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[Campaign] Alliance Ashes

Level 16
Joined
Apr 20, 2014
Messages
523
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/!\ WARNING - 1.31 IS REQUIRED /!\


Beginning
This is my first campaign ever made and this thread is here to show you my work and to get some advices or help from this community. You will find an attached file which is my beta campaign. I hope you to test it and give me what you thought during your game.
I will add that English is not my native language and I'm still learning it. If you see any grammar errors or bad typos, please tell me. It's important, even in this thread.
I am still learning triggers and stuffs, don't hesitate to told if you find something wrong or lack of content.
Alliance Ashes
Follow Captain Draenn of the Alliance during the Third War. You play as the Remnants of the Alliance. You will follow the point of view of Arrad Draenn, a Captain under the lead of Othmar Garithos. You will accomplish various mission in order to take back Lordaeron from the Undeads. You objective? Take back your Capital from the Evil forces and survive against the Scourge.
The campaign is made to fit with Lore. Only a small of changes would be seen.
Features
→ Blizzard's stylish campaign.
→ Improved Human techtree
→ Many custom abilities
→ A fictional storyline based on the original lore.
→ and much more!
Heroes


Once a grand Paladin of the Silverhand, Emmerlan the Enlightened gained his title after a rare ceremony where he was purified by sacred High Elves waters. An old friend of the High Elves, he fought the Trolls of Zul'Aman alongside the Farstriders. But during the Third War, he was put in charge of an army, led by Arrad Draenn, to fight off the Undead Scourge.

Arrad Draenn was a young Lieutenant of the Kul Tiras Marine when Second War started. He joined the Silverhand Order as a simple Captain, since he was not a Paladin but had faith in the Light. He was assigned to Emmerlan the Enlightened just before the Third War and they became good friends.

Lord Othmar Garithos gained the rank of General at the end of the Second War. He has faith in one thing: humanity. Even if he works with dwarf, elves or gnomes, he only trust his own men. Leading the last remnants of Lordaeron after he self-proclaimed Grand Marshal of the Alliance, he is one of the last hope for Lordaeron.

Archmage Dalar Dawnweaver's young sister, leader of the Sorcerer's League, Diana Dawnweaver survived the destruction of Dalaran with the help of her brother. They both joined the Alliance of Garithos and were put in charge of the new Sorcerer's League of the Alliance.

Some few other minors heroes:
Sir Gregory Edmunson - Leader of the Holy Knight Order
Grim Thunderbrew - Leader of the Dwarven Resistance
Dalar Dawnweaver - Leader of the Sorcerer's League
Korth'azz - Dwarf Paladin of the Silverhand
Jennalla Deemspring - High Elves Ranger Captain
Arugal - Mage of Gilneas
Saldor Shallowbrook - Overseer of the Quel'Danil Lodge
Sylvanas Windrunner - Banshee Queen
Kel'Thuzad - Archlich of the Scourge
Kael'Thas Sunstrider - Prince of the Blood Elves
Kristoff - Grand Marshal's Advisor
Thule Ravenclaw - Grand Marshal's Mage
Finnall Goldensword - Dusk Sentinel's Leader

Dr. Theolen Krastinov - Butcher of the Scholomance
And much more
Factions


THE ALLIANCE REMNANTS
Once called the Grand Alliance of Lordaeron, in ours days there is nothing Grand, except his leader: Grand Marshal Garithos. Based inside the ruins of Dalaran, the Alliance is barricaded on Hillsbrad territories within Southshore and Tarren Mill. Composed by mostly humans, Ironforge delegation and High Elves survivors from Quel'Thalas have joined the Alliance out of various personal and/or political reasons. At the head of this Alliance is Grand Marshal Garithos, the last high-ranking survivor of Lordaeron's army.
The Alliance is led by several minors factions:

Alliance High Command.
Constituted by one officer from each division, they formed a council directed by their Grand Marshal.
They take decisions, establish strategies and lead their soldiers to victory... or certain death. Despite their skill and experience, the council is often modified because of recent deaths...

Lordaeron Offensive.
Led by Major-Paladin Granis Darkhammer and Captain Arrad Draenn, they are taking on the most dangerous missions of the Alliance and fight the Undead Scourge on their own territory. Due to the difficulty of their missions, the Offensive is mostly composed of infantrymen. However, they are often supported by others regiments to bolster or replenish their ranks.

Holy Knight Order.
Risen from the ashes of the Order of the Silverhand, this division is a fervent follower of the Light. Led by Sir Gregory Edmunson, they are most ardent servants of the Holy Light and continue to spread the Light's hope to people, and justice against the Scourge. Their ranks are composed of Paladins, Knights and Clerics; alongside the Lordaeron Offensive, they are the most powerful division of the Grand Alliance.

Sorcerer's League.
Once an active faction of Dalaran, this league is under the leadership of Archmage Dalar Dawnweaver. Using magic and the arts of the Arcane against their enemies, the League provides excellent support to every regiment they assist in battle. Often divided, they are the most pliant division of the Alliance and is mostly dispatched to the front lines.

Mage's Guild.
Working side by side with the Sorcerer's League, this magic department serves as a support division led by Archmage Modera, once a part member of the Council of Six of the Kirin'Tor. The Guild's major mission is to protect Dalaran and offer support to other units.

Dwarven Resistance.

Led by Grim Thunderbrew and composed out of forces sent from Ironforge, Aerie Peaks or volunteers from Khaz'Modan, they are playing a grand role in the Alliance. Providing ranged ground and air support as well as long range siege weapon support for the Alliance to scatter the Scourge's forces. Their specialty are demolition operations and are the reason why the Undead's bastions have been broken so easily. They are constantly working on strategies to take back each city of Lordaeron from the Undead. Despite their destructive potential these troops can't carry out their role effectively without the protection of Lord Garithos' forces, thus they only move when Garithos' forces do.

Blood Elves.

Formerly known as the High Elves, the Blood Elves renamed themselves in memory of their fallen brethren during the Scourge's attack on Quel'Thalas. They joined the Alliance under Kael'Thas Sunstrider and to honor the ancient alliance treaty between humans and elves. They hope this Alliance will is able to restore both their homeland and Lordaeron. However, they are poorly used and mistreated by Lord Garithos. They serve mostly as escort troops to supply caravans directed to other divisions, or recon operations against the Scourge's movements.
THE UNDEAD SCOURGECreated by the Lich King Ner'zhul for his jailers from the Burning Legion, his only goal was to weaken the kingdoms that could pose a threat to the invasion. Constantly supervised by Nathrezim Dreadlords, the Scourge was established in Northrend. Killing and raising most of the living, the icy continent was soon full of Undead. Creatures like Nerubians or Vrykul were the first Undead raised by Ner'Zhul to serve him. Due to its size, the Scourge was soon turned into a two-branch organization.

Cult of the Damned
Created and led by the Archlich Kel'Thuzad, the cult spread death and plague across Lordaeron and Quel'Thalas. They conceived the plague -often called Scourge- inside their main base: Scholomance.
With Arthas' departure to Kalimdor, Lordaeron and the Plaguelands are ruled by Kel'Thuzad and his servants.
His cult is constituted of three sub-factions.

Plague Overseer - Based in Scholomance, they direct the Cult across the Kingdoms and are charged by Lady Deathwhisper, their Supreme Overseer.
Wretched - Fallen High Elves who died during the invasion of Quel'Thalas led by Arthas. Using Deatholme as main base, they are ruling over Quel'Thalas dead lands under Dar'Khan Drathir's commands.
Scholomance - Kel'Thuzad created this section Academy underneath Caer Darrow. Most of its members are human mages whose immortatily was promised. Their knowledge of the Arcane were a useful skill that Kel'Thuzad uses to its full extent.

The Undead Scourge.

Led by the Death Knight Arthas Menethil, these forces are composed of skeletons, phantoms and abominations. All who were killed have risen to serve in undeath, thus swelling the ranks of the Scourge to staggering numbers. They are brutal, fearless and relentless.
They destroyed Lordaeron, Quel'Thalas, Azjol-Nerub, Zul'Drak Kingdoms and many others...
Supervised by Legion's Nathrezim agents, the Scourge's goal is to eradicate life from Lordaeron while Archimonde is corrupting the World Tree in Mount Hyjal.
They are organized with three sub-factions.

