summons 1 skeleton Soldier and 1 Skeletal Wizard. The soldier has magic immunity and shield wall (200 aoe 2 armor devotion aura). The Wizard has Inner Energy (weak inner fire) and frost attack. They both have better stats and last the same duration as normal raise dead. Raise dead costs 35 mana instead of 75. Replaced Lich King’s “Psychic Domination” with “Unleash Frostmourne” Arthas channels Frostmourne full power, periodically firing out bolts of necromantic energy at nearby hostile living, friendly undead, and corpse units. Each damages, heals, or reanimates the target Added a new path, the Knights of the Ebon Blade. It unlocks if you don’t have an allyNecromancers now have melee spells: Cripple on Q, raise dead on W and incite Unholy Frenzy on E. Cripple mana cost down from 100 to 50. You lose the ability to train the following units: Frost wyrms Meat wagons Destroyers Abomination Obsidian statue Crypt fiends The former units that are currently trained will go hostile, as well as the Frozen Throne and the obelisks. All your heroes get replaced by the following heroes: Darion Mograine Avatar Q Roar W Unholy Aura E Resurrection R Devotion aura D Heavy plating F Thoras Trollbane Breath of frost Q Rivendare W Rivendare E Frost Storm R Cleave D Sally Whitemane Death coil Q Black Arrow W Brilliance aura E Death and decay R You gain a new building, the Ebon Blade Chapter House. You gain the following new units: Knight of the Ebon Blade. Trainable at the crypt. Ebon Blade Raiders. Trainable at the chapter house Sky riders. Limited 6. Trainable at the chapter house. Dwarven Death Knight. Limited 4. Trainable at chapter house. Legion Tichondrius event for corrupting the fountain of blood is now instant and unlock after turn 8. Satyr Trickster now costs 1 food up from 0. Mal'ganis and Tichondrius -50 base hp. +1 stats gain per level to all attributes. Voidwalker hp up from 675 to 775. Succubus now have poison sting and range up from 500 to 650. Felguard damage up from 29-34 to 37-42. Dreadlord armor from 4 to 3, Sight of sargeras now locked being an upgrade and also reveals invisible units. New dreadlord upgrade: Unlocks sight of sargeras and gives the dreadlord 150 bonus hp. Fel Horde Blademaster and Bladelords Bladestorm damage per second from 75 to 120, duration from 4 to 2.5. The total damage remains the same. Bladelord mirror Image now summon 2 illusions up from 1 and hotkey changed to W. Also added the combat experience ability. Armor up from 4 to 7. Grim Batol can now train Shattered Hand and Death Knight Elites. Horde cavalry cost from 26 to 24. Fel Raider hp from 720 to 770. Armor from 1 to 0. Cost from 17 to 15 gold. Build time from 3 to 2 seconds. Shattered Hand Executioner movement speed from 215 to 250, self bloodlust autocast now activated from the start. Hit points from 1375 to 1475, base damage from 65 to 75. Armor from 5 to 6. Nether Hatchling cost from 20 to 17. True sight moved from black drakes to Nether hatchling. Bladelords moved from dragon tier to Shattered Hand tier. So Shattered Hand now gives both Shattered Hand Executioners and Bladelords. Ancient Black dragon doesn't gain the 200 bonus range that the black drakes gain from the dragon tier. Zuluhead ultimate changes: When its activated, heals every unit around zuluhead for 150/250/300 health. Zuluhead also gains 1000 bonus hp and 15 hp regen per second during his ultimate. Rend strength per level from 2 to 2.5. Agility per level from 2.5 to 2.8. Starting strength from 23 to 26. Lordaeron Footman cost down from 14 to 13. Silver Hand Paladin hp up from 1250 to 1175. Armor up from 6 to 5. Longbowmen now have barbed arrow passive. (slows the target by 50% for .5 seconds) Scarlet Monastery is now an Ancient so it can't be attacked by ships. Captain Falric is no longer removed when Arthas becomes a Death Knight. King Arthas W is now Rally. King Arthas is no longer unrevivable if