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 Post subject: [JJ'CP] Tkok 3.0.4b801
PostPosted: November 17th, 2010, 6:32 am 
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Joined: September 28th, 2009, 6:44 am
Posts: 86
Map name: The Kingdom of Kaliron 3.0.4b801
Link: http://www.hiveworkshop.com/forums/maps-564/tkok-eastern-kingdom-3-0-4b801-146077/?prev=d%3Dlist%26r%3D20%26t%3D55
Description:
Spoiler:
3.0.4beta8 - The Secrets of the Barrens: Part 2 - The Ancient Orc Tomb
This is a public beta copy - see the notes below for the details

Welcome to Kaliron

* What is TKoK? - TKoK (short for The Kingdom of Kaliron) is a multiplayer save/load RPG designed for 4 to 7 players that features many ground breaking systems to give you a whole new experience unlike most other RPGs for warcraft 3

Features:
o Custom Hero Stat System - Each hero has 3 main stats (Power, Agility, Energy) and 8 sub stats (Strength, Constitution, Endurance, Dexterity, Reflexes, Intelligence, Wisdom, Spirit) which will effect all aspects of your hero. Each hero also has Attack Power, Attack Critical Chance, Attack Critical Power, Spell Power, Spell Critical Chance, Spell Critical Power, Dodge chance, and Block chance. All of these which are derived from your stats.
o Playable Heroes - Currently available are the Arcanist, Pyromancer, Hydromancer, Warrior, Cleric, Chaotic Knight, Phantom Stalker, Ranger, Paladin, Barbarian, and the Shadowblade. The final hero will be added with the 3.1.0 patch (the Druid)

o A Threat System - As seen in most RPG's that have an aggro/threat system, TKoK has something similar allowing the tanks to actually control the mobs and protect the rest of the party from damage.

o Equipment System - TKoK has a full screen GUI inventory system for holding and equipping items for your hero

o Talent Tree System - TKoK also has a full screen GUI talent tree system to teach your hero new abilities, improve the effects of the abilities, or improve the abilities directly.

o Enemy Ability System - A dynamic enemy ability system that allows monsters to have completely custom scripted abilities that are dynamic

o Scripted Mini bosses & Bosses - All monsters deemed a mini boss are now scripted events with boss like abilities that you will have to think and react to. This is a huge improvement from the 2.0 versions where mini bosses just hit harder and had more HP than normal monsters. Many new bosses have been added and even more to come

o Bonus optional challenges - Something that we are calling VX mode (short for Vexcellent mode) offers extra hard challenges to players that seek them, with the rewards of bonus loot that normally wouldn't drop off that boss.
+ Broodmother - 'Ahh!! Spiders!' - Defeat the Broodmother without killing any of the eggs in phase 2
+ Narith the Fallen - 'Elemental Chaos' - Defeat Narith the Fallen after invoking VX mode (attack the shade until it is at 75% HP while not killing any of the containers)
+ Sand Golem - 'Snack Attack' - Defeat the Sand Golem without killing any of the Rock Shards that spawn.
+ Avnos - 'Die In a Fire' - Defeat Avnos after spawning the Flame Orb
+ Karnos - 'Frostbitten' - Defeat Karnos while he has 50 or more stacks of Frostbite

Saving / Loading - Like any Warcraft 3 multi-player map, this supports saving and loading via a password system.


3.0.4 Loading Screen




Screenshots from 3.0.3






3.0.4beta801 Patch Notes - 11/15/10 - Public Beta Copy
Please keep in mind - THIS IS BETA - There will be some issues we are still trying to clean up. These are not new bugs, but as we clean up the systems, the bugs become more clear and obvious. We are getting close to resolving the rest of these, bare with us.
View Notes

Systems

* DamageEvent system has been totally modified and optimized. Greatly reduces the processing required upon each damage event as well as fixes the order of events for +/- damage mods. This should also resolve some issues with death events and recycling events
* Modified the max number of timers to a much lower number. While it shouldn't effect anything, no reason for the number to be so high.
* Optimized a few things with damage events and making better use of In-lining variables


Bosses

* Boss debuffs properly stack once again
* Several issues were resolved in the Muarki fight as well as improved balance
* Altered a few mechanics to some of the abilities with Muarki
* Fixed some possible leaks with Serpent and Nether Wards in the Muarki fight
* Muarki VX mode epics are now active


Cleric

* Adjusted his talents to not have 4 levels which exceeds the save system's limit currently. (This is what is screwing up on loads)


curi's list
moved Scared of the Dark ring reward to shamanistic magic quest
there is now a -inv command. use this if your mana goes below 0 for taking off gear.
type -check [password] to see if you typed it in correctly
new command -totals (shows total damage/heals since last -rm)
new command -showheaven (for debugging)
fixed buffs not stacking
imp dark blast is now 15% duration increase
shadow bind now can only stack 5 times and some values tweaked
IP, BD, WC +dmg slightly nerfed
block and dodge caps from 60/60 to 75/50
block now prevents 40% damage on warr (from 30) and ck now 40 (from 37) when fully talented
mindblade, cleanse, curse dmg raised
avoidance to 9/18 from 10/20
hybrids now use 60% of each crit type instead of 50% of each
nerfed MoR mana leech (note: it displayed rounded numbers but actually adds fractions)
fixed bug with Unholy Embrace
fixed bug with improved Time Strike
fixed bug with improved hasten
fixed watery bubble and time strike tooltips
Time Strike now has 3 hits base (from 5)
Changed Time Strike graphics to look cooler (more black tinted)
Balance Changes to Muarki
Changed elixir pricing and availability
Fixed bugs with which heals cleric's IP and DP can boost. Also any heal that's a percentage of a heal that could crit, now cannot crit (no double crits).
Holy fire now displays the heal per tick in the multiboard for the HoT
reduced armor break dmg reduction to 7/14 from 10/20
emp curse now amplifies dmg 10% on enemies instead of yourself
moved 4th point out of cleric sp talent, added it as third point for emp angel
fixed damage bonus bugs with fireform, armor break, emp curse
fixed karnos enchanted drops (can no longer drop hp shoulders)
several substat tweaks (see tooltips)
some item formula balance adjustments
added 0.6 hp per item level to all leather epics and enchanteds
added 1 hp per item level to all chain epics and enchanteds
fixed bug with displayed damage to karav phase 1 enemies
fixed some bugs with damage events
fixed math with bonus and reduced damage
swap bags bug fixed
buffed arcane disruption and meteor damage
fixed karavnos damage reduction
fixed unstable power to do 15/30 damage boost instead of 0/15
improved muarki balance
nerfed bladestorm damage


3.0.4beta7 Patch Notes - 10/27/10 - Public Beta Copy
View Notes


Note from Vexsin: Special thanks goes out to curi for this patch. As some know, but most don't, I have been out of the TKoK loop only working on it maybe 2 times a week. I have a lot going on in real life, I won't go into the details, but I am sad to say it has really grinded progress with TKoK to a halt. Curi stepped in to pick up the slack, learn the workings of TKoK and apply his/mine/the teams ideas to TKoK that you see below. While I helped out with some of the major things in this patch, 90% of the work and credit goes to curi. If it wasnt for him, TKoK might have died... again... Anywho, lets look forward to more content soon! Enjoy!

This is a very big patch with many balance and talent changes, and bug fixes. This list isn't totally complete.

