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LTF Patch Notes 0.47

Marshmalo

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Lordaeron TF 0.47
LTF Symbol3Small.png


DOWNLOAD LINK: LORDAERON: TF 0.47 - The Hive.com


0. 47 HOTFIX LIST
- Grulls path now correctly removes Black Dragons.
- The changes made to workers lumber gathering now also effects Fel Peons.
- Lumber rate was too fast since last update and has been changed accordingly.
- Black Drakes and Black Dragons now use correct upgrades.


A NOTE ON STABILITY: It appears since the latest Blizzard patches LTF becomes unstable after around 1 hour gametime, me and Yousef are working on possible ways to increase stability and looking and how we can transfer the script language over to the new LUA functionality gives us better control over memory leaks. However, this is a big task so in the meantime we are hoping Blizzard address these issues in the short term.

This is the first patch which uses the newest world editor version 1.31.1, we hope this increases stability or at the very least does not make it any worse.



GENERAL

- There were a lot of issues with complex requirements for joining Alliance teams, aside from a few other restrictions players wanting to join alliance through paths will be able to do so as long as "Alliance is Broken" tech requirements are met.
- In order to reduce unit lag worker units have had their lumber rates increased so less workers are required. Details: All units capable of harvesting lumber have had their gold cost, build time, HP, and lumber harvesting rate increased by 50%. Food cost increased from 1 to 2. (Lumber duration tick decreased from 3 seconds to 1.50.)
- Trained Ghouls and Militias have also had their military stats increased, so they are still viable as melee units and lumber harvesters despite the above changes.
- Summoned Ghouls by Cult have 50% more HP and base attack but also cost 50% more mana and cooldown time. (This is again to decrease unit lag by reducing the total number of summons when Cult is going full on mass necromancers without losing any effectiveness of the strategy.
- Nerubian Guardians have a different icon.
- Marsh's Sanctum Discord channel has been added to the load screen.




BALANCE
- Lordaeron palace has slightly more build space.
- Shadow Councils casters have become more of a small elite force type unit, they are limited to 10 each and have a slightly increased gold cost.
- Shadow councils Necrolyte, Eredar Deceivers and Warlocks have had a general increase in base damage, mana and hit points.
- Eredar Deceiver's Shadow spell has been replaced with Illusions.
- The cannon near Airee Peak has been added back in as it deters Legion team from rushing this important Dwarf base.
- Deathknell building is back for Forsaken.
- There are some Orc creeps near Oshu'gun.
- Shadow Council now have access to the Long Staffs upgrade.
- Legion can once again Astral Walk into to Deepholm (As inter-world travelling demons it's not abuse for Legion to take the Deepholm CP).
- Meat Wagons corpse creation time increased from 30 seconds to 45.
- Legion can no longer Astral Walk or send Eyes of Archimonde into Dalaran dungeons while the Vault Seal is still alive. (If you want to invade here then take the risk of opening the Netherstorm Portal).



DRAGONMAW CLAN
D5PmDyf.png

- Dragonmaw Clan has had some much-needed reworks, previously this faction felt very bland as all of it's units where inferior to Dark Horde or Legion variations, I have attempted to give the faction more character. While it still has some decent melee unit choices it is now more ranged and air focused than before, giving the faction a better niche fit within the Legion team.
- Dragonmaw can now train the Proto Drakes from Dark Horde (Now named Black Dragons), these Dragons have air and ground modes with different attack styles. This gives Dragonmaw Clan the most powerful dragon unit in the game.
- Dark Horde instead have access to the black Drakes which Dragonmaw had previously.
- Nek'rosh Skullcrusher has been removed, he has long been a meme hero and even Blizzard have officially retconned him from the lore. Instead he is replaced with the Orcs first ever hunter type hero: Gorfax Angerfang.
- Dragonmaw Battlemasters gold cost increased from 30 to 33.
- Warlock Archers now have access to the Imrpoved Bows upgrade and can enter Scout mode.
- Ensnare ability has been moved from the Spearthrower unit to Battlemasters.
- Dragonmaw Grunts gold cost increased from 18 to 21
- Spear throwers no long have access to the Envenomed spears upgrade (It was a waste of gold as these units just get swapped with Warlock Archers anyway).