Lordaeron capitals are dead. Scarlet Zealot renamed to Scarlet Crusader. Base armor up from 1 to 4, Base hp up from 675 to 825. Base damage from 12 to 24. Attack speed down from 1.05 to 1.20. Gold cost up from 19 to 21. Holy fire blessing spell removed. Fixed an issue where you could suicide Capital for the Crown. Changed the Blunderbuss rifleman model to a Footman rifleman. Moved him to the barrack A hotkey from the Blacksmith. Scarlet Grand Crusader renamed to Scarlet Templar. Model changed. Base damage up from 28 to 98. Damage type changed from normal to magic. Movement speed down from 270 to 250. Divine Shield mana cost down to 125. Silver Hand path research bonus to Silver Hand Squire from 150 hp bonus to 200. Also gives them 10 bonus damage. Surge of vitality ability duration for 2 to 4 seconds. Cooldown reduced from 20 to 15 seconds. Replaced Uther’s ultimate with “Exact Justice” Uther channels the Light for 6 seconds, preventing all nearby friendly units from taking damage. When Exact Justice finishes casting, all nearby enemy units take 150/250/350 damage. If Exact Justice is interrupted, it instead deals damage proportional to how long it was channeled for. Replaced Arthas’ and King Arthas ultimate with Uther’s old ultimate, Divine Storm. Dwarves Gnomeregan is now an ancient, so it can no longer be targeted by air unit Medical Distribution icon changed to healing ward. Baelgun is now loadable into tanks. Muradin base hit points from 100 to 200. King Magni base hit points from 100 to 175. Starting intelligence from 18 to 23. Steel Refinery upgrade in the Halls of explorers is now locked behind the Mithril Armor upgrade in the barracks. Gunpowder Innovation upgrade in the Hall now locked between Long Rifle upgrade. Mithril Armor now affects Thanes Emperor Dagran Thaurassian no longer becomes unrevivable when Shadowforge City dies Falstad Wildhammer no longer becomes unrevivable when Aerie Peak dies Dalaran Kirin Tor now use attack and defense upgrade, like other casters elite. Summon Water Elemental mana cost down from 200 to 150. Kul tiras rifleman icon changed. Range reduced from 850 to 600. Replaced Admiral Proudmoore's Spyglass (R) with Nautical Bombardment Conjures an aerial flagship that circles the target area for 14 seconds, launching a barrage of 10 cannonballs at the area each second. Each cannonball deals 20/30/40 damage to enemy units in a radius of 100. Quel'thalas Fix one of the quel'thalas control point being invulnerable after being revealed. Granite Golem now correctly uses Copper Plating upgrade instead of Studded Leather Armor Sorceress gold cost from 16 to 15. Slow spell Attack speed slow buffed from 25% to 45%. Polymorph mana cost reduced from 150 to 100 Sorceress W changed from invisibility to summon lesser fire elemental. They have incinerate. Lor'themar Theron isn’t unlocked with Mobilisation, he is purely a Rise from the Ashes Hero now. (So a nerf to the North Alliance missing a member with High Elves still playing). If Quel’thalas leaves for any reason, it triggers Troll attack. Kul tiras rifleman icon changed. Range reduced from 850 to 600. Naga The First guardian hit points from 1550 to 2550. Armor from 10 to 20. Base damage from 80 to 200. Snap Dragon hit point up from 650 to 775. Myrmidon base defense from 4 to 5. Base damage from 42 to 46. Ancient Hydra hit points from 1600 to 1950. Damage from 75 to 85. Armor from 2 to 3. Ashtongue Assassin base damage from 44 to 78. Armor up from 7 to 9. Naga Siren frost armor bonus from 3 to 6. High Lord Naj'entus Devotion aura up from 2 to 3. Couatl tornado moved to W, Sentry ward added to Q. Temple of Azshara hit points up from 5000 to 20000. Armor up from 10 to 15. Naga starting lumber from 1500 bonus to 2500. Rise from the Ashes The event now gives you the choice to spawn between 3 location: The sea west of quel'thalas. The sea east of quel'thalas. The sea east of