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Kalimdor: the Aftermath bug thread

Harald

The Betrayer
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Post any bugs you come across here!
 

Arlt

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Just reposting this here.
Theramore
Suggestions
- Decrease the timer on Dalaran. It really isn't too important, and it doesn't add anything but mass TP and Dalaran itself.
- Give Thalassian ships fortified armor.
- Keep Orange and LB seperated a bit longer. Their first engagement is literally in the first 2 min, and LB can therefore not creep.
- Increase food for LB. They get around 50 food from the whole of Theramore.
- Give Jaina's Tower fortified instead of light armor.
- Remove a barrack and add a mage towers on the westernmost outpost.
- Replace the summons from Hydromancers and Jaina with actual water elementals.
- Add some value to the Theramore CP, as you are most of the time pushed back to Theramore when your army gets defeated (you cannot hold anywhere else).
- Give Jaina a bit more useful ultimate. Her current one can easily be stopped, and it is not too great.
- Add more ships to DG and decrease the amount LB has. LB has 3 battleships and 1 frigate, while DG has 2 battleships and 2 frigates.
DG should be the fleet, not LB. :)

Bugs
- Priest has inventory slots.
- LB starts with control of Daelin (like in Singleplayer)
- The mountains of course. ;)
 

Tdmien123

The Eyes and Ears.
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Burning Legion/ Satyrn and Vrykal
Suggestions
-Give that Legion loses something when he allies for example Nightborn or Naga sence they fight for dominance of Broken isle
-Give the Vrykal king summon workers
-When you spawn one of the Legion champions if possible that the base can spawn with a tomb of relacs so he can tp safe
-The Dragons need a nerf
Bugs
-The Vrykal camps takes 0 seconds to make
-The Demi dont count for upgrades
-Both Kil jaden And Archimond are REVIVEBLE as heroes
 

Mesis

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So ... the first impresions.
Terrain
- eh okay (a bit too hard on eyes) and tons of pathing issues
- A LOT of empty space. Tons of empty bases, no creeps at all and creeps are very weak and give way too much money (w3 melee values).
- no terrain that can be tacticaly used. Huge missed opportunity with Broken Islands

General
- map feels generic. No unique units or heroes or faction.
- I dont think Hero armor and hero dmg is necesarry
- maybe custom armor and dmg types ?
- more units for every faction? At least 3 melee units, 2 ranged units, 2 casters
- feels like playing Dominance of Lorderon, The northrend map or any of his maps
- shops are generic

Nightborne
- This faction should have some unique mechanic *Looks at CoV (mana shield maybe from overlords?). If you implement that the turning wretched if the unit is without mana you should make the units way stronger (in mana at least)
- all units are kinda meh.
- casters - Frost Nova really good. Shield nice, every other spell meh
- elites - meh
- hero - meh

Events
- Naga alliance is definetly a huge blow
- Legion - you lose the unreviable hero and gain an ally + item on hero + recall building. Pretty good exchange

The balance of units is .. terrible in my opinion
For example Naga myrmidion feels way too strong. Nightbrne doesnt even have an air
 

Baytr

JustFollowMe
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General:
Agreed to @Mesis, terrain has lots of open space, it can be more interesting and different from location to location. For example : Specify Barrens as location with long front battles, while making Achenvale more ambushing and narrow.


Trolls:
Bugs:
Troll Berserker costs 135 gold per unit.
 
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spinel

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Just reposting this here.
Theramore
Suggestions
- Decrease the timer on Dalaran. It really isn't too important, and it doesn't add anything but mass TP and Dalaran itself.
And Elite but you are propably right.


- Give Thalassian ships fortified armor.
Wont it be too OP with it ability?


- Keep Orange and LB seperated a bit longer. Their first engagement is literally in the first 2 min, and LB can therefore not creep.
Agree


- Increase food for LB. They get around 50 food from the whole of Theramore.
Agree


- Give Jaina's Tower fortified instead of light armor.
Agree


- Remove a barrack and add a mage towers on the westernmost outpost.
Reason?


- Replace the summons from Hydromancers and Jaina with actual water elementals.
Marshs decision :D sry


- Add some value to the Theramore CP, as you are most of the time pushed back to Theramore when your army gets defeated (you cannot hold anywhere else).
We may add an ability that gives gold, like in LTA


- Give Jaina a bit more useful ultimate. Her current one can easily be stopped, and it is not too great.
She had another AoE based on Starfall but it was scrapped. WE may reconsider that.


