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Azeroth Wars 1.59e Changelog / Download

Nagaisback

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changelog:
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GENERAL
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Any player can make workers in captureable buildings now

All waygates now have anti-build aura which instantly kills any building constructed within a distance of 300

All waygates now have anti-camp unit aura which constantly deals weak damage to each unit standing within a distance of 100

All demi heroes are now resurrectable, but all limited units including elites are not

Fixed and added a lot of descriptions, hotkeys and tooltips

North Alliance starts Neutral with South Alliance

Fel Horde starts Neutral with Scourge & Legion

-ping command introduced, all limited ground & air units will highlight on minimap on typing –ping

-navy command introduced, all limited naval units will highlight on minimap on typing –navy

Unable to build shipyard in any inland areas

Retrofitted applicable bug fixes from 1.67b to 1.61

Naga solution:

All players start with fully researched improved sails and without navy attack or defence upgrade researches available, but at 4.5, 9, 18 and 36 minute mark they get 1 level of navy attack upgrades and navy defence upgrades

Some capital buildings will open portal to Maelstorm upon destruction. Currently includes Frozen Throne, Black Temple, Capital Palace/Stratholme (whichever is destroyed last), Dalaran, Silvermoon, Ogrimmar/Stonemaul (whichever is destroyed last), Zul’farrak, Nordrassil, Ironforge, Stormwind

Nazjatar grants 1000 gold to an owner of killing unit

Unholy alliance deterrents:

All factions now have penalties of permanently losing some of their heroes, their elites and elites’ production means even if the corresponding producing building still stands if they ally their start enemy. Affected heroes and elites will go neutral hostile unless otherwise specified

E.g. if red types -ally purple/-ally orange/-ally green, he will get a warning prompt wtih two choices, proceeding with choice 1 will cause the following consequences:

red - purple, orange, green: loses death knights and rivendare

blue - purple, orange, green: loses dreadlords and tichondrius

teal - yellow, dark green: loses burning blademasters and rend

purple - red, blue: loses silverhand paladins, uther and arthas

orange - red, blue: loses antonidas and kirin tor if researched, if not, the research option is removed

green high elf - red, blue: loses elite archers and sylvanas

green blood elf – red, blue, purple, orange: loses blood mages

yellow – teal, pink BP: loses magni and thanes if researched, if not, the research option is removed

pink - light blue, brown: loses grom and blademasters

pink BP – gray, light blue, brown, yellow, dark green: loses grom and burning blademasters, teal gets grom and burning blademasters

gray - light blue, brown, pink BP: loses shadow hunters and vol’jin

light blue – pink, gray when pink not BP, brown: loses Maiev, Naisha and wardens

dark green – teal, pink BP: loses stormwind champions, varian and thoras

brown - pink, gray when pink not BP, light blue: loses naga royal guards and vashj

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PLAYER SPECIFIC
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Scourge:​

Removed destroyer research from slaughterhouse, added destroyer as a separate producible unit in slaughterhouse, limit of 6

Destroyers can no longer attack control points

Kel’Thuzad , Death Knights and Baron Rivendare can now target and heal themselves with death coil

Death Knights cannot be made if Lich King is dead

Forsaken Sylvanas starts invulnerable for 60 seconds. After 60 seconds the invulnerability effect is lost

Death Knights and workers can be made in Frozen Throne

Death knights can be made in captureable buildings unless the Lich King is dead

Burning Legion:​

Alterac is now neutral passive and rescuable by Fel Horde

Queens of pain now have the limit of 6

Dreadlords cannot be made if both Demon Lords are dead

Varimathras starts invulnerable for 60 seconds. After 60 seconds the invulnerability effect is lost

Dreadlords can be made in captureable buildings unless both Demon Lords are dead

Fel Horde:​

Warlocks now have devour magic instead of unholy frenzy

Magtheridon is now revivable unless Black Temple is destroyed

Burning Blademasters can be made in Fortresses and in captureable buildings unless both Hellfire Peninsula and Black Temple are destroyed

Fel Horde gets Alterac when Shadowmoon is destroyed. If Alterac is visited with Shadowmoon alive, Fel Horde gets Jubei’thos

