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Active: 1513 users

WAH(WOW RTS Mod) new faction: Undead - Page 2

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 Next All
StevenLuo
Profile Joined September 2013
116 Posts
March 01 2014 05:47 GMT
#21
WAH Undead Units: Necromancer and Banshee
2 classic war3 units came back, Necromancer is still expert on raise undead summonings, and use darkmagic to cripple enemies. Banshee will be a healer for the Undead Army.

[image loading]
StevenLuo
Profile Joined September 2013
116 Posts
March 12 2014 02:31 GMT
#22
WAH Undead Unit: Twin Valkrie -- Light & Dark

The new undead unit is Twin Valkrie, they born and die together -- When Valkrie Twin are trained, they came out together as one unit and when one of them died, the other will die immediately.

Valkrie the Light will heal all undead units around when attacking, while Valkire the Dark, the twin sister, add Mana to all undead friendlies. Is it similar to some unit in Warcraft III?

[image loading]
StevenLuo
Profile Joined September 2013
116 Posts
March 12 2014 02:31 GMT
#23
Undead army invading Stormwind

[image loading]
Topin
Profile Blog Joined December 2010
Peru10116 Posts
March 12 2014 02:51 GMT
#24
On March 12 2014 11:31 StevenLuo wrote:
WAH Undead Unit: Twin Valkrie -- Light & Dark

The new undead unit is Twin Valkrie, they born and die together -- When Valkrie Twin are trained, they came out together as one unit and when one of them died, the other will die immediately.

Valkrie the Light will heal all undead units around when attacking, while Valkire the Dark, the twin sister, add Mana to all undead friendlies. Is it similar to some unit in Warcraft III?

[image loading]

similar to the obsidian statue, you can control if you want to regen mana or health
i would define my style between a mix of ByuN, Maru and MKP
StevenLuo
Profile Joined September 2013
116 Posts
March 25 2014 00:29 GMT
#25
WAH 1.60 Released:

Important Feature: Second Resource -- Mithril
It is an important change that Mithril instead of Talent Point as the second resource. Like wood in Warcraft III, player should send peons to collect Mithril Mines.

Mithrilcollecting speed is also as slow as wood, but each returning will add 5 Gold and 10 Mithril. It would make this game more like to Warcraft III in the pace of playing.

According to this change, all the prices of buildings, units and upgrades are modified.

BTW: A new hero, Priest of Moon added the Alliance, she will take place of the Marksman and use 4 new abilities.

[image loading]

[image loading]
StevenLuo
Profile Joined September 2013
116 Posts
March 29 2014 04:24 GMT
#26
Crypt Lord and his Crypt Fiend army.

[image loading]
YaTne
Profile Joined March 2014
1 Post
Last Edited: 2014-03-31 11:55:51
March 31 2014 11:55 GMT
#27
Will you be making a custom UI for your game? The game itself looks great but with those Terran and Zerg overlays and mineral/gas icons you cannot forget that you are playing sc2 mod.

It would be much more immersive if it was wood and gold etc.
StevenLuo
Profile Joined September 2013
116 Posts
Last Edited: 2014-04-01 16:40:54
April 01 2014 16:35 GMT
#28
Deathknight Army for the Lich King

In the incoming faction of Undead Scourge, deathknight will play an important role.

At the beginning of the game, a female Undead deathknight would be available as the melee unit. This design came from Lilian Voss, the important character in WOW.

Then you can train a mounted Deathknight when you have T2 technology. He can fight with high attack and speed just like the knight, and also can use his dark magic to enhance friendly army or curse the enemies.

You can also choose an Orc Deathknight as your hero, with the most impressive abilities like Death Coil, Bone Armor and even Undead Army.

Wish you like them all in the incoming version of WAH 2.0.

[image loading]
StevenLuo
Profile Joined September 2013
116 Posts
Last Edited: 2014-04-07 14:52:44
April 07 2014 14:49 GMT
#29
In the coming version of WAH 2.0, Undead will be added as a new faction. It is a combination of Warcraft III's Undead and WOW's Sourge.