- Add more ships to DG and decrease the amount LB has. LB has 3 battleships and 1 frigate, while DG has 2 battleships and 2 frigates.
DG should be the fleet, not LB. :)
Agree


Bugs
- Priest has inventory slots.
- LB starts with control of Daelin (like in Singleplayer)
- The mountains of course. ;)

These mistakes are my fault... i had to miss them :( It will be fixed soon of course :)
Burning Legion/ Satyrn and Vrykal
Suggestions
-Give that Legion loses something when he allies for example Nightborn or Naga sence they fight for dominance of Broken isle
All Vrykul forces are tied to that Vrykul base and its the free Pillar of creation that Legion loses if it decides to ally Nightborne.


-Give the Vrykal king summon workers
Its kinda intended that there are not workers there. It makes legion consider it loses. Also the Valsharah base has its workers...


-When you spawn one of the Legion champions if possible that the base can spawn with a tomb of relacs so he can tp safe
Good idea


-The Dragons need a nerf
Definetly


Bugs
-The Vrykal camps takes 0 seconds to make
-The Demi dont count for upgrades

-Both Kil jaden And Archimond are REVIVEBLE as heroes

Intended, they are reviveable as long as you control the other guy in Nether. This is make to force others to invade the Argus. There should be a warning... i will fix it.
So ... the first impresions.
Terrain
- eh okay (a bit too hard on eyes) and tons of pathing issues
We know :( we are fixing it from start...


- A LOT of empty space. Tons of empty bases, no creeps at all and creeps are very weak and give way too much money (w3 melee values).
Same :( it wont be later. Same with creeps. We did not really know what will player need and such. This was almost intended for tests.


- no terrain that can be tacticaly used. Huge missed opportunity with Broken Islands
Dont agree actualy, Marsh reworked some of our terrains she thought were not usefull. Also, yes, there is a huge missed oportunity if you consider lore rich lands of Broken isles but it will be added. Things like Eieir, Dagruul, Blackrook and such.


General
- map feels generic. No unique units or heroes or faction.
- I dont think Hero armor and hero dmg is necesarry
- maybe custom armor and dmg types ?
- more units for every faction? At least 3 melee units, 2 ranged units, 2 casters
- feels like playing Dominance of Lorderon, The northrend map or any of his maps
- shops are generic

Yes, a lot of things are generic, it will be fixed soon :(
But i disagree about your statement with Dominance and such.

Nightborne
- This faction should have some unique mechanic *Looks at CoV (mana shield maybe from overlords?). If you implement that the turning wretched if the unit is without mana you should make the units way stronger (in mana at least)
- all units are kinda meh.
- casters - Frost Nova really good. Shield nice, every other spell meh
- elites - meh
- hero - meh
Meh like not interesting? Weak?


Events
- Naga alliance is definetly a huge blow
- Legion - you lose the unreviable hero and gain an ally + item on hero + recall building. Pretty good exchange
Yes but Legion gains other benefits from others... The fact that Nightborne wants to ally them doesnt mean that Legion accepts them.


The balance of units is .. terrible in my opinion
For example Naga myrmidion feels way too strong. Nightbrne doesnt even have an air

It ir terrible, but we expected that. Well not that bad but we did
 

Vidovit

Basileus
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Ye creep camps are too small.
My heroes got slowed forever -3
Horde can't make a fortress or farms either.
Org is easy to be aimed compared to other bases.
Will post in detail tomorrow
 

Onyx

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Teal :

Druids
Buggs :
- Teal can research Silver arrow, which is meant to be for blue no? (Can't train any sort of Archer)
- Keepers' tooltip is "Train keeper of the Grove" : needs the "K"
- Teal can train Far Seers after taking control of Goblin Observatory
- Abolish Magic doesn't have a proper hotkey, only original one
- Faerie Fire on Crow Form doesn't have a proper hotkey, only original one
- Druid of the Talon has inventory slots (As Mountain Giant, Druid of the Claw, Dryad)
- Furbolg, Dryad, Talon, Faerie Dragon, Claw and surely Wild don't have the proper training hotkeys
- Claw and Wild traning, Nature's blessing and Well spring don't have the proper research hotkeys (surely the same for Talon training)
- Druid of the Wild requires Ancient of the Wild, that you can't build, not have at start
- Can't build Ancient of Lore
- Dunno how but I got control of Qiraji Gate