Stormreaver warlocks now have essence of blight and spirit touch abilities

purple:​

Silverhand Paladins can now target and heal themselves with holy light

Admiral Proudmoore starts invulnerable for 60 seconds. After 60 seconds the invulnerability effect is lost

Silverhand Paladins can be made in Castles and in captureable buildings unless Palace, Stratholme and Tyr’s Hand are destroyed

Garithos becomes unrevivable when killed by Forsaken or Dreadlord Insurgents

Admiral Proudmoore becomes unrevivable if Theramore Castle is destroyed

orange:​

Chaplains now have the limit of 20

Kirin Tor mages can be made in Castles and in captureable buildings unless both Theramore and Dalaran are destroyed

green:​

Kael starts invulnerable for 60 seconds. After 60 seconds the invulnerability effect is lost

Elite archers now have a limit of 20

Blood Mages are now affected by the armor upgrade

Blood Mages are made in Castles and in captureable buildings instead of Arcane Sanctums now

Anasterian dies when Silvermoon is destroyed

Sylvanas becomes unrevivable when Silvermoon is destroyed if green still has her

yellow:​

Dwarven dominion requirement reduced, can research when only Ironforge is controlled

Kurdran starts invulnerable for 60 seconds. After 60 seconds the invulnerability effect is lost

Kurdran is unrevivable if Aerie Peak is destroyed

Thanes can be made in Castles and in captureable buildings instead of barracks now unless both Aerie Peak and Great forge are destroyed

Gryphon riders now have ray of disruption

pink:
Warlocks now have devour magic instead of unholy frenzy

Horde keeps Orgrimmar if they accept bloodpact, and can make Burning Blademasters

Blademasters and Burning Blademasters can be made in Fortresses and in captureable buildings unless Orgrimmar is destroyed

Stonemaul Champions can be made in Fortresses and in captureable buildings unless Stonemaul Keep is destroyed

Horde will revert from bloodpact if Mannoroth is dead

gray:​

Trolls & Tauren no longer get Orgrimmar if Horde accepts bloodpact

Troll worker and Tauren worker can now build Great Halls

Shadow Hunters are made in Zul’farrak and Thunder Bluff instead of Spirit Lodges now

Shadow hunters can be made in Fortresses and in captureable buildings unless Zul’farrak is destroyed and Thunder Bluff is not controlled

light blue:
Guild Rangers now have the limit of 20

Naisha is now revivable unless killed by naga

Shendralar now have the limit of 6 and once rescued, can be made in Tree of Eternity and in captureable buildings unless Nordrassil is dead

dark green:
Reginald Windsor can now target and heal himself with holy light

Thoras is now revivable unless Stromgarde is destroyed

Stormwind Champions can be made in Castles and in captureable buildings unless both Stromgarde and Stormwind are destroyed

brown:
Draenei seers have the limit of 10

Sunken dominion requirement reduced, can research when only Nazjatar is controlled

Naga Royal Guards can be made in captureable buildings unless Nazjatar is destroyed
Let us face it; there are still those out there who have never accepted the Naga removal in Azeroth Wars Legacy Reborn v1.60+ and vowed to keep true to the original Augur’s Azeroth Wars Strategy spirit no matter how much the conformist majority would try to convince otherwise.

Myriad of reasons were made up on why Naga should go, while the one and only real legitimate one behind Naga imbalance was brutally simple it being a true wildcard, meaning that Naga player could interfere into any initial fight, skewering the delicate initial fight’s balance completely into any side’s favour, and getting away with it without losing any of its own ground unlike a non-wildcard would.

Any faction in Naga’s wild card place would have been predisposed for scrutiny, and because majority of humans follow the law of least resistance and inertly seek the quickest and easiest solution instead of the proper one, the Naga was made a scapegoat and was scrapped.

This has changed Azeroth Wars to a stagnant two versus two cliché we know today as well as removing the unique and interesting Naga units from the game entirely. The Naga is unarguably a major lore faction which had a whole campaign dedicated to them, and bluntly chopping them out of game entirely was wrong and not helpful.

Naga units themselves were not a problem; they were not much stronger or weaker than their land dwelling counterparts. What made them so questionable was their water walk ability coupled with their base location away from land nations who were locked in conflict with one another from the turn one.

