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Second Human Book of Arkain (Patch 1.29.2 or newer!)

This bundle is marked as director's cut. It exceeds all expectations and excels in every regard.
arkain_2020_x200-png.369838

! No longer updated !
Check out the
True Story of Arkain for updates !


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A Campaign Series made by Shar Dundred

! Requires Version 1.29.2 or newer !
You are not allowed to publish any edited version of any Arkain map! This includes but is not limited to Reforged edits!




Story

Betrayed, invaded, defeated.... The Humans of the Empire suffered greatly in their fight against the Demons. They have now lost another kingdom in the war against the Demons and the inner conflicts are just about to start. Only a strong hand and leadership can lead them to victory against these odds.
Command the cruel General Gardon Bloodclaw and unite the estranged factions of the Empire by any means necessary. Withstand your enemies, both inside and outside, and face the horrifying Demons.
The question is... how far are you willing to go for absolute victory? Will you have to sacrifice your humanity in order to achieve victory? Only time will tell.


Campaign Series Info

The Legends of Arkain is a campaign series which takes place on the world Arkain.
The races of Arkain fight against the demon invaders, who try once again to enslave every being on Arkain. The Humans, the Orcs and the Undead will have to make a stand against them... or face complete annihilation or enslavement by the Demons.
This campaign series will consist of actually three different series. There will be a Human, an Orc and an Undead campaign series. They will all run in the same timeline but will present three different stories and outcomes. When they are all finished, it's completely up to you, who wins this conflict.
Those, who win the war, will write the history.

You like the campaign?
Click here to see the progress of the series!

Click here for the First Human Book!
Click here for the First Orc Book!
Click here for the First Undead Book!


Click here for the Second Orc Book!
Click here for the Second Undead Book!

Let's Play made by @Jayborino!
Features

- Three different storylines/campaign series
Take control of one of the three factions, the proud Humans of the Empire, the plundering and strong Orc Clans or the mysterious Undead Nexus and their endless army of the dead, and face the demonic invasion as well as other struggles that await you.
- New units
Command units, you already know, as well as completely new units with new upgrades and abilities.
- Decide the fate of Arkain
At some points of the campaigns, you'll have the opportunity to decide things, that affect the storyline, characters and sometimes even the chapters you play or how you have to play them. By doing or, well, not doing certain side quests, you can also affect the campaign.
- Three difficulties
You can play the campaign in either easy, normal or hard difficulty, just like in the original WC3 campaigns. It will impact on the AI difficulty and scripting as well as other minor changes.
In easy version, for example, the AI won't rebuilt lost buildings.

- Full Jass AI
In this campaign series, every single AI is written in Jass instead of being created with the AI editor. This makes the AI more intelligent.
- Universal hotkeys
All abilities, units and buildings use QWER hotkeys.
- Race Mechanics
Every available race has its own unique race mechanic to improve gameplay - and, in some cases, to add new ways influencing the story.

Characters

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General Gardon Bloodclaw
General Gardon is the most ruthless and merciless general in the Empire. He is known for using every available weapon against his enemies without showing any pardon. His background is a mystery. He simply appeared out of nowhere and became general. He proved very fast, that he got that position for a good reason, destroying the enemies of the Empire with fast, merciless effectiveness. He is the commander of the Ironfist, an elite force of the Empire, which often carries out top secret missions for the Emperor himself. According to rumors, Gardon himself enjoys the favor of the Emperor - much to the frustration of many higher-ranking Imperials. Yet none would dare make a move against him, as in the past, such attempts ended in disaster.
The fact that Gardon was forced to retreat because the inner conflicts of the Imperials had weakened them too much, infuriated him a great deal and he longs for a chance to take revenge on the traitors.

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Admiral Merlon Seabright
Both in the Imperial and Royal Fleets, Admiral Merlon Seabright is a living legend. It is said that he was the captain of the ship that killed the Terror of Feraldir, a gigantic, demonic sea monster that had terrorized ships for thousands of years. Merlon dislikes staying on the shore for longer than absolutely necessary, for the sea is his true home. He is said to have been a critic and even an enemy of Gardon Bloodclaw until the two of them were assigned to a special mission. After that mission, Merlon remained silent about Gardon and even proclaimed to assist Gardon whenever he was needed.
Today, he is Gardon's most loyal ally who is not part of the Ironfist.

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Larine the Exile
Larine used to be the personal guard and a good friend of the elven queen. However, she began criticizing the fact that the Elves were hiding in their woods instead of fighting side-by-side with the Imperials and Dwarves. She blamed the Queen for the fact that the Elves were despised by many of the Humans who had been forced by their surperiors to defend them. She left the Elven Kingdom and was later exiled. She went to the court of King Dorten of Kerrel and started working for him, gaining his respect. Trained in both archery and nature magic, she is ready to fulfill her surperior's every command.

