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Reign of Chaos [Global Enhanced RPG Edition Changes]
Pyraeus

Reign of Chaos [Global Enhanced RPG Edition Changes]

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@stein123 Warlocks are permanent resembling the forgiving and family nature of the Horde. Salamanders are captured beasts from the Hinterlands and the Arathi Highlands that temporary replace Kodo Riders because The Horde gains them only during their visit to Kalimdor when they meet the Bloodhoof Tauren. During Exodus of the Horde, it aids in the final chapter and the dungeon chapter where Thrall finds additional ones to his cause.
 
@deepstrasz Lorewise a problem how exactly? They were still apart of the Horde when he reassembled the clans as pointed out in the lore itself. They had to slowly form trust, which the campaign will show is happening. I am curious with any reply given. Any information I am glad to explore or talk about. Feel free to share.
 
@Pyraeus Well, the way of the warlock was ceased from what I remember and only shamans were allowed to be trained further. So, basically warlocks either did it somewhere else, not within the Horde, or they just eventually die out.
 
@deepstrasz this, i remember that the renegade blackrocks and the other clans that join the dark horde have shamans, that was the point of banishig them from the new horde, Thrall didn't want to keep ties with the demon worshiping of the second war (with the warsongs being somewhat an exception), in wow they invented all that inclusion and forgiveness stuff just for the sake of gameplay X'D.
About the Salamanders, i never heard that Thrall's horde employed them, nor before or after they learn to tame the Kodos in Kalimdor, but hey, custom lore is always fun to read and play :p
 
Both of you are Correct, they weren’t trusted because of how bad they damaged the Horde before due to the actions of Gul’dan and his lackeys during the Second War.

I didn’t consider adding Warlocks until I read and found out many fought for the Thralls Horde during the Third War, which is why I went with it and gave my stamp of approval. Although novelty characters and such were mentioned only... so Blizzard wasn’t just clear and wanted to add a forgiveness arc as Mr. Stein said. Fully agree.

So I wanted to expand the story of the Horde so you can have a feeling to get how eventually the trust between warlocks and shamans had to be found again. Warlocks become Fel Warlocks and Shaman become Dark Shaman. So both are entirely right with that.

As for the Salamander, it’s just a unit replacement until Kodo Riders replace them in the Third Chapter in Kalimdor.

Thanks for your replies and concerns, guys. Anything else you could share? I am open for anything.
 
@Pyraeus well, then there should be a scene or something to make the player understand why the warlocks are still there as in RoC we only see them after the Warsong drinks from the Defiled Fountain.
 
@deepstrasz That is yet to come as I am focusing on Exodus of the Horde.

But during chapter one of the Exodus you are able to see old orcs and even warlocks. When you click on the Warlocks, they thank the Warchief for giving them a second chance and imply that dark powers can be used, indeed, for the good of the Horde and many mention how they are controlling the fel energies that still lurk inside them. I am touching on this subject slowly and I forgot to add that in the RoC description about clickable talking social interacting NPCS xD

Thank you for reminding me and being awesome!
 
  1. About Heal, do the Priests also have it? That's kind of I don't know doing the same thing but on other units as well. What's wrong with Holy Light? You could make it not cast instantly for instance or something.
  2. So, now not only main buildings but also supply giving ones train workers? That's going to be annoying stopping the AI from rebuilding structures.
  3. "Hero's own attack, armor, health pool, and even mana get effected by the training you do in your army that helps them as well." - What do you mean by that?
  4. "- Human's riflemen have been replaced by human Archers. These Archers change skin when they are in Northrend and become high elves." - I don't get it. Riflemen are part of RoC, Elven Archers of Warcraft II and Crossbowmen of the first game. Are the dwarves out of the picture? Or it didn't make sense for them to be introduced so early? But then, you removed them completely. Why do the archers become high elves in Northrend!? From what I remember, no one left because the ships were destroyed.
  5. You basically removed Defend which was even better against Piercing attacks since the Footmen already had heavy armour? But why Hero attack type?
  6. Won't upgrading magic casters make them harder to be killed with Siege Weapons which was a thing to counter them?
  7. Exorcism should be something against demons and undead, not regular units.
  8. I don't really see a reason in replacing spells. I think enhancing is adding on top of what there already is. Sure, fixes should be done but total changes... it's just bizarre. Or exaggerations like upgrades meant for a specific unit, now act on all units even heroes.
 