South Azeroth. You spawn with the following armada: 12 frigates 6 battleships 6 Dragonhawk 10 Magus in a transport ship 10 blood elf warrior in a transport ship 10 priest in a ship 10 sorceress in a ship 4 heroes and 6 farstriders in a ship 6 Blood Mages and 4 workers in a ship 10 archers in a ship 10 spellbreakers in a ship This means you have the freedom to go where you want and won’t be spawn camped or trapped. You also will have time to build a base with your starting ressources without immediately having to fight. Rise from the ashes starting lumber from 2500 to 4000. Lor'themar is now a melee hero. Feedback removed, replaced by Command Aura. Lor’themar mana shield moved to E. Aura removed, Added a new spell, Incineration W. Lor'themar model changed. Grand Magister Rommath model changed. Strength gain per level from 2 to 2.2. Base hp up from 100 to 200. Added Lady Liadrin. She has the following spells: Holy Light Q Storm Bolt W Devotion Aura E Wrath of the Blood Elves (starfall) W Divine Shield D Thrall Horde Grunt cost from 17 to 15 gold. Armor up to 3 from 2. Wind rider cost from 38 to 34 and build time from 12 to 10 seconds. Tauren hit point from 1225 to 1325. Armor from 3 to 4. Cost from 26 to 30. Build time from 5 to 6 seconds Cairne str gain buffed by 0.6, base armor by 1. Troll Headhunter can now summon a boar. It has poison sting (stacks) and a range attack. Cooldown is 5 min. Batrider cost from 14 to 13. Thrall movement speed buffed by 15 and hp by 50. Shaman frost armor from 3 to 6 armor bonus. Vol’jin model changed. Replaced Cairne’s ultimate with “Ancestral Legion” Whenever a Tauren unit dies anywhere on the map, Cairne remembers it. When Ancestral Legion is cast, Cairne summons all remembered Tauren as Ancestors for 60 seconds. Each Ancestor has 30%/40%/50% additional damage and health. Warsong Clan Draz’zilb frost armor bonus armor up from 3 to 7. Rokhan given evasion passive on D (15%) Warsong Grunt damage from 25-28 to 27-30. Troll Berserker hp from 615 to 635. Darkspear warlord armor buffed from 1 to 2 Goblin sapper hp from 100 to 175. Goblin shredder armor from 3 to 6. Hp from 1000 to 1100. Gold cost from 38 to 27. Damage from 44-71 to 53-71. Raider damage from 29-41 to 33-45. Hp from 720 to 835. Armor from 1 to 2. Cost from 17 to 21. Berserker strength upgrade now affects elites and raiders. Sentinels Tyrande moves to Darnassus. Sentinel Wisps removed, now all the Night elf wisp are the same (Doesn’t change anything gameplay wise). Ancient of War moved to A hotkey Aerial mastery doesn't give 200 hp to hippogryphs riders Hippo captains have -200 hit point. Captain aura from 20% bonus movement speed to 8%. Hippo rider captains now trained at the temple of Elune at the E hotkey. Redeemed Highborn now on the E hotkey Archer damage from 23-25 to 19-21. Cost from 17 to 15. Wind Control mastery now doesn’t remove 5% hp to all units affected. Nightblade damage from 24-26 to 22-24. Cost from 18 to 17. Nightblades is now at R in the ancient of War. Huntress are now W in the ancient of War Hippogryph rider are now on R and trained in the Temple of Elune Swapped trappers and priestess in the temple of elune. Elune grace magic reduction from 35% to 25% Illidan now starts at lvl 6. Maiev now spawns lvl 5 at turn 8. (locking Illidan in the process) Maiev ultimate now gives her divine armor, 0.75 sec cooldown on blink, and higher damage. 35% evasion also removed from her ultimate. Replaced Tyrande’s Q with “Moonlit Shot” Added 1 glaive thrower, 2 huntress, 2 archers and 2 priestess to darnassus. Glaive Thrower now limited to 8, up from 6. Glaive Thrower build time is now 8 seconds, down from 12. Glaive Throwers are now E in the ancient of War Stormwind Bolvar model changed. Construction Sites can no longer be targeted by air units High Sorcerer Andromath Frost armor bonus armor from 3 to 7 and now autocast. Base damage from 36 to 66. Mana from 400 to 500. Mana regeneration from 1 to 1.2. Hit point from 875 to 1075. Katrana Prestor Hit point from 875 to 1150. Armor from 0 to 1. Base damage from 38 to 53. Added reincarnation and resistant skin. Archbishop Benedictus Power word shield health from 800 to 1100, also duration buffed from 30 to 45. Heal changed to greater Heal; now heals 65 health every .5 second. 