Generic

* New Save Codes: You will get free stat and talent respecs the first time you load in the new version. When you save, you will get a version 2 code. Version 2 codes will not be loadable in older maps, and won't get the free respecs anymore.
* Substats: reworked spirit and wisdom. Did balance changes. Added much better tooltips to substats and main stats, so read what they do!
* Items: All boss drops regenerated from updated formulas to be more balanced. New epic drops added to Karavnos.
* Consumables: Raised prices on elixirs, rebalanced some elixers and potions.
* Difficulty modes: epic drops by mode from .5/1/2 to .2/1.2/3
* respecs: changed back to 250 per level, but lowered base cost to 1000 from 2500
* New elixers Rage and Caution give more/less aggro gain.
* added -suicide command
* Fixed some bugs with respecs
* fixed aot shaman bloodlust which wasn't adding attack speed, only removing it when it expired
* removed scaling advantage for tanks and healers over dpsers. and removed advantage for large parties (6+).
* some new gear has penalties: it will lower some of your stats. be careful not to lower your hp or mana below 1 or you will have serious problems. for other stats it should be ok to go negative.
* enabled a few druid item drops that were disabled
* the broodmother quest rewards (your first offhands) may have been bugged. they should all be correct now.
* added extra 20 second respawn delay on leg.
* haste elixer now uses your base movement speed. and simplified some movement speed code.
* catacomb pack killing quest should now work again (3 packs were removed so i lowered the number of packs you need to kill for it)
* fixed hp and mana regen display on multiboard.
* changed all boss drops and skills to give mana per second instead of percentage mana regen.
* fixed bug where mana per second stats on items were not displayed when inspecting them in your inventory
* fixed shadow blade overhealing and his HPS should show up on multiboard correctly now
* fixed pala mana regen numbers all showing up on pala's screen instead of the player getting mana back
* increased hc gold gain from 135% to 140%
* quest gold and xp is now modified by game mode
* vx mode bosses now worth flat 20 xp extra (if you would gain any xp). also 150 bonus gold.
* changed xp decay to 18% per level difference. this lowers the level cap by 1.
* improved the levels of some quests. also lowered karav to 26 and muarki to 27. (from 27/28). for reference av/ka are 25.
* fixed purify and cleave offsets so the cone starts at the back of the hero
* set icons for a bunch of new items. found/added tons of icons for future equipment
* added new item tooltip display in inventory for decimal but no percent for mana per second
* fixed karavnos portal to muarki fight not to spawn on top of his item drops
* fixed ooc regen bug
* fixed several spells being incorrectly effected by armor
* spirit no longer affects OOC regen. you just get 10% regen per 3s.
* recycle system fixed. this should greatly improve performance in long games.


Content

* Muarki is now available but epic drops are disabled for him until he's balanced more. He's not totally ready, fight him at your own risk.


Generic Class Changes

* Balance summary: DPS classes buffed, except SB. CK and SB nerfed. Warrior buffed a bit. Biggest buffs to Ranger and PS, then arc.
* Equipment changes: warriors can use swords, shields, axes, offhand axes, offhand daggers, maces, and leather armor. warriors are masters of fighting effectively with many different weapons.
* ck can use swords, shields, axes and offhand axes
* pyro,hydro,arc,clr can now use offhand books in addition to staffs and orbs.
* ranger can now use offhand daggers besides bows and quivers.
* sb can no longer use axes or offhand axes (just swords and daggers). very sorry if you had one.
* Heal Crits: All cleric and paladin heals can now crit except for MoR leech. No heals from other classes can crit.
* New Heal Spells: Watery Grave, Frost Arrows, and Drain Spirit can now heal.
* Hero Changes: All characters were changed to have the right number of talent points (31). Many weak talents were buffed, especially passive talents. Substat gain on level up was changed for a few classes when it was bad. A few spells now gain a lower cooldown when talented. And the damage on a lot of spells was balanced better.
* CK and SB now use a 50/50 mix of attack and spell crits for their spells.


Generic Class Talent Changes

* pala: buffed divine guardian, divine hammer, and path of the divine. added a second talent point to emp light infusion. small nerfs to imp and emp light infusion. some spells now have lower cooldowns, usually triggered by talenting them. MoS aoe heal no longer hits the main target, only people around him. Mark of Replenishment now gives a lot more healing when you attack the target and it triggers. the mana gain is slightly lowered. MoR now counts on hps meters
* pyro: buffed some weak talents like fire power, burning soul, boiling point, no mercy, pyromaniac. buffed meteor, buffed burning desire mana regen. burning desire now gives triple mana regen when cast on yourself
* hydro: lowed some aoe damage but raised some single target damage. fixed issues with tsunami and watery grave effects not matching tooltips. ice nova now does 25% extra damage if it procs root on a target it can't root (boss or mini boss). watery grave is now watery bubble and can heal
* ranger: explosive arrow cd to 3 from 6. emp aspect of hawk buff. emp frost arrow dmg buff. viper nerf. emp hail dmg bonus doubled. lowered hawk cd. significantly increased hawkeye and sniper training. tripled emp explosive arrow single target dmg increase. lowered imp frost arrow level requirement to 18 from 24. buffed imp multishot dmg. emp explosive arrow has a third point available now. frost arrows is now water arrows and can heal
* barb: double emp deep slice. raise deep slice dmg a little and lower cd when talented (if you put a dot on someone twice, it will just refresh the duration). buffed warcry. nerfed his bonus to crits. buffed imp rage ias. fixed some typos on barb and made warcry gain damage from AP. also emp warcry has 2 points now. emp deepslice reduced to 2 points max (also buffed a little). improved emp cleave talent description and nerfed cleave amount to 70%
* cleric: buff emp ip, nerf blind faith
* arc: lowered unstable power cd, buffed emp arcane missle, emp drain spirit, emp arcanic blast. buffed passives. small increases to drain spirit, arc disruption, arc explo coefs. drain spirit now drains life for the arc too
* ps: buff gash, puncture, shuriken coefs, emp gash, gash and puncture cd a little, and passives
* warr: buffed some passives, slightly dmg on shield slam and intim shout. BO is based on AP not power in the code. fixed tooltip. warrior defensive stance buffs (magic resist to 10% from 5%, more block from talent). bo now gives double life gain to the warrior who cast it
* ck: nerfed cleanse heal, buffed cleanse dmg, nerfed mindblade coef but buffed emp mindblade. buffed shattered armor, imp hasten, emp hasten. nerfed shield training. buffed curse damage. buffed emp grasp. raised imp cleanse duration to 5s. nerfed cleanse cast range. hasten now gives dodge instead of attack speed
* sb: nerfed time strike damage and raised mana cost to 15 from 10, buffed dark blast damage but heavily nerfed imp dark blast until an exploit is fixed. nerfed unholy mastery. fixed emp dark blast tooltip (it's actually twice as good as it said) and buffed it a little after. fixed dark tap tooltip and nerfed a little. buffed nether touched and unholy desire. shadow form is now stronger on hybrid classes.


Bosses

* Karavnos: improved balance.
* Avnos: increased attack damage and meteor damage.
* Karrix: increased poison lob damage.




3.0.4beta6 Patch Notes - 8/25/10 - Public Beta Copy - FIXES
View Notes

UI

* Added the long overdue '-clear' command to clear the screen of text messages


General Bug Fixes

* FINALLY found the cause for the random system breakage with timers. It is now corrected and things are functioning as intended again.
* Fixed an issue with the new TimerUtils and OOC regen and the InCombatTimer. They will function as intended again
* Fixed an incorrect index on Narith's VX loot table that could cause him not to drop an epic sometimes.
* Finally fixed the Null Talk errors with some quest mobs that are not currently in use until later on
* Fixed the item level requirement tooltip on the Broodmother items from level 10 to the proper level 8
* Re-worked a few things and added checks for null variables with destructables and units for the Talking library (NPC interactions)
* Fixed an unintentional bug with Talents and pre-reqs. If an ability requires 2 or more points and is a pre-req to another talent, you must now spent all points in that talent to get the other. (Basically an Improved Talent that requires 2 points now must have 2 points to get the Empowered talent)


Bosses

* If you are in the presence of a boss and the boss is Active, you are now always in combat
* Karnos' Blizzard was not functioning as intended, making VX much harder (due to buff time out) and making the blizzard tick 2x as strong, this is corrected. You should now see overlapping blizzards as intended
* Karavnos's complete buff list is now instantly cleared from players when you reset the fight or kill Karavnos


Generic

* Upon dying, your Teleport Scroll location is now cleared.


Zones

* The catacombs has been tweaked to reduce 'lag' even more. The catacombs now follows suit with the TOS and AOT in the respect that mobs do not spawn until you get near their spawn point. All spawn points are marked on the map with a ground effect.


Items

* Added Camp Fire to the game. Costs 75g for a stack of 3, lasts 25s. Can be placed at any time. The aura will restore 15% of your max health and mana pool every 3s to all those within 500 units of the Camp Fire and ONLY while out of combat.


