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[Campaign] Battle for Mulgore (Aka: A Tauren Campaign)

Level 8
Joined
Oct 19, 2024
Messages
57
THE BATTLE FOR MULGORE

For millennia, the Tauren have battled the Centaurs, as bitter enemies. Only recently, with the help of the newly arrived Orcish Horde, have the Kalimdor Tauren finally repelled the Centaur back to Desolace... but how long until the Khans strike again?

In this campaign, you'll take control of the Cairne Bloodhoof and his Bloodhoof Tauren (and their allies), in order to finally secure your survival in the grassy fields of Mulgore.

This campaign has been made for the non-reforged version of Warcrat III 1.29.2.9231. I cannot guarantee it will work in a more recent version.

Features:

  • A whole new techtree, with new abilites, as well as three new heroes.
  • Master the Tauren: They cannot build farms, relying on Kodo Caravans, their builder, for food.
  • A consistent strategy: The Tauren excell at frontline combat, with several abilities to control the battlefield and preventing magic damage; in order to protect their powerful but fragile casters.
  • Two new enemy factions: Centaurs and Harpies, whose base units have been heavily altered to make them a serious threat.

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0.2.0:

CHANGELOG:


  • Added 3 more chapters
  • Changed some textures on chapter 3
  • White Hounds no longer cost food
  • Increased the cooldown of the runemaster’s abilities
  • Gave allied and (some) enemy heroes items from chapter 6 onwards


BUGFIXES:


  • Fixed spelling mistakes
  • Fixed wrongful mapping of several abilites
  • Found and removed the model causing the graphical bugs (deathcaller)
  • Custom spells should now properly show the adequate custom graphic, but sometimes it may overlay.
  • Fixed Malfurion placing himself wherever he wished in the squad. Go back to the rear!
  • Cairne no longer avoids the camera in chapter 4.
  • The allied base in chapter 6 has been moved back, making the player a likelier target. Rebalance still pending.
  • Fixed the camera in chapter 6 being all over the place when the cinematic was over.
  • The ending of chapter 6 is no longer abrupt


0.1.1:
CHANGELOG:

In order to make the map easier, Kodo Caravans are no longer used up upon building in chapter 4; they may be used indefinitely. However, you will no longer be able to pack buildings.

BUGFIXES:
  • Stopped a narrative event from firing due to neutral critters in chapter 4.
  • Quickened the animation for the heroes entering Thunder Bluff if the animation is skipped.
  • Fixed an issue that could make chapter 4 not end properly if the end cinematic was skipped.
  • Fixed Cairne not loading properly on chapter 5.


0.1.0:
CHANGELOG:

  • Added 3 more chapters and an interlude
  • Corrected a small misname in the credits
  • Applied modifications to the base units of the game
  • Changed the projectile of the Matriarch
  • Added Boots of Speed in the third chapter
  • Increased the danger of the wandering Meat Wagons in chapter two: They have plague now
  • Added critters to chapter two
  • Changed the model, coloring of the Impaler
  • Added a hint for an easily-missable quest reward

BUGFIXES:

  • FIXED AN ISSUE OF THE THIRD CHAPTER NOT PROPERLY SAVING THE CACHE.
  • Fixed an issue in chapter 3 that could make the AI stop attacking if the cinematic was not skipped.
  • Fixed an issue in chapter 3 that made the Harpy AI not train garrison units
  • Fixed spelling mistakes.
  • Fixed somewhat the animations for some units.
  • Fixed the Chieftain’s abilities not being properly assigned.
  • Fixed multiple caravans losing their cargo if close together after finishing a building. Now only one caravan will become unpacked, but there’s no guarantee it will be the builder.
  • Fixed an issue where Bovan would appear as an error image in the score screen.
  • Fixed the Camera restoring improperly after early cinematics.
  • Fixed duplicate heroes appearing the Scoreboard in Chapter 2