Death Knight Order - Based in the ruined city of Stratholme, they are ruled by Baron Rivendare and chased the Holy Light from their lands.
Nerubian Army - Under Anub'Arak commands in Northrend, they are fallen warriors from Spider War who now serve as the Lich King's minions.
Dark Ranger Corps - Former High Elves of Quel'Thalas, they ironically received their name from former Ranger General Sylvanas Windrunner. They now follow the Banshee Queen who secretly plots Arthas' death.

PROGRESS

Prologue - Done
Prelude - Done
Chapter One - Done
Chapter Two - Done
Chapter Three - Done

Chapter Four - Planned
Interlude - Done
Chapter Five - Done
Chapter Six - Done
Interlude - Done
Chapter Seven - Done
Chapter Eight - Done
Interlude - Done
Chapter Nine - Done

Chapter Ten - In progress
Chapter Eleven - Planned
Epilogue - Planned

Secret Chapter - Done

Every chapters are constanly improved. This statut only indicate the availability of missions to beta version.



Credits

If I forgot you, my apologies, please tell me.

Special thanks to:
  • Elf_Lord who grandly motivates me for this project (without knowing)
  • MasterBlaster for his grand help for a while.
  • The_Messenger for all his help with the writing and more.

Prior: Thread banner.
Ujimasa Hojo: Garithos, Chaplain, Druid of the Pack, Spellweaver (~Nightmare for the skin), Grotto, Dalar Dawnweaver (Undead), Flint, Wretched pack, Sharpshooter, Modera, Finnall, Magic Spire, Subjugator, High Cultist, Consortium Camp, Ranger (Edited by Cuore), Witch, Priest (Elite), Chief of the Guard, Town Hall (Southshore)
Tranquil: Ansirem Runeweaver, Bear Rider, Bishop, Stairs, Royal Captain.
Wandering Soul: Bowman, Crossbowman, Cultist, Priest (Elite).
AndrewOverload519: Mage, Wizard & Catapult (models + icons)
Himperion: Rune Caster, Enchantress, Arcane Pillar, Flame Arrow, Mystic
HappyTauren: Paladin icon,
DireFury: Death Thane, Grim Thunderbrew
Lelling: Bowman icon
Pyraeus: Mage icon
Kangyun: Diana Dawnweaver
Flute: Diana icon
Hatecrew: Defender
Stefan.K: Butcher (Theolen)
Stefan.K, Sharkarsh and Tauer: Draenn
Scias: Draenn icon
takakenji: Holy Church
wojia10502: Paladin (unit)
67Chrome: Skeletons (skin), Vereesa Windrunner, Sylvanas
Heinvers: Chaplain (Scarlet), Lord Paladin
Footman: Checkmaty + SonGuhun, Prior, Sunchips and for the shields.
loktar: Crossbowman, Loading Screen, Knight Hero
PeeKay: Wizard Training (icon), Amulet of Health (icon)
Kuhneghetz: Arugal + wolfs/worgen
alfredx_sotn: Air Elemental
Kallimachos: Arcane Fire icon
HappyCockroach: Air Elemental icon, Nausea icon
Cuore: Elven Swordsman, Blood Elven Swordsman
Zephyrius2412: Elven Swordsman icon
SuperAttackRabbit: High Elf Priest
Darkfang: Light Chain icon
CloudWolf: Scarlet Footmen textures, Gilneas Building textures
Mephestrial: Mounted Footman
JetFranInferno: Gregory Edmunson's aura
Hermit: Gregory Edmunson's icon
funkid2: Pile of wood
General Frank: Dwarven Warrior, Finnall icon
RavenBlackBird, Galadgod and Warseeker: Priestess
Ujimasa Hojo, Heinvers & white.wolf: Scarlet Fanatic, Scarlet Crusader
Hemske: Fire Arrows icon
SinisterX: Dragonhawk strider
Deolrin: Rhonin
NFWar: Improved Training (icon), Staff of Light (item), Bonebreaker (item)
GreyArchon : Rune Ward (icon), Rune of Slowing (icon), Rune of Healing (icon), Emmerlan (icon), Uther's Statue
ChevronSeven: Devastating Fire icon
Golden-drake: Ragnar (item)
Hadeis: Finnall's Memento (item)
trippledota: Manafire Greatstaff (item)
Mc !: Dawnforge (item)
The Panda: Arcane Torrent (icon), Divine Blast (icon)
Skipper: Arcanist
SkriK: Improved Defense (icon), Veteran (icon)
Wildfire: Endurance Aura (icon)
00110000: Arcane Pillar (icon)
Shyster: Divine Balance (effect)
bigapple90: Divine Balance (icon)
~Nightmare: Spellweaver and Watcher skin, Strength (icon)
-Dieser-: Arcane Arrow (icon)
PrinceYaser: Pillar of Quel'Danil (icon)
Mustang: Flint (icon)
Snirou: Dark Sun Orb (icon)
JusticeBringer: Shadow Bolt (icon)
Rhapsodie: Plaguebringer
Ceterai: Plaguebringer (icon), Butcher (icon)
r.ace613: Sharpshooter (icon), Theolen (icon)
Villagerino: Miner, Mauler, Barbarian, General Vor'Gathmar
Ilya Alaric: Captain Marcus Redpath, Sergeant (Southshore), Venomblade, Sir Villiers, Commodore (edited by me), Sorceress (Blood Elves), Cavalier (Blood Elf), Cleric (Alterac), Footman (Alterac)
BaiyuGalan: Master Necroknight
bakr: Gilneas Buildings, Stromgarde Buildings, Guardian (Dalaran)
Eagle XI: Javelineer, Officers' Quartiers (icon)
mortael: Purifying Droplets (icon)
Vinz: Fanatism effect
HerrDave: Ranger (Elf), Isillien, Mack
Nealdros: Renew (icon)
BLazeKraze: Mack (icon)
PROXY: High Elf Ranger (hero), Scholar, Cleric
Elenai: Elementalist
Galendor an'Kreil: Magister
doom_sheep: Scrolls icon
Em!: Rain of Arrows model
skrab: Officers Quarters
abcdefghstuvwxy: Lightning Shield model (Spell)
kola: Lightning Shield icon
D.ee: Headshot icon
Jiok: Alterac Units (Archer, Conjuror, Curser, Cavalier, Archmage, Peasant, Militia), Stromgarde Catapult, Scarlet Crossbowman, Dalar, Geomancer, Archer (Risen)
Cavman: Gunner
MelNefys: Music (First Autumn Leaves)
SantoRayo[iP]: Various Undead Doodads
Nightmare Moon: Healing Wave (icon) (Holy)
Paladon: Holy Lightning (icon)
jhon wilber: Holy Strike (icon)
DREADMAN: Abomination (skin)
Aldeia: Advisor Kristoff (icon)

Changelogs


First Release.



Prelude:
Fixed narrow paths.

Prologue:
Improved War Room.

Loading Screen fixed.
Minor changes.



Overall:
Crossbowman are now faster than Archer.
Severals icons fixed.
Heroes gain experience rate decreased.
Wizard model changed.
Sorcerer's League now us their own archer.
New spells for Diana and Draenn.

Prologue:
Terrain reworked. (Intro and Town).
Cinematics improved. (Camera, dialogues, movements...)
Dialogues added to guide you through the town.
Final cinematic remade.

Prelude:
Cinematics reworked. (Camera, dialogues, movements...)
External scenes added (Paladins and Ranger death)
Draenn and Diana meet shortened.

Chapter One:
Little terrain changes.
Button added.
Dialogues fixed.
Peasants will now auto harvest gold.
Base placements changed.
You now gain Catapults after completing Optional Quest.
Undead bases can no longer be rebuild. Most of them can't even be repaired.

Chapter Two:
Minor terrain changes.
Pyrewood Village has now Gilneas textures.
Flint is now a demi-hero unit.
Worgen bases reworked.
Creeps added or moved.
Draenn will no longer dies during Epilogue.
Destroying Worgen buildings will now give you some stuff.
Key quest revamped.
Druid of the Pack are now much more stronger.

Chapter Three:
Minor terrain changes in Ambermill.
Heroes game caches should work properly now (To test)
Some narrow paths enlarged.
Shipyard cinematics has now special effect while Dalvengyr remove trees.
Quests and dialogues have now same texts.
A first wave has been added.
Archer and Crossbowman can now use fire arrows.

Interlude One:
Released.