15 mana cost. Reginald Windsor devotion aura up from 2 to 3. Reginald Righteous Blow slows movement speed by 50% now. Primary damage up from 100 to 200. Hotkey moved from Q to W. Added Heavy Bash to Reginald. Base damage up from 35 to 75. Hit points from 1250 to 1550. Militia cost from 17 to 16 Saboteur now limited 12. Base siege damage up from 25 to 30. Base normal damage from 23 to 38. Hp up from 650 to 950 Assassin's poisoned Spear now normal envenomed weapon passive. Deals 10 damage second, slows attack speed by 40% and movement speed by 30%. Enforcer hp from 800 to 700. Skirmisher range from 700 to 600. Varian attack from 69-91 to 49-71. Hp from 725 to 650. Cleaving nerfed from 20% to 15%. Bishop of the Light Resurrection corpse resurrected from 1 to 3. Base hp up from 450 to 650. Holy nova replaced by Healing Wave on E. Resurrection moved to Q. Bishop of the Light now gain the Light Protection ability if you research the right tier in the Cathedral. Added 1 Stormwind Champion to Stormwind. Stormwind Champion model changed. Stormwind Champions no longer have 2 paths. Base armor up from 4 to 7. Base damage up from 42 to 62. they have now 1 set of abilities: Cleaving Attack (25%) Resistant Skin Heavy Armor Charge (Q) Safeguard (W) Staggering Shout (E). Now slows attack speed by 95% up from 70%. Combat Experience . 15% changed to dodge and 20% to deal 2x crit. Druids Furbolg are now R in the ancient of Lore, Dryads are now Q. Now start with an ancient of Lore, a wisp and a shipyard in Darnassus. Ancient of Lore moved to S hotkey Ancient of Wind moved to D Hotkey Malfurion rejuvenation can now be casted on full life units. Furbolg cost from 15 to 13 gold Faerie Dragon cost from 28 to 23. Swapped Druid of the growth Q and E. So they start with entangling roots. Mark of the wild armor buff from 3 to 5 and regen from 4 to 5. It also lasts 15 seconds more, from 30 to 45. Mana cost reduced by 5 for both spells. Curse of the wood mana cost form 125 to 85. Druids of the Claw can now cast Roar on Q. GIves .15% damage and 3 armor in a small aoe. Druid of the Claw hit points from 1025 to 825. Armor from 4 to 1. Now uses the caster upgrades. Dryad mana pool from 100 to 200. Cenarius now only has one ability to represent Mastery of Nature. Night Elves Solo night Elf path is completely reworked, now it gives you a new set of units and buildings independently if you started as druids or sentinels: Color Blue Heroes: Maiev, Tyrande, Malfurion, Cenarius (now revivable) Buildings: Tree of ages Wisp Keeper of the growth elites Moonwell Ancient of War Archer on Q Huntress on W Glaive Thrower on E Hunters hall. Only upgrades Ancient protectors Shipyard Ancient of lore Dryad Q Druid of the claw W Mountain giant on E Hyppo Rider on R Ancient of wind Druid of the talon on Q. Priestess on W, Faerie dragon on E, Chimera on R Ancient of wonders Altar of elders Unit changes in the path: Druid of the claw can switch between human and bear and have toughened hide in bear form Druid of the Claw now have rejuvenation and Mark of the wild in human form. Druid of the Talon have storm crow form unlocked. Dryads: now are limited to 24 and have the mass haste spell in a small aoe on W. (Bloodlust that gives less attack speed) (keeper spell) All caster benefit from the Balance Mastery upgrade of druids: better dispel, more mana and more attack speed. (Druid of the Claw human form, druid of the talon, priestess, keepers) All Ranged ground units have better elune grace, 20 movement speed, 4 damage and 50 extra