Hydromancer

* Fixed a order of operations error with Watery Grave that caused the AOE explosion not to be calculated properly.
* Watery Grave is now a base of 5s duration with a cooldown of 11s (up from 4s and 9s). Empowered now adds 2.5s to the duration (making the ability last 10s in total up from its old 8s)
* Changes to Watery Grave: Base is now 8 with a coefficient of 30% (Up from 7 and 25%). On application it now ticks instantly (instead of waiting 1s for the first tick). Watery Grave now gains 5% more of its tick damage per tick (this extra damage does not stack with itself, its 5% more of the base tick not the last tick).
* Watery Grave now properly explodes on unit death for the total damage it dealt up to that point as intended.


Shadowblade

* Fixed an issue with Soul Drain that caused it to heal the enemy for every ally in range instead of healing all the allies.
* Reduced the healing effect of Soul Drain to a base of 2 with a 4% coefficient (down from 3 and 10%)
* Reduced the damage of Timestrike to a base of 12 with a 20% coefficient (down from 15 and 35%)



3.0.4beta5 Patch Notes - 7/22/10 - Public Beta Copy - NEW CONTENT
View Notes

Content

* Added a new Equipment vendor that sells level 24 blue gear to the AOT Camp
* Added one new boss available after defeating Avnos and Karnos
* Added AOT wing skips - After defeating the new boss, the 2 waypoints in the AOT will be useable and saved to your character. You can only access these two new waypoints from the AOT Portal Master. They will take you to the inner Fire and inner Frost teleporters upon use. This allows you to skip a bunch of trash to get to Avnos, Karnos faster.


Arcanist

* Arcanist Drain Spirit is now a channeled Damage Over Time ability that does it's damage every tick. The tick is based on the spells duration, which gets shorter as you level up making the ticks faster. The ability can be channeled to a maximum of 2x it's duration (if uninterrupted). The longer the ability channels, the stronger each tick gets.


Chaotic Knight

* Cleanse Cooldown increased to 5s from 4s
* Corrected Empowered Hasten to properly reward the bonus and buffed it to 20% to all aspects.


Cleric

* Reduced Guardian Angel's heal base from 150 to 85, coefficient remains at 60%


Hydro

* Corrected conditions with Ice Barrier to properly prevent death in appropriate situations if the barrier had enough HP to absorb the damage or reduce it to below lethal levels.


Paladin

* Divine Touch Cooldown reduced to 4s from 5s


Shadow Blade

* Corrected some visuals with Soul Drain to not be so clutterly and processor intensive


Generic

* Fixed 2 more timer leaks and accidental timer destruction. Should resolve many issues with systems that weren't actually broken
* Fixed an issue with dummy casters that prevented negative effects to effect players in some cases (e.g. Spirit Shroud on the Frost Side)


Avnos

* Changed how VX mode is activated. Touching one of the 4 flame rects now spawns an add rather than just give Combustion debuff. The combustion debuff no longer has anything to do with starting VX mode, but is just a side effect of spawning the required adds. Killing the adds spawn the flame orb shard. Once all 4 shards spawn, VX mode will begin
* Flamestrike's casted by the Flame orb now come every 6s (was 10s).
* The Flame orb now has a charge ability. It will pick a random player, channel a red beam to that spot for 2s, then charge doing damage to everything in its path.


Karnos

* Adjusted some timers with Karnos to make abilities not line up so well (technically a nerf)
* Fixed an issue that could cause Karnos not to count his death as VX if VX was enabled
* Karnos's Frostbite now adds +4 damage and reduces attack speed by 1.10% (was 3 and 1.25%)
* Path of Frost damage increased from 145 to 160




3.0.4beta4.5 Patch Notes - 6/29/10 - Public Beta Copy
View Notes

Fixed the following game breaking issues:

* Reverted to an older TimerUtils library (resolved quite a few issues with timers and attached data references becoming mixed up). This change resolved so many issues, it's not even funny.
* Fixed 2 timer leaks with hero abilities and several group leaks on Karnos/Avnos
* Fixed an issue with the paladin that could cause a desync or a crash (dual boxing tests showed this to be fixed, but there is a possibility the bug is still there, if we can get any detailed info on how to reproduce it if it exists, please contact Vexsin)


Other things fixed

* Fixed Karnos's movespeed debuff and the way it was applied/removed under certain conditions (caused some issues, I won't go into details)
* Fixed the scaling damage bonus debuff on Improved Whirlwind for the Barbarian
* Optimized several more damage events to only load and register if that hero is present
* Optimized several hero abilities to store their proper effects in the attached buff instead of recalcing on every damage event with the buff. (if you dont understand this, don't worry about it, it just improves overall game performance by making it less taxing on the CPU)
* Fixed some issues with roots/snares on some abilities vs Mini Bosses and Bosses that are meant to be immune
* Fixed an issue with a unit dying mid air while under the effects of Chaotic Grasp
* Fixed an issue that could cause a unit effected by Chaotic Grasp to not return to 0 fly hight at the end
* Tweaked a few things in Avnos VX mode
* Smoke Cloud was finally nerfed (% miss and move speed reduction are much lower)
* Fixed the scaling % bonus threat of the Warrior's Defensive Stance (it was scaling +5% per level when it was meant to scale 0.5% per level).



3.0.4beta3.8 Patch Notes - 6/17/10 - Public Beta Copy
View Notes

Corrected an unexpected error with the Widgetizer (load and lobby lag) and fixed some very odd issue with unit death & recycle events. Map is in working order again.


3.0.4beta3.7 Patch Notes - 6/17/10 - Public Beta Copy
View Notes


The Frost Wing is now unlocked and Karnos is now available for testing

Note: this patch should be stable enough to play (I wanted to get a stable patch out to fix the HP scaling issue), however there are a few known issues that are unresolved as of yet.

Generic Bugs

* Catacombs Ghoul - Should no longer see left over ghouls invulnerable and without pathing lying around.
* Catacombs Skeleton Warrior - Should no longer see left over skellies invulnerable and without pathing lying around.
* Timer leak with the new OOC regen system has been fixed. This leak over time would lead to many issues (this includes the random out of control HP scaling with mobs.)
* Corrected an issue with Force Recycled mobs (boss adds, etc) that would cause them to be double scaled every time they were re-used
* Corrected 2 crash bugs in the AOT Fire Pack mobs
* Removed Hex from the Ancient Troll Witch Doctors in the AOT
* Chaotic Attacks and Mindblade now properly work with each other
* Corrected a bug with Dead heroe's still being counted as alive under some conditions with boss targeting for abilities (mainly this only effected Karrix's Spikes when chasing a player from what I have seen)
* Per the correction above, Karrix's spikes can no longer target players that died and respawned in town.
* Corrected the priority on Karrix's adds on VX mode so the MT will not ignore the boss and run off after them
* Adjusted Karrix's Tail Lash Void zones (VX only) so they appear further behind him for better visual effect. These void zone's also had their range adjusted to fix the graphic better
* Karrix's Poison Lob now favors people at 500+ range while still targeting anybody 400+. The rule remains that he will ignore melee as long as somebody is at least 400+, but if there are multiple players, the further players will be chosen first.
* Corrected the duration of Curse of the Chaotic so it actually functions now
* The AOT Waypoint now has access to Grom'Gol
* Fixed several hero ability tooltips that displayed the ability code for cooldown instead of the actual text
* Hasten's agility bonus now properly updates Attack Power, Dodge, and Crit Chance based on the bonus agility
* Starting a certain quest no longer updates your teleporter access to a zone when not intended
* Fixed a massive struct leak issue related to anything that used the JumpCode (Ghoul Leap, Chaotic Grasp, Renolds Death with Haggart, etc)
* Fixed a bug that prevented Unstable Power from applying the buff
* Mobs inside the AOT camp can no longer move
* Both waypoints before the 2 waygates now function properly inside the AOT
* Fixed a few spelling/grammar errors
* Corrected some issues with the Fire Side packs that may have been the source of some Desyncs/crashes
* The general merchant in the AOT camp now sells the proper AOT portal scroll





3.0.4b2 Patch Notes - 6/1/10 - Public Beta Copy
View Notes


Note: Several people have reported that the barrier on th frost wing does not dissipate at any time. This is CORRECT. The current beta only allows access to the Fire wing. At one point I will switch the wings and close off the fire wing and open the frost wing.

