Вот она,лучшая на мой взгляд RPG-карта.Этой карте уже целых 2 года и за эти 2 года была добавленно множество моделей и иконок,прекрасный ландшафт,шикарные заклинания и эффекты героев.Всё это в карте-TKoK -Eastern Kingdom-3.2.0.Всем любителям RPG-карт советую скачать именно эту карту,вы не пожалеете, обещаю.
Generic Fixes Fixed an issue that locked out additional hero load attempts if you tried to load a single player code into multiplayer Items dropped into the AOT entrance pillar are no longer lost forever! Fixed calculation errors on damage events with the Magic Resist stat. Working as intended now. Changed damage reduction numbers to only display if the value is greater than 10 (technically, less than -10) Fixed the Random 1 aggro function for freshly spawned boss adds to work properly with the Aggro max range reset function Fixed Caution and Rage elixirs to work with healing threat Fixed a bug in conditions with the Talk command. Under certain circumstances, the function would ignore all the checks for special units resulting in NULL text errors or other incorrect messages Talk has a new icon! Fixed a visual display issue with text tags for abilities that are physical damage. The value displayed was BEFORE armor was taken into effect. Auto attack damage was not effected by this bug. Adjusted quest rewards. quests now give xp as if they are 1 level higher on leg, 2 on hc. quest base xp scales up per level a bit less now. quest default gold reward scales up per level a lot more now. also set custom xp on specific quests in the new zone. Empowered flash of light, holy fire and divine touch now increase the damage in addition to the healing. Fixed a bug that was making block overpowered. Adjusted threat (aggro) generation numbers. You can now buy talent or substat respec tomes at the Vormur Gardens
Stats Reflex: increased ACP from reflexes substat by 50%, lowered agi slightly. This is an overall buff to the stat.
Items Enchanted and epic items: nerfed ap and sp amounts by 5%. in return, gave 5% buffs to: hp, block, crits, main stats, gold gain. not intended as a buff or nerf overall, just trying to balance ap/sp compared to other stats. Also buffed magic resist. Wisdom elixir price changed from 500 to 375 Spirit elixir had a bug and was giving extra mana (2 different tick patterns). It now restores 2% of your mana pool plus 2, every 3s. (New design mechanic) Raised cooldown on smoke to 45 seconds Added cooldowns to item tooltips for smoke, heal wards, mana wards, campfires Stackable items (like heal potions and elixirs) can now stack to 99 max instead of 5. Town portal scrolls are now a stackable item. Buffed a large number of the weaker stats for blue items, too many to list (this applies to the base and level coef of ALL blue items. It was a change to the affix type) Adjusted armor on all enchanted and epic items. Reduced default armor amount on chain items and increased on cloth. Also slightly reduced the amount of block and armor found on items with a bonus to those stats. This is intended to make cloth a little less squishy, and make enemies need to hit a little less hard to hurt the tank. Raised base white damage on enchanted and epic weapons a little.
New Consumables Quickness Potion Speed Scroll Battle Potion Stoneskin Potion Small Rejuvenation Potion Greater Mana Potion Greater Health Potion Rank 3 healing wards Healing Scroll Death Ward Regeneration Elixir Wealth Elixir
Boss Bugs/Balance Naztar Fixed visual issues if his 10% or less health trigger fired in the middle of a channeled mana drain
Muarki Fixed aggro bars on adds that could become permanently hidden
V'jaier Fixed an issue where you can get thrown out and run back in before the fight can actually start once the elementals die Fixed an issue that allowed you to start the fight without actually entering the battle zone Fixed an issue that could prevent his portals from spawning in phase2
Tal'Navi Fixed a move speed issue with VX boulders. Not regaining all of their speed after they get healed
Hero Fixes / Changes
General Healer changes: increased some healer emp talents to make up for their sp loss with only hp/ene in return. emp mos, emp flash heal and emp divine touch to 8%, and buffed emp holy fire too. they were weak talents and the sp change hurt healers a little. Druid Raised range on Pounce from 500 to 625 Fixed a aura related bugs with respecs/loads/talents Fixed an issue where the Weaken buff would not restore all of your health sometimes Fixed an issue that had the caster form spells being reduced by armor.
Hydro Lowered Ice Nova coefficient to 1.0 from 1.15 Increased Purify's cooldown from 5 to 6, if you max the emp purify talent it goes back down to 5. Also increased mana cost from 20 to 25 Raised Ice Barrier mana cost from 25 to 30
Phantom Stalker Lowered some spell cooldowns Increased Hail of Blades coefficient from 0.85 to 1.0 and base damage from 11 to 17
Barbarian Lowered some spell cooldowns
Pyro Lowered Dragon's Breath cooldown from 6 to 5
Ranger Poison trap now lasts 30 seconds instead of 10 seconds. total damage increased, but damage per second lowered. this is to make it more different from fire trap. The freeze AOE effect on water arrow can no longer proc on Mini/Bosses Lowered some spell cooldowns Water Arrow's cooldown drops to 5s (from 6s) with max level Empowered Water Arrow
Content Click to review content, minis, boss names and a short description without revealing any fight mechanics or how to's Ruined Temple enemies: Here, we took a new route than the usual. There are no "packs" this time around, but there are camps. Camps are just a bunch of enemies grouped up in an area, they can patrol within that area, but do not patrol out of that area. On top of this, there are normal zone patroling mobs. As these mobs die and respawn, there is a chance a Brutal version of these mobs will spawn. Brutals have a lot more HP, hit a lot harder, and have different abilities. Brutals always drop good loot. Camp mobs that respawn have a chance to spawn a Super version of that unit, which acts like a hard mini boss. Think V'jaier Elementals hard and in the middle of a zone with lots of other enemies around. Ruined Temple Powers: Every unit (except the 2 bosses + the optional boss) can gain a Ruined Temple Power upon spawning. There are several powers, each unit can only get one. These powers make that mob harder and more of a threat in some way. Be it reduced damage taken, bonus damage dealt, healing abilities, AOE damage auras, and so on. Guardian Statues - the original guards of the temple gates once again make their return from 2.xx. They have 7 abilities in total. One of the abilities they always have, and 2 others are chosen at random for a total of 3 abilities per statue. They also can get the random temple power buff. Good luck with this though, if they random one of the nastier buffs it will make the fight harder! M'Karsa - One of 2 temple guardians. For those who remember Clamps mini boss from 2.xx. Good news, he is back and much stronger (and a new name!) Obsidian Statue - an optional mini boss that will be extremely hard, hence why it is optional! The rewards shall be good! Ancient Hydra - the 2nd temple guardian. Like Clamps, he has been upgraded to boss like status, and the fight shall be epic! This fight will be long and slightly complex, not to mention hard to execute. It will not be the original Karavnos hard, but it will take practice to get down.