1.16 the way it should be

Ntrik_

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Mind explaining what that is? Is it like the new patch changes made by anonymous people? Tell us the changes then -.-
 

BluddLuSt4Life

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Ouch Pan, my poor orcs =( Damn biased undead players =P

The only change I'd disagree with other than EVERY orc change, is the destroyer mana regen, it makes chain-morphing with absorb mana even MORE ovepowared.


Edit:
Avatar of Vengence now only summons corpses from NE units.
kekekeke

Edit again:
Doom now slows a unit by 50% until it dies dealing 100 damage per second but can be dispelled
Great, no more pitlord abuse. =/
 

Andrew

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I don't know the changes because I deleted the readme. Just play the map a few times and see if you like it.
 

Emperor Pan I

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Originally posted by BluddLuSt4Life
Ouch Pan, my poor orcs =( Damn biased undead players =P

The only change I'd disagree with other than EVERY orc change, is the destroyer mana regen, it makes chain-morphing with absorb mana even MORE ovepowared.

Great, no more pitlord abuse. =/
not really, because I made sure to nerf the aoe of the orb of a destroyer and the amount the destroyer can absorb.

and the pitlords ultimate is powerful.

Ok i changed somethings on my patch
 

NeverGoingBack

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you say to beat gargs go arch dott dryad?

This is concievable yes it will own gargs except for the amount of exp. your gonna feed there heros running over your weak ranged units. + they will just flee to there towers that will pwn u untill they add aboms. not to mention u need 3 different building structures to compare to there 1

also hipps only pwn gargs if there teched out and are in complete mass and is still diffucult with aruars

it may be some what noobish but a way i found to catch ud off guard is to early expo and build 4 aow teching only ur hunts and arch. use dh and mass hunts to out creep ur enemy then by the time u go into battle you will be get level 6 to there 3-4 heros if u see gargs coming is when u throw in the arch untill then make sure you ff the heros and keep them dead. may sound dumb but if done right it works.
 

BluddLuSt4Life

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I fast expo almost every game as every race now, its a great way to make up for lack of skill =P. If it works you should win most of the time, except vs a much better player.
 

NeverGoingBack

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yup fast expo and power creep owns especiialy with NE massing hunts..

but yes u do need some micro and understanding to do it effectively

like vs orc you need run into the army first and suround/ff the key units. pults, shadow hunter. etc.

for more advance players go only 2 aow, but still keep a pretty good mass of hunts untill chim roost are up. then add hipps vs wyvs or chims vs tauren.
 

Andrew

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Balance changes
Humans
-Footmen hitpoints increased to 440 from 420.
-Rifleman hitpoints reduced to 500 hitpoints from 520.
-Rifleman cooldown increased to 1.75. from 1.5
-Knights now have 6 armor up from 5.
-Arcane towers damage increased to 9-12 damage up from 8-10 damage.
-Reveal cooldown decreased to 150 seconds from 180.
-Cannon tower build time reduced to 60 seconds from 75 seconds.
-Flamestrike now deals 55/90/120 damage/sec up from 45/85/100
-Banish cost reduced to 50 from 75.
-Banish now lasts 15(5)/19(7)/23(9)
-Pheonix hitpoints reduced to 1000 from 1250.
-Pheonix now has a cooldown of 150 seconds down from 180.
-Water Element cooldown increased to 30 from 20.
-Brilliance Aura now grants .6%/1.25%/1.9% down from .75/1.5/2.25.
-Devotion Aura now adds 2/3.5/5 up from 1.5/3/4.5

Undead
-Destroyers hit points reduced to 800 from 900.
-Orb of Annihilation area of affect reduce to 10 from 15.
-Destroyer build time reduced to 45 seconds down from 60 seconds.
-cooldown on absorb mana increased to 10 seconds.
-Absorb mana now only absorbs 200 mana.
-Fiends hit points have been reduced from 550 to 500.
-Ghoul hitpoint increased to 355 from 340.
-Gargoyle now receives fortified armor in stone form
-Antimagic shell now absorbs 250 damage from 300.
-Antimagic shell now deals 2 hp/sec when cast on a summon. spell also factors in armor.
-Spirit towers armor reduced to 4 from 5.
-Death and Decay cooldown decreased to 125 seconds from 150 seconds.
-Death and Decay mana cost reduced to 175 mana from 250 mana.
-Death and Decay now deals damage of 5% of base HP/sec up from 4% of base HP/sec
-Sleep cooldown increased to 7 seconds at all levels up from 6
-Infernal now costs 250 mana up from 175.
-Deathknight's starting stength is 21

Orc
-Stronghold now costs 210 wood to upgrade up from 190.
-Bat riders now have 450 hp down from 500
-burrows hp decreased from 600 to 550
-Feral spirit costs 90 mana at all levels up from 75.
-Hex now costs 75 mana at all levels up from 70.
-Mirror image now costs 75/100/125 mana up from 125/125/125.
-Bladestorm mana now reduced to 200 from 250.