Generic

* Corrected a struct error that resulted an a continuous loop of 'destroy', which caused multiple system failures that used timers that were being free'd by this incorrect loop
* Ranger Snare Trap now properly displays the missile graphic
* Corrected a few visuals with the Shadowblade's Soul Drain
* Centaur Multishot & Multisnare no longer directs all the group missiles at a single target, it now properly targets everybody in range
* Fixed a possible infinite loop bug with Lord Myren (Naga Mini Boss on the North Path) when he casts Boil Water or Destroy Land



3.0.4b1 Patch Notes - 6/1/10 - Public Beta Copy
View Notes


Note: In this public beta you are able to unlock the AOT (Ancient Orc Tomb), fight Karrix, the Tomb Guardian, Unlock a new waypoint inside the tomb, clear the Fire Wing and face Avnos the Fire Lord. The frost wing is currently blocked off and not accessible in this beta. There is NO password wipe, and all passwords given in this version will be valid in the official non-beta release of 3.0.4 when it launches.


Generic

* Added some optimization to the damage event conditions array to improve performance overall. This includes the similar setup to the hero spell events, all hero damage events are now only registered and setup when a hero is present.
* Fixed several multiboard displays when dealing with real numbers and rounding
* System overhaul
o A buff system has been installed to allow full control over all buffs, debuffs. This allows us to have stacking buffs/debuffs, control their duration mid stream, categorize the effects and many many more things I will not go into in this post. All spells have been converted (both player and enemy) to use this system. This will fix all issues with different buffs not stacking due to baseID's being the same on some abilities, as well as other issues.
o A projectile system has been installed to allow full control over all missiles. All spells have been converted (both player and enemy) to use this system.
o Many changes / code rewrites have occurred to all player spells to improve the dynamic effects of the abilities as well as optimize the code better to support any talent changes / fixes in future builds
o Many base abilities have been recoded to use different base abilities to work better with the above mentioned systems


New Content

* The Ancient Orc Temple - a new zone is now unlocked which is beneath the Jaharra barrens. Once you recovered the keyfragment and rid the temple of sanctity of the naga, you can take the keystone to the entrance and use it to open the portal within. This new zone is an instance like place with invalid packs that pull / reset as a group. There are 5 bosses inside split between the 2 sides of the temple: The Fire side, and the Frost side. Each boss will have a VX mode. There will be 1 orc camp inside after the first boss that you can teleport too in a fresh game to bypass the trials, ToS and go right to the AOT. Completing the first quest for the AOT will be a requirement to use this portal.
* New Bosses
o Karrix - The Scorpion King - First boss you will encounter before you can actually begin your journey through the AOT. In a fresh game, to get to this boss you must re-clear the Temple of Sanctity. VX Mode: Baby Killer! - Slay all 5 baby scorpions before they burrow.
o Avnos - The Fire Lord - This is the boss of the fire side of the AOT. In a fresh game, you can warp to the AOT and begin clearing the packs to him. VX Mode: Die In A Fire! - Spawn the Fire Orb before defeating Avnos.
o Karnos - The Frost Lord - This is boss of the frost side of the AOT. In a fresh game, you can warp to the AOT and begin clearing the packs to him. VX Mode: Frost Bitten - Defeat Karnos with 50 or more stacks of Frostbite on him.
o ????? - ????? - The 4th boss of the AOT. Accessible after Avnos and Karnos are defeated and their seals are removed from the central chamber door. VX Mode ????? - ??????
o ????? - ????? - The 5th and final boss of the AOT. Accessible after the previous boss is defeated and the magical seal to the final tomb is removed. VX Mode ????? - ??????
* Many new Enchanted and Epic items added


New Hero - Shadowblade

* A Damage/Support hybrid Agility/Energy Hero based around the dark arts of shadow magic and power stealing / draining
* Features 6 abilities and 21 talents


invalid

* invalid reset (Evading) has been altered. Now when mobs hit a reset point, they vanish into a cloud of dust and teleport back instantly.
* Mobs that die that are part of a pack can no longer respawn as part of another pack while their original pack is still active (fixes several issues in the Temple of Sanctity and the new Ancient Orc Tomb)


invalid Balance

* Vormur Gardens
o Black Spirits - increased aura damage slightly
o Green Spirits - heal is now 20% of max hp instead of flat amount (so the heal works better with player scaling)
* Risen Zombies - Are now level 14 (up from 12) and Give 10 exp 15 gold (up from 7 and 4)
* Vormur Catacombs
o Skeleton Warriors - Whirlslash has been re-designed to new mechanics, same spell, more deadly to non-tank melee
o Catacombs Priest - heal is now 25% of max hp (same reason as the Green Spirits)
o Ghoul - leap is now a 2s stun (down from 3), the DoT has been removed, base damage of the ability has been increased
* Heartcore Game Mode
o All ability damage increased by an additional 5%
o invalid scaling gains an additional 1.0 Player Scale (for those that do not understand how my player scaling works... well to bad =P)


Items

* Corrected the Teleport Scroll tooltips and error messages to display the proper quests you need to complete before they can be used by a Hero.


Generic Hero Threat

* Threat from Dodge increase to 145% up from 115%
* Threat from Blocking increases to 225% up from 175%
* Threat from Block Value increased to 575% up from 425%


C. Knight

* C. Knight's can now use 1h Main Hand Axes
* Mindblade now does 45% of it's damage as AoE (up from 35%)
* Threat Changes
o Hasten now increases threat by 180% (up from 160%)
o Mindblade now generates 175% threat (up from 140%)


Hydro

* Corrected a bug with Ice Barrier that would cause a unit to die if they took more damage than they had current HP regardless of how much damage the Ice Barrier can prevent


Pyro

* Burning Desire now increases damage by 6 + 7% of your spell power and increases mana regen by 30%
* Fireform has been altered - Now increases all spell damage by 10% + 3% of your Spell Power (the old was 15% and a flat amount per level), bonus spell crit damage remains at 15%


Warrior

* Warriors can now use 1h Main Hand Axes
* Corrected a bug with Ignore the Pain that caused it to not heal properly when blocking
* Threat Changes
o Defensive Stance - Passive threat gain increased to 75% from 60%. You also gain 0.6% more threat per level
o Shield Slam - Threat increased to 175% up from 160% - Improved now adds 30% up from 25%
o Intimidating Shout - Threat increased to 240% up from 200% - Improved now adds 40% up from 35%
o Whirlslash - Threat increased to 190% up from 175%



3.0.3d Patch Notes - 2/10/10
View Notes

Generic

* Corrected the crash bug in 3.0.3c
* Fixed several minor things not worth mentioning



3.0.3c Patch Notes - 2/5/10
View Notes

Generic

* Corrected Endurance's tooltip to display +0.20 to power
* Corrected the starting info for the Cleric
* Corrected the Mana Regen display in the multiboard. While it was being calculated correctly, the display value was not accurate.
* Re-worked some of the order of events / mechanics / and messed with the global converting them into local variables for some of the functions that deal with recycling / respawning units. While I can't say for certain if this will fix some of the rare / weird issues, it couldn't hurt.


Generic Enemy Abilities

* Fixed an issue that could still cause a Frontal Wave to double hit.
* All DoT effects can no longer stack on a player (of the same exact ability). Instead it will just refresh the duration. This will prevent 2-3 mobs randomly targeting 1 player and them dying way to fast due to stacking DoT effects.
* NORMAL MODE ONLY:
o Naga Cleave had its damage reduced a bit
o Naga Warstomp stun now only lasts 0.75s (down from 2s)
o Naga Shockwave stun now only lasts 0.75s (down from 2s)
o Naga Impale stun now only lasts 1.5s (down from 3s) and had a small initial damage decrease


Quests

* Gaining access to the Valley of Trials via the Fragment turn in's is no longer required. Gaining access to the Teleporter in the first place still requires turning in the fragments then completing the trials. Once you do this, you can start a new game, teleport to Grom'Gol and go right into the trials bypassing the barrens.
* Fixed an issue that would cause some NPC's to drop 'null' item placeholders when you complete the quest


Items

* Both Tome of Re-Training and Re-Spec now cost 0g to purchase. What the item does when you pick it up is now run a formula based on hero level to calculate a gold cost. If you do not have enough gold, it says so. This makes the items cost scale with your hero level. The formula is as follows: 2500g + (HeroLevel * 200). A level 25 hero would now cost 7500g to respec.