Feedbacks :
- You need to nerf creeps, and especially stun on Wendigos
- I was ..... kind of very disapointed that every druid spells (heroes and units) are almost the same as in AW, I expected more LTA/LTF-ish spells
- Moonglade and Cenarius Shrine buildings can't do anything, it would be nice to give them some kind of importance
- I would very much like to see a third shapeshifting unit (sorry for grammar ~~)
- First Spell on DofW doesn't have any animation, would be nice to get one
- Fandral's Model is nice, but doesn't really fit to the character sorry

Nightmare
Buggs :
When turning Nightmare :
- Furbolgs don't turn in Satyr Darksworn
- Druid of the Claw in Bear Form don't turn
- Cenarion Enclace doesn't turn in Corrupted tree

- Shadow Abyssal unit doesn't benefit from melee armor upgrades
- You need to research both casters training even if you have researched previous training on previous casters
- Wraith benefits from Wraith training, but the 2 spells don't require the training and are both on "W" hotkey
- Same for Druid of the Nightmare (but hotkeys are fine)
- Can't train Satyr Worker in Nordrassil
- Dragon Whelp cost 50g and Wyrm cost 40g .....

Feedbacks :
- I like this path a lot, units and spells are really nice, especially thoses Dragon Whelps, and of couse : the Nightmare Wyrms @spinel :p
- Endless Swarm looks really cool !

About Xavius :
- He is not that strong
- Doesn't have an Ultimate
- The Icon should be changed though
- The area of Horrrify is not big enough
(I 1v1 Dragrull at lvl6 and Xavius got rekt)


- What will do the Echanged Obelisk in the Emerald Dream ?
- What's the purpose of Remulos' Corpse in Moonglade ?
- Will Fandral have a Corrupted Form after Nightmare ?

Enjoyed the test a lot !

Edit : There should be a way to close Emerald's Gates
 
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Arthos

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Nightmare:
If your nightmare dies they will spawn 2 more and if those dies they will spawn as 2 more if you follow me you will know how broken this is and you can get an infinite army (i just used lighting shiled grouping them all together and i could got 450 of food from there (they cost 1 of food each)
 

Arlt

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Suggestions
- Decrease the timer on Dalaran. It really isn't too important, and it doesn't add anything but mass TP and Dalaran itself.
And Elite but you are propably right.
Yeah, but it really isn't much for a 45 min waiting time.

- Give Thalassian ships fortified armor.
Wont it be too OP with it ability?
God no. Ships are easily killed even with fortified.

- Keep Orange and LB seperated a bit longer. Their first engagement is literally in the first 2 min, and LB can therefore not creep.
Agree
:)

- Increase food for LB. They get around 50 food from the whole of Theramore.
Agree
:)

- Give Jaina's Tower fortified instead of light armor.
Agree
:)

- Remove a barrack and add a mage towers on the westernmost outpost.
Reason?
Because it would be lovely if I could build mages on the front, instead of just archers, footmen and knights.

- Replace the summons from Hydromancers and Jaina with actual water elementals.
Marshs decision :D sry
Please change it! :D

- Add some value to the Theramore CP, as you are most of the time pushed back to Theramore when your army gets defeated (you cannot hold anywhere else).
We may add an ability that gives gold, like in LTA
That could work.

- Give Jaina a bit more useful ultimate. Her current one can easily be stopped, and it is not too great.
She had another AoE based on Starfall but it was scrapped. WE may reconsider that.
Starfall is a bit much for her, when she already has blizzard.

