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[Campaign] Unite the Clans

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Unite the Clans

About

Progress

Characters

Media

Changelog

Credits

Concept

This has been a pet project of mine in the rough design stages for a long time, but I'm finally working on making it for real. The overall concept is an alternate history of the events of the Third War where things don't play out in quite the same way. I'm experimenting a lot with role reversal and swapping certain characters in the story, turning heroes into villains and vice versa.

The first portion of the campaign is called Unite the Clans and focuses on the destiny of the Horde if the orcs never rebelled against Blackmoore or escaped the internment camps. You play as Draka, mother of Thrall, in a timeline where the would-be Warchief perished as an infant alongside his father Durotan while Draka herself escaped.

Mechanics

The campaign is a hero RPG, with each section focusing on a single hero. The different heroes will each have their own unique mechanics, but all will have the overall focus of being able to swap between different skill loadouts. This allows the player to customize their play experience and progress through the story on their own terms.

For Draka, this revolves around a skill called Elemental Aspect. By switching between different Elemental Aspects (Storm, Earth, and Fire) Draka's other active and passive skills change to have different outputs. For example, Draka's Elemental Strike skill always has the base effect of damaging a target enemy. While Draka is in Storm Aspect, Elemental Strike gains the added effect of stunning the target for a short time. Alternatively, while she is in Fire Aspect, the Strike applies a damage over time effect instead of the stun. (Check out the Characters tab to learn more.)

Chapter Title Status
Tutorial Blackmoore's Champion Finished
Chapter I The Drums of War
Grommash Hold
Finished
Finished

Chapter II The Burning Shadow
Shadowfang Keep
Finished
Finished

Chapter III The Culling of Dalaran
The Violet Citadel
Arcane Sanctum
In progress
In progress
In progress

Interlude Draka's Mission In progress
Chapter IV Frost and Flame
Throne of the Elements
Coming soon
Coming soon

Chapter V The Tides of Darkness Coming soon
Chapter VI Dance of the Laughing Skull Coming soon
Interlude Lord of the Clans Coming soon
Chapter VII The Battle of Durnholde Coming soon
Epilogue & Credits A New Warchief Coming soon

Hero: Draka

Kargra

Jaina

Blix

102568-10322f06d6b5de259a1d9683cf005120_tn2.jpg

Draka
Slayer of Durnholde

Many years ago, Draka and her mate, Durotan were attacked on their way to a meeting of the orc clans. While the assassins killed Durotan and their infant son, Draka was left for dead by the side of the road. There she was found by a passing nobleman, Lord Blackmoore, who saved the dying warrior's life on one condition – that she return with him to his castle at Durnholde to serve him as his personal champion.

Draka's hero skills revolve around her Elemental Aspect ability, which allows her to switch between different Elemental Aspects. Each Aspect adds unique secondary effects to Draka's other skills, dramatically changing the playstyle of each each aspect.

Base

Storm Aspect

Earth Aspect

Fire Aspect


fgWRZLT.png
Elemental Strike (Q) Hurls an enchanted axe at a target enemy, dealing (75, 150, 225) damage.

This skill gains additional effects based on your Elemental Aspect.
VYDF04y.png
Healing Totem (W) Summons a magical totem which heals nearby allies for (15, 30, 45) seconds.

This skill gains additional effects based on your Elemental Aspect.
109110-9f7cd2665ebbe5a81afabca47b11707d_tn2.jpg
Elemental Aspect (E) Choose an Elemental Aspect, empowering your Strikes and Totems and adding an additional passive effect to your normal attack.
ccOfARW.png
Storm, Earth, And Fire (R) Splits Draka into three elemental warriors embodying pure Elemental Aspects for 45 seconds.

Kk6kDMT.png
Elemental Strike (Q) Hurls an enchanted axe at a target enemy, dealing (75, 150, 225) damage.

Storm Aspect - Also stuns the target for a short time.
UjT3nRR.png
Healing Totem (W) Summons a magical totem which heals nearby allies for (15, 30, 45) seconds.

Storm Aspect - Turns Draka invisible while the totem is active. Attacking allows enemies to see Draka for a short time.
CrjcGWe.png
Elemental Aspect (E) Choose an Elemental Aspect, empowering your Strikes and Totems and adding an additional passive effect to your normal attack.

Storm Aspect - Draka's melee attacks grant a stacking buff that increases her attack speed. (Stacks up to 3 times)
ccOfARW.png
Storm, Earth, And Fire (R) Splits Draka into three elemental warriors embodying pure Elemental Aspects for 45 seconds.

pNKPJxK.png
Elemental Strike (Q) Hurls an enchanted axe at a target enemy, dealing (75, 150, 225) damage.

Earth Aspect - Summons a Life Shard, which can be consumed for 50 health and 25 mana.
CpmI9W6.png
Healing Totem (W) Summons a magical totem which heals nearby allies for (15, 30, 45) seconds.

Earth Aspect - Also increases mana regeneration for nearby allies.
PctYiyc.png
Elemental Aspect (E) Choose an Elemental Aspect, empowering your Strikes and Totems and adding an additional passive effect to your normal attack.

Earth Aspect - Draka's melee attacks deal additional poison damage over time.
ccOfARW.png
Storm, Earth, And Fire (R) Splits Draka into three elemental warriors embodying pure Elemental Aspects for 45 seconds.

rFjXGqi.png
Elemental Strike (Q) Hurls an enchanted axe at a target enemy, dealing (75, 150, 225) damage.

Fire Aspect - Burns the target for an additional 75 damage over several seconds.
EBQ1yDo.png
Healing Totem (W) Summons a magical totem which heals nearby allies for (15, 30, 45) seconds.

Fire Aspect - The totem has an aura which damages all nearby enemies each second.
60016-0b3677eb26e14d9b242d5872ae49fbc5.jpg
Elemental Aspect (E) Choose an Elemental Aspect, empowering your Strikes and Totems and adding an additional passive effect to your normal attack.

Fire Aspect - Draka's melee attacks deal splash damage to enemies in an area.
ccOfARW.png
Storm, Earth, And Fire (R) Splits Draka into three elemental warriors embodying pure Elemental Aspects for 45 seconds.
101213-be0e4f179d10cbd98a65b48282a4413a.jpg

Kargra Bladefist
Chieftain of Bleeding Hollow Clan

Following the footsteps of her father, Kargath, Kargra spent her youth earning a name for herself as a gladiator and expert fighter. As part of her coming of age, Kargra was initiated as a warrior of the Shattered Hand Clan, forced to cut off own of her own limbs and replace it with a wicked curved glaive. Later, Kargra assumed the mantle of Chieftain over the leaderless Bleeding Hollow Clan by slaughtering a series of other would-be claimants.