Bosses

* Corrected an issue with the Sand Golem and his new reduced stun duration Boulder Barrage


Mini Bosses

* Corrected an issue that prevented items from spawning and exp gained if you kill the mini boss first before the adds.
* Upon reset, Lord Naztar now properly resets mana to 0 and clears the mana shield buff
* Lord Naztar's damage reflection is now only 25% on normal (down from 35%) and up to 40% on Leg/HC.


Barbarian

* Deep Slice base damage is now 17 and coefficient is now 90% (up from 14 and 80%)
* Warcry base damage is now 4 and damage per level is now 0.65 (up from 3 and 0.6)
* Berserker rage now adds +3 damage per hit (with a round down value of 0.05 per level) with the final hit now doing a base of 20 with a coefficient of 95% (up from +2 / 0.05 and 14 / 85%)
* Battle Lust now heals a base of 7 with + 0.45 per level (up from 6 and 0.40) and now adds 10% crit base (up from 5%). The + 0.15% crit per level is unchanged
* Bladestorm base damage is now 16 and coefficient is now 35% (up from 14 and 30%)
* Fixed an issue with the attack speed bonus from Improved Berserker Rage


C. Knight

* Fixed an issue that prevented the AoE damage from procing if Mindblade did the killing blow on a unit.
* Fixed an issue with Improved Hasten and the +Agility bonus
* Empowered Hasten now works as intended.


Hydromancer

* Fixed an issue with Empowered Purify


Pyromancer

* Fixed a different issue with Dragon's Breath that caused Imp Ignition not to function
* Fixed an issue that prevented No Mercy from reaching level 2 damage. It always counted as level 1 (10% more)
* Ignition base damage is now 18 and coefficient is now 90% (down from 20 and 95%), cooldown is now 2s (up from 1s)
* Dragon's Breath base damage is now 15 and coefficient is now 75% (down from 18 and 80%)


Paladin

* Improved Light Infusion works now... serious this time.... seriously


Phantom Stalker

* Puncture debuff no longer stuns bosses when used with Remorseless Strike (still counts for the mana restore, however)


Ranger

* Empowered Frost Arrows now properly roots units as stated in the talent. Also reduced the proc chance to 15%/30% and duration to 1.5s (it is the same as Improved Ice Nova from the Hydro)


Warrior

* Shield slam will now leave a debuff on targets that it could not stun for use with the whirlslash combo.



3.0.3b Patch Notes - 1/29/10
View Notes

Quests

* Fixed the (null) error with the Medicinal Purposes quest
* Fixed an issue that prevented incorrect items from being dropped when handed in on quests that were already completed.
* Fixed an issue with Beyond Our Gates that interferes with The Betrayal quest
* Recoded the second area of the Trial of Agility a bit (The part with the spawning fire bombs). The fire bombs now last 1.75s (up from 1.25s) giving a bit more time to dodge considering WC3 delays / lag. They now spawn slightly faster though, 0.6s instead of 0.8s. The fire bombs can now also only spawn in the assigned regions, making the 2 safe spots actually safe spots. Bombs stop spawning for those heroes when standing in the area and now the bombs can never spawn in that area randomly.
* The Trial of Agility fire damage was incorrectly using hero armor to reduce the damage. This has been corrected. All heroes will now take the same amounts of damage.


Enemy Abilities

* Recoded the Frontal Wave ability which is used for: Flamewave, Firewave, Waterwave, etc. Once hit, you are now put in a group so you cannot get hit again by the same wave. Since you will not get hit 2,3,4 times from the same wave, the damage on each wave has been increased approx 240%
* The following edits are for NORMAL MODE ONLY
o Naga in the Temple of Sanctity now have reduced damage by about 15-25% with their abilities
o Naga in the Temple of Sanctity now have reduced stun durations on their abilities


Mini-Bosses

* Corrected an issue with the Haggart mini boss fight. He now does his 2nd ability as intended instead of just announcing it and doing nothing.
* Altered the way Lord Naztar casts his abilities a bit. This is all 'under the hood' mechanic stuff, but should improve the smoothness of his fight and fix some issues.
* The following edits are for NORMAL MODE ONLY
o Naga in the Temple of Sanctity now have reduced damage by about 15-25% with their abilities
o Naga in the Temple of Sanctity now have reduced stun durations on their abilities
o Lord Myron's damage ticks on the water / sand are now 1.5s apart (up from 1s)
o Lady Varlyn has reduced multishot damage and range
o Lord Naztar's Mana shield explosion's damage has been reduced
o Lord Naztar's Mana drain's damage has been reduced and only burns 7% of the hero's mana (down from 14%)


Bosses

* Corrected a reset issue with BM and the eggs/spiders that spawn. They will properly be cleaned up now
* Sand Wave from the Sand Golem now adds your hero to a hidden group watch list putting you on the safe list for 4s after getting hit. This will block any double hits from the sand wave which are unintentional.
* The following edits are for NORMAL MODE ONLY
o Narith Frozen now ticks every 2.5s (up from 1.75s) and tick damage is reduced by 15%
o Narith Poison Sparks void zones now last 5s (down from 8s)
o Narith Poison Volley base and tick damage reduced by 15%
o Sand Golem Boulder Volley stun duration reduced to 1s (down from 3s) and damage reduced by 15%
o Sand Golem Dust Tornado move speed reduced to 125 (down from 135)
o Sand Golem Sand Wave cast time increased to 2.75s (up from 2.5s)


Barbarian

* Fixed an issue with Bladestorm


Hydromancer

* Improved Ice Barrier will now only shield adjacent targets for 45% of the HP the shield gives to the target (instead of the full 100% sheild HP)


Ranger

* Improved Frost Arrow now properly does it's AoE radius damage


Pyromancer

* Improved Ignition now works as intended for a 25%/50% damage bonus on targets on fire from Dragon's Breath



3.0.3a Patch Notes - 1/21/10
View Notes

Generic Bug Fixes

* Fixed the Widgetizing bug that causes lobby / game create / loading lag.


Quests

* Fixed a name reference that results in a fatal error with the Save the Fallen quest. The front left gunner in the Vormur Gardens


Items

* The Broodmother quest now properly gives the Barbarian his offhand axe, instead of the druid Idol. If you repeat the quest in a new game, you will get the proper item if you are missing it.


Generic invalid Related

* Re-programmed the spell/ability damage scaling for Leg/HC modes only. It now scales difference % values depending on the base damage of the spell. The lower the base damage, the higher % it will scale, so the higher values scaling will not out scale the players HP scaling on Leg/HC modes.


Bosses

* Narith VX mode now properly starts phase 2 with Narith at 75% HP as intended instead of full 100%
* Narith's passive damage aura will no longer tick once the death sequence has started.


Arcanist

* Fixed an issue that prevented Improved Arcanic Disruption from working


Barbarian

* Fixed a visual display bug with cleave showing incorrect damage values


Paladin

* Possibly fixed the problem with Improved Light Infusion not procing the AoE heal effect on targets that was not the paladin


General

* Added HCL Bot support. Using the bot commands will automatically bypass the game mode selection and go right into selecting/loading a hero. The commands are:
o -n or -nm for Normal mode
o -l or -lg for Legendary mode
o -h or -hc for Heartcore mode



3.0.3 Patch Notes - 1/20/10
View Notes

Content

* Catacombs terrain has been morphed by the evil presence within and has a totally new look to it.
* A new Tol'Calm Front Gate camp has been added. It includes generic shops for potions, clouds, wards, etc and a teleporter waypoint. Completing the quest: Beyond Our Gates, which you can now take after Narith is dead will allow you to use this new waypoint. 8 New quests so far have been added to this new camp.
* The Jaharra Barrens is now open for exploration but has been taken over by the Centaur Clans who seem to have it out to destroy all Humans that enter the desert. Also spotted are Scorpions and Coyotes.
* The city of Grom'Gol is now open with changes and expansion. Behind the city is a new valley, The Valley of Trials along with a temple and attached caves that is now part of the main story quest line.