Hit points. (Archer, huntress, Dryads). All nature units have 200 more hp, 6 damage. (Bear, mountain giant, Dryad, Chimera, Keepers and faeries.) No masteries for now, it removes any previous mastery chosen by the sentinel or druid player before Kingdom of Ahn’Qiraj Faceless One hp from 650 to 750. Armor from 1 to 3. Gold cost from 16 to 9. Build time from 3 seconds to 5 seconds. Tol’vir Statue hit point from 586 to 865. Faceless Corruptors range from 700 to 900. Hit points up from 765 to 865. Base armor up from 2 to 4. Parasite range up from 700 to 850. Silithid reaver hit points up from 550 to 750. Gold cost from 15 to 13. Build time from 3 seconds to 5 seconds. Moam Base hit points up from 850 to 1050. Prophet Skeram hit points up from 875 to 975. Immortal Guardian defense type from heavy to Hero. Silithid Colossus hit points up from 1075 to 1875. Base damage from 42 to 82. Wind walk removes, replaced by spiked carapace. It gives 2 armor, 10% incoming damage reduction and returns 20% of melee damage to the attacker. Scarab hp up from 1200 to 1300, Armor up from 3 to 4. Gold cost reduced from 26 to 18. Silithid Overlord hp up from 1075 to 1275. C’thun base hit points from 3500 to 7500.
  8. Azeroth Wars LR 2.09 Changelog Faction Colors Changes With 2.09, i have changed the colors of many faction according to their campaign and lore colors. Here are some of the justifications for them: Scourge - Purple. Legion - Peanut (Brown) Fel Horde - Green Lordaeron - Light Blue. Dwarves - Yellow Dalaran - Gray. Quel'thalas - Teal. Thrall Horde - Red. Warsong Clan - Orange. Sentinels - Turquoise (Dark Teal) Stormwind - Dark Green Druids - Navy (Blue) Furthermore, some of the special factions have special colors: Scarlet Crusade - Maroon Blood Elves / Rise from the Ashes - Red C’thun - Wheat Also some heroes have custom colors according to campaign (on top of the Dreadlords): Uther - Light Blue Kael - Red Illidan (naga) - Purple Arthas - Blue New ally commands: -ally scourge -ally legion -ally lordaeron -ally dwarves -ally dalaran -ally high elves -ally frostwolf -ally warsong -ally sentinels -ally stormwind -ally druids General At turn 25, all players who don't currently have an allied unlock special events 1. The Old God event. You start anew as the Old God C’Thun. 2. Rise from the Ashes only if the High Elves player left or went naga. You start as the new Quel'thalas under the leadership of Lor'themar Theron. These events are only available for 1 player to activate and will not transfer anything but the players upgrades. You can only research 1 path in the game. So if you go Naga, Scarlet Crusade, etc, you don’t have access to C’thun or others paths. Re-terrained the whole Ahn’Qiraj area. Added a new inner area where C’Thun is with the 25 gold control point. Added a new 15 gold control point in the outer area. Normal units don’t drop items that aren’t supposed to drop anymore. Some creep changes in Silithus, nerubians replaced by Arachnatids. Scourge Wind Walk for Sylvanas cooldown from 10 to 25 seconds. Lich King spell shield removed, spell immunity added instead. Lich king movement speed from 220 to 160. Lich King Ultimate moved to D spell. Having 3 min cooldown and resurrecting 100 corpses. Lich King new ultimate is now an enormous area of effect that slows the attack speed of units in that zone by 10000. Also reduces their movement speed tremendously. It lasts 12/18/24 seconds on units and 6/9/12 on heroes. Lady Deathwhisper Evocation removed, replaced by brilliance aura. Zombies attack speed nerfed by half, from 1.35 to 2.70. Kel’thuzad Revenants now use the hp upgrades. (both) Skeleton archer hp reduced by 50. Masteries rework, they are now: -Frost Mastery Improves Wyrms, Sapphiron, Lich's and Skeleton Mages by 300 range and attack speed by 15%. Also improves Frost Breath and give Chilling Aura to your Death Knights, which slows nearby enemy movement