Kargra is a companion who will join Draka on several missions of Unite the Clans. A powerful melee fighter, her abilities allow her to move deftly in and out of combat to assassinate vulnerable enemies.

shadowstrike.gif
Shadow Strike (Q) Deals 50 initial damage to an enemy unit plus an additional 75 damage over 15 seconds.
fanofknives.gif
Fan of Knives (W) Deals damage to all enemies in an area around Kargra.
farsight.gif
Blink (E) Teleports Kargra to a nearby location that she can see.
command.gif
Iron Wolf 15% chance to dodge enemy attacks.
15% chance when attacking to deal 2x normal damage.
When Kargra is killed, she will revive at the Altar of Storms.
BTNJaina.png

Jaina Proudmoore
Archmage of Dalaran

The young sorceress Jaina Proudmoore serves the Kirin Tor, the secretive council of wizards who rule the city of Dalaran. As special agent to the Kirin Tor, Jaina undertakes missions of great importance to Dalaran and the Alliance. Recently, Jaina has been tasked with investigating the outbreak of plague in the northern burroughs - and the activity of a mysterious cult which has appeared all across Lordaeron.

Jaina is a companion who will join Draka on several missions of Unite the Clans. A talented mage, she casts powerful spells and controls the magic around her.

summonwaterelemental.gif
Water Elemental (Q) Summon Flotsam, Jaina’s Water Elemental. Flotsam has a Frost Attack that slows enemies, and is amphibious.
controlmagic.gif
Control Magic (W) Permanently gain control of an enemy summoned unit.
immolation.gif
Fire Shield (E) Activate to damage to all nearby enemies each second. Consumes mana until deactivated.
spellimmunity.gif
Arcane Brilliance Immune to all spells.
When Jaina is killed, she will revive at the Altar of Storms.
137168-60b927b0da1a7c0774399fdb528d655b.jpg

Blix Blastsprocket
Goblin Mercenary

The mercenary Blix operates a network of Black Markets on the outskirts of human territory, taking advantage of the Alliance's reduced presence in those regions. Blix prefers to act as a go-between for both the humans and other groups, such as the orc and ogre clans which linger along the Alliance's borders. A master engineer and explosives expert, Blix has even been known to enter the field of battle herself from time to time - for the right price.

Blix is a companion-for-hire who is available on several missions of Unite the Clans. Blix has no normal attack, preferring to rely on her powerful abilities on the battlefield.

pocketfactory.gif
Pocket Factory (Q) Summons a Pocket Factory for 40 seconds. The Pocket Factory will automatically spawn Clockwerk Goblins until it is destroyed.
clusterrockets.gif
Cluster Rockets (W) Bombards an area with rockets, dealing up to 35 damage to nearby enemy land units and stunning them for 1 second.
76655-e4302b1a7b8c0eaedd6c7bac5d9662c0.jpg
Energize! (E) Restores mana to all nearby friendly units.
Right-click to activate autocast.
PASBTNEngineeringUpgrade.png
Master Tinkerer Grants 10 bonus armor.
When killed, Blix will revive automatically at the Black Market.

Current release (0.2):

Patch notes

Achievements
- All achievements now award 100, 200, or 300G to the player when completed. A little something for your trouble!
- Various achievements should now be marked Failed if they are no longer completable in the current game.

Companions and Structures
- Cost to Buy Random Item from the Black Market reduced from 500G to 250G.
- Cost to hire Blix from the Black Market reduced from 1000G to 500G.

Chapter 2
The Burning Shadow
- “The Bleeding Hollow” quest should now correctly complete after the Dar’mok event.
- The quest requirement to reveal cultists during the “Mysteries” quest should now correctly complete if the player earns the “Cult of Personality” achievement.
- Pack Horses and Riderless Horses on this level are no longer invulnerable.
Shadowfang Keep
- The “So Salty” achievement should now correctly display its requirements in the quest log.
- Fixed bugs with several gates not being correctly invulnerable to attack.
- Baron Morte should now correctly reset if all player units die during the encounter.
- Stitches should now correctly reset if all player units die during the encounter.
- The damage area for Stitches’ disease clouds has been reduced from 350 to 275.
- Stitches’ disease clouds should now dissipate immediately when he dies or resets.

Known issues

General
- The author for the ItemKey model is not currently known. It is used courtesy of Ogre_Bob from his campaign Thievery. If you know the original author of this model let me know and I'll be sure to credit them!

Chapter 1
- There is a visual artifact which sometimes appears when units are in battle with a Warsong Grunt during Chapter 1. More information can be found here: Weird visual artifact with custom models

Chapter 2
The Burning Shadow
- Draka’s Stash will sometimes drop previously stored items on the ground at the start of the mission.
Patch notes

General
- Chapter 2 has been released! Follow Draka on her quest to find the elusive Bleeding Hollow Clan, and battle deadly bosses in the new Shadowfang Keep dungeon.
- New feature: Companions. Companions are special characters Draka can recruit during her adventures. You can learn about various companions in the Characters section.
- New player building: Black Market. The Black Market allows Draka to gamble on random items, as well as recruit the mercenary companion Blix.
- Achievements are now fully revealed at the beginning of each map. Players no longer have to earn achievements before they can read about them in the quest log.
- Unit levels and gold bounties for many creatures have been reduced relative to their max health.

Draka
- Draka’s Earth Aspect has been redesigned. Several skills have changed:
- While in Earth Aspect, Draka’s Elemental Strike will no longer root and silence enemies. Instead, Elemental Strike now summons a Life Shard. (Other sources may also generate Life Shards.) Life Shards can be consumed to restore 50 health and 25 mana to Draka and all nearby allies.
- While in Earth Aspect, Draka’s Healing Totem will no longer make her immune to spells. Instead, the Totem now restores mana to all nearby friendly units in addition to restoring health.
- Fixed a bug where Draka would sometimes not turn invisible when casting Healing Totem while in Storm Aspect.
- Fixed a bug where Draka would not start with the correct skills if the previous mission was skipped.
- Fixed some text errors in ability tooltips.

Chapter 1

The Drums of War
- Several Targeting Dummies have been added near Draka’s starting base. Feel free to try out your spells on the dummies!
- Demolishers should now correctly be unable to out-range towers on this mission. (For real this time!)
- Taretha should now correctly leave behind The Heart of a Champion when her cutscene is skipped.
- The Mercenary Camps quest should no longer show progress as (2 of 3) after it is completed.