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Lady Cora Redfist
Following her father's wishes reluctantly, Cora joined the Imperial Army instead of continuing her studies in the Imperial Academy. Having proven herself as a valuable asset of the army, she was given the offer of joining the Imperial Navy. She had always loved the sea and knowing that the Imperial Navy would enable her to progress further in her studies of water magic, Cora accepted the offer and became a member of the navy, later serving as the liaison officer between the Imperial Navy and the Golden Guard.
Over time, she developed a certain dislike for Renald van Durce, the general of the Golden Guard, considering him arrogant beyond measure.

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Lord Brian the Fallen
Long ago, before the Empire had set sail over the sea, Lord Brian was a high-ranking member of the Emperor's court. People were afraid of the lord in dark armor who was said to study the forbidden dark arts of Shadow Magic. One day, he and his family disappeared without any trace of their whereabouts. Since he didn't return after many years, people started to believe he had died. However, in truth, he had discovered ancient secrets and power. Whatever happened to him, it made him immortal and gave him unknown power and knowledge. It remains a mystery what he has done over the past centuries.

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High Lord Inquisitor Renald van Durce
Being one of seven younger brothers of the former emperor and therefore one of the uncles of the current Emperor, Renald could have lived a peaceful life of luxury in the Imperial palace. However, he loathed his other brethren for letting the luxury make them become lazy and corrupt. Becoming a great warrior-priest and leader, he himself led the final assault that removed all Demons from the continent of the Empire. Renald had always been arrogant, but his success made it even worse. However, his loyalty towards the Emperor is almost limitless and only the Emperor himself can command van Durce. Whenever he and his Golden Guard are sent on a mission, the Emperor sends his finest, most loyal and most arrogant soldiers.
His full title is:
High Lord of the Imperial Court, Lord Inquisitor of the Order of the Righteous, Lord Consultant of the Emperor, General of the Golden Guard.

Click here to learn more about the other characters!


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Initial Release

General:
- After finding out what caused the game to crash in the current iteration of 1.30, I fixed the Angelic unit, selecting it should no longer cause any crashes (Don't worry, I have fixed this with a 1.29 iteration, you do not have to update to the latest patch and I still advise against doing that, but those of you who already patched should be better off now)
- Increased the durability of Lord Brian the Fallen
- Armor of the Holy Bastion now also increases the hit points by 500 in addition to its 15 armor bonus
- Fixed Spears of Pain icon

Chapter Twelve:
- Added Resistant Skin for the Purificator in both A and B

Chapter Thirteen:
- Increased hit points of Krogar the Conqueror by 500

General:
- Replaced Krogar's Stampede with The Horde, summoning a group of permanent Moghtar warriors
- Praxeus gained the Memory of the Past ability
- Plating no longer increases armor and reflects damage, instead it now reduces all inflicted damage
- Lord of the Shadows no longer splits Brian, instead it allows him to summon up to four permanent Shadow Creatures from corpses
- The amount of trainable Black Dragons is no longer limited to 2, go train more, go nuts
- Replaced Horgar's Barrier ability with Lightning Rune, summoning a rune that attacks enemies
- Changed the model for the Healing Rune
- Horgar and Zarin have both received Spell Resistance
- Changed Gardon's title from Butcher to Warmonger
- Gardon and Praxeus now both have a new permanent item

Chapter Seven:
- Changed a few epilogue lines for the Undead if Larine becomes queen

Chapter Eleven A and B:
- Slightly edited and fixed some dialogues
- Added new dialogues

Chapter Eleven A:
- Fixed the issue with Zarin's portrait not appearing when speaking

Chapter Eleven B:
- Added more enemy Black Dragons and Black Drakes to make sniping the enemy bases with Destructors less efficient

Chapter Twelve A and B:
- Removed the lines coming from the three liches in the intro cinematic

Chapter Fourteen A:
- Salana and Larine may both now call on the Elven Forces (Salana may even call upon a certain hero if she is still alive)

Prelude:
- Adjusted the lines at the beginning of the map regarding the choice system from the First Human Book

General:
- Fixed the description of the Old Amulet

Chapter Nine:
- Praxeus should now start with his proper item, the Old Amulet, rather than the Ring of the Exile

General:
- Fixed the tooltip of Lightning Rune
- Vail's leadership bonus now correctly states that the increase is permanent
- The campaign no longer uses the latest melee patch due to several balance changes messing up things, a few unit changes still apply to the campaign however
- New icon for the Bowman
- Increased the hit points of Knights to 840
- Some grammar fixes
- Dark Secrets now displays the duration
- Fixed the hotkey for Lord of the Shadows

Prelude:
- Fixed the issue with the prelude finishing too early

Interlude Two:
- Fixed the skipping issues related to this cinematic

Chapter Nine:
- The hotkey for sending Marin lumber has been removed

Chapter Thirteen:
- Fixed the tooltip for Korgar's ultimate

Chapter Fourteen A:
- The hint now tells you that Salana/Larine can also summon a wave of allies