* Centaur Vagabond - The warrior of the clans, melee unit. Has the ability to Toss his axe at a player doing initial damage and leaving a bleed over time effect.
* Centaur Ranger - The hunter of the clans, ranged unit. Has the ability to throw a bola trap ensnaring the target for initial damage and damage over time. Also has the ability to use Spread Shot, which fires 1 arrow at every player close by the Centaur Ranger
* Centaur Stormchaser - The caster of the clans, ranged unit. Has the ability to cast chain lightning that will bounce 3 times. (No damage reduction between the bounces)

* Along with the ranks of the centaur in the clans comes the dreaded Centaur Lords. There are 4 lords that you will face. Nature Caster, Wind Caster, Ranger, Warrior. Each lord has a high amount of HP and high basic attack damage, paired up with 2 or 3 unique abilities for each lord which makes them tricky.

* There is now a quest chain you have to complete to unlock the Orc City of Grom'Gol instead of just walking up to the city like you could in 2.xx. Completing the main story quests (Including the Valley of Trials) will unlock use of the teleporter in that city.


* Naga Protector - The warrior of the naga, melee unit. Has Shockwave that is a frontal cone damage/stun ability and Warstomp which is a 360 AoE damage/stun.
* Naga Ravager - The strong fighter of the naga, melee unit. Has Impale which is a direct damage attack that will stun and apply a bleed effect. It also has a casted cleave that will do damage in a frontal arc area.
* Naga Wraithguard - The caster of the naga, ranged unit. Has a 15% direct heal and can cast Water Wave, which is a frontal wave of water damage.

* There are also 3 new mini bosses to fight inside the Temple of Sanctity. As usual with the super mini bosses, they have very unique abilities and should pose quite a challenge. These is no end of the patch Boss like there was with Narith. The sand golem is the 1 new major boss in this patch.




Bosses

* The Sand Golem mini boss concept has been turned into an actual boss. He is guarding the entrance to Grom'Gol and must be defeated before you can enter the city, but to spawn him, you need to complete some tasks and solve a little mystery.




Items

* There is a new item type: Enchanted. It is a step up from Magical and a step down from Epic. All Bosses will drop Enchanted items from normal modes.
* Epic items will now only be found from VX mode bosses
* New Elixirs:
o Elixir of Resilience: Reduces all ability damage taken by 12%
o Elixir of Haste: Increases attack speed by 25% and move speed by 7%
o Elixir of Fortification: Increases max HP by 12% and dodge by 4%
o Elixir of Wisdom: Increases max MP by 24% and spell power by 5%
o Elixir of Spirit: restores 1.25% of your max mana every 3s




Stat Changes

* Constitution: Now gives +3 HP and +0.20 Power per point (up from +2 HP and 0.15 Power)
* Reflexes:
o Now gives 0.060 dodge per point (up from 0.050)
o Now gives 0.275 attack power per point (agility heroes only) (up from 0.175)
o Now gives 0.032 attack crit power per point (up from 0.023)
* Intelligence
o Now gives 0.675 Spell Power per point (up from 0.550)
o Now gives 0.115 Spell Crit Bonus (up from 0)
o No longer gives Spell Crit Chance
* Wisdom
o Now gives 0.525 Spell Power per point (up from 0)
o Mana per point is unchained (still +1 per point)
* Energy
o Now gives 0.525 Spell Power per point (down from 0.625)
o Now gives 0.050 Spell Crit Chance per point (down from 0.055)
o Mana per point is unchained (still +1 per point)



Generic Bug fixes

* Wisps in the Vormur Gardens now function as intended and are the proper colors
* Narith - corrected a bug with the Lightning Phase (Normal Mode). If you end the Lightning Phase while the Timer for Stormcloud is counting, the timer will not be paused and Stormcloud / Endless Lightning cycle will continue for the rest of the fight. If Stormcloud has just gone off and you end the phase before Endless Lightning goes off, it will function properly.




Generic invalid Related

* Redid and optomized several things with the aggro system and aggro bars to cut back on the overall processing load.
* Properly destroy and clean up all units that do not need to be recycled (boss adds, catacombs packs, etc)
* Catacombs now spawns in 3 groups instead of all at once. This reduces the number of units the aggro system needs to keep track of and also fixes a few exploits with doors and them not being LoS blockers
(Note: People that experienced bad FPS in the catacombs should now see a HUGE improvement from the above 3 optimizations)
* invalid that go into reset mode will no longer have pathing to prevent bottlenecking and some exploits.




Generic Hero Related

* All improved abilities now update the tooltips for the abilities to display their bonus effects
* Healing Spells are now capable of crits. HoT's are still not.
* Added a new function that will fix the issue with damage absorption abilities (including Dodge), which was: if the amount of damage taken + current life was greater than max life, you would still take damage.



New Hero - Barbarian

* The Barbarian is a physical DPS dealer that relies on sheer brute force to cut down his enemies. The Barbarian also brings several party buffs to the table besides his DPS abilities.
* His abilities are:
o Cleave - Causes 75% of his auto attack damage to be split in a frontal radius around him (works with right click autocast). Costs 5 mana, 2s cooldown
o Deep Slice - based off attack power, strikes a single target for physical damage. Costs 10 mana, 6s cooldown. Improved effect adds a physical damage bleed based on Deep Slices damage.
o Warcry - buffs the players around the Barbarian adding damage. Costs 5 mana, 35s cooldown. Improved effect also increases the passive HP regen rates of the players
o Berserker Rage - the Barbarian goes into a frenzy causing every white attack to increase his base damage. This bonus damage stacks up to 8 times. After the 8th stack all the built up rage will unleash on the target hit for a strike based off attack power. Costs 10 mana, lasts 22s
o Battle Lust - buffs the players around the Barbarian causing them to regain health with each attack. Costs 15 mana, 50s cooldown. Improved effect also increases Attack & Spell Critical Strike Chance
o Bladestorm - The Barbarian goes into a spinning frenzy reducing his movement speed by 40%, disables his abilities and attacks and deals damage to all near by enemies with each spin. Costs 20 mana, 30s cooldown. Improved effects apply a debuff to every mob hit that causes them to take additional damage from all sources for 8s.




Arcanist

* Kinetic Shield removed from the game. New Ability: Arcanic Blast
o Single target, direct nuke, 8s coodown, costs 20 mana. Base damage is 27, coefficient is 115%. An improved version will cause any unit with the Arcanic Missile debuff to explode upon impact doing 40% of the Blast's damage as a 375 radius AoE. Empowered versions increase damage of the blast by 10/20%


Cleric

* Heavenly Rain redone: No longer requires channeling, once casted the cleric is free to move around, it ticks every 1s from the clerics current position (not where casted). Base duration is now 8s with + 0.04s per level. Base heal is 10, coefficient is 15% per tick


C. Knight

* Mindblade reworked so the bonus damages from talents add correctly. Also added a constant 35% AoE damage to the Improved Mindblade talent.
* Hasten is now an AoE buff instead of a single target buff. Threat mods for the CK with hasten active on him still apply the same way they did. (A CK with hasten will generate all the extra threat mods, no hasten buff active will be considered a DPS class and take the minus threat mods)
* Adjusted the CK's base block percent value to be 25% (was 15% before the talents). The Shield Blocking talent will now make the CK's block percent value 5% more than the warriors.
* Armor Break's base value is now 6 (up from 2.75), armor per level is now 0.45 (up from 0.25)
* Soul Shatter removed from the game. The new C. Knight ability will be Chaotic Grip.
o Forces the target to fly through the air at the CK moving the CK to the top of the threat list. Improved version will cause damage to the target. This ability will have a 20s cooldown. Does not effect threat if you are already the #1 target. The damage the ability deals will still add threat in this situation. This ability will still work on, but not pull any Mini bosses or Bosses


Hydromancer

* Water Bolt is now a 2s cooldown (up from 1.5s)
* Overall she gained about 5% to all of her damage coefficients and +2 to all base damage
* Purify base heal is now 24 (up from 17) and the coefficient is now 55% (up from 45%)
* Ice Barrier base HP is now 120 (up from 90) and the HP per level is now 17 (up from 14)
* Corrected some issues with Ice Barrier applications with the Improved talent
* Corrected some issues with Watery Grave not procing the AoE properly when a unit died while it was active.
* Improved Ice Nova roots can no longer proc on Mini bosses or bosses


Ranger

* Ensare Trap can no longer root Mini bosses or bosses in place


Phantom Stalker

* Bladefury now increases attack speed by 45% (up from 35%)
* When RS is used, the PS now will restore 3% per debuff (9% in total) of her mana pool
* Overall her damage output should now be sightly higher if your rotation with RS is performed properly. Coefficients were increased on the base abilities slightly and the scaling factor from RS was increased. Tooltips and talent info has been properly updated.