- Add more ships to DG and decrease the amount LB has. LB has 3 battleships and 1 frigate, while DG has 2 battleships and 2 frigates.
DG should be the fleet, not LB. :)
Agree
:)

Bugs
- Priest has inventory slots.
- LB starts with control of Daelin (like in Singleplayer)
- The mountains of course. ;)
These mistakes are my fault... i had to miss them :( It will be fixed soon of course :)
 

Vidovit

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Ships do have a bit too strong attack or i got that impression.
Also for teal when i tested them the bears don't get upgrades.
Malfurion has no unique spells and could use some events himself.
+ all that onxy said
 

Onyx

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Ships do have a bit too strong attack or i got that impression.
Also for teal when i tested them the bears don't get upgrades.
Malfurion has no unique spells and could use some events himself.
+ all that onxy said
Good for Map Makers to complete, I tested Nightmare after saving the game which gave me a crash
And "Cleanse Fandral" didn't interest me that much to be honest
 

Harald

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Good for Map Makers to complete, I tested Nightmare after saving the game which gave me a crash
And "Cleanse Fandral" didn't interest me that much to be honest
Cleanse Fandral is if you definetly want to stick with your ally and gives the option to gain malfurion which isen't finished and get back druids of the wild if you have lost them earler which you can do. More will come to the path but that is it for now
 

AngusKirby

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Not really a bug, but can Varian's current model be upgraded to have shaleymane along with it? :)
Don't really like the hammer all that much.


Sentinels:
-Flying Tyrande can attack cps
-Can't train watchers even after getting maiev
Trolls:
-Can't upgrade witch doctor master training without fortress, but is unable to upgrade a fortress
Naga:
-I can't find any building that upgrades their units? Temple of the tides has nothing.
Theramore:
-Arcane defenses doesn't turn units inside dalaran invulnerable?
 
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CazDawg

Lazy Australian
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There are so many pathing bugs it's like my units are mountain goats.
Not sure about others, but Nightborne can train Keepers of the Grove if they get control of Nordrassil.

EDIT: They can also train unlimited amounts of them.
 

Vidovit

Basileus
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Horde bugs:
1) Peons can't build burrows or Town Halls.
2) There is no way to research Pillage.
3) Raiders have Ensnare research yet they have no ensnare ability.
4) Speartrover should be called Spearthrower and make his frenzy start on autocast when he get's trained.
5) The tiny great hall i made couldn't make peons and had a troll event tied to it.
6) When i use Garrosh War Cry the game freezes a bit in SP; could cause lag as it's like war stomp.


Suggestion:
1) Orgrimmar defense is weak; the main gate has no towers and i think all main bases need to have more hp and armor to make aim less likely.
2) Orgrimmar safety aura has a minimal range, only around the fortress itself while it should cover the whole base.
3) Tiny Great Hall costs 600 gold from the shop - a bit too much?
4) Thunder Bluff isn't that great as a second capital - no high ground for defense, no unique mechanisms and is easy to be aimed. (also give it a war mill for research and lumbering)
5) Tauren cost 80 wood? Bit too much when you compare them with grunts that are 15 gold only, while Tauren are 20g and 80 wood - the wood part is massive.
6) Also Raiders cost too much 20g and 40 wood compared to 15g of grunts and these units have similar stats. I guess then the Grunts are too cheap if all other factions have this lumber cost for units.
7) Advanced Towers get no hp increase with the upgrade - should get at least 250 more.
8) With the Garrosh part it would be cool if you get max research of Spiked Barricades.
9) The Garrosh path could use more uniqueness.
 
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Vidovit

Basileus
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Sentinels bugs:
1) Temple of the Moon has a magic sentry research that can't be researched.
2) Archers don't regenerate mana so you can't use Silver arrows.
3) Sentries and Assassins, both mele units, benefit from the ranged armor upgrade.
4) No need for a Nature's Blessing research.
5) Hippos can attack ground units.
6) In SP i can't make Watchers even with Warden path.

Naga bugs:
1) Toruk Buff towers attack your base next to it at game start.
2) No building for upgrades.
3) No shop
4) You can aim Shandrassil while it's a neutral building.


 

ilusioner

Cause things shall proceed as foreseen
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Sentinels bugs:
- Ships can enter through the portal that is in your base located in north-west corner of the map. Kinda looks strange to have ships inside that area, and passing through portals. Not sure if intended
- Scaling of some units is wrong. I don't remember all of them, but for sure I know that NE warden unit has 12-23 damage, (or something similar to that) which makes the unit gain +10 damage per upgrade. At maximum level you have a 20-100 damage unit.
- Balistas and hipogryphs have the same train hotkey in barracks

And ofcourse numerous 'not so hidden' mountain passages
 
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