Players can see the classic war3 units like Abomination, Gargoyle, Necromancer, Banshee etc, and they can also use Boneguard, Vrykul, Bloodqueen, Valkrie that came from WLK. Lichking will be available as a hero, who is mighty in melee attack and darkmagic.

Their abilities are more interesting. Abomination can drag single enemy to his front just like it is in DOTA, the Necromancer can also summon Skeletons, but this time, Skeleton Warriors can grow into mighty Skeleton Elite, you can see how it works when you actually play the game.

WAH 2.0 will be release within a month, please keep attention. You can get the latest new from the FB page:
https://www.facebook.com/wahgame

[image loading]
ETisME
Profile Blog Joined April 2011
12715 Posts
April 07 2014 15:07 GMT
#30
Man you put in so much effort, hope it gets big!
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
darkscream
Profile Blog Joined December 2010
Canada2310 Posts
April 07 2014 23:25 GMT
#31
ohhh awesome. I will play undead exclusively, just like I did in war3.
Shandalisk
Profile Joined April 2014
United Kingdom1 Post
April 09 2014 21:53 GMT
#32
Hi Steven, I love that you've made this map and i greatly look forward to playing the Scourge as they were my favorite in WC3. I hope that this map grows in popularity as i'm sure there are alot of people who would like a shot at playing a modernized Warcraft RTS. There are some things that need tweaking however and I've compiled a list on things that you may want to address. I hope this doesn't come across as offensive in that there's quite a few things I have found.
I have only mainly played the Eversong map so these problems might not be across all maps.

Issues:
Alliance guard tower 5x5 instead of 2x2 (intentional?)
Grand Druid does no damage in bear form (intentional?)
While in Moonkin Form a Druid has the same hotkey for Bear Form and Tears of Elune.
Horde Hero Undead Highlords skills feel very weak (200 dmg on frostbolt @lvl 3 compared to Eredars 400, Ultimate feels lackluster)
Silvermon Ranger has no mana abilities - remove mana or add cost to explosive shot.
I noticed on the Stormwind map that Succubus needed a tech lab for some reason, maybe map specific problem (fine in Eversong)
Wrathguard - only costs 1 mithril to upgrade! Old tooltip saying it needs 1 talent point.
Felhunter - only costs 2 mithril to upgrade burning rush (intentional due to high gold cost?)

TOOLTIPS
Argent Hippogryphs, Gryphons, Windrider and Netherdrakes armour shows as terran ship plating.
Footman Shield Wall reads as a Burning Legion sacrifice pact grimoire tooltip.
Druid in Bear form - Charge ability - refers to Druid as a Paladin.
Moonkin is described as being able to cast Starfall - ability it uses is actually Tears of Elune.
Workers have some weird thing about SCV's.
Holy Paladin upgrade blessing of might refers to Bloodknight (the hero)
Windriders upgrade is the same as argent hippogryphs (Healing Stream) So what does it actually do? a slow? a poison dot?
Describe the Horde's Sunwalkers life regen aura in its tooltip.
Goblin Lab says it can train goblin mechanical units - add a demolisher here (see suggestions)
Fury Mage says it requires crystal forge, actually requires fel forge.
Felguard is described as needing a talent point to upgrade to wrathguard.
Add description to say what the felflame effect is on Netherdrake upgrade.

SUGGESTIONS
Allow researching of building upgrades? ie Townhall into Castle with a ranged attack and similar for all races. Alliance fortify buildings with more armour, Horde be able to have peons get inside burrows and shoot (WC3 style), Burning legion teleporter get free imps after some upgrade maybe? (not grimoire version), Scourge allow blight to slow enemy move speed or something. Defenses would be nice especially now the Headless Horseman summon is gone.
Make Custom UI.
Stop those damn Crack Elves using aoe CC with massive range!
Add seige units - Demolisher, Glaive Thrower / Steam tank, Fel cannon, Meat Wagon - Train at upgrade buildings (Blacksmith, Goblin Lab, Fel Forge, whatever Scourge one will be)
Max lvl for Heroes is 6 (intentional?) I actually kinda like this - means having more specific builds rather than max lvling everything.
Show lvl of creeps on mouseover / selection, or colour coordinate their difficulty on map.
Reduce size of Aldor Guard and Sunwalker.
Reduce spell effects so we can actually see things - Thunderking is the main culprit here as well as fire splashes.