DARK HORDE

- In keeping with this faction's strengths and weaknesses Dark Horde have lost some air and ranged capability which has gone to Dragonmaw Clan. To compensate and reinforce Dark Hordes strengths with its melee and devastating siege attacks, the Fel Cores have had a rework as per the below.
- Dark Horde Archers no longer have Scout Mode.
- Dark Hordes Proto Drakes have been replaced with weaker, Black Drakes.
- Fel Cores can now be summoned by Doom cannons. Use these tactically to weaken your opponents front line before attacking with your main force. Remember they also damage your own units if within range so use carefully!



BUG FIXES:

- Genn Greymane has been moved further north to stop people aiming him with ships (This actually ricked a bug where game does not recognize the Genn kill when killed by boats and therefore did not grant ownership of Gilneas.)
- Undead Battleships can now attack Control Points.
- Fixed bug where Blood Elves could not accept Fel Pact.
- Vorpil should now correctly go to Legion player if Shadow Council player leaves game.
- When Dragonmaw triggers Twilights Hammer Clan, the game will now only transfer buildings at Hellfire citadel over to Dark Horde (Game would crash if Brown had left a large amount of units in this base. It will no longer transfer any of Browns heroes over to Dark horde who were accidentally left in this base.
- Fel Elf path will no longer transfer ownership of units in Quel'Thalas to Ranger Corps (This caused fatal crash).
- It is no longer possible to go New Lordaeron and Scourge path at the same time.
- Warlock Archers now correctly start with Fel Arrows on autocast.
- Ruinous Sorceress no longer looks like a Night Elf Warden.

OPTIMISATIONS

The following unused units/buildings from LTA have been removed from the object editor to cleanup space (It was previously impossible to remove objects in the OE using old World Editor resulting in alot of exess objects built up over the years).

- Townhall (BE Wagon)
- Necropolis (BE Wagon)
- Great Hall (BE Wagon)
- Seradane (Fake? Unused?)
- Arcane Sanctum (High elf only + Unused?)
- Last Light chapel (Reuse)
- High Elf Barracks (Unused)
- Fuselight by sea (Unused)
- Spiritual Leader of the Maghar
- Leader of the Blackfuse company (Unused)
- Eagle Loa (Unused)
- Kor'Kron commander (Unused)
- Vile serpent Eternal
- Saphiron (Unused, non hero version)
- Temple of Earth
- REUSE (Serpent Loa)
- Reuse (Fire Loa)
- Reuse (Pig Loa)
- Capital Orc Flag
- Galens Fall (Dummy reuse for event)
- Spellbreaker (Reuse)
- A great evil must have been summoned (Reuse 1)
- A great evil must have been summoned (Reuse 2)
- Galen Trollbane must be dead (Techtree Dummy)
- Must be within Quel'Thalas
- Huntsman Leopold.
- Mr Bigglesworth
- Worker (High Elf)
- Iron Star
- Iron Star (Weaker)
- Is not Ogre
 
Last edited:

Onyx

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Summoned ghouls have now 50%more hp .... so instead of having 800hp they have 1.2??? Holy Moly I don't think cult needed that unless Im wrong somewhere
Anyway, full feedback once I get my pc
 

Marshmalo

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It's ok, its base HP, it doesn't include upgrades, so work out at about 250ho increase I think :)
 

Arlt

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Lordaeron TF 0.47
View attachment 9155


DOWNLOAD LINK: LORDAERON: TF 0.47 - The Hive.com


0. 47 HOTFIX LIST
- Grulls path now correctly removes Black Dragons.
- The changes made to workers lumber gathering now also effects Fel Peons.
- Lumber rate was too fast since last update and has been changed accordingly.
- Black Drakes and Black Dragons now use correct upgrades.


A NOTE ON STABILITY: It appears since the latest Blizzard patches LTF becomes unstable after around 1 hour gametime, me and Yousef are working on possible ways to increase stability and looking and how we can transfer the script language over to the new LUA functionality gives us better control over memory leaks. However, this is a big task so in the meantime we are hoping Blizzard address these issues in the short term.

This is the first patch which uses the newest world editor version 1.31.1, we hope this increases stability or at the very least does not make it any worse.