Grommash Hold
- The Warsong Raiders near the dungeon entrance now have slightly less health.

Known issues

General
- There is a visual artifact which sometimes appears when units are in battle with a Warsong Grunt during Chapter I. More information can be found here: Weird visual artifact with custom models
- The author for the ItemKey model is not currently known. It is used courtesy of Ogre_Bob from his campaign Thievery. If you know the original author of this model let me know and I'll be sure to credit them!

Companions

- Currently investigating an issue involving Draka and Kargra’s Autocast abilities.

Older versions:

Patch notes

General:
- The Media tab has been updated with screenshots from the Tutorial, Chapter 1-1 and 1-2.

Chapter 1-1:
- Demolishers now correctly use Burning Oil, as they do in the following mission.
- The final Warsong Clan base should now be slightly easier to push into.
- Enemy forces should no longer get stuck indefinitely on bridges.
- Reduced the number of enemy forces which can spawn at once.
- Adjusted stock maximums for several mercenary units.

Chapter 1-2:
- Creeps should no longer sleep.

Known issues

General:
- There is a visual artifact which sometimes appears when units are in battle with a Warsong Grunt during Chapter I. More information can be found here: Weird visual artifact with custom models
- The author for the ItemKey model is not currently known. It is used courtesy of Ogre_Bob from his campaign Thievery. If you know the original author of this model let me know and I'll be sure to credit them!

Chapter 1-1:
- Draka's Elemental Aspect ability is not being correctly learned at the start of the mission if the player skips the tutorial.
- Despite their attack range values being set lower, Demolishers are still sometimes able to out-range Watch Towers on this mission.
- When the necklace is returned to Taretha, if cutscene is skipped, Draka doesn't get her reward.
- After completing the Mercenary Camps quest, the quest is marked finished but progress (2 of 3) is not updated.
Patch notes

Chapter 1-1:
- The number of destructibles on the map has been reduced slightly.
- It should no longer be possible to capture the Siege Workshops before starting that portion of the quest.
- It should now be more difficult to push into the final Warsong Clan base.

Chapter 1-2:
- It should now always be nighttime during the underground portion of the mission.
- Replacement Grunts should now rally to Draka’s position when they spawn.

Known issues

General:
- There is a visual artifact which sometimes appears when units are in battle with a Warsong Grunt during Chapter I. More information can be found here: Weird visual artifact with custom models
- The author for the ItemKey model is not currently known. It is used courtesy of Ogre_Bob from his campaign Thievery. If you know the original author of this model let me know and I'll be sure to credit them!
First alpha version.

Known issues

General:
- There is a visual artifact which sometimes appears when units are in battle with a Warsong Grunt during Chapter I. More information can be found here: Weird visual artifact with custom models
- The author for the ItemKey model is not currently known. It is used courtesy of Ogre_Bob from his campaign Thievery. If you know the original author of this model let me know and I'll be sure to credit them!

Chapter 1-1:
- It's currently possible to capture Siege Workshops before that part of the quest properly begins.

Chapter 1-2:
- The day/night cycle isn't paused underground.

Icons

Models and skins

Music

Special thanks

Featuring music from:

World of WarCraft
Chrono Trigger
Westworld
Dorothy
Special thanks to Scias for creating custom icons for this campaign!

Special thanks to Ogre_Bob for use of the ItemKey model from his campaign Thievery.

Special thanks to Rebekah and Scott for listening to me talk about this project for months and helping me figure out what I wanted to do.

Extra special thanks to Rebekah for first-look playtesting. (It's not proofed until it's Bekah-proofed!)

Thanks to everyone who's given me feedback in this thread, especially cleavinghammer, Sieben and Scias. You've helped me make the campaign a lot better!
 

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Level 10
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Messages
286
Most recent update:
Version 0.2.1 - Dec. 2018

Patch notes

Achievements
- All achievements now award 100, 200, or 300G to the player when completed. A little something for your trouble!
- Various achievements should now be marked Failed if they are no longer completable in the current game.

Companions and Structures
- Cost to Buy Random Item from the Black Market reduced from 500G to 250G.
- Cost to hire Blix from the Black Market reduced from 1000G to 500G.

Chapter 2
The Burning Shadow
- “The Bleeding Hollow” quest should now correctly complete after the Dar’mok event.
- The quest requirement to reveal cultists during the “Mysteries” quest should now correctly complete if the player earns the “Cult of Personality” achievement.
- Pack Horses and Riderless Horses on this level are no longer invulnerable.
Shadowfang Keep
- The “So Salty” achievement should now correctly display its requirements in the quest log.
- Fixed bugs with several gates not being correctly invulnerable to attack.
- Baron Morte should now correctly reset if all player units die during the encounter.
- Stitches should now correctly reset if all player units die during the encounter.
- The damage area for Stitches’ disease clouds has been reduced from 350 to 275.
- Stitches’ disease clouds should now dissipate immediately when he dies or resets.

Known issues

General
- The author for the ItemKey model is not currently known. It is used courtesy of Ogre_Bob from his campaign Thievery. If you know the original author of this model let me know and I'll be sure to credit them!

Chapter 1
- There is a visual artifact which sometimes appears when units are in battle with a Warsong Grunt during Chapter 1. More information can be found here: Weird visual artifact with custom models

Chapter 2
The Burning Shadow
- Draka’s Stash will sometimes drop previously stored items on the ground at the start of the mission.
 
Last edited:
Level 11
Joined
Nov 23, 2013
Messages
665
That's an interesting concept. I'll check it out when I have time.
Do you have any screenshots to share? :)
 
Level 5
Joined
Sep 13, 2016
Messages
110
I wanted to test it before studying for the exam tomorrow. Needless to say that I want to play this campaign every moment. I just finished the first mission and just from that it went into my favourtie campaigns. I didn't get any bug or glitch, I didn't see an error in writing(but maybe my brain is too tired for that right now). The only complains I have is how the Red AI seems to get a snowballing effect once you help them a little. I'm not sure if the prophet is supposed to be Medivh or Nozdormu, but seeing as Daka called him Elf I think I found my answer for that.

I will make videos of this with every chance I will get. Keep up the good work!
 
Level 10
Joined
Apr 4, 2010
Messages
286
I wanted to test it before studying for the exam tomorrow. Needless to say that I want to play this campaign every moment. I just finished the first mission and just from that it went into my favourtie campaigns. I didn't get any bug or glitch, I didn't see an error in writing(but maybe my brain is too tired for that right now). The only complains I have is how the Red AI seems to get a snowballing effect once you help them a little. I'm not sure if the prophet is supposed to be Medivh or Nozdormu, but seeing as Daka called him Elf I think I found my answer for that.