Looking forward to your next Update!
StevenLuo
Profile Joined September 2013
116 Posts
April 10 2014 04:55 GMT
#33
Hi Shandalisk:
Thank you very much for your so detailed feedback, I am always desire such suggestions to help me design.
I used a half day to fix these bugs, and it will be updated this weekend with other new features.

Below are the deatails:

Issues:
Alliance guard tower 5x5 instead of 2x2 (intentional?)
It is designed like that, but I will consider change the Alliance Tower into smaller size.

Grand Druid does no damage in bear form (intentional?)
Fixed. Druid is intelligence hero and druid form melee attack did not get benefit from Intelligence. Now I add 60 initial damage to druid form attack.


While in Moonkin Form a Druid has the same hotkey for Bear Form and Tears of Elune.
Fixed, the button text is fixed.


Horde Hero Undead Highlords skills feel very weak (200 dmg on frostbolt @lvl 3 compared to Eredars 400, Ultimate feels lackluster)
Highlord is too similar to Archmage, so he will be replaced by Shadow Hunter in the next version.


Silvermon Ranger has no mana abilities - remove mana or add cost to explosive shot.
Fixed, Explosive Shot now cost 90 mana, Using it needs Steady Shot to gain additional mana regeneration.

I noticed on the Stormwind map that Succubus needed a tech lab for some reason, maybe map specific problem (fine in Eversong)
I will synchronize 4 maps in the next version.

Wrathguard - only costs 1 mithril to upgrade! Old tooltip saying it needs 1 talent point.
Now there will be Legion Honour system, which will let Felguard upgrade to Wrathguard.

Felhunter - only costs 2 mithril to upgrade burning rush (intentional due to high gold cost?)
Fixed, it now costs 150 gold and 100 mithril

TOOLTIPS
Argent Hippogryphs, Gryphons, Windrider and Netherdrakes armour shows as terran ship plating.
Fixed, Button Text could easily has version problem, so a button would link to a wrong text.

Footman Shield Wall reads as a Burning Legion sacrifice pact grimoire tooltip.
Fixed.

Druid in Bear form - Charge ability - refers to Druid as a Paladin.
Fixed.

Moonkin is described as being able to cast Starfall - ability it uses is actually Tears of Elune.
Fixed.

Workers have some weird thing about SCV's.
May I ask what is the detail of that?

Holy Paladin upgrade blessing of might refers to Bloodknight (the hero)
Fixed, Holy Paladin was called blood knight before.

Windriders upgrade is the same as argent hippogryphs (Healing Stream) So what does it actually do? a slow? a poison dot?
Fixed, Windrider has the ability of Wyvern Sting.

Describe the Horde's Sunwalkers life regen aura in its tooltip.
Add button description to it.

Goblin Lab says it can train goblin mechanical units - add a demolisher here (see suggestions)
Fixed, once the Horde has Goblin Shredder, now it will come by as mercenary unit.

Fury Mage says it requires crystal forge, actually requires fel forge.
Fixed.

Felguard is described as needing a talent point to upgrade to wrathguard.
Honour system will instead of that.

Add description to say what the felflame effect is on Netherdrake upgrade.
Fixed.

SUGGESTIONS
Allow researching of building upgrades? ie Townhall into Castle with a ranged attack and similar for all races. Alliance fortify buildings with more armour, Horde be able to have peons get inside burrows and shoot (WC3 style), Burning legion teleporter get free imps after some upgrade maybe? (not grimoire version), Scourge allow blight to slow enemy move speed or something. Defenses would be nice especially now the Headless Horseman summon is gone.