Chapter Three:
Yellow AI no longer stucks in his base.
If you succeed to complete Counterattack quest, triggers are now triggered properly.
Loading screen fixed.



Overall:
PATCH 1.29. You need this version to play the campaign.
Bobahan has been renamed Emmerlan. This change does not alter the story.
New colors for some factions.
Fire Arrow no longer cost mana but have a longer couldown.

Prelude:
New model for Magronor.
Adding some triggers for Brill's guards.
Improving southern's road.

Prologue:
New color for Ranger Corp.
Minor changes.

Chapter One:
Minor bugs fixes.
Added few guards at Ambermill to prevent rush.

Chapter Two:
New entrance for an undead base.
Change color of Pyrewood faction.

Chapter Three:
New colors for Nerubian & Dark Ranger.
Nerubian Army no longer uses ghouls.

Chapter Four:
Skipped.

Chapter Five:
Released




Overall:
Fixed an issue which can cause errors on a loaded game.
Campaign description slighty reduced.
Several descriptions fixed.
New model and icon for Draenn, check credits.
New icon for Fire Arrows.
New model for Dalar.
Archer renamed as Bowman.
Bowman & Crossbowman animations have been fixed.
Crossbowman projectile's arc reduced.
Draenn's Ultimate does not affect spell immune units, though can be aimed.
New ability for Draenn which replace Holy Light. (Known issue with cache. Need to replay from beginning).
Sorcerer's League now uses Priestess instead of Chaplain.

Prologue:
Dialogues fully rewritten by @The_Messenger.
The mission has been slightly expanded with a small quest.
Fixed an issue which could make Emmerlan died during the cinematic.
Added a hint to help the player inside Brill.
Flint and Miagi are now unique and must be kept alive.

Prelude:
Dialogues fully rewritten by @The_Messenger
New scene added.

Chapter One:
Dialogues fully rewritten by @The_Messenger.
Ambermill base's guards number increased.
Undead bases green and purple have been swapped.
Purple base blocked by rocks (until you open the way).
Holy Church removed properly as it should be.
Finale cinematic improved.

Chapter Two:
Dialogues fully rewritten by @The_Messenger
Mid-cinematic improved.
Optional quest is now launch properly.
Green base reterrained.
Purple base's terrain improved.
Orange base's terrain slightly improved.
Pyrewood terrain fixed (clipping).
Pyrewood barricaded revamped (easier to pass).
Beginning Catapult removed.
If the first Orange base is destroyed, the second will automatically starts attacking.
Pyrewood's techtree slightly changed.

Chapter Three:
Dialogues fully rewritten by @The_Messenger
Several paths are now blocked in the first part.
Epilogue should runs only one time.
Terrains has been slightly edited (Ambermill).
Castle is now named Ambermill.
Undead defenses has been slightly increased.
New feature: You have three unique units called Sergeants. If they die during the mission or the next missions, you will lose them definitely.
Kept alive and you will have access to them on next missions.
Sorcerer's League should now help you to defend your base.
A mid wave added against the Vanguard's base.
Dark Ranger Corps back to Orange.
Death Knight Order is now in green.
Dalvengyr's Forces are now in Emerald.

Interlude One:
Dialogues fully rewritten by @The_Messenger
Is now properly skippable, not recommanded though.
New scene added.

Chapter Five:
Dialogues fully rewritten by @The_Messenger
Several creeps, zombies & patrols added across the map.
Issue fixed with Scarlet (invulnerable).
Optional quest removed instead of completed if you continue without it.
A new place and cinematic have been added.
Andorhal has been slightly improved and all walls have been remade due to clipping.
New skins and models for scarlet crusade (footman, knight).
Every heroes (except Draenn) received items.
Finale cinematic fixed.



Overall:
Prologue, Prelude and Chapter One are now accessible from the beginning.

Chaptre One:
Fixed a line of dialogues.
Added items to enemy heroes.

Chapter Two:
Fixed a wrong hint.
Added items to enemy heroes.

Chapter Three:
Removed debuging resources.
Added items to enemy heroes.
Fixed an issue which makes heroes disappear during intro cinematic.
Fixed several lines of dialogues.

Interlude One:
Fixed a small issue on Diana's lines.

Chapter Five:
Fixed an issue which makes Harthal leaving during cinematics.



Overall:

Diana
New ability : Arcane Pillar.
Deals instant damages and on duration, slow down targeted unit for a short time.
Replaces Frost Nova.
New ability: Devastating Fire
Replaces Blizzard.

Elite Footman: revamped.
Renamed Defender. Has "Block" instead of Critical Strike.
HP slightly increased, damages decreased.

Sorcerer: renamed Spellweaver.
Has a new model. Trained in a new building.

Mage: nerfed.
Wave - 20s couldown (instead of 8), costs 150 mana (instead of 100) and deals 600 damages maximum (instead of 900).

Sergeants: improved.
Each sergeant is now unique and can no longer be possessed (it was quite embarassing).

Chaplain : edited.
New model. Old one still used by Scarlet faction.

AI summoned units will now follow their attacking wave.
Improved skies.
Several tooltip updated.
All spellcasters have now fixed icons (upgrades).
New building for the Sorcerer's League (Magic Spire).
Fixed a global issue while loading a save game.

Prologue:
Intro description reduced a bit. (Was too long)

Prelude:
Jennalla is now killed by Dark Ranger Corps (aka Sylvanas).
Grim Thunderbrew should now have his hero glow.

Chapter One:
Edited optional quest description.
Edited a bit Sorcerer's League base.

Chapter Two:
Fixed an issue where Draenn was absent of the cinematics.
Terrain improved a bit.

Chapter Three:
Fixed those Death Knight Order neutral units.
Fixed a few bugs.

Chapter Four:
Still skipped :3

Chapter Five:
Scarlet Base defenses increased a bit.
The AI now works properly.

Chapter Six:
Released.

Interlude Two:
Released.

Chapter Seven:
Released.



Overall:
Several characters received a special item undroppable.

Draenn: new ability
Shield Bash.
-> Replaces Shock Wave.
Empowerment renamed as Divine Balance.
Can no longer be used on enemy units. Mana cost set to 75.

Diana:
Devastating Fire:
Mana cost increased to 300 instead of 200.
Couldown increase by 60s.

Fixed tooltips (Barracks, Bowman, Crossbowman, Fire Arrows and Spellweaver, Arcanist, Wizards upgrades)
Increased Crossbowman range by 50. Long Bows no longer has effect on Crossbowman.

Prelude:
The Scarlet Crusade is no longer mentionned.

Chapter One:
Important reterraining
Fixed a small issue with the intro cutscene

Chapter Three:
Important reterraining

Chapter Five:
Scarlet Crusade revamped:
-Base defenses increased a bit
-Renamed "Eastweald Alliance"
-They no longer talk about Scarlet Crusade, but Mograine's forces instead.
-Added a dialogue between Edmunson & Harthal about Silverhand.
The AI now works properly.

Chapter Six:
Fixed a bug when converting an unit with Persuasion.
Knights, Sharpshooters and Paladins can no longer be possessed.
AI will some time sends Knights to attack.

Interlude Two:
Dr. Theolen Krastinov is now Green.

Chapter Eight.
Released.



Overall:
Sir Gregory Edmunson is now General instead of Commander.
Fixed some hero ability tooltips.
AI Hero will now properly learn abilities and cast them.
Priestess updated with new icons. Now as Feedback instead of Inner Fire.
Sorcerer's League now has its proper buildings. (No differences in game)

Chapter Five:
Properly fixed all Scarlet Crusade mentions.
Eastweald Alliance Chaplain now has Dispel Magic instead of Lighting Shield.
Harthal Truesight shall now join attack groups.
Fixed cache issue.

Chapter Six:
Fixed some dialogues.
Chapter Seven:
New skin for Granis Darkhammer.
Draenn now has all his correct abilities.
Added a shortcut from Orange base to Green base.
Arcanist now uses a High Elf model since its prior to Sunwell corruption.

Chapter Eight:
Fixed an issue with Holden leaving during final cutscene.
Gnolls and Undead Forces are now neutral to each other.
Edmunson items can be obtained if he is killed in Chapter Six.

Interlude Three:
Released.