speed by 20%. -Necromantic Mastery -Improves the magical potency of your Necromancers casters, Buffing their Raise Dead ability by 1 level. The Third level summons 1 more skeleton warrior, but make your Skeletons last only 21 second. Also make your Skeletons magic immune and grants your Necromancers the Bone Giant ability. -Plague Engineering Mastery -Doubles the amount of damage that Disease Cloud deals to enemy units and increases the area from 176 to 250, Unlocks Deep Bites spell for Abominations and also allows you to train an additional 2 Meat Wagons. Furthermore, increases the movement speed of: Zombies, Abominations and Meat wagons by 35. Finally, unlocks the Plague Titan unit, you can only train 2 and they raise zombies from corpses around them with no cooldown. Legion Archimonde Splash area nerfed from: Small damage area: 250 to 200, medium damage area 150 to 100 and full damage area from 50 to 35. Archimonde Base damage from 20 to 60. Fel Horde Wind Walk for Rend cooldown from 10 to 25 seconds. Now if you pick the Blackrock tier, you gain the Bladelords elite as a separate unit on top of your elite! Blackrock tier black Dragon attack range from 400 to 800, Base damage from 61 to 122, they now have resistant skin. They also can attack trees now. Renamed to Ancient Black Dragon. Their attack speed is nerfed from 1.9 to 3.15. Blackrock tier also now gives your Black Drakes incinerate and make you able to train 8 instead of 6. Also increases their range by 200. Lordaeron If Dalaran or High Elves leaves, you gain access to your paths. Bishop of the silver hand Inner fire from 20% damage bonus to 50%. Lordaeron gains 200 gold when troll attack happens Scarlet Battlemage and Silverhand cleric now need normal caster upgrades to access their W and E spells. Scarlet Battlemage attack now ranged, doesn’t use attack and defense upgrade. Also changed their abilities: Q is now Spirit Link, W is Spell Steal and E is feedback. Fixed a bug where Mograine attack didn’t register and did 0 damage. Fixed a bug where Garithos spawned level 1. Masteries have been reworked, here are the new ones: -Unlock the Blunderbuss Rifleman unit to train in your Blacksmith, a short ranged aoe attack unit. -Increases the attack of your Elites, Footmen and Silver Hand Squires by 8. Also gives Squires and Footmen the Light's Protection ability. Enables you to train 2 more Elites. -Upgrades your Footmans to Veteran Footmans. They have Charge, Combat Experience and Perfect Defend. They also have increased stats. Dwarves The Hall of Explorer can’t be attacked by air now. Dalaran If High Elves or Lordaeron leaves, you gain access to your Paths Dalaran gains 200 gold when troll attack happens Added a new Dalaran tower inside the City. The capital building of Dalaran is now invulnerable as long as the 3 Elite Dalaran towers are alive. Quel'thalas Anasterian name changed to Lor'themar Theron. If Lordaeron or Dalaran leaves, you gain access to Quel’Thalas mobilisation. You are still allied to your remaining ally, you unlock Grand Magister Rommath and Lor'themar Theron. You unlock all Blood Elves units and Sunwell Guardians. Wind Walk for Sylvanas cooldown from 10 to 25 seconds. Troll Invasion buffed a bit, last 1 min longer and has more units. Also fixed theattack paths of the Trolls. If Sylvanas dies to Scourge or Legion, she is now replaced by Halduron Brightwing. He is an identical hero to her (for now). Blood Elves Mastery now costs the same as all others. Naga Dragon turtle damage -10. Fixed snap dragon not being able to attack ship and other mechanical units Tidal Guardian hit points from 500 to 875, and improved tidal guardian from 800 to 1075. Myrmidon collision size from 22 to 17 Added a new super tower next to the Temple of Azshara and 2 new improved Tidal Guardian. The whole Naga race is now tied to the Temple of Azshara, so if the player loses it, all their units go neutral. Temple of Azshara is invulnerable as long as those 3 towers are alive. Akama now has True Sight. Thrall Horde Unstable Concoction now upgrades with attack upgrades. Troll Batrider gold cost from 20 to 14. Fixed a tooltip for the catapult. Cairne Strength gain from 3.7 to 4.2. Vol’jin regeneration buffed from 0.25 to 3. Thrall base hp from 100 to 200 Warsong Clan Wind Walk for Grom cooldown from 10 to 25 seconds. 