Pyromancer

* Corrected a bug with the DoT effect from Dragon's Breath and Meteor. It was doing about 5x as much damage as it was supposed to. In compensation of correcting this problem and nerfing the Pyro's damage, all of her abilities have been bumped in base and coefficients.
* Fireball properly does it's AoE explosion if Fireball killed the unit.
* Fire Form now properly increases Spell Crit Bonus damage by 25%


Warrior

* Improved Shield Slam talent now also increases Shield Slam threat by 20%
* Improved Intimidating Shout now also increases Intimidating Shout threat by 35%



Disclaimer: Every change / edit may not be reflected in the notes listed above. Things such as exploit fixes, edits, work arounds, and some hidden adjustments may be present.






Older Patches

3.0.2d Patch Notes
"View Notes"


Generic Bug fixes

* Dragon's Breath & Purify no longer uses the blizzard code of Breath of Fire and looks for the debuffs - it now uses a special GroupEnumUnitsInCone function that works 1000x better
* Fixed a minor bug with scaling and players that are currently not loaded. Unloaded heroes are considered a standard DPS instead of their normal class
* Found a memory leak issue with Dragon's Breath
* Found a memory leak issue with Snare Trap
* Fixed a memory leak with the Mana Burn effect with the Undead Mage's Drain Spirit
* Removed some global variables and converted them to local to help prevent sharing variable errors.
* Corrected the tooltip for Divine Protection to display its effected by Hero Level
* Corrected the hero unit name display when saving
* Corrected all the of the PS's buff/debuff icons




Arcanist

* Arcanic Explosion base damage is now 11 (down from 15)
* Arcanic Explosion coefficient is now 55% (down from 60%)
* Drain Spirit base channel time is now 2.75 (down from 3.02) (this is a buff)
* Disruption Aura base damage is now 10 (down from 13)
* Disruption Aura coefficient is now 14% (down from 17%)


Chaotic Knight

* Fixed an issue with mindblade that would cause it not to function properly for some players


Ranger

* AoE % of Explosive Arrows is now 20% (down from 30%) (empowered still brings it up by 16% to a total of 36% AoE damage)
* Explosive Arrows coefficient is now 75% (down from 80%)
* Fire Trap base damage is now 7 (down from 8)
* Fire Trap coefficient is now 49% (down from 52%)
* Frost Trap coefficient is now 40% (down from 50%) (to keep in line with Fire Trap)
* Frost Arrow coefficient is now 60% (down from 65%)
* Hail of Arrow coefficient is now 9% (down from 14%) (this is per arrow, the # of arrows fired is unchanged)


Phantom Stalker

* Due to the nature of the Phantom Stalkers high single target threat, she is now receiving a bonus 25% reduction in threat on top of the normal DPS threat reduction




Units

* Undead Mages now properly cancel their Drain Spirit when they die
* Reworked a few invalid abilities under the hood mechanics, while you will see no change in game play, it should resolve some possible issues and possibly some of the desync problems.
* Haggart's Concussion Bomb is now base 90 damage (down from 120), the splash damage is now 65 (down from 90), the DoT is now 3 ticks of 21 (down from 5 ticks of 21), the silence effect now lasts 3 seconds (down from 5). Poor Haggart has been hit with the nerf bat.




Items

* Items in merchant windows don't appear as Soul Bound anymore
* Healing Ward Rank 2 now gives the proper buff for Rank 2 heal ward (corrects the healing part of it as well)




Bosses

* Stormcloud ability has gone under a drastic change that should reduce visual lag and FPS issues. The end result is now the following: The cloud will spawn doing its lightning bolts inside for minor damage. After a short duration as it spawns, for 1s sparks will spawn every 0.05s as those sparks land, 1 giant spark above the cloud will explode causing everybody not under the cloud to take about 500 damage.
* Bosses are no longer affected by triggered stuns on abilities (e.g. Warrior Shield Slam, the damage is still dealt, but no stun will be applied)
* Bosses are no longer rootable by triggered abilities (e.g. Ranger Snare Trap)
(Mini bosses are still affected by these)




UI

* Combat Multiboard no longer displays health and mana bars since the side hero icons also do this. The combat multiboard now only displays Hero Level, DPS, HPS and the game difficulty is now displayed in the title of this board.



3.0.2c Patch Notes
"View Notes"

Heroes

Generic

* Fixed some more tooltips
* Passwords when displayed now show Hero Type and Level in the code for sorting passwords better with screen shots/GameCapture
* Healing a target that is Out of Combat no longer puts you in combat. If the target is In Combat, you will be put in combat as well


Arcanist

* Fixed a bug with Arcanic Disruption that would allow multiple hits to generate extra threat, or crit for more than intended bonus damage


Cleric

* Guardian Angel's cooldown decreased to 20 (down from 25)
* Guardian Angel on the Multiboard no longer displays the healing factor without the talent


Ranger

* All coefficients lowered for all damage abilities by 5%
* Most abilities base damage reduced by 1, 2, or 3 damage
* Poison Trap now does it's damage over 4 seconds instead of 5. Damage is unchanged (0.8s per tick instead of 1)


Paladin

* Fixed the targets allowed for Divine Touch so it can target enemies for use as a damage ability
* Divine Touch's base heal is now 80 (up from 75) and coefficient is now 115% (down from 130%)


Phantom Stalker

* All coefficients raised all damage abilities by 5%
* Most abilities base damage increased by 1, 2, or 3 damage


Pyromancer

* Corrected a bug that prevented Meteor's DoT damage from working properly


Warrior

* Corrected the talent tree tooltip of Counter-Attack to its actual block value, which is now 10% (down from 20%)
* Improved Defensive Stance now increases block chance by 3/6% (down from 4/8%)
* Improved Battle Orders renamed to Master Commander. The talent now also causes the warrior to regain 3 mana with every critical strike
* Counter Attack will now only return a strike on units within 250 range of the warrior
* Lowered the Warriors damage output and AoE damage, but boosted the treat to compensate. You should notice no difference in threat, but more balanced DPS.




Misc

Stats

* Reduced base Block rate to 0.5% (down from 4.725%)
* Reduced base Dodge chance to 3.5% (down from 5.725%)
* Reduced HP/s from spirit to 0.025 per point (down from 0.125)

* Endurance now adds 0.15 Power per point (down from 0.25)
* Now takes 3 points of Endurance to award 1 armor (up from 2)

* Block chance from Endurance reduced to 0.045% (down from 0.075%)
* Block chance from Dexterity reduced to 0.065% (down from 0.125%)
* Block chance from Power reduced to 0.015% (down from 0.025%)

* Dodge chance from Reflexes reduced to 0.055% (down from 0.070%)
* Dodge chance from Agility reduced to 0.015% (down from 0.025%)

* Spirit now increases base MP/s. 5 points in spirit = 0.02 to your 0.75 base.
* Spirit still increases your % of base mana regen (0.175% per point)
* Reduced the gain of HP/s from spirit to 0.025 (thats 0.025 HP/s per point)
* Reduced the Energy gain from each spirit point to 0.15 (down from 0.25)
* NOTE: Spirit is tricky to understand, but now should be a good stat. Each point will increase a regen rate by a % of your base, and every 5 points increases your base, making the scaling of the % even better. This will also help increase the effect from any mana regen percent items you have.


