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LTF Patch Notes 0.45

Yousef

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Lordaeron TF 0.43


DOWNLOAD LINK: LORDAERON: TF 0.45 - Warcraft 3 Maps - Epic War.com

New Content:
- Changed colors of Scarlet Crusade from red to maroon, Alliance from light blue to snow, Twilight's Hammer Clan from purple to violet and Scourge from dark green to navy.
- New mini-event: If Brann travels to Uldaman he will uncover its secrets and gain 1 level.
- New mini-event: Vorpil van revive Aggonar for Fel Horde but Aggonar will leave him after Magtheridon is summoned.

- New mechanic: Paths that anyone can activate.
  • There are many cool mini-factions and paths that don't fit as paths for certain factions, and many factions that need second chances.
  • Anyone can activate them, once someone activates one of those paths, the activated path will be disabled for everyone else.
  • Blue and teal won't be able to activate any of these paths until further notice.
  • They are weaker than average, they aren't good at fighting armies head on.
  • They are all locked until 30 minutes have passed.
  • The first one of these, introduced this patch, is Void Elves, they are allied to the Old Gods team.
  • They are activatable from top right corner.
  • More paths to come.

GENERAL:
- Illidari re-enabled.
- Using Blink once will now make all selected units with Blink cast Blink.

- Sargerite Fragments now require 15 minutes into the game.
- The Lich King will now change ownership from dark green if he leaves to blue and from blue to grey.
- The Lich King now spawns with Helm of Domination item.
- Zombies now have the ability to kill themselves.

- Tichondrius is now always red, like he is supposed to be.
- Legion can no longer summon Eyes of Archimonde in Deepholm and Undercity.
- All Wyrmrest dragons now benefit from Black Gunpower and Studded Armor.
- Magtheridon now requires Scourge Betrayal
- Hellfire becomes under Fel Horde's control after Twilights Hammer clan is activated.
- Added a Tome of Agility +5 to compensate for Zul'jin's disappearance.
- Ranger Corps' Archer's cost increased from 21 to 22 gold, movement speed decreased from 270 to 250, stealth mode movement speed decreased from 300 to 270.
- Removed Raise Galen ability from Sylvanas as Undead Galen was removed.

- Isilien is no longer removed when transitioning from Silverhand to Scarlet Onslaught.
- Light's Hope Aura damage per tick has been increased to 15 up from 5.
- Darion can now call upon the might of workers.
- Moved Colledge of Hydromancy inside Boralus.
- Charge no longer requires Berserker Strength.
- Knights now have Charge.
- Changed Armored Archer's armor type from heavy to medium.
- No statues this patch.


Bug Fixes:
- Fixed a bug which made Ragnaros not considered as a great evil for Aegwynn.
- Fixed Dark Iron Clan's color.
- Fixed a bug which removed Tarren Mill when Lordaeron activated Scourge path.
- Fixed a bug which made storage area accessible.
- Fixed a bug which allowed Wretched to get Liadrin.
- Fixed a bug which would display that Teron has summoned a Doomguard for everyone.
- Fixed a bug which would remove control points controlled by Draenei when they escape.
- Fixed a bug which made Highborne Golems not require Falthrien Academy.
- Fixed a bug which made it possible for Blood Elven heroes to transfer to Wretched.
- Fixed a bug which allowed New Lordaeron and Scourge to research King Arthas.
- Fixed Forsaken's Legion path's Eredar Warlock's Lesser Voidwalker's armor upgrades.
- Fixed a bunch of tooltips.

Thanks to @Nukester500 for helping me with testing.
 
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ZeroFlotsie

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Adding more paths instead of updating and fleshing out the already existing ones with extras seems like a really dumb idea, especially if ANYONE can activate them.
 

Arlt

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I am just wondering, what if Grey goes Void Elves. Won't blue then be all alone then? And how will you balance that?
 

ZeroFlotsie

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Literally 2 minutes of thinking:

Make it a sub path for Lightblue change some units into void elves next to the draenei.

Or make it an optional path for rangers, instead of going sentinels they can go void elves. Or before the turn forsaken they become void elves giving scourge the forsaken path.

LITERALLY 2 minutes of thinking.

Really you've given this thought? Not a place anywhere else. Stop making me laugh.
 