I will make videos of this with every chance I will get. Keep up the good work!

Thanks for the kind words! Tuning the balance on the first mission is something I'm still working on. I agree it's too snowball-y right now (although until I can fix that, I'd rather have it snowballing in the player's favor than against them). Probably the sweet spot is a little harder than where it is currently.
 
Level 28
Joined
Apr 6, 2010
Messages
3,107
If the sidequests are achievements, they should be revealed as soon as the map starts.

First mission:
Why a Frost Orb for the Storm aspect?
It's possible to set off the Siege Workshop quest early by wandering around, causing a red Demolisher to spawn during the cinematic when the quest begins.

Second mission:
The day/night cycle isn't paused underground.
Replacement grunts should move to Draka once they spawn.
 
Level 10
Joined
Apr 4, 2010
Messages
286
Thanks for the feedback buds!

If the sidequests are achievements, they should be revealed as soon as the map starts.
I may go this way eventually, but for now I like them as secret things for players to stumble on. (I'm also wary of blasting the player with too much information at the start of the level.)
First mission:
Why a Frost Orb for the Storm aspect?
I initially concepted Storm as a thematic combination of frost and lightning, although that didn't really shake out in the final versions of the spells. I'll consider changing this.
It's possible to set off the Siege Workshop quest early by wandering around, causing a red Demolisher to spawn during the cinematic when the quest begins.
Good catch. This should not be possible. I'll make sure those triggers are disabled before the middle scene.
Second mission:
The day/night cycle isn't paused underground.
I actually realized this myself after I posted the initial thread. This will be fixed in the next version (should be dark for the underground level, then daylight again for the ending cutscene).
Replacement grunts should move to Draka once they spawn.
I've been considering whether to change this. Moving to Draka is certainly a smoother experience in this map, but having them stationary matches similar precedents where Blizzard has used this mechanic (during Founding of Durotar for example). Also, I'm not certain whether this is something I'll want on future levels where disposable units respawn for you, and whether I want the behavior to be consistent from map to map. I'll think more about this.
I have a keen interest in the orc clan theme, really underrated.
Not sure if I like the RPG aspect however, depends on what it means in practice.
Hopefully you'll like it when you play it. =)
 
Level 11
Joined
Nov 23, 2013
Messages
665
Here are a few remarks and suggestions (there are spoilers in them, those who want to discover the campaign themselves are advised not to read the following!):
Level 1
  • When Draka meets the Dwarves Hunters, she says "Drakes? That doesn't sound too diffucult."
  • In the river leading to those Dwarves, there is windmill ablaze. It's a bit weird to find a windmill in the middle of water, and even stranger to see it burn even thought it's standing in water :p (just a detail though)
  • in the cutscene when Draka meets Nazgrel, selection circles can still be seen. Same when she meets the Ogres. Not a big issue, it's juste for aesthetics' sake!
  • The red Horde is perhaps a bit too powerful. Warsong Fortress was destroyed while Draka was busy doing side quests (I was taking my time, but still), she barely fought against the Warsong. Maybe Warsong camp would need slightly stronger defences? Unless it was on purpose?
  • Warsong Clan's goldmine gets exhausted to quickly. Once the goldmine is gone, peons stop working. Not a big deal, but it would be better if peons had some task to do. Peons are so lazy.
  • About that gold coin in the east side of the map, behind the trees (yeah, I saw it coz I opened the map in WE... it's kinda cheating :D): how do you get it? The path through the trees is too narrow to allow Draka to pass. Did I miss something? The only way I see would have been to let the Warsong peons chop down the trees for me. But their base was overwhelmed too soon.
  • About that dummy farm in the bottom of the map: I suppose you put it there to provide food supplies so Draka can be resurrected if needed? The problem is that it shows a white dot in the minimap, so I suppose it might confuse some people to see a dot but they can't see nor select anything down there.
  • Perhaps it's not necessary to put so many trees in some places where they can't even be seen (in the top and top-right of the map, for instance). I suppose it could slightly improve game loading if there are fewer trees.
  • Terrain could use some variations (a few hills here and there should do the trick)
That's all I can think of right now. Apart from that, great job! I especially like (/!\ spoilers again):
  • Nice global design. Terraining is decent. It almost looks like a Blizzard map.
  • Secret caches all over the map. I loved that. You need to explore carefuly the whole map if you want not to miss anything. It's great for people like me who like to get the most of the missions they play :)
  • Sidequests are nice and well designed.
  • References to the original timeline are more than welcome (like the sidequest with Taretha's necklace). I liked the way you implemented them, they fit quite well.
  • I hadn't the chance to test the Elemental Aspect ability very far, since I only played the first mission, but it looks like an interesting and clever feature, which may provide dynamic fights
I'll play level 2 later. Keep on the good work! :)
 
Level 10
Joined
Apr 4, 2010
Messages
286
About that gold coin in the east side of the map, behind the trees (yeah, I saw it coz I opened the map in WE... it's kinda cheating :D): how do you get it? The path through the trees is too narrow to allow Draka to pass. Did I miss something? The only way I see would have been to let the Warsong peons chop down the trees for me. But their base was overwhelmed too soon.
Lmao, I forgot I even left that in there. It's not necessary to collect that coin to get the achievement, there are enough others scattered throughout the map. I'll probably remove it in the next version.

Thanks for the rest of your feedback, this is really helpful! I'm going to tweak a lot of this in the next version based on what you pointed out.
 
Level 10
Joined
Apr 4, 2010
Messages
286
Went ahead and uploaded a minor update with some of the items you folks have called out so far. Thanks again for the feedback!

Patch notes

Chapter 1-1:
- The number of destructibles on the map has been reduced slightly.
- It should no longer be possible to capture the Siege Workshops before starting that portion of the quest.
- It should now be more difficult to push into the final Warsong Clan base.

Chapter 1-2:
- It should now always be nighttime during the underground portion of the mission.
- Replacement Grunts should now rally to Draka’s position when they spawn.

Known issues

General:
- There is a visual artifact which sometimes appears when units are in battle with a Warsong Grunt during Chapter I. More information can be found here: Weird visual artifact with custom models
- The author for the ItemKey model is not currently known. It is used courtesy of @Ogre_Bob from his campaign Thievery. If you know the original author of this model let me know and I'll be sure to credit them!
 
Last edited:
Level 10
Joined
Apr 4, 2010
Messages
286
Updated!