Overall:
Finnall is now a Spellblade instead of an Assassin.
Increased Diana's Ultimate couldown by 30s and reduced area effect.
Fixed an issue with Fireball ability icon display.
Invoker: Spirit Touch replaced by Sleep.
Sleep lasts shorter and costs less for Invoker.
New Loading Screen.
Fixed an issue with Conscript unable to be created. -> System will probably be scrapped, useless.
Wretched: New unit => Witch. Has Eternal Torment, Dark Needs & Wrath Flames.
Warlock Revamp => has Devour Magic, Dark Sun Orb, Mana Empowerment.
New skin for Dalar Dawnweaver.
New Ultimate for Dalar Dawnweaver Distribution instead of Mass Teleport.
Evasion (Sentry) increased to 30%
Enforcer life increased to 510. Cost reduced by 15.
Demonist renamed to Necrolyte.

Prologue:
Draenn's men are now green instead of blue.
Fixed some minor issues with cinematics.

Chapter One:
Decreased Orange base defenses.
Has a special unit instead of a Hero.

Chapter Two:
Fixed some issue in the final cinematic.
Item drops nerfed.
Edited model of Gilneas Sergeant. (Classic footman with Gilneas sigil)

Chapter Three:
Dalvengyr now has some demon units too.
Fixed an issue with heroes' color.
Fixed some issues with the final cinematic.

Chapter Five:
Fixed an issue with Draenn's color.
Undead creeps are now Orange instead of Purple, to better identify them.
Unknown Force are now correctly named afterwards.
Fixed an issue where Player had several upgrades for free when acquiring Holy Knight Order units.
Decreased the Undead Force at the start.

Chapter Six:
Minor changes: new skin for Paladin, added a very few guards.
Decreased Max HP of the Knights escorting Sir Gregory Edmunson.
Optional quest limit increased to 75

Interlude Two:
Scarlet Crusade is no longer mentioned.
Theolen is now green.

Chapter Seven:
Added Demons to attack waves.

Chapter Eight:
Added a very short scene at the end.
Ghouls during Jalinde cutscene are now properly killed.
Gnolls dialogues should no longer overlap.
Fixed some dialogues
Vrekan is correctly displayed in Purple.
Holden should now correctly uses all his abilities.
Holden is properly displayed in the ending cutscene.

Chapter Nine:
Released.


Overall:
Sharpshooter now has its proper icon.
Necrolyte now has Shadow Bolt instead of Drain Life.
Fixed some Heroes who had 5 food cost instead of 0.
Vrekan should now uses a proper form in Metamorphosis.
Dr. Theolen Krastinov reworked: now has "Butcher" as Ultimate and Dark Drain as regular ability (nerfed). No longer has Healing Spray.
High Cultist's Forces renamed to Butcher's Experiments (Chp 7 & 8).
New tech-three for Butcher's Experiments.

Chapter Seven:
Improved Faction Path.
Knightwood grants:
Knight
Paladin
Priest => replaces Wizard.
Wizardry grants:
Arcanist
Spellweaver
Priestess => replaces Chaplain.
Ranger => replaces Bowman & Crossbowman
Engineering grants:
Bear Rider
Mortar Team
Rifleman => replaces Bowman
Sharpshooter => replaces Crossbowman.

Added a shortcut from Dwarves base to Vandermar Village.
Remade AI scripts. They are now attacking at random targets.

Secret Chapter:
Released.



Overall:
Dalar Dawnweaver:
  • Air Elemental instead of Water Elemental
  • Distribution now costs 300 mana instead of 400, but only restore 100 mana instead of 175
  • New Model (credits to Jiok)
Priest should no longer be trainable during early chapters.
Fanatism (for Paladin):
  • New visual
  • Stackable with Inner Fire
  • Proper description
Sir Gregory Edmunson:
- Now has Holy Strike instead of Protection Aura.
Conjuror:
- Cripple replaced by Slow Nova.
Chaplain:
- Lightning Shield has a new icon and new effect.
Kristoff:
- Fixed Holy Lightning tooltips.
Sergeant Revamp:
  • Barracks can now be upgraded to Officers' Quarters.
  • You can train several special unique units (Sergeant Flint, Sergeant Adams, Sergeant Prior...) with their own abilities.
  • The Sergeant are now "revivable". They will have a more significant part in the story (not now yet).
  • Every controlled faction is able to get at least one special unit per map.
New icon for Flint.
New unit: Follower, replaces Pit Fiend for Cult of the Damned and Scholomance.
Magic Spire => Arcane Spire.
Fixed an issue with Divine Balance spell.

Chapter One:
Small fix in Sorcerer's League base to prevent blocking building path.
Fixed quests' name.
Creeps are now neutral to Undead.
Flint now appears in the final cutscene.
Improved AI: Gray attacks less heavily. Green is a bit more strong.

Chapter Two:
Small fix on final cutscene. Player's units should no longer interfere.
Gilneas Sergeant should now have a proper shield.
Pyrewood Village reterrained.
Pyrewood has a small different tech tree (Gilnean Buildings and Javelineer instead of Bowman).
Enemy heroes should no longer be leveling up too much.
Fixed quests' name.
Reterrained a bit to allow Worgens to attack player without going through Undead base.
New model for Blood Elves Sorceress.

Chapter Three:
Fixed some heroes levels and skills.
Fixed ending cutscene overlapping twice.
Fixed Wretched units spawn.
Dalvengyr replaced by a new character.
Cutscenes slightly edited.
Improved terrain in the north part.

Chapter Five:
New Special Unit: Sir Villiers.
New model for "Scarlet" Crossbowman.
Fixed peasants color.
Fixed unpaused units during cutscenes.
Fixed a minor dialogue overlap.
Fixed a bug where Harthal would not attack.
Harthal appears now in red instead of blue in the final cutscene.
Improved AI.
Fixed quest still saying "Scarlet Crusade" instead of "Eastweald Alliance".
Edited Cult of the Damned and Plague Overseer techtrees. They are no longer the same.


Chapter Six:
Replaced a few Peasants by Miners.
Fixed Garithos trying to leave when he is defeated.
Added a few new enemy units around the map.
Fixed quest log.
Corrupted Forces will now turn Green when hostile toward Alliance.
Added a few item drops.
Added a dialogue if the alarm is sounded.
Added a new gate before Garithos.
Edited Garithos's Guards using new models.


Chapter Seven:
Fixed an issue preventing Legion's Agents from researching upgrades.
Dwarven Resistance now has Miner instead of Peasant.
Added a Warning for the unknown crash happening.
Added a new unit for Sorcerer's League: Guardian.
Draenn now has an unique item for this chapter aswell.
Added more items. They are not kept throughout the rest of the maps though.


Chapter Eight:
High Cultist's Forces renamed to Butcher's Experiments. It now uses the same techtree as in the previous Chapter.
Added reinforcements in Draenn's base.


Chapter Nine:
Edited Vrekan's forces techtree.
New unit for Sorcerer's League: Watcher.

Secret Chapter:
Edited a few units.



Overall:
New icons for:
- Light's Will (Spell)
- Healing Wave (Holy) (Spell)
- Holy Lightning (Spell)
- Holy Strike (Spell)
- Divine Blast (Spell)
- Butcher (unit)
- Theolen Krastinov (unit)
- Advisor Kristoff (unit)
Fixed backpack and food cost for all Officers.
Abjurist Aruna is now affected by Mage upgrades. Frost Armor is now auto-cast.
Corporal Welford spell "United" mana cost reduced from 100 to 85.
Fixed Finnall's Breath of Frost tooltips.
Plaguebringers can now properly cast Soulbringer.

Chapter One:
Fixed Chaplain's disappereance from this chapter.


Beta Testing
If you played the campaign, I would like to have some feedbacks and advices about :
  • Terrain
  • Cinematics (Story, plots, duration, frame...)
  • Grammar
  • Bugs and Issues
  • Global thoughts and various upgrades

And if you want to contribute, don't hesitate to contact me!

My discord: Tuwnew#4333
 

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Level 6
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Jul 15, 2017
Messages
250
Well i didn't play your campaign yet
and i'm no moderator to review it but i'll give it a shot once i play it that is

anyway You might want to put a screenshots,
Character images (From WOW and warcraft and medieval portraits)
and also improve your threat laddie
 
Level 5
Joined
Sep 13, 2016
Messages
110
Okay, so after playing the intro and watching the prelude(I will test the first chapter tomorrow after college and other problems). But here is my experience so far.