Chapter Fourteen B:
- The Old Amulet item should no longer lie on the ground

General:
- New upgrade "Skull Shield" available from Chapter Seven on

Chapter Eight:
- Replaced most units of the Order of the Flame with new, Order-specific ones

Chapter Five:
- Replaced the hero in the yellow base with a weaker hero to decrease difficulty

General:
- Upkeep reworked: Low Upkeep now gives you 8 instead of 7 gold and High Upkeep now gives you 6 instead of 4 gold

Chapter Seven:
- The items you get from Larine if you chose Salana are now the ones from Chapter Six instead of Chapter Five

Chapter Twelve:
- Replaced the building models used by the Dominion to better showcase their new organisation
- Changed the names of some edited buildings

Chapter Thirteen:
- New model for Orie Redfist
- New model for Red Mages

Chapter Fourteen A:
- Replaced the building models used by the Ironfist to better showcase their new organisation
- Replaced the models used by Peasants and Militia
- Changed the names of some edited buildings

General:
- Most maps now have their own unique loading screen made by @Rhapsodie

General:
- Shieldbearer Changes:
* Decreased the damage dealt by Shieldbearers by 3
* Decreased hit points from 1500 to 1100
* Increased food cost from 4 to 5
- Reduced the movement speed of Warmechs in air form
- Increased the food cost of Black Dragons from 8 to 10
- All workers now start with Repair activated automatically
- New model & icon for Sir Praxeus "The Holy Bastion" Braelon
- New icon for the Order of the Holy Bastion leadership bonus

General:
- Several tweaks and fixes (including changes that fix some bugs caused by newer Blizzard patches)
- Changed & Replaced several unit types and hero models to fit their kingdom/faction
- New models for Thanok & Claire (courtesy of @deepstrasz)
- New model for Shieldbearers (courtesy of @HerrDave)

Chapter Eight:
- Replaced Brutes with Firestarters

General:
- New model for Duke Redfist (courtesy of @Rhapsodie)

General:
- New model for Sir Jay Bubblerino (courtesy of @deepstrasz )

Chapter Eleven:
- Fixed the loading screen of Chapter Eleven

General:
- Fixed the food cost for Black Dragons (was 8, should have been 10)
- Fixed the button positions of Dragonhawk Riders and their Cloud upgrade



Models & Skins:
Blizzard Entertainment
67chrome
epsilon
Wandering Soul
infrenus
Tauer
AndrewOverload519
Mephestrial
Dojo
PrMosquito
Hawkwing
Em!
dickxunder
acagnip
Uncle Fester
Frankster
Mc !
IamMclovin
AhhFreshWeeD
Sin'dorei300
Elenai
Kuhneghetz
CloudWolf
alreadyused
Dark Hunter1357
Dmitry Rommel
Kitabatake
Shar Dundred
RazorClawX
Uljimasa Hojo
eXciTe
Sellenisko
frostwolf
-Grendel
Skipper
Deolrin
gookywooky
Callahan
BlinkBoy
Hueter
Coinblin
supertoinkz
SuPa-
Tarrasque
Power
Afronight_76
chr2
olofmoleman
imforfun
Deolrin
Pyramidhe@d
HerrDave
Meteor_demon
kangyun
Kael Theron
PROXY
JetFangInferno
JesusHipster
Makoodzaka
Rizz_Boomer
Arowanna
Rhapsodie
deepstrasz


Icons:
Blizzard Entertainment
Uncle Fester
CloudWolf
xylign
SkriK
CRAZYRUSSIAN
Darkfang
GreyArchon
67chrome
Fjury
PrMosquito
INSEKT
Muoteck
dickxunder
Frankster
CloudWolf
Kuhneghetz
Elenai
Heinvers
Shar Dundred
Uljimasa Hojo
SinisterX
Darkfang
Hemske
Palaslayer
NFWar
Hellx-Magnus
Justicebringer
Sin'dorei300
sigelang
Mr.Goblin
Mythic
antihero
Sellenisko
-ToasT
jigrael
Just_Spectating
APproject
Pins
Eagle XI
kangyun
-Grendel
BLazeKraze
Mc !
Kael Theron
Stanakin
JollyD
The_Silent
-Berz-
chr2
olofmoleman
San
Scias
Akolyt0r
Peekay
Edge45
ChevronSeven
4eNNightmare
Arowanna


Music:
Bastian Kieslinger - Tears of the Mire (used in Interlude Four)

Campaign Preview Screen:
Heinvers

Campaign Logo:
Mythic

Loading Screens:
Rhapsodie

Campaign Chief Development Tester and Grammar Genius:
Kasrkin

Additional Testing:
Championfighter25

Terrain Improvement:
Imperator (Prologue, Chapter Four, Nine, Eleven, Twelve)
Heinvers (Chapter Three & Chapter Eight)


Everything else made by:
Shar Dundred

First Supporters:
Theoden of KoMe
Chen
youness
Kasrkin
kakuzu
BandolXD
Heinvers
Imperator
Veritas 117
PlankingWolf


Please contact me via PM if I forgot to give you credit for your resource!