3Moved the Hotkey for Bladestorm to W. Sentinels Wind Walk for Shandris cooldown from 10 to 25 seconds. Trapper don't use attack and defense upgrades anymore Both the upgrade building and the Hippogryph/glaive thrower building are now 1 and the same, Hunter’s Hall. Changed some hotkeys and location for buildings in the wisp. Ancient of Wars is now E, Temple of elune is now D. Also changed the visual of the caster building. New masteries: -Wind Mastery Gives all your casters, barrack units and hippogryphs windwalk (10 seconds, 45 sec cooldown), -5% hp and 1% hp regeneration per second. -Lost Heritage Mastery Unlocks 12 Redeemed Highborne unit. Ranged amphibious unit with forked lightning and manashield. Also gives all your casters and Tyrande mana by 200, hit point by 100 and damage by 10. -Aerial Mastery Unlocks 4 Hippogryph Rider Captain, they have a speed aura, a silencing single target spell and bouncing glaive. Also upgrade your hippogryph limit to 8 and gives them 200 bonus hp. Stormwind Arcane Mastery magic resistance to all units from 30% to 15%. Skirmishers do not have poison attack anymore. Varian base hp from 150 to 50. Strength per level from 2.2 to 1.95. Stromgarde Portal now works both ways. Druids Mountain Giants transport size from 4 to 2 Fandral Night Elf form now has ranged attack and -150 hitpoint. Bear form now gives +450 hp, + 60 damage, 100% Bash, Thick Skin, 3 armor and melee attack. Fandral in ranged form is intelligence primary and gains more intelligent per level, in bear form he becomes Strength primary and his intelligence and strength swap. Kingdom of Ahn’Qiraj A new faction has been added, accessible later in the game under the conditions listed in General. Heroes list C’thun. Agility Hero, can’t use items, has an ultra fast beam attack and fires random projectiles at enemies at different ranges and intervals. He starts with a Staff of Teleportation that is undroppable. Has the following abilities: Magic Immunity (Q) Silence (W) Spawn Tentacles (E) Mass Teleport ( R) Tranquility The Prophet Skeram. Intelligence ranged hero. Has the following abilities: (D) Chilling strike (Cold arrow) (Q) Gaze of the Slithering One (Carrion swarm) (W) Banish (E) Presence of the Unspeakable (Reverse Endurance aura) (R ) Mind Destruction (Finger of Death) General Rajaxx. Strength melee hero. Has the following abilities: (D) Unholy Plating (Q) Shadow Missile (Storm bolt) (W) General’s Order (Roar) (E) Death Aura (Reverse Devotion aura) (R ) Surge of Darkness (Stampede) Moam. Intelligence Range hero. (Q) Enveloping Winds. (Shackle) (W) Accelerated Vitality (Rejuvenation only hp) (E) Brilliance Aura (R ) Desert Storm (Small aoe flamestrike) Units list: Cultist. Builder Faceless one. Footmen unit. Has Charge, Bash and Phase Shift. Silithid Reaver. Range unit. Has web and slowing poison. Giant Scarab. Melee siege unit. Massive hp, hp/regen and can burrow. Silithid Tunneler. Siege Caster. Has a siege attack, gets upgraded by attack upgrades and these abilities: -(Q) Boulder Toss (Firebolt) -(W) Anti-Magic Shell -(E) Earthly Shackles. (Shackle) Faceless Shadow Weaver. Supporting Caster. Has the following abilities: (Q) Sentry Ward (W) Devour magic (E) Bloodlust Tol’Vir Statue. Limited to 6 spellcaster. Has the following abilities: (Q) Shadow Storm. (Monsoon) (W) Cyclone (E) Inner Will. (Inner fire only armor) Faceless Corruptor. Summoner Unit. Has the following abilities: Aoe magic attack. Spawns a tentacle that attack enemies