In a map that did not have an ocean dividing the continents, or if all players’ units had water walk for that matter, Naga would have actually been an easy pickings, and certainly not enough of a threat to warranty a removal, as Naga units, while exquisite looking, are quite mediocre combat-wise, and their hit-and-run tactics would have been invalidated by an easy pursuit of retreating Naga into their base on foot instead of having to go through the transport ships’ mind-numbing hassle that ain't nobody had the time for.

Any faction could do what Naga did back then, and play as a wild card, and still can. However the wildcard play style warrants, or must warrant the almost guaranteed cost of losing their lands, which was not the case with Naga. Avoiding the karma after interfering into the initial fight of the land nations was the true reason why Naga got the chop.

If there was a way to ensure the Naga got what they deserve, the way to remind them in a gentle, but firm way, that the enemy of their enemy is still their enemy, that interfering into affairs which are none of their business will only make it easier for the winner to stomp them next, and to ensure they are next, the need of resorting to a blunt removal would have been eliminated before it was considered.

Having carefully evaluated all of the available options, while seeking the solution to the above problem, I have come up with, what I deem simple, yet effective method of addressing the karma inevitability issue. The proposed changes ensure that Naga are not exempt from paying attention to the defence their base, that they are not immune to impending vengeance from the continent, and that they are not the absolute dominant power of the ocean.

There was at least one previous attempt to retrofit the later versions’ changes when the map went open source in 1.67 into the pre-1.60 before the Naga removal, but that did not work, the version was buggy and did not even attempt to address the root cause of why Naga was removed in the first place, more than half of the people did not show up for testing, and in general it just did not have the authentic feel of uninterrupted flow from Augur’s origins the 1.59c had, and thus faded off into the void without getting any attention let alone recognition.

In order to make the bringing of Naga back to work, one had to return where it had left off, the original, untampered version, uncorrupted by numerous memory leaks that force the players to restart their Warcraft instance after each game, which in the competitive software development world would have result in the eventual product elimination in favour of more robust alternatives.

Such checkpoint, before the functionality was mercilessly sacrificed for looks, was 1.59c, which coincided with shockingly insufficient re-attempts to bring the scourge of the seas back in line with the rest of factions, and return Azeroth Wars to an unpredictable to a certain extent, but extremely fun and heartful game it once was.

Please see changelog in the spoiler above for more information on how exactly that is envisaged to occur, and post bugs/suggestions found during map testing in feedback thread, so that necessary tweaks may take place in an upcoming version to make it a more enjoyable experience for all sides of the spectrum, serpentine or bipedal alike.
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The new version is out, changelog / download thread can be found here
 
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Nalesean

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Just a note, I don´t think any of the even semi-competent Awlr players ever claimed naga were unbalanced, 9/10 games they would lose their unrevivable hero within the first 30 min and proceed to snipe cps the rest of the game. It was just bloody annoying, and together with things like shipblockades in quel-thalas it was one of those rather lame things which you often couldnt adress in a good way, with the naga being supreme at sea. Ironiclly this supremacy led to combat ships being nerfed, which in turn brought about the extremely frustrating meta of filling rivers with battleships.

Anyway I don´t really have strong feelings about naga, but I did like the kalimdor fight better as a 2v2. What I really wanted to say was that there is no real way of "fixing" naga which lets them keep their waterwalking. If you want them back then its gonna be a gimpy, frustrating, either completely overpowered or largely irrelevant wildcard race - and thats all fine if its what you want.
 

Talinn

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It would be cool to see an AWLR 1.59c renaissance. It's been 10 years since I played it very frequently, I think it hold up to a surprising extent even today (played it a few weeks ago). Let me just say that although I have great love and reverence for 1.59c, I don't think Nale's comment about the raw power of Naga is completely true.

Naga could rip through a good South Alliance in a matter of minutes, I found. Dragon Turtles were overtuned, and although the terrain restricted Naga's movements more than it would have had they been in the current version, there were still ways to exploit the terrain. In particular, I found that if you first engaged South Alliance in Stranglethorn Vale, then sent a few Dragon Turtles to Stormwind City, along with a few Couatls (I think they had Tornado back then?), they just GG-ed it in a few seconds. SA can't afford to tower it up that much...they need upgrades. This problem is exacerbated since Broken Isles is literally two inches from Stormwind City.

