Inceases nearby units movement speed slightly. Speed increases each level.6 - Inceases nearby units movement speed slightly. Speed increases each level.7
And as a side note, i forgot to add that the name you use while playing offline is saved into your save/load triggers, so make sure your B-Net name is the same as the name you use offline or else you will not be able to load your heros into the online tournament map.
Dragon-tooth, thank you for your very in depth and descriptive notes about the bugs in the game, it is EXTREMELY helpfull. I plan on fixing everything you listed + some bugs that werent listed this saturday.
As far as the online tournament map goes, i plan on actually redoing the map by exporting all its triggers etc, then redoing and searching for any bugs etc. Theres a strange problem that i never got when i orignialy finished, where the game kicks you out before you can even enter the lobby for the game on battle-net. V1.1 should be up around sunday morning, by then i should have all reported bugs and fixes done with. If anyone find any other bugs that currently havn't been listed, PLEASE TELL ME. I want to make this game as perfect as possible.
The only thing listed that truley puzzles me is the fact that weapons show up in the head after loading a game. I never had this problem when i played, but if they are doing this, then its because of the models themselves, i have no triggers or anything attached to the models that make them work, they are simply attachments.
Also i do plan on increasing the rarity of getting a rare or epic etc item in the next version, i still think items are dropping WAY to often, i would like them to have to be truley rare, and not common.
And currently there are no legendary items in the game, i will be adding atleast 5 legendary items to the game in the upcoming version.
As far as companions go, i need to spend more time writing my ideas down on paper as to what to do with them in the future, before i take any actions. But i think i will add a pause trigger so you can't travel the map with them upon the start.
Thanks for your input, and i'll notify everyone when i've finished the final touches on the campaign, when i've finished fixing and testing the online tournament map i'll put that on this site, and i'll post a link for it here when i've done that.
Played up to the Tauren level, and I took the Beast Knight hero. Bugs--
If you load the game from a save, the hero has weapons sticking through his head.
The Spirit Dragon sticks around until creeps kill him
Before someone loads with -load there hero they can run around with thier companion wherever they want.
... what can us people who have a different campaign profile name from bnet name do with the savecodes? Maybe you should tell people to change that at the beginning.
Command aura didn't affect the Beast Knight
In the first level you can kill all the bandit rangers before getting the ranger quest, therefore making the 2nd bandit quest impossible. Not sure if the same applies to the Creepers/Sleepers.
One of the murloc quests has the corrupted troll description beneath it
Spelling mistakes- The prophet always refers to himself as "i" as opposed to "I."
The King says something wrong when giving the first or second bandit quest.
Havoc is spelled havoc not havock
Archeologist is spelled wrong at the volcano dungeon.
Suggestions-
Round down gold to the nearest 250 and add it to the save code, otherwise once your exp is paused quests are totally pointless.
Please make companions transferable and let you choose them! They're awesome but they ciykd be so much better. Also each of them should have something slightly different; ie a different aura or an ability instead.
The boat rides last way too long. You get really bored.
Allow us a type command to change camera rotation, sometimes we can't see something
Please change the BeastKnights voice, he gets so damn annoying after a while.
In the opening cin, you see the bottom of the lich's clak as you pan back, also the guards stand still for too long before being killed.
A key that would allow you to skip to the next line of the Cin after a minimum of seconds would really assist fast readers.
By the point in the game I am battles with normal creeps last to long, maybe get both enemies and the hero to do much more damage.
Could currently non-pawnable quest items be made pawnable? Only one or two that I have gotten I have ever used as I have been killing creeps for better ones.
Having invulnerable bosses because the quest is unassigned just screams of cheap quality. Could you possible make a doodad block the way to them so its not possible to get to the boss creeps areas until the quest is assigned?
In total though fairly nice RPG. Its gameplay is decent but it is extremely addictive. I'm itching to kill that Dragon-Boss right now.
Can't wait for multiplayer arena. Keep up the good work.
Thats a known bug, the sword's ability makes it do no damage, and enables companions to attack. I had the same problem with the demon blade, but had no idea about the sword you start with until my beta testers told me a week ago. And i'll work on upping the terrain a bit in the next version.
Thanks for your help, and if you could send me what fixes you made to the opening cinimatic so i know that would be great to.
Version 1.1 will be released next saturday if all goes well.
Intro still didnt work, but I changed triggers so it did work. I played map 1, 2, and 3 now and I have some things to say: The terrain is to flat and could use some more variation of doodads. I chose the bladeberserker and he had a magic sword (at the beginning) but he didnt do dmg when hye uses the swoird, really weird.
PS: If u give orb-like items (like that sword) to ur companion it can dmg enemys.
That dosn't always glitch, one of my testers had the same problem, he tried going through the cinimatic again and it worked. However if you are still constantly getting that problem skip the opening cinimatic and head straight to Chapter Two. I'll be sure to see whats causing the problem and fix it asap.
In the first map there was already a bug... In that movie with the lich. When the camera goes to that king for the first time, it stays there... nothing happens
The Online Tournament is being re-done, theres an unkown error coming up with the map that will boot players as soon as they come in. So i'll keep you posted on that note. Version 1.1 of the campaign is being put together as well, i've been collecting information from my beta testers and we'll be finished with that soon enough.
At first i used the Game Cache but it didn't fit in with what i wanted to do with the Online Tournament map. So i figured i'd use the code from chapter two-seven so players could use their most recent code and load it into the Online Tournament Map. Thanks for desiging the code system though Emergenzy, i used yours for the game =). The Online Tournament map is undergoing some final testing, it will be out soon.
You have to remember though, this is only version 1.0, i didn't do any live testing of the map, just did debugging etc. So ofcourse theres going to be a ton of initial problems. If you find anything wrong all you need to do is send me a private message containing a description of the problem and i'll fix it in the next patch.
The tutorial map was nearly pointless. There is to many small cinematic with the prophet, and i got bored. But if you do so you can skip the cinematic it will be okey!
About the terrain! its to flat.
Why dont you use game cache to transport the unit between the maps?
Alas, its released. Ignore the mumbo jumbo under Number of Missions, i don't even know why it did that. Anyways think of this as a BETA of whats to come. I'm looking to get any feedback from you guys, and i will work on getting version 1.1 out in the near future, enjoy and tell me what you think!