GENERAL

- There were a lot of issues with complex requirements for joining Alliance teams, aside from a few other restrictions players wanting to join alliance through paths will be able to do so as long as "Alliance is Broken" tech requirements are met.
- In order to reduce unit lag worker units have had their lumber rates increased so less workers are required. Details: All units capable of harvesting lumber have had their gold cost, build time, HP, and lumber harvesting rate increased by 50%. Food cost increased from 1 to 2. (Lumber duration tick decreased from 3 seconds to 1.50.)
- Trained Ghouls and Militias have also had their military stats increased, so they are still viable as melee units and lumber harvesters despite the above changes.
- Summoned Ghouls by Cult have 50% more HP and base attack but also cost 50% more mana and cooldown time. (This is again to decrease unit lag by reducing the total number of summons when Cult is going full on mass necromancers without losing any effectiveness of the strategy.
- Nerubian Guardians have a different icon.
- Marsh's Sanctum Discord channel has been added to the load screen.




BALANCE
- Lordaeron palace has slightly more build space.
- Shadow Councils casters have become more of a small elite force type unit, they are limited to 10 each and have a slightly increased gold cost.
- Shadow councils Necrolyte, Eredar Deceivers and Warlocks have had a general increase in base damage, mana and hit points.
- Eredar Deceiver's Shadow spell has been replaced with Illusions.
- The cannon near Airee Peak has been added back in as it deters Legion team from rushing this important Dwarf base.
- Deathknell building is back for Forsaken.
- There are some Orc creeps near Oshu'gun.
- Shadow Council now have access to the Long Staffs upgrade.
- Legion can once again Astral Walk into to Deepholm (As inter-world travelling demons it's not abuse for Legion to take the Deepholm CP).
- Meat Wagons corpse creation time increased from 30 seconds to 45.
- Legion can no longer Astral Walk or send Eyes of Archimonde into Dalaran dungeons while the Vault Seal is still alive. (If you want to invade here then take the risk of opening the Netherstorm Portal).



DRAGONMAW CLAN
View attachment 9158

- Dragonmaw Clan has had some much-needed reworks, previously this faction felt very bland as all of it's units where inferior to Dark Horde or Legion variations, I have attempted to give the faction more character. While it still has some decent melee unit choices it is now more ranged and air focused than before, giving the faction a better niche fit within the Legion team.
- Dragonmaw can now train the Proto Drakes from Dark Horde (Now named Black Dragons), these Dragons have air and ground modes with different attack styles. This gives Dragonmaw Clan the most powerful dragon unit in the game.
- Dark Horde instead have access to the black Drakes which Dragonmaw had previously.
- Nek'rosh Skullcrusher has been removed, he has long been a meme hero and even Blizzard have officially retconned him from the lore. Instead he is replaced with the Orcs first ever hunter type hero: Gorfax Angerfang.
- Dragonmaw Battlemasters gold cost increased from 30 to 33.
- Warlock Archers now have access to the Imrpoved Bows upgrade and can enter Scout mode.
- Ensnare ability has been moved from the Spearthrower unit to Battlemasters.
- Dragonmaw Grunts gold cost increased from 18 to 21
- Spear throwers no long have access to the Envenomed spears upgrade (It was a waste of gold as these units just get swapped with Warlock Archers anyway).



DARK HORDE

- In keeping with this faction's strengths and weaknesses Dark Horde have lost some air and ranged capability which has gone to Dragonmaw Clan. To compensate and reinforce Dark Hordes strengths with its melee and devastating siege attacks, the Fel Cores have had a rework as per the below.
- Dark Horde Archers no longer have Scout Mode.
- Dark Hordes Proto Drakes have been replaced with weaker, Black Drakes.
- Fel Cores can now be summoned by Doom cannons. Use these tactically to weaken your opponents front line before attacking with your main force. Remember they also damage your own units if within range so use carefully!