1) The terrain is pretty...bad, in the intro map there is no way to see what is the right way to get out of the town. On the same map after the paladin dies the terrain to the base is horrible with all those slops and hills to the base.

2) Try finding a loading screen for the following map. It's just weird to know the layout of the map and the factions in it before seeing it. It's like someone telling you everything you need to know about a movie, except the ending.

3) Time skip! This time skip really didn't affect me that much because I didn't get to know the Captain too good. But fine I can roll with it. Now when the former Captain gets in front of the door there are undead attacking and he and mage are like "nah, nothing bad will happen". Besides that I feel like all those events that are mentioned in war room are events that tehnically happened in different times points. Sure I can understand the part with the blood elves being late but the fact that Garithos find out about how Arthas kills the paladins and Uther, to take the urn, it just seems impossible.

4)The war room seems pretty plain, it's an empty room, some objects around would probably do the trick.

That being said, this campaign has potential, but there is alot of work to be done with it. I would suggest first finishing it, then remaking it with the necessaries. I hope you find this helpful in a way.
 
Level 16
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Apr 20, 2014
Messages
523
Thank you for your review. If I posted my thread, it was just to get your points of view.

I answer to each points.

1) I will rework terrain camp and maybe make it in an other place.
About, the town, I will add trash to block road. You just have to follow the way then.

2) My baaaad. Each time I edit a map, loading screen is reset. I forgot to edit it correctly... Other mission have it, normally.

3) About the time, I don't want to explain my choices, yet. But keep in mind, that a 'Prologue'
About Uther urns, I don't understand. They don't talk about that. They talked about first undead mission (TFT).
About zombie, as they said, they are just 'creeps'. They are here to show how live the soldiers with a constant menace on their shelter, even if they are weak.
EDIT: Like you don't have correct Loading Screen, text is missing. I understand why you misunderstand. It's 2 years later.

4) I can add some stuffs. But ad you said, it's a war room, not a teenage bedroom :p

By the way, I hope you will like next chapters. And if you have suggestions on how improve my terrain, I will take it.
I will upload a fixed version.


FIXED VERSION UPLOADED.
 
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Level 6
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Jul 15, 2017
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250
Tuwnew

Well the prologue one is good but bobahan die lol?
but kinda decent terrain i guess


and the chapter one
um when i level up my heroes the spell placement is random and is not in order :/
amd everytime the undead hero die they spawn different name but same level like 2-3 :/
and the grammars and missing text man
and more dialogues please
*still more to come*

 
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Level 16
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Apr 20, 2014
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523
Heroes spells are not done yet. I don't know what could be cool for Draenn.

About Undeads heroes, I thought I fixed it... But well no. Thanks

Could you add more details about grammar ? Where and how fix it.
More dialogues within cinematics?
 
Level 16
Joined
Apr 20, 2014
Messages
523
Reported bugs fixed.
Few screenshots added.

I will wait to finish next interlude before releasing new update. (Except if you found an urgent bug).

I'm looking for a "writer" who could rewrite dialogues, improve grammar, and some weird stuffs.
You can add me on Discord (Tuwnew#4333)


@WarcraftLiterature I saw your video on my first mission. It's better for me to have a "player point of view". I saw your "distress" by not finding the right path xD. I added some triggers to warn player if he goes on wrong direction, improved terrain. I will rework last cinematic later. (I removed those slops.)
 
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Level 6
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250
more dialogues in the cinematic
it feels like it didn't impact the character point of few
and the grammars and missing text i presume is from the prologue and chapter one
 
Level 6
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250
And the for the upgrades?
hmm have any thought of using Enhance human campaign pack where you have a unit of a semi hero who don't level up,
footmen can equip in pike, bow and mount a horse, and added captains and lieutenants?
Why i ask that?

Well for me to added more units,

Added food limit caps like 150-200
more varieties, and quantity over quality
more side quest with a great item



but you do need have a permission from the creator of enhance human campaign

And btw the color err text are my reviews so yeah

Anyway for the chapter one and two and three?


Green means sill more to come
Orange means here's the list
Red means need more improvements



In Chapter one ( I already say it and you know but i didn't add it lol)
- the map size is small :/ i know you're still new to this but can you make the map err large?
- not much loot?

In Chapter two
-Lack of Creeps and some really good items like hero buffs
- kinda small space?
- kinda easy for a pro gamer
- no rewards for killing the wolfs in optional quest?

In Chapter three
- Lol i didn't finish playing lol
- i notice when there is a cinamatic only 3 units with Drenn and Diana not the whole units :/ and where Diana teleported only one unit didn't come with diana and drenn which is either footmen lol
- Wha no starting income just straight to zero? no like 1500 gold and 1000 lumber once you took control of your base
-
Still more to come for my first time of reviewing even tho i'm not a moderator
 
Level 16
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Apr 20, 2014
Messages
523
Missing text? Could you explain?
And about grammar, if I made mistake, it's because Im not that good. If you don't tell me exactly where are errors, I can't fix them :/


There are already quite a lot of units.
You will gain even more units in next missions.
I don't wish to add to much.

About semi-hero, why not. Sergeant Flint demi for example.
Nice idea.

Chap. One.
-Map was supposed to be larger, but I used too much trees... I reduced it.
It's the first mission after all, don't need to do the largest :p
-By loot, you mean more creeps with objects? I can maybe add more, yes.

Chap. Two.
-Terrain don't really allow me to add more creeps, but I will find a way. Only two creeps camps...
-Small space? You're talking about Pyrewood village or? I don't want to make it bigger :p
-True. But I don't know what sort of reward could be cool. Any suggestions?

Chap. Three.
- And how am I supposed to improve it?
- I don't understand, because every time I tried, all units (6) were teleported. Could you explain how that happened?
- I will add some gold and lumber, yay.

Thank you for your review!
 
Level 20
Joined
Feb 23, 2014
Messages
1,264
Here's my feedback.

Chapter I:
- the writing could use some work
- I don't like camera movements in the intro, especially the part when the camera moves through trees
- Brill looks ugly - I mean, so many buildings on top of each other doesn't really look realistic
- You should pause units while in cinematics - for example, in the cinematic just outside Brill, I had the hero go off the screen to fight some undead and basically the whole cinematic was just me looking at a burning town
- Also, it's very weird that you get a cinematic just outside Brill, walk a few steps and get another one
- Personally I prefer when cinematics use fading and you can't see the camera moving when entering/exiting cinematic
- I'm also not a fan of narrow, hidden pathways - I know it might be a design choice, but it's rather annoying plus if you want to do it without just clicking on the minimap and having the hero find his way
- I also find it weird that at the end you complete the last main quest and still have to kill the undead - I think the quest completion trigger should fire once you defeat the undead, then fade out -> cinematic
- Also, not a fan of the hero dying - would prefer if it was another way around, i.e. the captain would die whereas the hero would live

STORY COMMENTARY:
- Why should I care about the hero dying? You've set him up as just some random paladin who happened to be going to Brill and met the captain on the way. None of them had any actual reason to care about the other (i.e. it was stated they've only just met recently). To me it seems the first map is all about some random dude dying, which makes me question why is this map even there?
- I feel that it would be much better if the captain and the hero were long time friends - if you made the first map longer (it's really, really too small and short for my taste) and added some depth to their relations, the death would feel much more impactful and could later on be used either as a motivation for Drenn or turned to a dramatic moment when the paladin is raised from the dead and used to fight his old friend.

---

I'll update this as I progress.
 
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Level 16
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Apr 20, 2014
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523
Thanks for your feedback.

First of all, Draenn and Bobahan known each other before ROC. I planned to rewrite text because I don't like it.
For example, when he askbed about where he is from... Sound wrong. It was written to show a little but Draenn past. But I will change it.
You will discover soon that Draenn is the 'hero', main character.
This map is short because I first wanted to make it as a cinematic. But I turned it as a 'Prelude' mission.

About your first part report, it will be fix (some of them are already fixed.)

About terrain, some paths are made to literraly block you. I will try to enlarge main road.

Finally, about writing, as I said, I need to improve my self. I have some ideas for this mission, vut don't hesite to suggest more dialogues and stuffs.
 
Level 20
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1,264
You're welcome :) I hope I didn't come across as too negative :) Keep working, I'll post some more feedback a bit later.

P.S. The campaign screen was pretty amazing, though :)
 
Level 15
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Sep 24, 2009
Messages
1,523
Looks interesting. While I am not going to test this before official release, because I don't want to spoil it for me, I am still going to keep close eye on it! Keep up!
 