To Blizzard Entertainment for this great game.
To Turnro whose great campaigns inspired me to revive this old project.
To Jayborino for his enjoyable let's play projects of the Arkain series!
To all who supported this project!
To all who reported bugs and gave/give constructive feedback both during and after the development!
And very many special thanks to Kasrkin, who supported the creation of this project in many, even countless ways!



Feel free to post your suggestions, opinions and questions!
Please report any bugs!

Keywords:
Arkain, Legends, Legends of Arkain, LoA, campaign, series, Gardon
Contents

Legends of Arkain Second Human Book (Campaign)

Reviews
2016-04-10 Rufus: Rufus ReviewMap ScoreGameplay:25 / 30Aesthetics:20 / 20Total:45 / 50 Rating Chart 45-505/5 Highly Recommended35-444/5 Recommended25-343/5 Useful15-242/5 Lacking0-141/5 Unacceptable Gameplay That was one damn good first...
StoPCampinGn00b
Restricted under author request / work in progress rule.

Pick your favorite character


  • Total voters
    288

Shar Dundred

Community Moderator
Level 72
Joined
May 6, 2009
Messages
5,872
Mr. Shar..... will Blen reappear here? Also I wonder who he will side with once he learns what the Emperor did to Gardon
Blen's appearance in this campaign will be a rather.... brief one.

Next Chapter maybe?
Nah, not anytime soon.

i LOVE this campaign and i hope to see the second book being writen on fine elven print so it is as glories as it deserves to be :D
Thank you! :)

btw besides the unit type how do we know when we are playing one of the other human factions? is it possible to give them permanant colour like how varimathras stayed red even thougth he was on a blue team? like the royal guards are always yellow even thougt they are registered as brown on the map like they did with varimathras in WC3 or something like that? you know so it's easier to see the difference betweem the human factions (sorry if i sound annoying in some way)
Not annoying at all!
It IS easily possible to do that with the editor, yes, but I'd rather not make their color differ from
the Ironfist's color.
The reasons:
a) Making the units have different colors like this could cause confusion
b) The Ironfist gets many new recruits, trained by Golden Guard, Royal Army or Ironfist veterans.
Therefore, when you get Royal Army or Golden Guard units, not all of them are part of the actual
parties
. They can also be recruits trained by one of the factions who have never served in their
"counterpart".
 
Level 3
Joined
May 27, 2015
Messages
36
Blen's appearance in this campaign will be a rather.... brief one.


Nah, not anytime soon.


Thank you! :)


Not annoying at all!
It IS easily possible to do that with the editor, yes, but I'd rather not make their color differ from
the Ironfist's color.
The reasons:
a) Making the units have different colors like this could cause confusion
b) The Ironfist gets many new recruits, trained by Golden Guard, Royal Army or Ironfist veterans.
Therefore, when you get Royal Army or Golden Guard units, not all of them are part of the actual
parties
. They can also be recruits trained by one of the factions who have never served in their
"counterpart".
i see thanks :D

warning long post and nerdy ideas bellow because i love your campaign to much and ideas spawn at random in my heard i love it that much:

why didn't Vanessa use her self as an eksampel like "maybe there are more humans like me, or maybe we could "creat" more by taking more into our clan while they are children so we could that way work towards peace"

i got another question, this time it's about the ork campaign if it's alright. are the different clans: raging fire, gold axes, blood drinkers and the other clans i don't remember the names of, going to get unique units and abilities as well? i have a "few" ideas bellow for each clan. :)

like the gold axes get units who is mostly based on getting gold (in other words every single units gets the pillage ability including the cheiften) and their orb could have the ability to increase the amount of gold you get when killing an enemy (you can just use the orb of slow's model) and since the of the clan does have axe in it all melee units only have axes only and range units have only throwing axes, and the leader has a giand gold axe. their champion could duel whield akamas axes (as in WC3 in wow akama has scyphers instead of axes) as their signature weapons. they use the catapult from reign of chaos.

the raging fire clan has the orb of fire in their woodoo tent. they are mostly fire and rage based (hence the name) so their units have high speed and attack but love armor and their warlocks and shamans are have only fire moves (such as fireball, meteors or summen fire elementals). one of the upgrade could be that the grunts of the raging fire clan gets burning blades that does fire damage (you could use the doom guard swords model). their champion could have the doom guards blade as well. they use the orcs catapult from frozen throne.