I will add some new features for defending.

1. For Alliance
Neighborhood Watch:
Each building has a defence aura of +1 armor and +2% attack, these auras can be stacked at most 5 level. So when defending Alliance base, there are crowds of buildings that provide +5 armor and +10% attack to all units, which is like Inner Fire did in Warcraft III.

2. For Horde
Goblin Mercenary:
Greathall can hire a goblin mercenary for 30 sec at the cost of 30 gold, which means player can get many combat force at a very low cost when defending base. There mercenaries can not be used to attack or creeping for their 30 sec time limits.

Make Custom UI.
I am learning that.

Stop those damn Crack Elves using aoe CC with massive range!
Haha, I will fix that.

Add seige units - Demolisher, Glaive Thrower / Steam tank, Fel cannon, Meat Wagon - Train at upgrade buildings (Blacksmith, Goblin Lab, Fel Forge, whatever Scourge one will be)
There are model problems with siege weapons, that is why I did not make any siege weapon, but I will try again.

Max lvl for Heroes is 6 (intentional?) I actually kinda like this - means having more specific builds rather than max lvling everything.
Show lvl of creeps on mouseover / selection, or colour coordinate their difficulty on map.
Nice idea, I will try that.


Reduce size of Aldor Guard and Sunwalker.
Reduce spell effects so we can actually see things - Thunderking is the main culprit here as well as fire splashes.
I will consider that to let every unit clear.
StevenLuo
Profile Joined September 2013
116 Posts
April 12 2014 14:38 GMT
#34
Grunt, with Battle Stance and Defensive Stance.

Now Horde's core melee unit, the Grunt have 2 stance during battle.

In the Battle Distance Grunt use two-handed axe to make high damage. Grunt can also use Charge and Recklessness to amplify the damage.

In the Defensive Stance, Grunt use one-handed weapon and shield to defend enemy's attack. In this stance Grunt can use Heroic Throw to throw an axe to enemy before attack. It will reduce enemy target's armor and knockdown the non-hero target. Thunder Clap is also a useful ability in Defensive Stance, it can reduce movespeed and damage of all enemy ground targets around.

[image loading]
StevenLuo
Profile Joined September 2013
116 Posts
April 13 2014 16:03 GMT
#35
Who is your Warchief?

The mighty orc warrior or agility throll Shadowhunter? In the coming of WAH 2.0, you can choose them both as your hero, if you choose the Horde to fight for.

[image loading]
StevenLuo
Profile Joined September 2013
116 Posts
April 13 2014 16:04 GMT
#36
On April 10 2014 06:53 Shandalisk wrote:
Hi Steven, I love that you've made this map and i greatly look forward to playing the Scourge as they were my favorite in WC3. I hope that this map grows in popularity as i'm sure there are alot of people who would like a shot at playing a modernized Warcraft RTS. There are some things that need tweaking however and I've compiled a list on things that you may want to address. I hope this doesn't come across as offensive in that there's quite a few things I have found.
I have only mainly played the Eversong map so these problems might not be across all maps.

Issues:
Alliance guard tower 5x5 instead of 2x2 (intentional?)
Grand Druid does no damage in bear form (intentional?)
While in Moonkin Form a Druid has the same hotkey for Bear Form and Tears of Elune.
Horde Hero Undead Highlords skills feel very weak (200 dmg on frostbolt @lvl 3 compared to Eredars 400, Ultimate feels lackluster)
Silvermon Ranger has no mana abilities - remove mana or add cost to explosive shot.
I noticed on the Stormwind map that Succubus needed a tech lab for some reason, maybe map specific problem (fine in Eversong)
Wrathguard - only costs 1 mithril to upgrade! Old tooltip saying it needs 1 talent point.
Felhunter - only costs 2 mithril to upgrade burning rush (intentional due to high gold cost?)