Level 6
Joined
Jul 15, 2017
Messages
250
Err i can't tell where is missing text from your campaign

Yes Pyrewood village is small and hard for me to move around especially the prelude tho and i'm guessing you're not the type of person who don't like very large map tho :/
and the entire battalion from chapter three you say?
Long story short
when the cinematic started
i notice that not my entire battalion are not with me
is just 2 footmen and one priest and 2 heroes
:/ and i notice only one didn't join the cinematic which is a footmen lol

and the rewards?
i'm not a fan of having scrolls or healing items
i prefer an items for rewarding you like
Khagar gem of heart (idk the spelling forgive me)
or hood of cunning, Staff of something, Frostguard, or Staff of silence or Orb of shadow/Frost/lightling/slow
 
Level 20
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Feb 23, 2014
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1,264
PRELUDE

- The war council room doesn't look great - could easily be a bit smaller and have some more doodads/guards/stuff
- Once again, I'm not a fan of the camera movement - I think it would look better if you just "jumped" the camera to a new location instead of moving it
- The blackness is real - I'd recommend setting the cameras to show the scene more from the top or setting the sky/dome/adding taller walls, fog, etc. Whatever you pick, having the camera show the big black nothing doesn't look good.
- There were two stuttering moments - one of them felt as if a part of text was cut. I think it was before the part when the blonde lady tells what happened to her faction.
- It feels a bit long. Perhaps cut some idle chatter like the part about becoming a major or the stuff before they cross the gate?
- A suggestion: perhaps add a couple of zones inside the map that would show the stuff they are talking about, i.e. Arthas killing Paladins for example and jump the camera to them while the character describes these events. It would make the cinematic feel more dynamic
- I'm not going to complain about writing since you know it needs work, but "apply the orders" made me laugh :D Much better term is to "carry out orders", i.e. "You have your orders - carry them out".
 
Level 16
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Apr 20, 2014
Messages
523
@MasterBlaster No worries ;)

@MogulKahn Thank you!

@OblivionDeadra Oooh, okay I understand now.
I decided to remove your starting units to prevent weirds placements during cinematics.
Like if someone has only one footman who stand before all others against two abo ... look stupid.
So I prefered to create new units.

About optional quest, items will drop from their buildings as rewards.

@Duke Poor him :(

@MasterBlaster
They are in dungeons. Sky/dome... Taller wall will make them look like stairs, does it really fit?

I added more stuff.
I don't like camera neither. It's too narrow... But I will try your suggestion!
It could be interesting to do those scenes. I will try something.
Finally! Thank you! I truly need better sentences. I will change it asap
 
Level 20
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Feb 23, 2014
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As for the prelude - I'd simply recommend a more top-down view.

CHAPTER I
- Before I start pointing out the stuff I didn't like, I'll start by saying that it was fun :) You wrote AI in JASS or used AI editor? :)
- Most of the stuff I said about the rest of the map applies to this one as well (for example: camera movements)
- What's up with that giant, empty area in the middle of the map?
- Ambermill side quest felt very unrewarding. Sure, you got one undead base out of the way, but the ally forces were pretty useless as they were attacking straight into a very narrow and fortified area that just obliterated them.
- That brings me to my another point - make the entrances to enemy bases a bit wider :)
- Undeads... Blizzard always used "Undead" for both singular and plural, so it kinda bugs me.
- Player's town felt a bit empty at the start
- It was weird that you gave a Footman icon to the Archer and used a new icon for the Footman

That's pretty much it :) All things considered, it was definetely better than the Prologue.

I also like that you have the desire to improve :) Keep it up.

P.S. If you want help with writing, feel free to copy the dialogues into a notepad/word file and send it to me - I'll send you some suggestions to consider.
 
Level 5
Joined
Sep 13, 2016
Messages
110
Okay. I just finished the first mission. It was not bad, but annoying. The starting terrain needs some more work. Also once you beat a base I think there shouldn't be anymore units of that colour coming to attack you. As a bug Chapter One doesn't appear to me. After the prelude is done you are sent to chapter one, but if you exist you will see on the mission select screen that it's not there. After finishing chapter one on the mission screen I can see the prelude and chapter two, but not chapter one.
 
Level 16
Joined
Apr 20, 2014
Messages
523
I use JASS.

You're talking about that hill?
Well I don't know. i said, why not. And that it.
How could I improve the reward so? You've already two allies, I don't really want to make them too strong.
Undead (without S :p) are near moutains and mines, entrances are narrow :p.
Well, I need to correct this S everywheeere, godness
It will remain empty. It's a town, not an army basement (yet) ^^
I wanted to change it :p

Logically, every new chapter is better than the previous one. (From code).
I will rework CP01 cinematics.

PS: Alright!

About button bug, do you see Chapter One button or not @MasterBlaster ?
EDIT: Well nop, I forgot to put the line. It works now.
 
Level 20
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Feb 23, 2014
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1,264
Make at least the northern entrance to the violet undead base wider, so that the player could choose which way he wants to attack from. Right now if you don't go from the south, you are doing it wrong. That's also the same issue that the blue ally has.

I mean, the yellow one is awesome, because he can intercept the enemy attacks, kill something when he attacks alone or be a valuable support when you are pushing. The blue one doesn't do any of this. It doesn't attack in a way that would intercept the enemy attacks and soften them up, it runs its units into a heavily fortified position where they literally don't do anything and you don't want to attack with it, because having your whole army stuck in a narrow choke when the enemy sends a ton of forces to defend gives you such a disadvantage that it's just not worth it.

In that sense, I'd much rather take that gold mine myself (though there's a lot of them to choose from) than give it to an ally that doesn't bring any value to the table. I'd recommend either making that pathway wider or removing the tower at that entrance. Other ways you might improve that ally is for example have him send some units/resources to the player from time to time.

Other things:
- Well, at least put one more line of trees or some sight blockers around that hill thing so it's not possible to see it. I had one or two places when the sight blocking wasn't complete and you could stare into the big mass of empy terrain texture :)
- As for the town, if you don't want to add more stuff, might I suggest moving the peasants closer to the mines and moving some buildings around so that you at least have better vision of the area (like, move the barracks more to the centre). A cool thing too add, though, would be some kind of town centre - you know, like a well or something in the middle. It's not much, but it would be a nice touch :)
- About the icon - it's unnecessarily confusing. I caught myself a couple of times training Archers when I wanted to train Footmen. I think that you should either change both icons or just keep the original one on the footman, because it's just... weird and confusing.

When you finish copying the dialogues into some text file, just send it over. I'll provide my own versions and highligt some of the mistakes you do, while also giving you an explanation on what went wrong so you can learn something :) Granted, I'm not an English expert, but I'm fairly confident that I can catch at least the most noticeable mistakes :)
 
Level 16
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Apr 20, 2014
Messages
523
I reduced northern defense and step back defenses to let your units move properly.

I added trees near the hill and added few doodads in the town.
I moved Barrack as you said.

Peasants will auto harvest gold mine too.

And I switched icons!

I will send you text files of next missions when they are nearly finish.


Thank you again!
 
Level 16
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Apr 20, 2014
Messages
523
Fixed file is not yet available. So you must do it again, sorry.
I just noticed that I gave you Catapult on First Chapter. They will be available only in next mission.

Prelude has been revamp.
 
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Level 20
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Feb 23, 2014
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I think you should leave the catapults.

Personally, I find destroying enemy bases where the AI constantly rebuilds stuff and trains more units not really more challenging in a fun way, but more frustrating. And in this mission that feeling will be aggravated by the fact that there are many enemies that just straight up attack you all the time and all you have to both break through the bases and survive are basic units that do very poorly against buildings.

If you really need to restrict the catapults in some way, add a side quest that requires the player to do something to unlock them. Or maybe unlock them once the main orange base side quest (Ambermill I believe) is completed.
 
Level 20
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Feb 23, 2014
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Playing it right now.