Patch notes

General:
- The Media tab has been updated with screenshots from the Tutorial, Chapter 1-1 and 1-2.

Chapter 1-1:
- Demolishers should no longer be able to out-range Watch Towers on this mission.
- Demolishers now correctly use Burning Oil, as they do in the following mission.
- The final Warsong Clan base should now be slightly easier to push into.
- Enemy forces should no longer get stuck indefinitely on bridges.
- Reduced the number of enemy forces which can spawn at once.
- Adjusted stock maximums for several mercenary units.

Chapter 1-2:
- Creeps should no longer sleep.

Known issues

General:
- There is a visual artifact which sometimes appears when units are in battle with a Warsong Grunt during Chapter I. More information can be found here: Weird visual artifact with custom models
- The author for the ItemKey model is not currently known. It is used courtesy of @Ogre_Bob from his campaign Thievery. If you know the original author of this model let me know and I'll be sure to credit them!

Chapter 1-1:
- Draka's Elemental Aspect ability is not being correctly learned at the start of the mission if the player skips the tutorial.
- Despite their attack range values being set lower, Demolishers are still sometimes able to out-range Watch Towers on this mission.
- When the necklace is returned to Taretha, if cutscene is skipped, Draka doesn't get her reward.
- After completing the Mercenary Camps quest, the quest is marked finished but progress (2 of 3) is not updated.
 
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Just a couple of bugs I spotted in first mission:
  • When the necklace is returned to Taretha, if cutscene is skipped, Draka doesn't get her reward
  • After completing Mercenary Camps, the quest is marked finished but progress (2 of 3) is not updated
temp.jpg


Also, it's not a bug, but i found Warsong main base much more difficult to overcome this time. Towers were hard to take down (regen is very quick), even when a catapult is firing at them. I admit, I didn't have a big army then (just 3-4 guys + Draka), it probably explains why!

Second mission, in the cave:
I didn't notice big issues at first glance. Here are a few thoughts:
  • I thought some fights were a little bit hard (not just bosses), but maybe it's just me. I think it's because some fights involve too many enemies at a time while you only own a maximum of 3 units, including Draka. Also, Draka has a very low mana regen, she's out of mana all the time, it doesn't help :p. Again, it's probably just me, and it didn't prevent me to complete the mission anyway, so it's not a big deal.
  • Draka is stuck at level 2, I was wondering if it was intended?
  • The only thing I thought a bit weird was the tileset: city tiles feel a bit out of place in a cave (flagstones, cobblestones... Grom likes his high-class comfort! :D)
  • I liked bosses encounters. I'd suggest to reset the boss (health, side mobs) when fight is lost, so player will need to use the right tactics to defeat them. Nothing vital, it's just an idea ;)
That's pretty much it! Good job, looking forward to seeing next missions. I'm pretty curious to see where it goes, alternative timelines can be really interesting :)
 
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Just a couple of bugs I spotted in first mission:
  • When the necklace is returned to Taretha, if cutscene is skipped, Draka doesn't get her reward
  • After completing Mercenary Camps, the quest is marked finished but progress (2 of 3) is not updated
Whoops! These will be fixed in the next version. I'll add them to the known issues list in the meantime.

Also, it's not a bug, but i found Warsong main base much more difficult to overcome this time. Towers were hard to take down (regen is very quick), even when a catapult is firing at them. I admit, I didn't have a big army then (just 3-4 guys + Draka), it probably explains why!

Yeah, I'm continuing to tweak the balance on this part. What I like about the current iteration: The battle doesn't really progress (in either direction) when the player isn't helping, because the towers are too strong for the attack waves to clear on their own. What I don't like: Currently it's a little bit tougher than intended to push into the final base when the player does show up. I'm working on a better solution to be able to deliver on both goals.

Second mission, in the cave:
I didn't notice big issues at first glance. Here are a few thoughts:
  • I thought some fights were a little bit hard (not just bosses), but maybe it's just me. I think it's because some fights involve too many enemies at a time while you only own a maximum of 3 units, including Draka. Also, Draka has a very low mana regen, she's out of mana all the time, it doesn't help :p. Again, it's probably just me, and it didn't prevent me to complete the mission anyway, so it's not a big deal.
  • Draka is stuck at level 2, I was wondering if it was intended?
  • The only thing I thought a bit weird was the tileset: city tiles feel a bit out of place in a cave (flagstones, cobblestones... Grom likes his high-class comfort! :D)
  • I liked bosses encounters. I'd suggest to reset the boss (health, side mobs) when fight is lost, so player will need to use the right tactics to defeat them. Nothing vital, it's just an idea ;)

These are mostly all intended.
  • Dungeon encounters, especially bosses should be harder than other parts of the game. This is compensated for by allowing the player to revive infinitely (and in the first dungeon at least, not resetting the bosses) so that the player isn't punished for experimenting and learning the mechanics. The dungeon is definitely clearable with no deaths (and there's an achievement for doing so), but I want it to be okay for some fights to take the player multiple attempts. Encounters like the Raiders in the first room, and the Grunt Gauntlet, are intended to push the player and let you know that the dungeon is going to be a harder environment than what you saw outside.
  • Draka's mana and mana regen do start off low. Part of the goal of these early maps is about teaching the player what they need to care about, and managing Draka's mana is a part of that. With that said, I'm including lots of opportunities for the player to improve their mana production (through items and tomes, the Quick Recovery upgrade, even good use of Blood Orbs during some fights) which should hopefully help with this. And of course, in later Chapters the player will have more mana just by virtue of being higher level.
  • Speaking of level, yes, max level is currently intended to be 1 higher than the Chapter number. I may revisit that in the future but for now it's intended so that the player doesn't sit on the first map and farm attack waves until they hit level 10.
That's pretty much it! Good job, looking forward to seeing next missions. I'm pretty curious to see where it goes, alternative timelines can be really interesting :)

Thanks! I think alternate timelines are pretty fun, too. The next couple of Chapters should introduce some more characters you might recognize...
 
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Yeah, I'm continuing to tweak the balance on this part. What I like about the current iteration: The battle doesn't really progress (in either direction) when the player isn't helping, because the towers are too strong for the attack waves to clear on their own. What I don't like: Currently it's a little bit tougher than intended to push into the final base when the player does show up.
I totally agree with you on both things you like and dislike. It's almost perfect the way it is now, I think you're pretty close to achieve your goal on this part.