BUG FIXES:

- Genn Greymane has been moved further north to stop people aiming him with ships (This actually ricked a bug where game does not recognize the Genn kill when killed by boats and therefore did not grant ownership of Gilneas.)
- Undead Battleships can now attack Control Points.
- Fixed bug where Blood Elves could not accept Fel Pact.
- Vorpil should now correctly go to Legion player if Shadow Council player leaves game.
- When Dragonmaw triggers Twilights Hammer Clan, the game will now only transfer buildings at Hellfire citadel over to Dark Horde (Game would crash if Brown had left a large amount of units in this base. It will no longer transfer any of Browns heroes over to Dark horde who were accidentally left in this base.
- Fel Elf path will no longer transfer ownership of units in Quel'Thalas to Ranger Corps (This caused fatal crash).
- It is no longer possible to go New Lordaeron and Scourge path at the same time.
- Warlock Archers now correctly start with Fel Arrows on autocast.
- Ruinous Sorceress no longer looks like a Night Elf Warden.

OPTIMISATIONS

The following unused units/buildings from LTA have been removed from the object editor to cleanup space (It was previously impossible to remove objects in the OE using old World Editor resulting in alot of exess objects built up over the years).

- Townhall (BE Wagon)
- Necropolis (BE Wagon)
- Great Hall (BE Wagon)
- Seradane (Fake? Unused?)
- Arcane Sanctum (High elf only + Unused?)
- Last Light chapel (Reuse)
- High Elf Barracks (Unused)
- Fuselight by sea (Unused)
- Spiritual Leader of the Maghar
- Leader of the Blackfuse company (Unused)
- Eagle Loa (Unused)
- Kor'Kron commander (Unused)
- Vile serpent Eternal
- Saphiron (Unused, non hero version)
- Temple of Earth
- REUSE (Serpent Loa)
- Reuse (Fire Loa)
- Reuse (Pig Loa)
- Capital Orc Flag
- Galens Fall (Dummy reuse for event)
- Spellbreaker (Reuse)
- A great evil must have been summoned (Reuse 1)
- A great evil must have been summoned (Reuse 2)
- Galen Trollbane must be dead (Techtree Dummy)
- Must be within Quel'Thalas
- Huntsman Leopold.
- Mr Bigglesworth
- Worker (High Elf)
- Iron Star
- Iron Star (Weaker)
- Is not Ogre
Good work as always. Btw, you should probably fix your signature as it doesn't seem to have survived the transfer to the new website. ;)
 

TerenasMenethil

Warden of the South
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9163

Can you forbid the constructions of towers in this place, and in the entrance of azjol-nerub right after the teleport ? Getting brann and secrets of ulduar is already annoying if you're busy south...But it's a damn pain to get your events as Dwarves if someone is starting to spawnkill Brann and Muradin.

9165
Also, same problem for Venture Bay. Blue can nearly instantly kill it by using the army of the dead of the frozen throne. Which always make Brann an unrevivable heroes.
So I understand that Brann is powerful enough to be an unrevivable heroes, but the problem is that when he dies, you can no longer make elites. EVEN if you still have Ironforge. Simply because Moutain King are replaced by Adventurers when Brann spawn.

I suggest that you should be able to make Moutain King again if Brann dies and Ironforge is still standing. Cuz a dwarf without elites is a super dead dwarf.
 

Julian

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I would suggest to make all event places like frostmourne pedestal and so on unable to be filled with towers tbh
 

Onyx

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"Keeps Harald who broke up from yt"
"Deletes zoom who restarted streaming+yt"
yikes
 

Marshmalo

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Can you forbid the constructions of towers in this place, and in the entrance of azjol-nerub right after the teleport ? Getting brann and secrets of ulduar is already annoying if you're busy south...But it's a damn pain to get your events as Dwarves if someone is starting to spawnkill Brann and Muradin.

Also, same problem for Venture Bay. Blue can nearly instantly kill it by using the army of the dead of the frozen throne. Which always make Brann an unrevivable heroes.
So I understand that Brann is powerful enough to be an unrevivable heroes, but the problem is that when he dies, you can no longer make elites. EVEN if you still have Ironforge. Simply because Moutain King are replaced by Adventurers when Brann spawn.

I suggest that you should be able to make Moutain King again if Brann dies and Ironforge is still standing. Cuz a dwarf without elites is a super dead dwarf.
I hate it when people spawn camp, I can fix Brann's starting base spawn but it will be difficult to prevent blue from summoning skeletons at the base, that's meant to be their initial defense against people cp sniping northrend points. I could just add a dispel to Venture Bay tower but doesn't really fit the feel of the base as its not a spell based building or faction.