for 10 second on each attack Parasite that last 90 seconds and deals 10 damage per second. On death, it spawns a big tentacle. Silithid Overlord. Heavy melee commander unit. Limited 12. Has the following abilities: Command Aura Critical Strike Immortal Guardian. Elite Melee unit. Limited 4. Has the following abilities: Resistant Skin Bash Combat Experience Cleaving attack Lifesteal (W) Eternal Will (Avatar) (Q) Void Tide (Crushing Wave) Silithid Colossus. Elite limited to 6. Have the following abilities: Resistant Skin (D) Wind Walk (Q) Impale (W) Locust Swarm (E) Bloodbath (vampiric potion) Envenomed Darts Building list. All buildings have a spell that fires spirit missiles that deal 50 damage to a random enemy in range. Ahn’Qiraj Nexus. Main building. Produces Cultist and Silithid Colossus. Black Pyramid. Primary Unit producing building. Trains: Faceless One, Silithid reaver and Giant Scarab. Also has the Web upgrade. Ancient Tomb. Spellcaster building. Trains: Silithid Tunneler, Faceless Shadow Weaver, Tol’vir Statue. Also has the Caster infusion upgrades. Void Portal. Advanced Unit building. Trains: Faceless Corruptor, Silithid Overlord, Immortal Guardian. Pillars of C’thun. House and tower building. Spirit Hall. Research and Lumber drop site. Chamber of Wonders. Item Shop. Has the following items: -Orb of corruption -Healing Salve -Lesser Clarity Potion -Summon Workers -Potion of Healing -Potion of Mana Altar of the Old ones. Hero revive building. Undead shipyard
  9. I'd probably get pushback on this from the other admins on AWLR discord, so definitely don't quote me on this...But I personally wouldn't even mind if LotSW and AWLR discords were merged. Like create a temporary LotSW discord for 3 seconds then merge it to AWLR. For me they're similar enough in spirit that it might help both maps, but probably may not happen maybe. I'll probably just host this maybe, afk as observer in AWLR for 90% of games with my silent judgement hat on, and help port awlr back to diplo.
  10. I'll watch it in its entirety. May or may not have something to say about it
  11. There is a greater, far more dangerous question to ask, though. Does pizza belong on pineapple? Say I get a large chunk of pineapple and put pizza topping on it. Might be tastty.
  12. I use bloodstone, quartzite and iolite instead of traditional technology.
  13. Well the Gray vs. Light Blue fight often felt like a breath of fresh air in a game where the teams often just clash at the Thandol Span. Perhaps it'd be best if Gray could choose where to go with different perks. For example, picking Stranglethorn focus would give him a better navy, whereas picking Zul'Aman would give you stronger units. You'd still get all three bases no matter what you picked, but it might be really fun to see the Alliance respond to what the Trolls do. In all cases he'd get slightly different techtrees according to where he focuses. I think Dwarves is in a bit better position to be surrounded by a bunch of enemies, since he has inner Ironforge to hold. And even if you gave Trolls a similar base, I think it would become a lot more monotonous - a straight mirror matchup. The downside of this approach is that it takes a lot of work, but I think it would be better than just creating an Ironforge 2.0 for trolls, or just letting Zul'Aman and Hinterlands fall relatively quickly.
  14. Was gonna say that 7v7 might make the Thandol Span a little clogged, but if you're redoing it then it should be k. Also, would shared experience for everyone dilute the 1v1 trolls/elves fight a bit? Not sure how that would play out. I did like LotSW a lot because of its really fast loading times and general bare-bones apporach. Most worried about custom models being added that activate my derp phobia of custom models, but everything else looks reallly good. Excited to try it out
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