0.0.1: Beta Release






Models:
  • Tauren Buildings:
    • Main Halls, Barracks, Spirit Lounge, Mill and Craftsman: Tauren Buildings by bakr
    • Cache: Tauren Great Hall by IIIНекромантIII
    • Outlook: Tauren Watchtower by Filip95
    • Altar of the Ancestors: Altar of Some Sort by supertoinkz
    • Earthshrine: Roost (Chimaera) and Derivatives by Ujimasa Hojo
  • Tauren Units:
    • Forager: Tauren Worker by apaka
    • Brave: TaurenAxeFighter by NO_exe
    • Hunter: Tauren Hunter by apaka
    • Ley Walker: Female Tauren Druid by Stefan.K
    • Techslayer: Dire Tauren by Bagysta, Zavorakto
    • Runemaster: Tauren Brute by Filip95
    • Plagueshifter: Spirit Walker and Derivatives by Ujimasa Hojo
    • Perith Stormhoof: Hero Whitemane Druid by General Frank
    • Bovan Windtotem: Lorekeeper by apaka
    • Hamuul Runetotem: Hamuul Runetotem by BaiyuGalan, Stefan.K
    • Seedling, Bushling, Sapling: 10 default Tree Tag Treants by Villagerino
  • Centaur Buildings:
    • Encampment: Forge (Gnoll) by Mephestrial, Ujimasa Hojo
    • Sorcerer’s Tent: Tent (Centaur, 2) and Derivatives by Ujimasa Hojo
    • Warcamp and Supply Tent: Tent (Centaur, 0 & 1) and Derivatives by Ujimasa Hojo
  • Centaur Units:
    • Slave: centaur worker by Searinox
    • Impaler: CentaurArcher by Callahan
    • Deathcaller: Centaur by levigeorge1617
    • Chieftain, Khan and Torturer: Centaur and Derivatives by Ujimasa Hojo
    • Elementalist: Centaur Flamecaller by Deolrin
    • Perfect One: Centaur Guard by tillinghast
    • Aratas: Aratas by BaiyuGalan, Stefan.K
  • Harpy Buildings:
    • Nest: Harpy Domain by Rubellu Sidus
    • Roost: Nest (Harpy) and Derivatives by Ujimasa Hojo
    • Perch: Tauren Buildings by bakr
  • Neutral Units:
    • Imperfect: HeroWarden by levigeorge1617


Spells and effects:
-Ley Nexus: Void Rifts by Vinze
-Spirit Beacon: SpiritLinkTotem by xylign

Icons:
  • Tauren Buildings:
    • Main Halls, Barracks, Spirit Lounge, Mill and Craftsman: Tauren Buildings by bakr
    • Outlook and Cache: BNTCentaur Tent and BTNTaurenHall by Null
    • Altar of the Ancestors: Altar of Some Sort by Stormode
    • Earthshrine: BTNRoost Tauren by Null
  • Tauren Units:
    • Gatherer and Hamuul Runetotem: Taurens Icons by MangakaDark
    • Brave: BTNTaurenMarine by General Frank
    • Hunter: BTNSpiritTauren by shamanyouranus
    • Ley Walker: BTNReincarnation by viiva
    • Techslayer: BTNTaurenShaman by Mr.Goblin
    • Runemaster: BTNTaurenBerserk by BlazeKraze
    • Plagueshifter: BTNZLDeathTaurenChieftainVer2 by zadelim
    • Perith Stormhoof: BTNTaurenRage by NFWar
    • Bovan Windtotem: BTNGreatTaurenChieftain by MarcosDAB
  • Tauren Tech:
    • Melee Upgrades: BTNUpgradeAxe1, BTNUpgradeAxe2 and BTNUpgradeAxe3 by viiva
    • Spirit Damage Upgrades: BTNSpiritBoar, BTNSpiritHawk, BTNSpiritBear by BlazeKraze
    • Armour Upgrades: BTNShieldUpgrade1, BTNShieldUpgrade2 and BTNShieldUpgrade3 by viiva
    • Cloth Upgrades: BTNINV_Fabric_Wool_01, BTNINV_Fabric_Wool_02 and BTNINV_Fabric_Wool_03 by Blizzard Entertainment
    • Endurance: BTNWarStomp by -Berz-
    • Kodo Taming: War Beast Armor Training by Darkfang
    • Ley Walker Training: Festive Amulet by Ceterai
  • Abilities:
    • Pack/Unpack: BTNCRGreenpCopy by CRAZYRUSSIAN
    • Bola: BTNEnergyBall by darkdeathknight
    • Track: Aimed Shot by LazZ
    • Stinger: Stinger by Darkfang
    • Protection of the Earth: BTNNaturesWrath by -Berz-
    • Ley Nexus: BTNArcaneBlast by Blizzard Entertainment
    • Bounty of Nature: BTNANANatureReviveExplosion by Anachron
    • Enhance: Life Burn and Fel Burn by Don Valentino
    • Call of the Spirits: BTNGuardianWispSpirits by Moy
    • Techslay: BTNMechanism by NFWar
    • Rune of Fire: Fire Rune by LazZ
    • Rune of Oak, Rune of Wind: Domination/Will Rune (Final) and Domination Rune 2 by YubelHaouJudai
    • Holy Bite: Dire Wolf Roar by Edge45
    • Wholesome Presence: BTNWolfAura by BlazeKraze
    • Purge Wretchedness: PowerOfWater by Praytic
    • Cleanse: BTNWaterStorm by NFWar
    • Crease the earth: BTNSplitEarth by Palaslayer
    • Dissuade: BTNTalking2 by KelThuzad
    • Way of the Longrunners: BTNWarpPortal by Panda
    • Advice: BTNWarriorsBlessing by NFWar
    • Spirit Synod: BTNArcanePortal by Panda
    • Sowing Shot: Seed of Monstrosity by Darkfang
    • Seed Burst: BTNNaturesBurst by Panda
  • Items:
    • Orb of Spirits: BTNElementalSpirit by 8512590215848
Interface:
  • Console Texture: Lost Tribe UI by Spellbound