the breezewind clan (was that what it was called or did i get the name wrong?) seems to be both wisdom and storm/wind based so they can keep the orb of lightning. their shamans and warlock has storm and thunder based abilities such as lightning bolt, tornado and summon storm elementals. grunts and ridder could get the ability to have twice the movent and attack speed by using the elements of the winds. maybe the breezewind grunts could have the orc wolverine model (i have seen one being used a lot in custom maps and races). the champion could have the pitlords spear. they uses balistas instead of catapults.

the darkmind clans orb could be the orb of shadows. instead of warlocks they have necrolytes that rise undead orcs. instead of shamans they have dark shamans that makes poison clouds, summoning void parasites inside the enemy and makes debuffs to the enemy. they have enslaved ogres and humans as melee troops. instead of wolves, the darkmind ridder ride on giant spiders. all their range units have poison on them. Rath Wolfscar rides on a black drake (a dragon without wings) or a giant spider instead of a wolf. they have assasin/stealth units (you can use the mistress of pain model). the darkmind champion is a ranged unit, fireing shadow bolts and can summon void creatures/drakes to help it out. they could use the undeads meat wagons as siege weapons but instead of bodies they fire orbs and the diesies clouds are dark purple instead of green.

the blood drinkers clan will have a vampire orb/orb of blood. all most all units will have the life-steal ability. their champion has the dreadlord model but with and orc head instead. their chieftain has a vampire blade (you could use the death knight's blade for that). instead of wyverns they ride on giant bats. their warlocks summon fell beast and succubus and gargoyles. they uses the those demon tanks that the legion has as siege weapins instead of catapults.

anyway those were just some ideas i had. sorry if it was a bit long i just REALLY love this story and i thougt maybe i could come up with some ideas to help with the depth of the different factions. anyway continue the good work my friend and have a nice day :D
 
Last edited:
Level 3
Joined
Mar 29, 2009
Messages
25
The new destructors are insanely powerful as they are essentially flying tanky catapults. Is it intended for me to cheese chapter 5 with a squad of destructors killing all 3 main bases?
 
Level 3
Joined
Jan 14, 2017
Messages
9
This series of campaign is well known for being ridiculously hard, a waste of time by playing a full siege attack with 100 food every level & many hours of looking at the screen for nothing beside gold/lumber harvesting, forcing you to spend hours of playing every chapter with the same method - fight through 3-5 enemy bases with 100 food/each, while giving you the most shitty units compared with your foes and the most powerful creeps of war3 universe to your enemies

Strongly recommend if you are an unemployed with infinite day-off & having nothing else better to do
 
Level 20
Joined
Dec 19, 2013
Messages
1,084
This series of campaign is well known for being ridiculously hard, a waste of time by playing a full siege attack with 100 food every level & many hours of looking at the screen for nothing beside gold/lumber harvesting, forcing you to spend hours of playing every chapter with the same method - fight through 3-5 enemy bases with 100 food/each, while giving you the most shitty units compared with your foes and the most powerful creeps of war3 universe to your enemies

Strongly recommend if you are an unemployed with infinite day-off & having nothing else better to do

Oi jackass.That seems what a total noobtard weakass pussiboy would say.
 
Level 3
Joined
Jan 14, 2017
Messages
9
Oi jackass.That seems what a total noobtard weakass pussiboy would say.

I completed the whole previous series at the hardest mode, and I'm still saying , what's your problem?

Remind me if I'm wrong cuz the gameplay of this remain the same, in every book, and every chapter of the book....
 
Level 1
Joined
Jan 14, 2017
Messages
1
I really like your campaigns. Scenarios, involving base control, are challenging, takes time to complete. I am also enjoying the ability to see major battles through the eyes of the different factions. Below are my thoughts on four areas of the “Second Human Book of Arkain”

1. Visibility. I found your last campaign to be “heavy” on my eyes. This is mainly due to these reasons:

- All maps use constant weather effects like rain or blizzard; Maps feel dark.

- Good portion of new units are quite tiny (like the new human archers/”knights”) and use small color boxes. As a result units like those undead skeletons or dark warriors blend with darker environments.

- In some maps you control forces of two or more different colors and have opponents marked by another 3-4 different colors. And those colors are quite crazy: dark brown, silver, dark green, pink. As a result, i was using blue/teal/red color mode during majority of the campaign.

2. Heroes. I was not impressed by Gardon’s character development. I would say he has lost his edge, and is no longer interesting/mysterious/dark character like he used to be in the first book. This new Lord Brian took his spot. Neither Gardon is super appealing as a in-game hero. Previously, his toolkit was all about doing massive damage, but now half of his abilities was replaced by the weaker ones. I did not manage to catch the point of his first ability: melee range, mediocre damage, weak secondary effect most of the time. The new elven hero is not impressive in battle either. Was it supposed to be a healer, yet that healing ability is so crappy. 750 HoT during 18 sec on ~20 sec CD. On the other hand, Lord Brian and the new mage hero are among best made heroes in the whole Arkain series.