Encounters like the Raiders in the first room, and the Grunt Gauntlet, are intended to push the player and let you know that the dungeon is going to be a harder environment than what you saw outside.
Yeah I was refering to these two encounters. Maybe it's because I'm used to WoW-style dungeons, with relatively easy trash mobs and hard bosses :p

Draka's mana and mana regen do start off low. Part of the goal of these early maps is about teaching the player what they need to care about, and managing Draka's mana is a part of that.
On the one hand, I fully agree with you on that. On the other hand, when facing numerous enemies, if you want to survive you have no choice but to spend all mana to deal damage/heal yourself, exposing yourself to being oom quickly, or run away and wait till mana and health are back. I found it a little frustrating sometimes.
Hope you don't get me wrong though, I'm only being picky on small details here. And it's just my personal feeling, it may not be the same for everyone. It didn't prevent me to enjoy my time playing anyway :)
 
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Hello, first of all, really good job, I liked that first chapter a lot! It sounds like a very promising campaign!

For my concern, I didn't think that it was difficult, maybe the moment with the two towers just before the Hall but in the cave it was really ok!

Do we have something by completing the achievements ? Because I'm pretty sure that I didn't receive anything by completing it. Although I understand that you don't want people to have too much information but maybe you could give hints that will help the players to achieve it.

For my review, minor things I noticed:

In the tutorial, a grammar mistake: in the description, you should have wrote "she returnS".
In the 1st chapter, it would be better I think if after destroying a tower, a peon comes to build another tower instead of a tower building itself. The hut near the prophet is invulnerable and I like destroying things :(. Another grammar mistake, in the heart of a champion description "it arriveS".
In the cave, is it normal that the footman that you deliver from the cage doesn't join the team ?

Good job and I'm really looking forward to see more!
 
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Hello, first of all, really good job, I liked that first chapter a lot! It sounds like a very promising campaign!

For my concern, I didn't think that it was difficult, maybe the moment with the two towers just before the Hall but in the cave it was really ok!

Do we have something by completing the achievements ? Because I'm pretty sure that I didn't receive anything by completing it. Although I understand that you don't want people to have too much information but maybe you could give hints that will help the players to achieve it.

For my review, minor things I noticed:

In the tutorial, a grammar mistake: in the description, you should have wrote "she returnS".
In the 1st chapter, it would be better I think if after destroying a tower, a peon comes to build another tower instead of a tower building itself. The hut near the prophet is invulnerable and I like destroying things :(. Another grammar mistake, in the heart of a champion description "it arriveS".
In the cave, is it normal that the footman that you deliver from the cage doesn't join the team ?

Good job and I'm really looking forward to see more!

Thanks for the feedback!
The grammar issues you point out are actually correct the way they are.
Achievements don't give rewards, they're just for fun. However they will be visible from the beginning of the map in the next version.
The towers at the entrance to the final Warsong Clan base in Chapter 1-1 have been significantly reworked in the next version of the campaign and should not be quite so difficult as they are now.
The footman in Chapter 1-2 is not intended to join your team - which is why he emotes "I'm getting too old for this" as soon as you rescue him. This is a running joke with the footman in the next room, which dies and spawns a spider as soon as you "rescue" him. Humans are useless, play with orcs is the joke.

Glad you're enjoying the campaign! Look forward to the next patch, and Chapter 2, soon!
 

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Hey Jake, nice to see you working on a War3 campaign!

I played both maps and enjoyed them quite a bit. I really liked the first map because there were lots of little nooks and crannies to explore and my exploration was rewarded. This was lacking in the second map so it didn't feel quite as good, but this seems intentional and is fine. The combat encounters were interesting enough to hold my attention in that map.

My main suggestion is to add some form of faster travel in maps like that first one. I found myself enjoying the gameplay, but there are moments when it can come to a dead stop while you spend time just moving from one side of the map to another. Perhaps a scroll of mass teleport or something might be nice.

Either way, keep it up! I look forward to more maps.
 
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Hey Jake, nice to see you working on a War3 campaign!

I played both maps and enjoyed them quite a bit. I really liked the first map because there were lots of little nooks and crannies to explore and my exploration was rewarded. This was lacking in the second map so it didn't feel quite as good, but this seems intentional and is fine. The combat encounters were interesting enough to hold my attention in that map.

My main suggestion is to add some form of faster travel in maps like that first one. I found myself enjoying the gameplay, but there are moments when it can come to a dead stop while you spend time just moving from one side of the map to another. Perhaps a scroll of mass teleport or something might be nice.

Either way, keep it up! I look forward to more maps.

Thanks so much! I'm glad you got the chance to check it out!

Fast travel is definitely something I'm conscious of moving forward - the first map ended up a bit larger than I planned it, to be honest (although I also don't know how I could have made it any smaller and still fit in everything!). I think I'm probably going to try and keep future maps smaller, and/or introduce faster ways of crossing the map. I think Chapter 2, which will be out soon, will be a good example of what I'm aiming for.

The dungeon in Chapter 2, Shadowfang Keep, will also be slightly larger than Grommash Hold and should have more of the exploration/nooks and crannies you enjoy =).
 
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It wasn't much, but it was very nice.
Also, I think this is perfect use of blizzard doodads. The terrain felt old-school, but was never dull as it may be in some missions of the original campaign. Very nicely done.
Subscribing. :)

EDIT: Just to adress the issues with long walking segments, maybe allow objectives and bosses to drop runes of movement speed, so you can easily get back to wherever you need to get back to.
 
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Thanks Rufus!

Just to adress the issues with long walking segments, maybe allow objectives and bosses to drop runes of movement speed, so you can easily get back to wherever you need to get back to.

This is a neat suggestion for Ch1. For future maps I'm just gonna try and cut down on long walk distances!

(Speaking of future maps - Chapter 2 including Dungeon 2 is just about finished. I should have a new patch with those maps within the next week or so!)
 
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Just a quick update since I said I'd have Chapter 2 out by now!

I've run into some unexpected challenges getting the final boss to work right in Shadowfang Keep - but I've nearly got them resolved now!

There are a handful of QOL fixes I also want to make to Chapters I and II but I should have everything ready to show you guys in a few days! Thanks for your patience!
 