Well, this is my first campaign, ever, as well as the first time of me using the WorldEditor in a serious manner. As such, there are still a few kinks to work out. There shouldn't be any major bugs, but if you find any bugs (wether major or minor), do tell me.

Also, the only playtester is me, as such, balance is an issue. If you have any suggestions, of any kind, please, do comment them as well. They can be about if an ability it either too powerful or too useless, or if a map is too easy or too hard.

The same goes for map design and dialogue. If you feel a map either feels uninteresting/monotone, I accept any suggestions. Also, english is not my first languag; as such, please do tell me if there are any errors or if a conversation is too forced.

Finally, if everything goes smoothly, the next "big" update will include levels one to six. As of right now, only the first three are playable.

And again, any kind of feedback that helps me improve is welcome.


Download here:
 

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The quality is high, but unfortunately the process is too short
Looking forward to updates
Thank you for the kind message! Yeah, as of right now, there isn't much content. However, the entire techtree and abilites are already made, and I've picked up some practice, so I should be able to push the next update in a few weeks if everything goes alright.
 
Did a quick playthrough. Pretty good imo . Terrain is eye friendly. UI is nice and fits, although those mushrooms give "kobold" vibes. Perith spell kit seems quite unusual in a good way.

Looking forward to full version.

Some issues:
1) tauren Spear throwers and ley walkers animation damage point and projectile launch point need to be tweaked a bit.
2) Cairnes 2 1st abilites supposed to be on Q and W hotkeys right ? Right now they are not.
3) Some of side quests dont have rewards at all ?
4) After some of cinematics camera doesnt automatically reset to game view. Maybe only if I skip them, dont remember.
5) Kodo build system felt ok at 1st. But things got rly ugly when I wanted to build a lot of towers. So do I need to build tons of kodos and then kill them so they wont use space ? Doesnt feel right.
 
Thanks for playing!

1) Yeah, I had noticed the animations for the Ley Walkers where a little off. Not for the Hunters though. Thanks for telling me, I'll fix them when I manage to update the map.
2) Whoops. Fixed.
3) The items are supposed to be the reward in some cases (and the removal of an enemy base), but I'll add a hint to tell the player outright.
4) Yeah, an issue with some of the first cinematics. I think I know how to fix it, though.
5) It's a fear I had. As of right now, all I can recommend is to repackage old towers/unneeded buildings (especially if you move bases), and that you move all used up Kodo's to a corner. I originally intended for there to be some way to repackage used up caravans; but the trigger was a lot trickier than I thought. So while it's still something I intend to do, it will have to wait a little bit, until I get better at scripting.

Yeah, the UI was meant for Broken Draenei, apparently, but it's the closest one I found. Also, I'm glad you enjoyed Perith! I wasn't sure if his abilities would be strong enough, but I think they are.
 
I played this a while ago so apologies it took me so long to post anything.

Throughout the maps, and well the tauren units themselves, there are a lot of instances of places where only a single unit or two can pass through. Which can cause a lot of deaths for your boys.
The kodo builders also have another problem I only noticed because I was moving another kodo that passed next to a just completed building, the passing kodo will change into an unpacked version as well.
As for the last mission since the side objective is tied to the enemy hero and she is a flier you will easily pull her off of the plateau and kill her without doing much on your part or killing any of the harpy buildings.
 

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Thank you for your feedback!