I think Dwarves were a very stale and underdeveloped race, they will need at least a little bit of refinement / upgrade. They were very boring to play. So work on Dwarves in the spirit of 1.59c (however you would do that) and the version would benefit.

Same problem with Evil vs. South Alliance, south alliance was just too weak.

Frankly I think the Evil vs. North Alliance fight needs to be looked at it, but it's good that you buffed Destroyers, they costed a ridiculous amount of gold back then.

Your solutions to Naga are interesting and overall this is most likely an improvement, but I will speak more about them later.
 
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Nagaisback

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shipblockades in quel-thalas it was one of those rather lame things which you often couldnt adress in a good way, with the naga being supreme at sea. Ironiclly this supremacy led to combat ships being nerfed
Shipblockades in quel-thalas and elsewhere are now fixed. Because of naga supremacy at the sea, the combat ships should have never been nerfed.
If anything, Naga supremacy at the sea should have seen combat ships being buffed, which is exactly what happened in 1.59e.
"All players get 1 level of navy attack upgrades and navy defence upgrades at 4.5, 9, 18 and 36 minute mark."
extremely frustrating meta of filling rivers with battleships
This has been fixed. I've went to a great extent to cover all the inland areas, even the likes of tiny lakes such as in Deathknell, in Feralas, in Barrens. With the exception of Moonglade because it already had a Shipyard there. But if you come across any inland area that you can build battleships at, report it straight away please.
"Unable to build shipyard in any inland areas."
No real way of "fixing" naga which lets them keep their waterwalking
The problem with Naga is that their upgrades also work at the sea, while land nations upgrades only work in the land. While players cannot build battleships in any inland areas now, as the ships belong in the seas, and seas alone, the upgraded battleships really stomp naga. And that's exactly why everyone gets free navy upgrades to mitigate the Naga seas domination issue, so players can focus on upgrading their land forces as they should.
"All players get 1 level of navy attack upgrades and navy defence upgrades at 4.5, 9, 18 and 36 minute mark."
Either completely overpowered
That's exactly what this version aims to fix. Naga is welcome to stomp South Alliance early in game, but once Stormwind falls, guess who will be the one to break into Nazjatar through the Portal opened on a Stormwind Keep's ashes? And the 1000 gold bounty on Nazjatar will ensure that does happen, so everyone could see how well Naga fares without their Royal Guards.
Or largely irrelevant wildcard race
That is fine, as long as its not overpowered. Control point stealing is annoying, but its not like land nations are never doing it. Besides if anything that control point pinching does, is it only stimulates players to improve on their macro skills. And specifically in the Naga's case, in the long run something like a fatigue mechanic could be implemented, which would damage Naga units for 5 health points every second while they are in the deep water. Not sure yet if that is technically possible though, but it could mitigate that specific Naga pirate problem to a certain extent. Or Naga units' attack could be disabled while they are in a deep water, so other players can chase them off with a buffed navy back into the land without a scratch. Either way, there has to be a solution to this, it just hasn't been found, hasn't been tried, or hasn't even been looked for thoroughly enough, and once balanced, Naga has all the traits to remain a fascinating and unique faction, worthy of their slot and space just like their land counterparts are.
 

Nagaisback

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@Talinn I've tried to make up to the dwarves staleness by allowing them early thanes and giving grypons really strong dispel, but I do agree, having played AW:LR myself up to v1.90e I have definitely seen the improvements made to dwarves. I will definitely investigate what can be done to improve dwarves gameplay in an upcoming 1.59 series

I have also tried to address dragon turtles problem you've described, and naga problem in general in the next version, please inspect changelog / download here
 
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WhiteLR

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@Nagaisback
Hi guys, can you check your conversation? I wrote some experiences and suggestions after playing games with my friends, but I never received your reply.
(Ignore if you have already seen it)
 

Nagaisback

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Hi WhiteLR
The feedback has been noted and reply provided
Thank you for your feedback, please continue to play the game and identify additional suggestions to make the game better for all the participants
 

Adûnâi

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This is honestly such a fascinating turn of events. Someone should research it in 20 years and make a videoessay on the history of macro maps, their philosophies, the communities, the individual titans, the psychology and culture... How the ideas morphed over the course of years from their initial conceptions. This is literally human history abridged and extracted, a microcosm in a macrocosm, mobilis in mobile! So hype.
 
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