TOOLTIPS
Argent Hippogryphs, Gryphons, Windrider and Netherdrakes armour shows as terran ship plating.
Footman Shield Wall reads as a Burning Legion sacrifice pact grimoire tooltip.
Druid in Bear form - Charge ability - refers to Druid as a Paladin.
Moonkin is described as being able to cast Starfall - ability it uses is actually Tears of Elune.
Workers have some weird thing about SCV's.
Holy Paladin upgrade blessing of might refers to Bloodknight (the hero)
Windriders upgrade is the same as argent hippogryphs (Healing Stream) So what does it actually do? a slow? a poison dot?
Describe the Horde's Sunwalkers life regen aura in its tooltip.
Goblin Lab says it can train goblin mechanical units - add a demolisher here (see suggestions)
Fury Mage says it requires crystal forge, actually requires fel forge.
Felguard is described as needing a talent point to upgrade to wrathguard.
Add description to say what the felflame effect is on Netherdrake upgrade.

SUGGESTIONS
Allow researching of building upgrades? ie Townhall into Castle with a ranged attack and similar for all races. Alliance fortify buildings with more armour, Horde be able to have peons get inside burrows and shoot (WC3 style), Burning legion teleporter get free imps after some upgrade maybe? (not grimoire version), Scourge allow blight to slow enemy move speed or something. Defenses would be nice especially now the Headless Horseman summon is gone.
Make Custom UI.
Stop those damn Crack Elves using aoe CC with massive range!
Add seige units - Demolisher, Glaive Thrower / Steam tank, Fel cannon, Meat Wagon - Train at upgrade buildings (Blacksmith, Goblin Lab, Fel Forge, whatever Scourge one will be)
Max lvl for Heroes is 6 (intentional?) I actually kinda like this - means having more specific builds rather than max lvling everything.
Show lvl of creeps on mouseover / selection, or colour coordinate their difficulty on map.
Reduce size of Aldor Guard and Sunwalker.
Reduce spell effects so we can actually see things - Thunderking is the main culprit here as well as fire splashes.

Looking forward to your next Update!


I feel very sorry that I can not update the version 1.70 the week because developing Shadowhunter needs more time than I expected. I will package more new feature and update all maps next week.
Duvon
Profile Joined October 2011
Sweden2360 Posts
April 13 2014 18:41 GMT
#37
A bit of update in the help menu could be useful for basics of how to play? Like, if you have a thought about how the standard game should be played out, you can add a couple of lines about it in the help menu. Also some tooltip on for example gold mines to show how many workers can be working a single one.

Beast master: Summon War Eagle has air misspelled as "are".
Nothing is impossible, only some things for some people.
StevenLuo
Profile Joined September 2013
116 Posts
April 13 2014 22:41 GMT
#38
On April 14 2014 03:41 Duvon wrote:
A bit of update in the help menu could be useful for basics of how to play? Like, if you have a thought about how the standard game should be played out, you can add a couple of lines about it in the help menu. Also some tooltip on for example gold mines to show how many workers can be working a single one.

Beast master: Summon War Eagle has air misspelled as "are".


Thank you for your feedback, I will check it now and update all maps next week.
CutTheEnemy
Profile Joined November 2013
Canada373 Posts
April 14 2014 07:04 GMT
#39
When wc3 was under development, they said they hoped the undead could be different from the other races in that it could gather resources in the form of corpses from creeping rather than gold, and raise part of its army from this pool too.

They decided it wasn't viable, but man it would have been cool.
Can we help spread the word and create pressure to get Rob Pardo to replace Browder as head of Sc2? Pardo led the team for broodwar, frozen throne, and wow/BC. We need to make this a thing before LotV development starts. Think about it.
StevenLuo
Profile Joined September 2013
116 Posts
April 14 2014 09:02 GMT
#40
On April 14 2014 16:04 CutTheEnemy wrote:
When wc3 was under development, they said they hoped the undead could be different from the other races in that it could gather resources in the form of corpses from creeping rather than gold, and raise part of its army from this pool too.

They decided it wasn't viable, but man it would have been cool.


Yes I heard that too, but let corpse instead Gold as the main resource is a very aggressive idea, it need balance a lot of things, but I will consider
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