Onyx

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First, you forgot about Teal not being able to make shops without Ud
If there's one map that doesn't need more paths currently it's LTF
Void Elves is some broken shitty lore that doesn't have to do anything there
Being allied to Old gods is an heresy on itself
"- Isilien is no longer removed when transitioning from Silverhand to Scarlet Onslaught."
You mean, Scarlet Crusade to Onslaught? I'll have to check if it's fixed
"- Legion can no longer summon Eyes of Archimonde in Deepholm and Undercity."
That sucks, Marsh clearly said Legion should be able to take the cp there
"- Ranger Corps' Archer's cost increased from 21 to 22 gold, movement speed decreased from 270 to 250, stealth mode movement speed decreased from 300 to 270."
That sucks, you already nerfed the race quite heavily last patch
No more stuns, no more dps, not more flexicibility, next is giving Forsaken from the start I guess?
Unless you intend to turn the race in melee focus :rolleyes:
 

RedPandaLT

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Finally LTF is on the lvl of unbalance as KTA , the battle will be legendary between these maps
 

Tdmien123

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I am just wondering, what if Grey goes Void Elves. Won't blue then be all alone then? And how will you balance that?
I doubt anyone would go void elves, they only have 2 types of units and their elites are awfull.
 

ZeroFlotsie

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2 different units, and change elites definitely doesnt sound like a sub path of a different race
 

Kirisame

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what is the point of changing colors if we can still have two purples (ebon, dala/gil) two oranges (fel/illidari, synd/alterac) and three blues (scourge, Aerie, NE). im not gonna count FN and silverhand as overlap due to alliance path being white.

just seems a little weird. dont even get me started on void elves though
 

Yousef

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what is the point of changing colors if we can still have two purples (ebon, dala/gil) two oranges (fel/illidari, synd/alterac) and three blues (scourge, Aerie, NE). im not gonna count FN and silverhand as overlap due to alliance path being white.

just seems a little weird. dont even get me started on void elves though
Didn't want to change everything at once.
 

Elbadruhel

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I understand that u could want to add small factions that are not big enough for a path but u like. But imo there is a better option than "available for everyone". Why u dont use them as a "team path"?

I explain. Lets imagine alliance, you give them: void elves and lightforged draenei, for example. So anyone in the alliance can unlock them, but only in the alliance, once anyone gets them, they get a new building With 2-3 new units to boost his roster and no one else can research It. Also, that guy cant get future "team paths", so other alliance guy could Take the lightforged draenei.

That way, u allow factions With few content to get some new cool stuff and dont feel empty. But, at the same time, you dont cause lore aberrations. Also, u will be more free to add future "team paths" Since not anyone would get access to them. Idk, maybe taunka, tuskarr, ogres,...

In my map im doing something similar, but is limited for factions and based on lore (like horde conquering some stuff in northrend they unlock tuskarr allies). But since u want more wider access to paths i think this could be an option.

For People complaining about nerfs to rangers, i think i understand why he does It. It means: encourage the player to play what i want. Is an interesting way of balancing. A big map With so much variables is Hard to balance, so u "encourage" the player to pick the path u want him to pic, Since u have balanced the map based on that path being played. So u make rangers weakers to encourage the player to end being forsaken, cause forsaken should happen, and u have balanced the stuff having that in mind. The player can be stubborn and Still keep all game as ranger, but he Will end losing unless he is a pro, cause that path si not his strongest option. Or at least is what i think XD
 

Yousef

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I understand that u could want to add small factions that are not big enough for a path but u like. But imo there is a better option than "available for everyone". Why u dont use them as a "team path"?

I explain. Lets imagine alliance, you give them: void elves and lightforged draenei, for example. So anyone in the alliance can unlock them, but only in the alliance, once anyone gets them, they get a new building With 2-3 new units to boost his roster and no one else can research It. Also, that guy cant get future "team paths", so other alliance guy could Take the lightforged draenei.

That way, u allow factions With few content to get some new cool stuff and dont feel empty. But, at the same time, you dont cause lore aberrations. Also, u will be more free to add future "team paths" Since not anyone would get access to them. Idk, maybe taunka, tuskarr, ogres,...

In my map im doing something similar, but is limited for factions and based on lore (like horde conquering some stuff in northrend they unlock tuskarr allies). But since u want more wider access to paths i think this could be an option.