Deleted member 238589

D

Deleted member 238589

I've just completed the tutorial and chapter one. Managed to stormbolt an allied catapult, good times. I'm at the dungeon level now, and I have to say this is by far the most refreshing campaign I've played. A couple of things about the first chapter:

- Maybe it's just me but the dialogues go by too fast, almost across the board.
- It's possible to sneak past the group of orcs across the bridge to the right (the one leading to the ogre camp).
- The map feels pretty easy up until the point you reach the ramp with two towers guarding the enemy base. Difficulty kinda ramps up out of nowhere, when you realize how strong the tower hp regen is.
- Some mercs are clearly better than others while also being cheaper.
- Feels like there's barely any money to buy things with, but maybe that's because I've been avoiding to fight creeps because health regen upgrade is kinda slow and I didn't want to wait to heal after every fight. Also, you have to fight for last hits with your allies if you want cash. Haven't been doing that in years since I've stopped playing W3 Dota map so I'm a bit rusty xD

Sorry if I'm repeating what some else said, I haven't read every post. Keep up the good work. It seems very promising so far. I'm usually not into alternative timelines but I feel like you've handled it well.

EDIT: I've completed the dungeon level as well, got a few more suggestions for you. Being able to just leave, heal and bring back fresh units kinda ruins the boss fights. There's a lot of money on this level, so maybe it would be better to hire units and close off the exit once the boss fight starts. I would also recommend you give the hero limited number of lives (I suggest this for all missions, but especially for the dungeons). If you implement this, I also advise accompanying this feature by having boss fight reset after the hero and all units die. As far as I can tell the achievements don't do anything so maybe you can make better use of them by having them grant minor rewards and maybe an extra life if the player completes them all or something like that (though I do realize that some achievements are unlocked at the end of the level). Other than that, I'd give Grommash a bit more damage and slightly increase the healing the shamans provide. I like the idea of the catapult but maybe spread their damage area out a little bit you can find a position to attack with all your units. I like this almost everyone is in the fire pretty much the whole fight and it can't be avoided for the most part you if you want to attack with everyone (unless you intended it to be this way).

Other than that, it's a very good level. Can't wait to see more. Sorry if I rambled too much at the end there xD
 
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The next Chapter is almost ready, I just have a little more to do. I wanted to post something here ahead of this next version to give a little insight into how I'm planning to handle compatibility for the time being between 1.29 and legacy versions of War3.

I'm currently running 1.28 on my machine, so I know the campaign is stable/works with 1.28 and older versions of the game. In order to preserve that stability, I have decided for the time being not to update my game to 1.29 and to continue using the 1.28 editor to make the campaign. Notably, this means that for users running the campaign on 1.29 (or 1.29.1), it's possible you might run into issues I could not foresee which are specific to that game version. I apologize ahead of time in the event that turns out to be true.

In the meantime, I'm going to continue to keep an eye on threads like this one and see what other mapmakers are reporting with regard to the patch and map compatibility. When I'm satisfied that I won't be sacrificing backwards compatibility (or that the gains in upgrading outweigh the cost), I'll go ahead and upgrade to the newest patch at that time.

I know this is a weird time for a project like this with everything that's going on related to the new patch, so thanks for bearing with me through the changes. I appreciate the feedback and attention you guys have been giving this project, and I'm sorry again for any inconvenience. Stay tuned =)
 
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So, any updates ? :)

Hi @Tuwnew! The short answer is I got distracted by a different campaign project for awhile, and then WoW came back. Chapter II of UTC was close to finished when I left off, but I haven't been actively working on it for awhile at this point.

I'm having a lot of fun with the new WoW expansion currently, but whenever I get bored with that I'm planning on picking this back up again!
 
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It's been a long wait, but the next chapter of Unite the Clans is finally here!

Patch notes

General
- Chapter 2 has been released! Follow Draka on her quest to find the elusive Bleeding Hollow Clan, and battle deadly bosses in the new Shadowfang Keep dungeon.
- New feature: Companions. Companions are special characters Draka can recruit during her adventures. You can learn about various companions in the Characters section.
- New player building: Black Market. The Black Market allows Draka to gamble on random items, as well as recruit the mercenary companion Blix.
- Achievements are now fully revealed at the beginning of each map. Players no longer have to earn achievements before they can read about them in the quest log.
- Unit levels and gold bounties for many creatures have been reduced relative to their max health.

Draka
- Draka’s Earth Aspect has been redesigned. Several skills have changed:
- While in Earth Aspect, Draka’s Elemental Strike will no longer root and silence enemies. Instead, Elemental Strike now summons a Life Shard. (Other sources may also generate Life Shards.) Life Shards can be consumed to restore 50 health and 25 mana to Draka and all nearby allies.
- While in Earth Aspect, Draka’s Healing Totem will no longer make her immune to spells. Instead, the Totem now restores mana to all nearby friendly units in addition to restoring health.
- Fixed a bug where Draka would sometimes not turn invisible when casting Healing Totem while in Storm Aspect.
- Fixed a bug where Draka would not start with the correct skills if the previous mission was skipped.
- Fixed some text errors in ability tooltips.

Chapter 1

The Drums of War
- Several Targeting Dummies have been added near Draka’s starting base. Feel free to try out your spells on the dummies!
- Demolishers should now correctly be unable to out-range towers on this mission. (For real this time!)
- Taretha should now correctly leave behind The Heart of a Champion when her cutscene is skipped.
- The Mercenary Camps quest should no longer show progress as (2 of 3) after it is completed.

Grommash Hold
- The Warsong Raiders near the dungeon entrance now have slightly less health.

Known issues

General
- There is a visual artifact which sometimes appears when units are in battle with a Warsong Grunt during Chapter I. More information can be found here: Weird visual artifact with custom models
- The author for the ItemKey model is not currently known. It is used courtesy of Ogre_Bob from his campaign Thievery. If you know the original author of this model let me know and I'll be sure to credit them!

Companions
- Currently investigating an issue involving Draka and Kargra’s Autocast abilities.
 
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Update:

Patch notes

Achievements
- All achievements now award 100, 200, or 300G to the player when completed. A little something for your trouble!
- Various achievements should now be marked Failed if they are no longer completable in the current game.

Companions and Structures
- Cost to Buy Random Item from the Black Market reduced from 500G to 250G.
- Cost to hire Blix from the Black Market reduced from 1000G to 500G.

Chapter 2
The Burning Shadow
- “The Bleeding Hollow” quest should now correctly complete after the Dar’mok event.
- The quest requirement to reveal cultists during the “Mysteries” quest should now correctly complete if the player earns the “Cult of Personality” achievement.
- Pack Horses and Riderless Horses on this level are no longer invulnerable.
Shadowfang Keep
- The “So Salty” achievement should now correctly display its requirements in the quest log.
- Fixed bugs with several gates not being correctly invulnerable to attack.
- Baron Morte should now correctly reset if all player units die during the encounter.
- Stitches should now correctly reset if all player units die during the encounter.
- The damage area for Stitches’ disease clouds has been reduced from 350 to 275.
- Stitches’ disease clouds should now dissipate immediately when he dies or resets.