Throughout the maps, and well the tauren units themselves, there are a lot of instances of places where only a single unit or two can pass through. Which can cause a lot of deaths for your boys.
Yeah, this is a problem I had when playtesting. I thought it was due to me not being very good at the game, but if other people are having it, I'll try to make some of the passages wider and some of the units smaller, since they are quite big.


The kodo builders also have another problem I only noticed because I was moving another kodo that passed next to a just completed building, the passing kodo will change into an unpacked version as well.
Unfortunatly, this is an issue with how the trigger is coded: It picks all Packed Kodo units in a small radius when a building is finished, and turns them into the unpacked version. I thought that the radius was small enough that it wouldn't cause issue: Sadly, it appears it isn't the case.

However, I did that trigger back when I was very bad at scripting. I'd like to think I'm a little better now, so I'll see if there is any way to make sure it only picks up the building unit.

As for the last mission since the side objective is tied to the enemy hero and she is a flier you will easily pull her off of the plateau and kill her without doing much on your part or killing any of the harpy buildings.
Yeah, there was an issue with how that AI handled garrisons in that map. It thought that the Hero was just for decoration or something. I've already fixed it for the incoming update, and now it should train several garrison units (including units with Curse and Sleep) that make it a not so trivial challenge.

As for the buildings switching allegiance, if they don't do it and remain hostile, the enemy base is useless, as the towers guarding it will prevent you from destroying it: That's what the Wyverns are for, since the towers are very weak against air. I'm sure that the base can be destroyed manually, but the notion is that killing the Matriarch will make the nemy "leave" the game, saving the player a lot of resources and time.


As for the update, I'm sorry for the delay; since I've had a bit of chaos, but I've already gotten back to it. Chapters 4 and 5 are almost finished, leaving only chapter 6 to be done. With any luck, I'd like to have it finished in less than two weeks.
 
After a month, and a half, it is finally here! I present to you, Battle for Mulgore0.1.0:

  • Added 3 more chapters and an interlude
  • Corrected a small misname in the credits
  • Applied modifications to the base units of the game
  • Changed the projectile of the Matriarch
  • Added Boots of Speed in the third chapter
  • Increased the danger of the wandering Meat Wagons in chapter two: They have plague now
  • Added critters to chapter two
  • Changed the model, coloring of the Impaler
  • Added a hint for an easily-missable quest reward


  • FIXED AN ISSUE OF THE THIRD CHAPTER NOT PROPERLY SAVING THE CACHE
  • Fixed an issue in chapter 3 that could make the AI stop attacking if the cinematic was not skipped
  • Fixed an issue in chapter 3 that made the Harpy AI not train garrison units
  • Fixed spelling mistakes
  • Fixed somewhat the animations for some units
  • Fixed the Chieftain’s abilities not being properly assigned
  • Fixed multiple caravans losing their cargo if close together after finishing a building. Now only one caravan will become unpacked, but there’s no guarantee it will be the builder.
  • Fixed an issue where Bovan would appear as an error image in the score screen
  • Fixed the Camera restoring improperly after early cinematics
  • Fixed duplicate heroes appearing the Scoreboard in Chapter 2

I always designed the first three levels to be tutorials. Both for the player, who has to learn to build with the Tauren, and to me, who had to learn to make a campaing. As such, I at least consider them to be relatively easy.

That is no longer the case for chapter 4 onwards.

There is a difficulty spike from thereon, and a noticeable, fully-intentional one. That being said, it is unfair: I am my only playtester, and as such, I can never play my maps "for the first time". Maybe I have exceeded myself with the difficulty, in which case, do let me know! There's not much point to all these levels if you don't have fun playing them. I'd also like to think that it is consistent: That is, that chapter 5 and 6 are also on the same, if not more, difficulty. Again, any form of constructive feedback is welcome regarding this campaign.

I should also note that there was an error in the scripting in chapter 3, which prevented it from saving the heroes properly. Due to the difficulty spike, I heavily suggest replaying chapter 3, but the map should just load previous version of the heroes if you decide to press on anyways. Feel free to cheat on 3 with Whosyourdaddy if you do not want to replay it entirely, but I should also note that it has been changed (check the changelog for the full review).

That being said, I do not recommend cheating on the campaign, since I do not guarantee that later chapters will work properly.


The basic story beats of this campaign are not mine: They are inspired by a series of Warcraft comics called Bloodsworn... which I have not actually read. However, only the main villain (and some events) are from the comics. Everything else I have modified to my heart's content.