Night elf
-Ancient Protector attack cooldown decreased to 1.75 from 2.
-Tree of Life buildtime increased to 150 seconds from 110 seconds.
-Faerie Fire now has a duration of 100(50) seconds from 120(60) seconds.
-Faerie fire now reduces 4 armor down from 5.
-Entangle now lasts 10/20/30 seconds and deals 10/15/20 dmg per second.
-Thorns Aura now returns 15%/25%/35% damage.
-Mana burn now costs 25/50/75.
-Immolation now costs 40/30/20 +8/sec and deals 12/17/22 damage/sec and adds 1/2/3 armor.

neutral
-frost arrow duration changed to 2(.5)/4(1)/6(1.5) from 5(1.5)/5(1.5)/5(1.5)
-Manashield costs 10 mana down from 25 mana.
-mana shield now absorbs 1.5/2/2.5
-Doom now casts slow on the unit, dealing 100 damage per second but can be dispelled until it dies.


Items
-clarity potion has been removed from the Ancient of Wonders.
-Staff of preservation now requires a tree of eternity.
-Scroll of speed now requires a Stonghold.
-Potion of Invisibilty has been added to the Voodoo and is available at start.
-Removed dusk of appearance from voodoo.
-Added scroll of speed to Ancient of Wonders.
-potion of clarity is at Tomb of Relics.

Could not do:
Bansih slowing friendly units.
Pheonix reborn cooldown.
Bloodmage cannot resummon pheonix till it dies.
Destroyer mana regen to -2.
Fiend AI.
Webbed units attack slower.
AMS prevents secondary effects.
Frost durations.
Halls of the Dead and Black Citadel dmg.
Liquid fire dmg and repair during liquid fire effect.
Avatar of Vengence summon NE corpses.
Panda ultimate change.
Anti-magic available at tier 2 NE.
Scroll of protection at tier 2 NE.
Staff of preservation at tier 3 NE.
Scroll of Speed to tier 2 ORC. (still tier 1)
Charged items cooldowns.
Hero exp increase.

Feel free to edit
 

x42bn6

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Trigger it, Andrew. Some you can Trigger.

Bansih slowing friendly units. - Spell Editor
Pheonix reborn cooldown. - Spell Editor
Bloodmage cannot resummon pheonix till it dies. - Spell Editor
Destroyer mana regen to -2. - Unit Editor - Mana Regeneration Rate for Destroyer
Fiend AI. - *confused*
Webbed units attack slower. - Spell Editor
AMS prevents secondary effects. - Spell Editor
Frost durations. - Spell Editor
Halls of the Dead and Black Citadel dmg. - Unit Editor - modify a Spirit Tower and change models
Liquid fire dmg and repair during liquid fire effect. - Spell Editor + Special effect (hard)
Avatar of Vengence summon NE corpses. - Spell Editor
Panda ultimate change. - Spell Editor
Anti-magic available at tier 2 NE. - Unit Editor or Trigger
Scroll of protection at tier 2 NE. - Unit Editor
Staff of preservation at tier 3 NE. - Unit Editor
Scroll of Speed to tier 2 ORC. (still tier 1) - Unit Editor
Charged items cooldowns. - Item Editor/Trigger
Hero exp increase.

Add to Melee Initialization Trigger:
EVENT: Melee Initialization
ACTION: Hero - Set Hero experience rate to [something like 110]

I have no idea if it is possible.

I would make it myself but spell editor doesn't work for my 1.00 and I don't have time to download 1.15. :(
 

Andrew

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I went in the spell editor, but I couldn't see any spots where to change those things. I looked and saw no values or spots that had to do with any of that.
 

Emperor Pan I

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Liquid fire dmg
Anti-magic available at tier 2 NE.
Scroll of protection at tier 2 NE.
Staff of preservation at tier 3 NE.
Scroll of Speed to tier 2 ORC. (still tier 1)
 

Emperor Pan I

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it jsut stands around and let u build them. thendecides ur important.

Tower rushing is still to powerful, but i dind't really think to touch it this time around without totaly killing orc defence. I already nerfed teh burrows
 

None293823

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The phoenix is too powerful. I like it but to be fair for all.. the damage should be reduced it kills ghouls with 1-2 strikes.
 

Emperor Pan I

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when i looked at its stats, i realized how powerful it was like the infernal. the problem is, a bloodmage gets to level 6 once in a blue moon, and that is only once the game is in its favor. or so i see it
 
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