@deepstrasz Very well. Numbers it is!

1. Priests have their ordinary heal. Heroes that heal have an unique heal. Different form, different light. The Holy Light has become a creep ability. The level 3 Holy Light is obtainable from a spellbook. Lights Embrace replaces it because you need a lot more support than you usually bargain for. Imagine it as a triple holy light, if you will.

2. The AI won’t build workers from food type buildings. That, yes, would be freaking insane in most chapters. It is meant for your fleeing reasons.

3. So you know what Animal War Training is? Remove Animal from it and add it to every unit from the Human list, including your heroes. It scales with them. This is why every hero also had to receive a stat squish for these very reasons. The upgrades effect units, heroes alike.

4. Riflemen are always and commonly available from Mercenary Camps around Lordaeron and are apart of the Dwarven Expedition in Northrend lead by Muradin Bronzebeard.

RPG = Role Playing Game.

Archers are humans that accompany Arthas to research the plague, High Elves journey to the roof of the world to assist Arthas’ expedition because he called out all the professionals. Imagine everything growing and evolving over time. The Dwarves play a large and major plot in Norhrend. You rescue them a they assist you to find Frostmourne and defeat Mal’Ganis. It’s as if you are unlocking units through chapters and the story progresses with you. Later on the Dwarven Army will be its own unit, as well as the High Elves when Arthas invades Silvermoon.

5. When obtaining the Knight, footmen become an optional unit for some players more experienced. In this version, the Defend ability is not removed and instead an additional passive ability is added that does not require training. The Footman has Large Armor and Heroic attack, because I wanted a variety of attacks and to make his strength climb up. Turning on his Berserk form turns his armor into Medium (Helping with Piercing attacks) and his attack turns into Siege. The idea and concept was to make them look like Small miniature version of raiders with a great defending capability.

6. That is correct, both enemy and your own spellcasters received this upgrade. Mortar Teams would be effected by Marksmanship, as well as the siege towers. Worry not... you will just have more questions!

7. Fully agree, but I want a hero’s attack to be vital to all enemy targets and not just one. So I shall perhaps rename it maybe? But then it wouldn’t sound so holy :eek:

8. I see where you are coming from with that.

I thought like you did. It would be bizarre, but no... if I wouldn’t do the hero thing. Being above level 10 in any campaign mode would be chaos. You already Kick their ass at level 10 with items. Having level 15 you could never have to worry again. I didn’t want to stick to an old style, but at the same time I did and wanted to give something new. It also went on to balance the gameplay as tight as possible.

The reason to upgrade these spellcasters was to enhance durability and also provide with more further upgrades for each unit. So assault units were on tier 1 done and the casters on tier 0. Now the assault is tier 2 and the casters are on tier 1. The Attribute Bonus was split into three from your choosing, slowly upgrading the stat which you want to go with and you know what each provides.

Replacing spells is once more to affect RPG reasons. When Arthas picks up Frostmourne, that Lights Embrace will abandon him and his damage over time spell will follow. It will turn to a Frostmourne version that will remain with him in the Path of the Damned to show his transformation. Falric’s pet and his own air strike also get defiled and transform with him.

In other words, there are so many other upgrades going on and things that are added. Enemies will be a lot tougher and so will your army. Everything scales, but it doesn’t effect health or damage issues. If both sides are getting it, it’s like playing the same thing just slightly enhanced. The spellcasters by default do not receive such a strong and powerful armor and damage bonus as the melee units too.

You will have to experience it to go through it. But some people aren’t comfortable with even the smallest changes. So I will go through with this belief that I can provide better for the community and when I see things going out of hand, I will fix it.

That is all. Thanks! More questions! :D
 

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