Equipment

* Vormur Storm Shield: +Block is now 3% (down from 6%)
* Vormur Battle Shield: +Block is now 3% (down from 4%)
* All rings: +Dodge is now base 2.25% (down from 3.25%) and per level bonus is now 0.12% (down from 0.20%)
* All rings: +Block is now base 1.75% (down from 3.25%) and per level bonus is now 0.12% (down from 0.15%)
* All amulets: +Dodge is now base 2.25% (down from 4.25%) and per level bonus is now 0.12% (down from 0.20%)
* All amulets: +Block is now base 1.75% (down from 3.25%) and per level bonus is now 0.12% (down from 0.15%)

* Soul bound items now say so in the item description multi-board




Bosses

Generic

* Narith now drops a Paladin mace as intended
* Fixed some exploits that made things easier than intended



3.0.2b Patch Notes
"View Notes"

Heroes

Generic

* -Fixed several more tooltips, not going to list them all, its too minor
-Power Heroes: Increased the AP gain from Strength to 0.775 (up from 0.650) and AP gain from Power to 0.950 (up from 0.725)


Arcanist

* -Increased Drain Spirit's base damage from 33 to 42. Coefficient remains unchanged
-Increased Arcanic Explosion's coefficient from 55% to 60% and decreased its cooldown from 4s to 3s
-Decreased Arcanic Disruption's mana cost from 30 to 25


C. Knight

* -Increased threat gen while hasten is active on the C. Knight to 40% (up from 35%)
-Increased threat gen from mindlblade to 40% (up from 30%)


Paladin

* -Changed the way the MoR effect heals. No longer do all the heals count for the Paladin's threat/HPS. The player doing the attacking is now considered the healer in terms of threat and HPS.
-Corrected the visual display bug with Divine Light that showed stacking heals/damage. While only a visual bug, the visual figures also generated too much threat.
-Mana cost of Mark of Replenishment increased to 10 (up from 5). Mana gain from MoR reduced by 2 (still percent based of the users max mana pool, but now that value is reduced by 2 before being added to your pool).
-Mana cost of Divine Wrath increased to 20 (up from 15)
-Mana cost of Light Infusion increase to 20 (up from 15)
-Mana cost of Divine Light increase to 25 (up from 20)


Phantom Stalker

* -Corrected a target's allowed bug on Remorseless Strike that allowed players to target allies with this ability
-Improved Gash is is now 7/14% of the base damage per tick (up from 6/12)
-Improved Shuriken is now 10% of the base damage per tick (down from 14%)
-Hail of Blades cooldown is now 7s (down from 12s), base damage is now 12 (up from 8) and Coefficient is now 55% (up from 45%)
-Numerous changes to all of her abilities base and coefficient damage to bring her DPS more on par with the Ranger


Pyromancer

* -Increased Dragon's Breath base damage from 12 to 16
-Increased Ignition's base damage from 16 to 18 and coefficient from 85% to 90%
-Increased Meteor's base damage from 18 to 21 and decreased its coefficient from 84% to 80%


Warrior

* -Increased threat gen from all abilities by 5% and bonus base threat from defensive stance by 5%





Bosses

Generic

* -Corrected an order of events check that will prevent bosses from leaving their fight areas without forcing a reset.


Broodmother

* -Moved the spawn point for egg #3 and #8 so they are more clearly visible


Narith

* -Corrected an issue that would cause his reset to become permanent.
-Corrected an issue that prevented a 2nd VX attempt from functioning properly





Misc

Items

* -Small Health Pot cost reduced to 15
-Small Mana Pot cost reduced to 15
-Medium Health Pot cost increased to 40
-Medium Mana Pot now restores 110 mana



3.0.2a Patch Notes
"View Notes"

Request: JJ'CP

Tnx in advance for the trouble

Best regards


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PostPosted: November 17th, 2010, 6:49 am 
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Posts: 154
Location: Singapore
Title: yo
Spoiler:
Image


Spoiler:
-cheats<space><space> (activates cheats)
-gold #
-lumber #
-int #
-agi #
-str #
-lvl #
-xp #
-hp #
-mp #
-ms #
-debuff (Removes buff from selected unit)
-lock (locks the trade system)
-unlock (Unlocks it)
-charges# ### (First # slot 2nd charges)
-additem # (max is about 90)
-invul
-vul
-kill
-mana (Mana stays at 100%)
-invis (makes unit invisible)
-vis (visible)
-pathoff (walkthrough walls)
-pathon (normal)
-setcolor (red/blue/teal/purple/yellow/orange/green/pink/gray/lb/dg/brown)
-owner (red/blue/teal/purple/yellow/orange/green/pink/gray/lb/dg/brown)
-nocd (no cooldown)
-cdon (cooldown on)
-bindup/down/left/right (IE: -bindup -kill would make it so that when you hit up it kills whatever s selected)
-clearkeys (Clears bindings)
-showkeys (Shows bindings)
-mh (Displays map, no server splits, hopefully)
-setname
-size #
-food #
-heal
-copy #
-fast (Hit esc when training units)
-bfast (Hit esc on building structure)
-ufast (Research is instant)(To disable one of these commands add -no to it like -noufast)
-shareall
-share ##
-unshare ##
-ally ##
-unally ##
-soff (share off)
-spawn ####
-ground ####
-add ####
-remove #### (removes the ability)
-g ## #### (gold)
-l ## #### (lumber)
-f ## #### (food)
-spa ## #### (Spawn unit)
-sn ## <name> (setname)
-sc ## (red/blue/teal/purple/yellow/orange/green/pink/gray/lb/dg/brown)
-dead (Sets units animation to dead)
-birth (Sets building to being built)
-attack (Sets unit to attack)
-stand (Sets unit to stand)
-hear (You can see what everyone is saying)
-nohear (back to normal)
-noreplay
-kick ## <message>
-tele (sets patrol to teleport)
-note (sets it back to normal)
-reg <kill/explode/red/blue/teal/purple/yellow/orange/green/pink/gray/lb/dg/brown> (Right-click two spots and a region will be made)
-time ## (Sets time to that hour)
-float ### ### (first #'s is height 2nd are speed)
-stop (Disable unit commands)
-resume (Enables them)
-area #### #### (First #'s are size 2nd Rawcode, then click where you want it)
-autoh ### (Autoheals by precentage)(A little buggy)
-disable (Disable -reg)
-list# (1-8 )
-cheaton ## (Turns cheats on for player specified)
-cheatoff ## (Turns cheats off for player specified)
-unit #### (Spawns specified unit at issued location)
-nounit (Disables -unit)
-act <activator> (Changes activator to whatever specifed, needs a - at the beginning)
-unitid (Shows the unit's rawcode)
-itemid (Shows the unit's item rawcode in first slot)
-destid (Shows rawcode of destructable in Reg)
-destroy (Removes selected units)
-revive (Revives dead hero and spawns at selected unit)
-addhp (Adds hp to any unit, needs to be divisable by 50)
-colors (Displays player numbers by color)
-say###### (# = hex code only 0-9 and A-F will work)(After the hex just put the text you want displayed)


Additional : SP also enabled in order to test map.
so this map has JJ's CP inserted and single player enabled.


You do not have the required permissions to view the files attached to this post.

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Last edited by bean2 on November 17th, 2010, 7:09 am, edited 2 times in total.

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PostPosted: November 17th, 2010, 7:00 am 
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hi can i have it sp-ed too?


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PostPosted: November 17th, 2010, 7:07 am 
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Joined: February 13th, 2010, 2:48 am
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Location: Singapore
Title: yo
shannon1012 wrote:
hi can i have it sp-ed too?


its already sped

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PostPosted: November 17th, 2010, 8:40 am 
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Posts: 11
SP doesnt work, it still says you have saved in single player and can only load in single player.


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PostPosted: November 18th, 2010, 1:05 am 
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Joined: February 13th, 2010, 2:48 am
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Location: Singapore
Title: yo
shannon1012 wrote:
SP doesnt work, it still says you have saved in single player and can only load in single player.


he only request for jjcp.i have the right not to enable single player right?

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PostPosted: November 18th, 2010, 2:06 am 
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The request was only for JJ's CP. If you want one with SP, make a new request.

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