Three quick grammar suggestions.
a) Worgen (plural) not Worgens :)
b) Either Train X or Train a X - it looks weird to have both
c) Conscript not Circonscript :)

---

CHAPTER II
  • I don't find the Crossbowmen to be worth it (HP increase doesn't matter that much since it's a ranged unit and only 2 more damage with about the same attack speed as the archer for about a 50% higher cost in resources and supply? nope, 3 archers cost about the same and are just better)
  • Why the upgrade for Elite Footmen is not on the barracks where there are upgrades for other units? While we are on that topic, they might be a bit too good with the critical strikes researched. I'd recommend increasing the cost and research cost of the upgrade at the very least, if not a slight nerf to their damage (not much, like 1-3 points of damage for instance)
  • Troll barrels, man - one near the farm cluster just under the town hall is too close to a farm and annoying to destroy if you want to check if anything's inside
  • Reduce the rate at which heroes gain experience as right now you basically clear a couple of early attack waves and gain all the levels for the chapter
  • Circonscript... Should be conscript, also you can set the positions of buttons in the object editor so they don't jump around the UI when you research something else. For example, the button for this ability should be Y=0, X=2.
  • There's a weird glitch with the bridge south of the violet base, it allows you to walk into a permanently hidden terrain
  • Guards of the key were kinda anticlimactic - just a couple of worgen and 3 guys with the key just sitting on the ground, you could add like a hero or a stronger unit as a mini-boss
  • In chapter one there were rewards for side quest, here you got nothing.
  • Not a lot of items compared to the first mission
  • I'm generally not a fan of having to pick up keys and other items that do nothing except taking a slot in your inventory and later on just get deleted, because it makes you lose one item going forward or forces you to run back and pick up that item again. Instead I would suggest adding a stronger mob and make it so that you take the key off of him, i.e. when he dies you get the key, but not as a physical item - i.e. you can just walk your hero next to the gate you need to open and if you have killed that mob it will just open as if you had the key.
  • Pyrewood is kinda annoying, because you have to run a full circle around it to get to the gate/bandit lord.
  • It's weird because you can just pick up the key, drop it and go to the gate without it and the quest will still complete
  • I don't get why Silverlaine is a quest when you complete the first part of it by taking out the purple undead quest and the second one by getting the key - these two quests already cover everything you need to do. I'd recommend adding something after the gate, even very tiny like killing a handful of mobs to justify that quest being there.
  • In the final cinematic, the hero didn't run and got killed, making it so that he wasn't in the final dialogues, though he was saying stuff.

Also, there were quite a lot of spelling/grammar mistakes, but this one made me chuckle hard: "I will let no one ACHE you" (or something like that). Don't get me wrong, I'm not laughing at you, because I understand that you're learning English, it's just... it was a silly way to phrase that :)

I'll explain. First of all, you probably looked for the word "hurt" (i.e. cause pain, harm, etc.) and the phrase should be "I won't let anyone hurt you" (i.e. "I will protect you from harm"). The mistake probably came from both "hurt" and "ache" being very similarly translated to your native language. Anyhow, though some words may be translated similarly, they have completely different meaning. Such is the case with "ache", which means "to suffer a continuous, dull pain". You generally don't "ache" someone - someone or something "aches", i.e. suffers such pain :)
 
Last edited:
Level 16
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Apr 20, 2014
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523
- Yeah, I saw that too. Crossbowman has now an higher attack speed.
- I don't know neither lol
- They were put more as deco than as crates. I will remove them if you want.
- YEAH. I thought same think since first mission. But I did not know how to.
- Fixed.
- Fixed.
- I will make all of them stronger.
- I added objects drops on grotto destruction as rewards.
- Okay, if you prefer.
- Quest is to "Capture Silverlaine Keep". You need to open the door to do it. I choose to make two separates quests.
- lol, I laughed so hard. I will fix it.


Oh you know, I am not offended at all. I prefer to be corrected.
What word should I use instead?




------

New banner made by Prior!
 
Level 16
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Apr 20, 2014
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523
I will not replace Critical Strike. I will increase its costs and decrease its damages.

About skills. I am looking for new spells for our heroes. Suggestions?
 
Level 20
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Feb 23, 2014
Messages
1,264
I never said to remove the critical strike - I just think the upgrade should cost more and take longer to research, because right now it seems a bit too good.

As for skills, there's quite a lot of fun skills in the skill section, I think it would be good to check them out :) Even if you don't use them, you might get an idea for something you want to make :)

---

So... I've finished the third mission. And I have to say - that was one hell of a troll, man.

The issue with something like that is that some people might restart over and over again trying to somehow survive, not realizing that the attacks are endless and no matter what you do, they will eventually wear you down. This may lead to a lot of people rage quitting your campaign, thinking that they have failed, where in fact they did exactly what they were supposed to do.

You should give a very clear indication that things are going as planned.

As for my other feedback:
- remove the shop ability from arcane vault in the intro cinematic and add it back again to hide that arrow, or just move the shot somewhere else.
- Draen (I constantly get his name wrong - this guy) was not imported from the cache, i.e. he started with 5 skill points and no items
- I think that in the first part you should have vision of your allies and gradually gain it as you explore the map
- while on this topic, the first part (i.e. get to the scouts) felt kinda boring as you just went through a lot of areas where nothing happens
- "A ziggurat here" - it was a spirit tower :)
- Narrow roads again...
- Dalvengyr cinematic - not a fan of trees just dying for no reason, would prefer special effects + remove them to make it look like the trees were an illusion, also why didn't the footmen defend themselves?
- scouts quest didn't complete
- shouldn't both guys at western entrance to main base be patrolling
- you use incorrect icons for the caster upgrades
- there's a difference in quest log quest description and quest message, also - if you're going to tell the player to save Ambermill, you should also point out what Ambermill is
- you set up a big invasion and the result is uhm, kinda underwhelming - the enemy just started attacking, which lasted for a long time until the actual invasion happened
- you shouldn't have any buttons at x=3, y=4 because this is a place for cancel button
- one of my footmen was left behind in the north after dalvengyr cinematic
- narrow entrances to enemy bases are incredibly annoying, again, though you can abuse them with Diana's AoE abilities
- did you lower the range on priest/wizard abilities, becaue they feel kinda as if I had to run closer for everything?
- another thing I don't like is you mixing up the abilities... I mean, taking an ability from a priest to give it to another unit, it's confusing. Either give the Wizard new abilities or just keep things like Mass Dispel on the Priest

As a final note, the main base looked really good. Probably my favourite part so far.

I'm guessing that's it for now?
 
Last edited:
Level 6
Joined
Jul 15, 2017
Messages
250
that's what i said about one footman didn't come with drenn and diana group to teleport at the end of the cinamatic
and thanks for covering all the problems that i have

but my god
 
Level 6
Joined
Jul 15, 2017
Messages
250
So err i think i'm okay that enemy will overwhelm me cause is sort of stick the challenge ish but i do agree the most part like where's ambermill exactly?
 
Level 16
Joined
Apr 20, 2014
Messages
523
- remove the shop ability from arcane vault in the intro cinematic and add it back again to hide that arrow, or just move the shot somewhere else.
Fixed.

- Draen (I constantly get his name wrong - this guy) was not imported from the cache, i.e. he started with 5 skill points and no items
Draenn* :p. And I don't understand why neither. I will upload soon my new file. Could you check if it's works? (Does Diana works?)

- I think that in the first part you should have vision of your allies and gradually gain it as you explore the map
Bah, since they are doing nothing, it's not really useful.

- while on this topic, the first part (i.e. get to the scouts) felt kinda boring as you just went through a lot of areas where nothing happens
Suggestions?

- "A ziggurat here" - it was a spirit tower :)
It's like saying: Oh a tower! NOPE It's a GUARD Tower :p

- Narrow roads again...
Hey, same map!

- Dalvengyr cinematic - not a fan of trees just dying for no reason, would prefer special effects + remove them to make it look like the trees were an illusion, also why didn't the footmen defend themselves?
Done

- scouts quest didn't complete
My baaad

- shouldn't both guys at western entrance to main base be patrolling.
Nope. But I added some stuffs to don't be confuse.

- you use incorrect icons for the caster upgrades
Yeah I know. I want 4 icons for my casters, but two of them are bad. I must change them.

- there's a difference in quest log quest description and quest message, also - if you're going to tell the player to save Ambermill, you should also point out what Ambermill is
Normally, you must know that your base is Ambermill. I will rename Castle as Ambermill.

- you set up a big invasion and the result is uhm, kinda underwhelming - the enemy just started attacking, which lasted for a long time until the actual invasion happened
Any advices? (I am not sure if I really understand this sentence :x)

- you shouldn't have any buttons at x=3, y=4 because this is a place for cancel button
Wizard Training fixed. Any other?