Known issues

General
- The author for the ItemKey model is not currently known. It is used courtesy of Ogre_Bob from his campaign Thievery. If you know the original author of this model let me know and I'll be sure to credit them!

Chapter 1
- There is a visual artifact which sometimes appears when units are in battle with a Warsong Grunt during Chapter 1. More information can be found here: Weird visual artifact with custom models

Chapter 2
The Burning Shadow
- Draka’s Stash will sometimes drop previously stored items on the ground at the start of the mission.
 
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Sneak peek.. Building the Violet Gates of Dalaran for Chapter III ;)
I love it! I prefer this Dalaran than Blizzard's version in Warcraft 3 (in game and cinematic) and in WoW. It has a medieval look that fits better the Warcraft 1 & 2 universe imho.

And I'll take a look at chapter 2 someday, when I have time. Keep it going! :)
 
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I played this when you first released it I believe, and I thought I wrote a feedback post back then, but apparently not.. Might've gotten distracted somehow and didn't post it. lol

I really like how creative this campaign is so far, each level seems to have some unique feature and gameplay for it. There's a lot of item rewards for exploring, and it feels quite true to the original Warcraft 3 campaigns.

Spoilers ahead!!!

When I first played it I was more impressed by it than this time around, I believe the difficulty has decreased a lot, it was a breeze to get through this time.. Last time I was playing it I did it all in one go also, without having to restart any level but I think it was a lot more challenging to the point that on the boss battles on 2nd level I was just about making it out of the fights alive, and I really liked that. This time I wasn't ever at a point where it seemed that I might have a chance to lose, I went with Draka solo into any battle on the first level regardless of how many units the enemies had, since reinforcement would come on time and Draka is one hell of a tank.

I think it would be nice if the first level was more balanced leading to a stale-mate between your allies and enemies, taking over outposts from one another (the tower control).. At some times forcing you to return back to base and help defend, instead of letting you explore the map so freely without any worry about your allies base, since currently your friendly towers are seemingly undestructable with the health regeneration and massive amount of health and armor they have.

On the second level I only managed to lose my grunts at the very start, and while it's a small thing it's one of the many reasons I'm quite impressed with your game designing skills, it felt as if it was necessary to lose the grunts at that point so I would be introduced with the key feature of the map: the grunts being reborn. I think it would be interesting if you made the bosses in a way that you should either focus their minions to win or focus the boss itself, ie: the giant spider could constantly spawn more and more spiders so if you focus the spiders you'll eventually die, but instead the key to win that boss battle would be focusing the boss. While you could have the fight with Tagar be about focusing the minions he spawns in order to win that battle. I really liked the middle bit with the training orcs and their warchief, having more orcs come at you the more you defeat.. I tried distributing my damage on this bit and it played out well for me.

On 3rd level for some reason Draka's totem didn't make her invisible on my first try, and I was supposed to sneak into the Bleeding Hollow clan! But apparently sneaking is just optional if you wanna play along with the designers idea, since you can easily just right click the location where Draka needs to be and she'll get there with about half hp if not more remaining. I think you should remove possibility to do this, you should enforce the sneak play somehow, like having to get some item or something to open up a way through.. Maybe a flame strike item to clear up a forest path would be simplest to add.

I also encountered what seems to be a bug with Fenris Fang item, for some reason it made Draka evade all attacks, later it got fixed.


Some small nitpicks:
Sword icon for Drakas ability instead of an Axe doesn't make much sense.
The goblin you can hire on 3rd level has a bit too big model for a goblin, also with hero glow and hero outline on the icon yet it's not a hero unit.
I think when Draka captures buildings that spawn Demolishers it should make her channel for a little while so it feels more realistic and the "sneak" plays that you might've intended to happen could get a bit punished.
A really tiny terrain issue, you had grass on each end of the bridge on 1st level, I feel like you should make it dirt almost everytime, to show that bridge is trafficked and worn off area.
 
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Thanks for the feedback @Scias!

You're right that the overall difficulty in Chapter 1 has been relaxed quite a bit from the first version I made last year. I might continue tuning it, but in general this is a deliberate change since it's the first mission of the campaign. Starting off at a lower difficulty lets successive levels ramp up as we go. (Hopefully you found the dungeon in Chapter 2 a bit more challenging!)

On 3rd level for some reason Draka's totem didn't make her invisible on my first try

Whoops, this was a bug I thought I had fixed already. I'll investigate why this isn't working.

Sword icon for Drakas ability instead of an Axe doesn't make much sense.

I agree. I've been looking for awhile to try to find axe icons for all the different versions of Elemental Strike, but haven't been able to find a matching set that I like. However I am looking at revamping a lot of the icons for Draka's abilities, so keep an eye out for that when Chapter 3 is released.

Thanks again for the thorough feedback!
 
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You're welcome.

You're right that the overall difficulty in Chapter 1 has been relaxed quite a bit from the first version I made last year. I might continue tuning it, but in general this is a deliberate change since it's the first mission of the campaign. Starting off at a lower difficulty lets successive levels ramp up as we go. (Hopefully you found the dungeon in Chapter 2 a bit more challenging!)

I see, and I figured this might be the reason. I'm fine with it being easy, being the first level and playing out as if it is introducing you to some of the mechanics ahead.. With that in mind I think when enemies bring in Demolishers you should be encouraged to defend your base and learn the strength of Demolishers siege.

I agree. I've been looking for awhile to try to find axe icons for all the different versions of Elemental Strike, but haven't been able to find a matching set that I like. However I am looking at revamping a lot of the icons for Draka's abilities, so keep an eye out for that when Chapter 3 is released.

I played around with some icons to see if I can help you anyhow, if not with icons themselves maybe with some ideas:
PK1lorG.png

This is kinda a sloppy and rough, I made quite a bit of a mess on the lightning axe icon since I just overlayed it with Darkfang's Chain Lightning2 icon and didn't add any effects to the Earth and Lightning shield which makes the lightning shield read more as frost atm.
I tried to keep the colors as consistent as I could, sometimes color reduced images and used the limited palette on another icon to get the right colors.
I also thought it'd be interesting to play a bit with the spirit link icon having switched effects, not sure how useful this would be for your ultimate though.. xD

Icons used:
BTNAxeOfAshes by Hellx-Magnus
BTNWaterTotem and 2 more totem icons by Mr.Goblin
BTNSpectralHead by Hellx-Magnus
BTNFireShield by Mc !
also the elements icon you already used.
 
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