1. I always thought Illidan surviving being mortally wounded by a weapon that can drink your soul was a retcon, so no tension to be had. YMMV of course
2. I don't remember it lasting more than a few seconds before the royal guard gets killed ? I'll rewatch it to check
3. Only the heroes and the captain/footman have HD models for cutscenes purposes, but I understand that still clashes - but having heroes revert to normal model during gameplay like in Age of mythology would be worse IMO
4. I imagine the humans have ships that make trips between continents in search of survivors, that's how some news travel but it's more rumors than reliable military intelligence
5. the 1st map is the only one where you have nagas and bloodleves bases at the same time (except 2nd half of map8) so it could be either UI
6. Does it still work ? I thought I read in one of the topics on hero glow it stopped working on some later patch so I didn't bother trying
7. yes maybe I should let players choose every spell for players that love min-maxing
8. thanks I just forgot
9. sure, it's just convenient to use flamestrike
10. the prettier trees I used as doodads don't have animations so can't be interacted with - the only ones that would worry me are the palm trees since most are destructibles but one model isn't
11. well there isn't any context for why they learned it the 1st time either, they're not exactly noobs fresh from school
12. I never thought of testing that, thanks
13 and all later mentions : I don't deselect units in cutscene (except at the end) since it's a lot of work to keep track of who's selected, deselect then reselect after, just for a minor detail
14. I'll check if Anub' can steal your items, I don't think I've ever seen any AI heroes do that
15. it IS a change of terrain. I know it is a
little lot janky but I prefer to keep it
16. I don't use hotkeys so changing ALL hotkeys for 4 races ? Naaah, especially since it wouldn't even be convenient for me (I'm on azerty and not qwerty)
17. the lich king model is the same anywhere he appears (yeah no glow)
18. see 7
19. the Forsaken are just along for the ride, so I didn't develop them - sorry for their fans, you still have tomoraider and soon Sevenblood's campaigns ^^
20. what cutscene is that ? the knight that appear in the village in ruins ? you mean the icon/hero unit appeared before the cinematic mode ?
21. I want to make clear what barrels/crates are just scenery and you don't need to bother checking them, but maybe it's still not clear ?
22. see 13
23. the crypt fiends that appear, are they part of the force that attack the base ? (not that important) or part of the group that follows sylvanas after the base part ? (needs to be addressed)
24. one ogre is in a cage near the humans
25. yeah I guess he could be surprised just of her identity, not of her condition, maybe I'll change the dialog a bit
26. this time I don't have much besides "gameplay reasons, shut up !"
27. cf 13
28. I can totally understand not liking this bit since it's very different, but what doesn't make sense ? except the fact that you can go back to the hydra after the exit and it doesn't care anymore
29. cf 13
30. totally intended
31, 32, 33. yes
34. I kept spells close to vanilla most of the time, but Varimathras even in vanilla is not like the typical dreadlord spell-wise
35. they're just transports and have no attack. plus if they cost supply nobody would ever use them
36. thanks another thing I missed
37. someone already reported this one, will be fixed in next patch
38. well after they've been almost wiped by Arthas, I thought it would make sense for them to flee to the south
39. see 7
40. that sounds like working as intended, what's the problem ?
41. cf 13
42. I will check that
43. the Lich King has spies on other continents since the Legion crossed, maybe even before the vanilla campaign started
44. you mean the vanilla model ? It's just a skin so yes
45. someone already reported this one
46. Is it too short ? I thought the duration was fine
47. yes, I thought about changing the ability I base it on, but a dummy just for the icon would be easier
48. if it works as intended the next wave should make any idle ship attack again, but sometimes the enemy AI breaks for no discernible reasons... warcraft AI works in mysterious ways
49. well the normal ships can be targeted by spells, Dreadnoughts have to be attacked head-on since most spells won't work
50. it's vanilla behavior that past a certain level heroes don't gain XP from creeps
51. looks like wanting to make players lose less time destroying empty crates like they're Link in a pottery shop makes them confused
52. looks like there are still units that take orders they shouldn't after you possess them, I thought I had already fixed that
53. I don't understand what you're saying, you mean the fishing boat in map 6 ?
54. cf 13
55. it's the vanilla icon
56. in fact the HP loss is dependent on total HP, so it's not just the spellcasters that risk dying from the heat damage
57 cf 13
58. yes you're supposed to understand that leaving units behind IS a risk... but you have an item to be able to mitigate that, only once so you're not punished for not knowing
59 cf 13
60. I didn't make a check to see if you got ALL your units killed - there is one to see if you have a tauren left for 2 dialogs OTOH - there are invisibility potions just next to where the cutscene starts, they're needed after you killed the shaman, you did without ?
61. I've tried everything I thought of to make the detection zone units unselectable, to no avail... and yes they have the locust ability (same with the ships in map3)
62. I didn't even see that, thanks
63 cf 13
64. I should have thought of that
65. what do you mean rune-variable ?
66. maybe I should hide the one on the ground at that moment
67. Magic ?
68. yes
69. cf 13
70. I've only seen a let's play of Turnro's campaigns once so... Maybe ? In the old version the loss of HP was too small and the desert was very quickly crossed so the mechanic was kinda useless
71. What dialog are you referring to ? I don't know if Jaina personally believes in the Light, but a lot of humans do, and paladins were a big deal before getting slaughtered
72. Looks like my hint is confusing to people : I just mean that one of your base/hero has mass teleport which is the best there is when it comes to mobility, the other doesn't and so has to use other means
73. well you should have seen most of them already at this point, but having the details of a new techtree IN A PAUSABLE MENU seems necessary to me on a holdout map
74. they're only useful if you want to raze the undead bases in the 2nd part anyway
75. I thought I already added that, must have forgotten on this map
76. I tried making them attackable but it ruins the unloading deep in your lines mechanic and makes the side quest too easy
77. you sniped the portal with invisible or flying units, didn't you ? I'll make the zombies not spawn if you already won against this base
78. well sometimes you just keep it ; it's a nice fountain you know
79. you mean there is a fade that you shouldn't get before the transition to the ending cutscene after the varimathras scene ?
80. no flying unit on this map, same as no farsight in some Thrall campaign missions
81. I tried to make idle units not visible before you trigger the fights but it's not 100% -line of sight is tricky sometimes
82. I should replace it in the shop then, it's kinda important for the final fight (but not necessary of course)
83. the old version had conversation between the 2 ex-lovers because the POWER OF LOVE(TM) won the day but it was all a bit stupid - now you have conversations between the heroes and each ghost instead. gameplay-wise at this point it's pretty easy because the Lich King is on his last legs and I don't like boss battles that are too long
I'm bummed out you found the ending underwhelming as I thought it was some of my best work (and the lich king boss abilities were a pain to make work)
84. I added the nightelves already, as they were nowhere to be found on the old version, but another race on the last map(s) was too much and the orcs are already present in map 4 and map 7 - and it's sort of a plot point that the different races should exchange more in the epilogue - same as forsaken fans, sorry orc fans ^^
85. sh*t, it works perfectly on my version : 1.27/8 with the widescreen mod, I guess that's why so many mapmakers use static imported screens for credits
86. I'll check that