- one of my footmen was left behind in the north after dalvengyr cinematic
I don't understand why. I have maybe already fixed that a long time ago...

- narrow entrances to enemy bases are incredibly annoying, again, though you can abuse them with Diana's AoE abilities
I expanded main entrance (near Alliance Outpost).

- did you lower the range on priest/wizard abilities, becaue they feel kinda as if I had to run closer for everything?
No I did not. It's from W3C I think.

- another thing I don't like is you mixing up the abilities... I mean, taking an ability from a priest to give it to another unit, it's confusing. Either give the Wizard new abilities or just keep things like Mass Dispel on the Priest
I don't want to make casters polyvalents. Wizard are anti magic, so they have anti magics spells (dispel, shield and steal). Priest are supports, heal, armor and shield... I don't want to change that :p

___________

About the map.
In fact, it's a defense mission.
But since I don't like defense missions, I did not show up a time couldown.
People will acts as a normal mission then, and that cool.

I understand that people could rage because they are attacked in mass. But are they stupid? I don't think so.
If you see an amout of units like that, you know it's triggered. Why people would leave or restart when there is no "defeat!"?

But there is point I did not thought before... If they lose their base really fast, they must wait again.
I will add a trigger which launch cinematic after Castle destruction.

Do you think I should add a "hint" to warn players? It will remove surprises and stuff.

Do you have any other advices?



Thanks for you feedbacks.
And yes, now I understand your problem @OblivionDeadra :)
 
Level 20
Joined
Feb 23, 2014
Messages
1,264
And I don't understand why neither. I will upload soon my new file. Could you check if it's works? (Does Diana works?)
- Diana works. Perhaps you used a substitute for the cinematic and forgot to switch them back? Or something with the cache triggers?

Suggestions?
- Since it's an area supposedly clear of undead, perhaps just add some creeps?

Normally, you must know that your base is Ambermill. I will rename Castle as Ambermill.
- Or have characters say in the cinematic that Abmermill needs to survive and add a note about it to quest description, but make quest requirements say your base needs to survive.
- Also, I was almost certain that it was my base, but I was also considering that it may be one of the ally bases.

Any advices? (I am not sure if I really understand this sentence :x)
- In Dalvengyr cinematic Diana freaks out that it's an invasion, Dalvengyr threatens to kill everyone and then... well, one nerubian attack and normal attacks. My suggestion would be to add more defenders to the main base and trigger one big attack at the very start of that section, then proceed to normal attacks.

Wizard Training fixed. Any other?
- not that I remember :)

I don't understand why. I have maybe already fixed that a long time ago...
- Checked if region is big enough? My stuck footman was standing near the trees in the north.

I don't want to make casters polyvalents. Wizard are anti magic, so they have anti magics spells (dispel, shield and steal). Priest are supports, heal, armor and shield... I don't want to change that :p
- Then I'd recommending changing the names/icons of the abilities you moved in such a way :p

Do you think I should add a "hint" to warn players? It will remove surprises and stuff. Do you have any other advices?
- Honestly? Until the cinematic launched, I've though that there was to be a pretty big triggered attack and that the trigger broke - i.e. it repeated itself over and over again. I only didn't quit, because I wanted to see whether to report it as the attack being too crazy or as a broken attack triger :)
- What I would do is add another quest titled "Last Stand" with requirement "Defend until your last warrior falls!" (or something like that). When the final attack launches, I would complete the other quest and show this. The attack itself is enough of a suprise, the fact that you are meant to be defeated should be 100% clear.
- Fun fact: I've build a ton of towers in the vanguard base to help them survive the undead attacks (with some support, they can quite easily take everything orange and green throw at them, leaving you one spot to defend and making it considerably easier to attack) - and, uhm, they've also survived the triggered attacks :D
 
Level 16
Joined
Apr 20, 2014
Messages
523
- The area is controled by the Alliance... Sounds strange...

- I know! By adding a first big wave attacking, it will say where is Ambermill ;)

- I added a first wave.

- How many footmen do you have ? 3 + 1 blocked? or 2 + 1 blocked?

- I will consider it when I will rework all spells. (I still need to find heroes spells lol)

- I added a message for player.

I've made enemies attacking harder Lordaeron Vanguard.
 
Level 6
Joined
Jul 15, 2017
Messages
250
Tuwnew:
- remove the shop ability from arcane vault in the intro cinematic and add it back again to hide that arrow, or just move the shot somewhere else.
Fixed.

- Draen (I constantly get his name wrong - this guy) was not imported from the cache, i.e. he started with 5 skill points and no items
Draenn* :p. And I don't understand why neither. I will upload soon my new file. Could you check if it's works? (Does Diana works?)

- I think that in the first part you should have vision of your allies and gradually gain it as you explore the map
Bah, since they are doing nothing, it's not really useful.

- while on this topic, the first part (i.e. get to the scouts) felt kinda boring as you just went through a lot of areas where nothing happens
Suggestions?

- "A ziggurat here" - it was a spirit tower :)
It's like saying: Oh a tower! NOPE It's a GUARD Tower :p

- Narrow roads again...
Hey, same map!

- Dalvengyr cinematic - not a fan of trees just dying for no reason, would prefer special effects + remove them to make it look like the trees were an illusion, also why didn't the footmen defend themselves?
Done

- scouts quest didn't complete
My baaad

- shouldn't both guys at western entrance to main base be patrolling.
Nope. But I added some stuffs to don't be confuse.

- you use incorrect icons for the caster upgrades
Yeah I know. I want 4 icons for my casters, but two of them are bad. I must change them.

- there's a difference in quest log quest description and quest message, also - if you're going to tell the player to save Ambermill, you should also point out what Ambermill is
Normally, you must know that your base is Ambermill. I will rename Castle as Ambermill.

- you set up a big invasion and the result is uhm, kinda underwhelming - the enemy just started attacking, which lasted for a long time until the actual invasion happened
Any advices? (I am not sure if I really understand this sentence :x)

- you shouldn't have any buttons at x=3, y=4 because this is a place for cancel button
Wizard Training fixed. Any other?

- one of my footmen was left behind in the north after dalvengyr cinematic
I don't understand why. I have maybe already fixed that a long time ago...

- narrow entrances to enemy bases are incredibly annoying, again, though you can abuse them with Diana's AoE abilities
I expanded main entrance (near Alliance Outpost).

- did you lower the range on priest/wizard abilities, becaue they feel kinda as if I had to run closer for everything?
No I did not. It's from W3C I think.

- another thing I don't like is you mixing up the abilities... I mean, taking an ability from a priest to give it to another unit, it's confusing. Either give the Wizard new abilities or just keep things like Mass Dispel on the Priest
I don't want to make casters polyvalents. Wizard are anti magic, so they have anti magics spells (dispel, shield and steal). Priest are supports, heal, armor and shield... I don't want to change that :p

___________

About the map.
In fact, it's a defense mission.
But since I don't like defense missions, I did not show up a time couldown.
People will acts as a normal mission then, and that cool.

I understand that people could rage because they are attacked in mass. But are they stupid? I don't think so.
If you see an amout of units like that, you know it's triggered. Why people would leave or restart when there is no "defeat!"?

But there is point I did not thought before... If they lose their base really fast, they must wait again.
I will add a trigger which launch cinematic after Castle destruction.

Do you think I should add a "hint" to warn players? It will remove surprises and stuff.

Do you have any other advices?



Thanks for you feedbacks.
And yes, now I understand your problem @OblivionDeadra :)

*When i saw you understand my problem of the map i laugh my ass off*
 
Level 6
Joined
Jul 15, 2017
Messages
250
Anyhow i agree with to have a timer lol
and btw i just use teleportation staff to Diana to delay the nerubian attacks while Drenn and few battalion are going to help Diana
is just like a roleplay where you know the enemy is going to attack and then you teleported away to defend the base until your company arrive
and yes change it to Castle of Ambermill
and why not make the castle of Ambermill different like change colors and there is a castle towers just like in Rexxar campaign hehe and the hp would be higher
 
Level 16
Joined
Apr 20, 2014
Messages
523
How did you get this staff?

I will maybe make the nerubian attack stronger lol

I don't want to make this castle too hard. In Rexxar Campaign, humans are strong... Here, they are weak.
I will only rename it. ^^
 
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