3. Items. I think your maps lack neutral creeps that drop items. I am not talking about getting powerful items like Sobi mask left and right, but it is annoying that some heroes have to wear 4-5x orbs of fire. For example, in the last 4 maps we control 9 heroes and only can loot 4 items. I do understand that too many good items can result in a scenario, where you can finish the map by using mainly your heroes.

4. Units. I think you should make more distinctions between various human factions, mainly by mixing up their casters.

-New sorceress units were quite overpowered with their 900dmg crushing waves, and were substantially nerfed, I do not know how you are going to address the destructors. These units represent the extreme powercreep over normal units (even justicars with 65 avr. attack and 14 armor do not seem scary). And the worst thing, destructors can be only countered by other destructors. I have to say that the start of the last chapter was really challenging and fun, however, once you amassed enough destructors, terrors and cleaned up elven base, the mission became easy even on the hardest difficulty. I also have to point out, that during last two missions I mainly used my heroes for base defense because of their inferiority on offence (compared to the army of destructors). And 4-5 orbs of fire do not help in this department.

5.Other points:

- Difficulty resets. For example if you play on easy and click “continue campaign”, your next mission will be served on normal difficulty.

- I hate when hero with the first portrait in the heroes column does not respond to F1 command. I also dislike, when grouped up heroes lose their order (f1 hero in a group becomes the 3rd unit and f4 hero becomes the first unit).

- Heroes start at too high level, can reach level 5 on the first mission.

- Some people reported critical error during the 3rd mission. I encountered the same problem not only by attacking the middle-left base but also the middle-right. However, it was on the previous Beta version without mission 6, so I am not sure if the error was solved.

- Ships during mission 6 do not benefit from armory improvements.


All in all, “Second human book” is shaping into the best campaign of the series. Good luck with your future projects!
 
Level 20
Joined
Dec 19, 2013
Messages
1,084
@khoing
Not every chapter of each book was a standart meele map of 1v5-ing.Just the second book is till now.

Ah you finished all three books on hard difficulty that explains the pissy behavior
Plus most of the campaigns here(hive site) feature this type of gameplay or that of the Rexxar campaign from TFT with very few exceptions and most of them have generic storyline based/copied from WoW( at least you have some lore writing in here).Your critique is rather invalid in here
 

Shar Dundred

Community Moderator
Level 72
Joined
May 6, 2009
Messages
5,872
Strongly recommend if you are an unemployed with infinite day-off & having nothing else better to do
This sentence of your post has the potential of insulting everyone who is playing the campaign,
so you should not be surprised to get offensive replies. I am not supporting any of those offensive
replies, but you pretty much asked for people to attack you.
Also, on a sidenote, every game is a "waste of time" since it serves little to no purpose. They all
serve to entertain and this form of entertainment itself can be seen as a "waste of time".
This is however a discussion not to take place here.
You don't like the missions taking so much time, and that is okay, but others might enjoy long
challenges like this. Everyone has his own preferances and I don't mind reading others thinking
about something differently than I do as long as it's on a professional level without any insults
being thrown at each other.

I really like your campaigns. Scenarios, involving base control, are challenging, takes time to complete. I am also enjoying the ability to see major battles through the eyes of the different factions. Below are my thoughts on four areas of the “Second Human Book of Arkain”
I'm glad that you liked the campaign & took the time to write this post!

- All maps use constant weather effects like rain or blizzard; Maps feel dark.
I went for a "darker" map design on purpose to make the world feel "darker" as well.

- In some maps you control forces of two or more different colors and have opponents marked by another 3-4 different colors. And those colors are quite crazy: dark brown, silver, dark green, pink. As a result, i was using blue/teal/red color mode during majority of the campaign.
I understand your point, I'm not too happy with this myself, the problem is, however, that I am limited to the
WarCraft colors and that every faction has its own color. I am limited to 13 colors that are used for countless
factions.

2. Heroes. I was not impressed by Gardon’s character development. I would say he has lost his edge, and is no longer interesting/mysterious/dark character like he used to be in the first book. This new Lord Brian took his spot.
The reason for this is that Gardon is now the main character and therefore his entire personality is more "visible",
making him feel less mysterious while Brian just appeared recently out of nowhere and didn't have much time
on the screen of the players as of yet.

Neither Gardon is super appealing as a in-game hero. Previously, his toolkit was all about doing massive damage, but now half of his abilities was replaced by the weaker ones. I did not manage to catch the point of his first ability: melee range, mediocre damage, weak secondary effect most of the time. The new elven hero is not impressive in battle either. Was it supposed to be a healer, yet that healing ability is so crappy. 750 HoT during 18 sec on ~20 sec CD. On the other hand, Lord Brian and the new mage hero are among best made heroes in the whole Arkain series.
Gardon's first ability could use getting buffed, yes, however, the Gardon in the First Book was ridiculously overpowered.
However, the heroes are most likely going to get an overhaul before the full release anyway.