Why is zooms name removed from the LTF loading screen?
"Keeps Harald who broke up from yt"
"Deletes zoom who restarted streaming+yt"
yikes
Oh well I have very limited space on the loading screen and Zoom hadn't posted any LTF videos in other 6 months, so I assumed he'd stopped casting the map, which is fine of course it's up to him I'm not offended. Harald's still there because I was told he would be coming back to YouTube in September.
There wasn't anything political behind, I used to watch Zoom's LTF videos all the time, but he doesn't post any LTF content anymore, so I took him off the list, that's all there is too it, if I ignited any tensions or offended anyone then I apologize!
 

TerenasMenethil

Warden of the South
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63
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9178

9179
Reduce range of drake when they are in siege mode ? They can easily harass the canon (they dont deal so much dmg but they can taunt your army from there). For now, the range is 1300 which is insane, considering the others siege units have 1000 or 900...
And they are attacking so far the gate of ironforge that you cant even see them. So this + spam wards (and remember that dwarves cant dispell a shit) is insane.

Another thing, OJ wasn't able to buy these OP drake before the first 15 min of the game. I know dragonmaw need them to protect himself in a early rush...But damn, the 3 drake nearly make brown invincible in 1v1 in early. Since brown can have 3 of them in the beginning of the game, you should reduce their HP/dmg and make battlemaster more resilient in compensation.

9180

I am gonna repeat myself, you should let dwarves be able to buy mountain king again if Brann is killed and if Ironforge is still standing.

You're already punished enough if you lose brann, you cant make Earthen giant anymore, zeppelin, flying machine and you lose access to the event of Magni Speaker...
So if you cant make elites anymore, you're super dead. Even the loss of magtheridon dont punish Dark Horde like that lol.

And yes I know that LB too cant make elites anymore if he loses A'dal, but I think it's much harder to lose A'dal than Brann in a teamfight. Plus A'dal is his godtier so this is more understandable.
 

Keyblockor

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Going to post here and say that Brown's serpent wards are incredibly broken and need a fix ASAP. A brown who knows how to spam them can and will carry every fight early game and give him an edge to win any other fight late game. It's insane on how much they can spam with how hard hitting they are. Voone's serpent ward in comparison doesn't even do as well when compared to brown's elites.
 

TerenasMenethil

Warden of the South
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Going to post here and say that Brown's serpent wards are incredibly broken and need a fix ASAP. A brown who knows how to spam them can and will carry every fight early game and give him an edge to win any other fight late game. It's insane on how much they can spam with how hard hitting they are. Voone's serpent ward in comparison doesn't even do as well when compared to brown's elites.
9303

You mean this ?

Currently, Dwarves are literally unplayable if brown knows how to play, and it was already a pain to fight the legion team before. The wards are not the only problem but the 3 proto-drakes at start too.

When OJ had the proto-drake, he couldn't buy them before the first 15 min. He needed to pay a research to buy them. This allowed dwarves enough time to get adventurers and to be strong enough to counter the proto-drakes.

Now brown can make them at start, without any research. Brown send the 3 proto-drakes against dwarves at start => No more dwarves. (btw they nearly oneshot the mortars siege units).
Btw it means too that yellow have less exp because the proto-drakes are very hard to kill, and brown dont have anymore a full squad of weakers dragons. (which were easier to kill for falstad/skybreaker)

So this + brown having the second best aim power of the game after grey => South lost in 25 min => Legion team snowball.

But I believe Marshmallow is already informed of the situation and brown will be fixed next patch. Just wait a bit.

I enjoy playing brown
 

Yousef

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I hear you guys, a balance patch will come out soon after 0.48, 0.48 will come out hopefully today.
 

Marshmalo

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Yes as Yousef mentioned we have some new stuff for the South planed, such as giving Orange more options for damage dealing now that they've lost their Dragons and something new for Shadow Council to make up for the fact they're casters are now limited.

Brown was never meant to be left in this shape for this long but I've been concentrating on LOTR Conquest and Yousef, quite rightly, has been working hard on finding solutions to the instability caused by latest Blizzard patches.
 
Last edited:
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