For People complaining about nerfs to rangers, i think i understand why he does It. It means: encourage the player to play what i want. Is an interesting way of balancing. A big map With so much variables is Hard to balance, so u "encourage" the player to pick the path u want him to pic, Since u have balanced the map based on that path being played. So u make rangers weakers to encourage the player to end being forsaken, cause forsaken should happen, and u have balanced the stuff having that in mind. The player can be stubborn and Still keep all game as ranger, but he Will end losing unless he is a pro, cause that path si not his strongest option. Or at least is what i think :D
I appreciate the suggestion, might end up changing the system to be like that, I will have to ask Marshmalo first though.
As for the Rangers Archer nerf, I wanted to make losing units a little easier and replacing them a tiny bit more expensive, a good player will rarely lose archers and keep stacking groups, it makes early game a little more risky.
 

Yousef

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Since 0.44's changelog didn't get transfered, here it is again:

Lordaeron TF 0.44


DOWNLOAD LINK: LORDAERON: TF 0.45 - Warcraft 3 Maps - Epic War.com

GENERAL:
- Void Elves require 1 hour instead of 30 minutes.
- Void Elves start with 6/6 upgrades and 200 extra gold and lumber.
- Syndicate and Alterac's colors are changed from orange to peanut.
- Arcane Golems no longer require Falthrien Academy.
- Hellfire Citadel becomes fully under Fel Horde's control if Dragonmaw activates Twilight's Hammer or Black Dragonflight paths.
- Factions can no longer activate Void Elves if they summoned a god tier hero, Illidari too.
- Dark Iron Clan can now summon a stationary Ragnaros for a limited time to defend it.
- Removed Deathknell from the game due to a bug.
- Banshee Sylvanas' Windwalk no longer requires Deathknell.
- Forsaken now gets an extra 250 gold and lumber to compensate for no longer having Deathknell's extra gold income.

Bug Fixes:
- Fixed a bug which made Eyes of Archimonde unable to be placed anywhere.
- Fixed a bug which made Revive Aggonar glitched after Corrupting Osho'gun.
- Fixed Dark Iron Clan multiboard color.
 

Yousef

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Lordaeron TF 0.45

- Reverted Blink back to normal, it caused crashes.
- Void Elves build Highborne Power Generators instead of the Blood Elven variation.
- Blood Elven Power Generators' Voidwalker summon's damage reduced from 27 to 12.
- Constructionists can no longer repair Dwarven Siege Cannons.
- Alleria starts with a Scroll of Town Portal.
- Added 1 Arcane Sanctum and 2 Fortified Guard Towers to Stromgarde.
- Nudged Stromgarde main building a bit to the left.
- Removed Dwarven Siege Cannon near Aerie Peak.
- Fixed a bug with Void Elf units' train time.
- Fixed a bug which made statues appear in changelogs and nowhere to be found in-game.
 
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rohirim91

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Void elves being locked to Old Gods team makes little to no sense. especially because of them having Aleria as a hero.

Reading this article gave me quite a few ideas for them:
  • Their starting base should be more to the south at Dawnstar Spire (an actual building like Dawnstrider Harbour/Windrunner Spire).
  • They start off with Durzaan as a hero and Umbric as a demi, and are aligned with the Old Gods.
  • If THC exists and Twilight Citadel still stands, they can get a small base and 100 resources each on Durzaan traveling there.
  • Same with Durzaan traveling to Yogg-Saron if Yogg is under THC control. They could get a small base either near Yogg himself or in the corridor on the far right of Yogg's chamber (the one with creeps in it).
  • These two minievents are to give the player incentive to stay in Old Gods team and give them footholds at mutually distant places to increase their odds of survival.
  • Durzaan gets a bonus level if Void elves capture the Sunwell, or a small base near it +100 resources each <- Durzaan tried to capture it through Aleria in the provided article.
  • Player can choose to join the Alliance team if the Alliance is broken (same conditions as with Alterac).
  • Durzaan is replaced with Aleria.
  • You can get Locus-Walker as an unrevivable hero.
  • Aleria's first ability could be given to Locus Walker and she can summon Void Wolves instead.
  • Another unit should be added to increase the appeal of playing them. Perhaps Void Elf Spellbreakers for Alliance path and Void Ethereals for Old Gods path.
  • Also rename Arcane Sanctum to Void Sanctum and give it a purple tint (other structures could have it as well).


On a side note, maybe add Purgation Isle, like the one in LTA. Shadow Council could get Kormok as a demi (they have no demis aside from Murmur) upon a dreadlord hero coming to the island and Legion gets a small base (harbour, lesser portal, tower with decent sight range and reveal + Temple of the Damned for Shadow Council). This would allow Legion to disturb purples lumber operation in Gilneas and Hillsbrad.
 
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