3. Items. I think your maps lack neutral creeps that drop items. I am not talking about getting powerful items like Sobi mask left and right, but it is annoying that some heroes have to wear 4-5x orbs of fire. For example, in the last 4 maps we control 9 heroes and only can loot 4 items. I do understand that too many good items can result in a scenario, where you can finish the map by using mainly your heroes.
Going to be improved! :)

4. Units. I think you should make more distinctions between various human factions, mainly by mixing up their casters.
Absolutely agreeing on that, gonna happen as well!

-New sorceress units were quite overpowered with their 900dmg crushing waves, and were substantially nerfed, I do not know how you are going to address the destructors. These units represent the extreme powercreep over normal units (even justicars with 65 avr. attack and 14 armor do not seem scary). And the worst thing, destructors can be only countered by other destructors. I have to say that the start of the last chapter was really challenging and fun, however, once you amassed enough destructors, terrors and cleaned up elven base, the mission became easy even on the hardest difficulty. I also have to point out, that during last two missions I mainly used my heroes for base defense because of their inferiority on offence (compared to the army of destructors). And 4-5 orbs of fire do not help in this department.
Kasrkin and I are working on nerfing the Destructors since the release of Chapter Six. We are not absolutely
sure yet how exactly we are going to adress the issue, but we are currently testing several possible nerfs.

- Difficulty resets. For example if you play on easy and click “continue campaign”, your next mission will be served on normal difficulty.
This is a point that affects every custom campaign with multiple difficulty settings, but I am working on it.
I will most likely replace the current difficulty system with a dialogue at the beginning of every mission to select
the difficulty for each chapter.

- Some people reported critical error during the 3rd mission. I encountered the same problem not only by attacking the middle-left base but also the middle-right. However, it was on the previous Beta version without mission 6, so I am not sure if the error was solved.
That error should not appear in the new versions anymore.

- Ships during mission 6 do not benefit from armory improvements.
Already fixed in a not-yet-released version.

All in all, “Second human book” is shaping into the best campaign of the series. Good luck with your future projects!
Thank you! And also thank you for your post!
 
Level 3
Joined
Jan 14, 2017
Messages
9
This sentence of your post has the potential of insulting everyone who is playing the campaign,
so you should not be surprised to get offensive replies. I am not supporting any of those offensive
replies, but you pretty much asked for people to attack you.
Also, on a sidenote, every game is a "waste of time" since it serves little to no purpose. They all
serve to entertain and this form of entertainment itself can be seen as a "waste of time".
This is however a discussion not to take place here.
You don't like the missions taking so much time, and that is okay, but others might enjoy long
challenges like this. Everyone has his own preferances and I don't mind reading others thinking
about something differently than I do as long as it's on a professional level without any insults
being thrown at each other.

Ok, my bad & I'm so sorry to any player been playing & enjoy this campaign. At least you know that I'm not pointing at you (the player)

So I suggest replacing the gameplay of massing tower to defend the player's base while keep farming all resources available in the map at low upkeep and then throw a 100 food army at the enemy. That way of killing time is so pointless...
 
Level 11
Joined
Mar 28, 2015
Messages
632
One thing i find lacking in this campaign is progressive difficulty...the notion that the latter maps in the campaign are supposed to be harder than the former....chapter 4 was damn near impossible while chapter 5 gets easy once you have get the destructors....usually campaign have it so that the last or near to last missions are really hard while prior missions are incrementally less difficult...just a thought

Also I was a bit disappointment with the "End of Rebellion" Chapter because I was expecting a chapter called "Invasion" which basically had the IronFist invading "Retka's Island Fortress" which is the type of mission I really love...missions where you get to arrive, build a base and then invade and exterminate the enemy....
 
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Level 3
Joined
Jan 25, 2017
Messages
18
I am a campaign maker too.You saw me just now.And I released my campaign called the lonely nightstar few days ago,I also like your campaign Book of Arkain.I really hope that we can communicate with each other friendly.The mouth base man General Frank abused me really makes me angry.But I still believe others are friendly.I expect you to finish this campaign.Come on.
 
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Level 4
Joined
Feb 18, 2017
Messages
99
2016-04-10
Rufus:
CH 4 is way too hard and nearly impossible. My full army is finished by trebuchet once i reach the front gate only.... Hahaha... funny...

Yeah... i stop playing.. waiting something realistic coming on...
even if you make it to the trebutects the pegasus guarding them will destoy you due to the fact than they can see invicible units

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Rufus Review
Map Score
Gameplay:25 / 30
Aesthetics:20 / 20
Total:45 / 50

Rating Chart
45-505/5 Highly Recommended
35-444/5 Recommended
25-343/5 Useful
15-242/5 Lacking
0-141/5 Unacceptable

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Gameplay
That was one damn good first quest, having your soldiers killed in "accidents". Very nice idea.
This is not only a fun idea for the game history, but also a very special gameplay factor as you have to lose just enough soldiers in order to continue.

The demons and the other creeps in the forest were pretty much balanced, and did not feel repetetive. I also like that you added mini "dungeons" for the player to deviate to in order to get an extra tome or item.

Balanced item rewards. Doesn't give you too much power too soon.

You don't always make it easy, but always interesting wich contributes to the rewarding feeling you get when you complete an objecctive.

The demons in chapter 2 felt a tad too tough though... ( I had to cheat to get past this :/ )

Awesome that in mission 2, you can actually move backwards, giving the murlocs a second round.

All hero spells are not very well-developed, but their kits works well.

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Aesthetics
Excellent story. It is advanced politically, and the characters are trustworthy actors of themselves with good personalities. You can sense something wrong going on with the powers above, and the main-characters need to pay for their superiours ignorance and mistakes.
Very well written and executed.

The cinematics are almost as good as the story.

The terrain is not great, but very close to blizzard looks. You don't think much about the terrain as you go through the game. It is just there as a sidenote.

In chapter 2: I'm not sure how they realized the murlocs had sided with the orcs. The statement comes out of nowhere.

LOVED the moment when lerrig and bloodclaw met. Won't spoil.

Even though the terrain is not always perfect, you have used it well to tell a story. I'm thinking of the burning pit of bodies in the demons camp.

I like how the admiral gained respect for bloodclaw over time.

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Bugs
All chapters are available from the beginning. Perhaps they should be unlocked over time?

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Summary

This project is like a blizzard campaign, just a tad more story heavy.

The story of this project is amazing.
Flawless and interesting. Could aswell have been a book as a campaign story.

For its outstanding storyline and creative gameplay features, the author have made him self deserve a 5/5 rating on this map.
Approved.
 
Level 4
Joined
Feb 18, 2017
Messages
99
i like all the arkain campaigns but i noticed than in both the 2 human books despite the difficulty you dont allow us to train elite warrios .WHY NOT ???????
Same goes
on for the orc campaign where you dont allow us to train the clan elites.
Despite this the campaigns are trully awesome
 
Level 3
Joined
Apr 5, 2015
Messages
47
i like all the arkain campaigns but i noticed than in both the 2 human books despite the difficulty you dont allow us to train elite warrios .WHY NOT ???????
Same goes
on for the orc campaign where you dont allow us to train the clan elites.
Despite this the campaigns are trully awesome

I think the reason why you won't allow to train the Elites is basically powerful however they are so rare. and that's kinda why they can't train Elites.

I kinda wish they added another builder to build the Elites but only limted like train 5 Elites.
 
Level 8
Joined
Apr 26, 2016
Messages
393
If I made Elites trainable, I'd have to give the enemy so much power that you desperately NEED Elites.

On my consideration list, tho.
Actually thats a great idea shar the more powerful enemies the better because cheat is always on even in the world of arkain
 
Level 4
Joined
Feb 18, 2017
Messages
99
If I made Elites trainable, I'd have to give the enemy so much power that you desperately NEED Elites.

On my consideration list, tho.
did you believe that the imperator and his fucking justicars will not beat them ???

did you believe that the imperator and his fucking justicars will not beat them ???
despite this matter i like the last map for now where the only thing you have to do is to repair the giant catapults and them simply wacth

If I made Elites trainable, I'd have to give the enemy so much power that you desperately NEED Elites.

On my consideration list, tho.
if there is a chance for you to make elites trainable then simply make the enemy train honor guards
 
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Level 4
Joined
Feb 18, 2017
Messages
99
You have a very powerful new unit - the Destructor - and Imperator has no air attack.
but the destructor fires significantly slow.In the first book he was shooting much more faster
Also the destructor can easily miss his target since he fires from long distance

but the destructor fires significantly slow.In the first book he was shooting much more faster
Also the destructor can easily miss his target since he fires from long distance
And since the giant catapult cover a lets say big amout of food there is not much space for destructor , expect if you have your allies to train them

Do you plan to continue the series ???
i would like to see the second orc and undead campaign.
 
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Level 4
Joined
Feb 18, 2017
Messages
99
Your trebuchets don't require any food.
Also, yes, the series still being worked on.
goooooooooood

I have noticed some things that i want to tell you.I found out that the dark warrior ability combined with regenaration aura doesnt make big difference than the normal regenaration it say that this 2 thigns combined give 400% regenaration,but still it make small difference.PLS check it out

I have noticed some things that i want to tell you.I found out that the dark warrior ability combined with regenaration aura doesnt make big difference than the normal regenaration it say that this 2 thigns combined give 400% regenaration,but still it make small difference.PLS check it out
also i noticed that the units that the destrutor hit lose their hp before the misisle reach them

goooooooooood
they do cover an amount of food
 
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