And, as always, any form of feedback is welcome, whether in regards to the pacing, spelling mistakes, abilites being too strong/too weak, etc.
 

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As of right now, there are only six out of eleven in total (excluding interludes and such; which I am still not sure about). For the next big update, I'd like to make tthe next three levels, up to chapter 9. Chapter 10 and 11 would be on the "full release", so to speak.

As of right now, I don't know how long it will take. I have ambitions for the next three, so they may take a while. I will most likely push a relatively earlier update to solve some issues I am unhappy with (but still haven't managed to solve) in the current version, but nothing is set in stone yet.
 
Alright I'll be quick I managed to get through 4 barely the other day but 5 has a major problem in that Cairne doesn't load in at all.

To start off skipping the intro cutscene on 4 leaves your heroes way outside of Thunder Bluff, this isn't as bad in chapter 3, but with the cutscene skipped Cairne when gameplay starts is stuck behind the kodos in 3.

The dialogue about the thunder lizards went off with none of my units near their section of the northern map.

The kodo only being able to build one building before being relegated to corner is very bad on this map especially. Despite the chokepoints, centaur ranged is superior to my ranged. During the end section of the map I was pretty much just sitting in Thunder Bluff waiting to rebuild my main building.

As for five Carine doesn't show up at all so I think it's best to wait for a fix on that.
 

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Okay, yeahm those are big issues, enough for a hotfix. Here:

In order to make the map easier, Kodo Caravans are no longer used up upon building in chapter 4; they may be used indefinitely. However, you will no longer be able to pack buildings.

  • Stopped a narrative event from firing due to neutral critters in chapter 4.
  • Quickened the animation for the heroes entering Thunder Bluff if the animation is skipped.
  • Fixed an issue that could make chapter 4 not end properly if the end cinematic was skipped.
  • Fixed Cairne not loading properly on chapter 5.


The kodo only being able to build one building before being relegated to corner is very bad on this map especially. Despite the chokepoints, centaur ranged is superior to my ranged. During the end section of the map I was pretty much just sitting in Thunder Bluff waiting to rebuild my main building.

Okay, yeah, that seems like a big issue. I've addressed it in that now the Kodo can rebuild several times without issue for this chapter in specific - I want the level to be though, not unfair. I might reconsider rebalancing the stats of the units, but that would take considerably longer for the magnitude of the issue; so for now I'll stick to this change. Suggestions welcome on balance, as always.

The dialogue about the thunder lizards went off with none of my units near their section of the northern map.

Whoops, it was being triggered by critters. Fixed.

To start off skipping the intro cutscene on 4 leaves your heroes way outside of Thunder Bluff, this isn't as bad in chapter 3, but with the cutscene skipped Cairne when gameplay starts is stuck behind the kodos in 3.

Hmm, there was an issue with how the unit group was being selected that made them really slow, it is fixed now; but making the script for making them spawn properly if the cinematic is skipped is... something that would take me considerably more time, so I'll probably fix it in a later update.

As for five Carine doesn't show up at all so I think it's best to wait for a fix on that.

I could've sworn I solved this issue way back then. Anyways; it shoud be solved now; just tested it. That being said, I'm afraid you'd need to replay chapter four. The way the cache works is... most annoying, to say the least.

I am most sorry for the inconvenience.
 

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I had time today so I was able to take a look at six finally.

  • I assume that's meant to be bronze.
  • The model tearing is from that one female centaur model it gets everywhere.
  • Cairne's portrait is not shown for his spoken lines, Thrall's portrait is.
  • Was able to hold much more easily this time even with those extra towers I can build only lasting a few seconds more.
  • Once again Carine is camera shy.
  • I am unsure why the reward for traversing out of the base on this map is a glyph considering the high level creeps you have to get through and being attacked every other minute.

  • Cairne and the other tauren hero are not orange in gameplay or cutscenes, might be deliberate I don't know.
  • Mass teleport is supposedly blocked from the hint given later in the mission I didn't end up using it anyways.
  • The talking brave nearest to the towers does not go up to Cairne to talk to him.
  • Another moment of Cairne being screenshy?
  • There's a little gap in the rocks for your more small units to fit through.

  • Letting the intro cutscene play through to its end has the camera start over the enemy base location.
  • Holy bite is actually mapped to R
  • Skipping the cutscene has your camera start at the base.
  • It's a mess getting up that hill, cows too wide. But I'm stubborn.
  • The completion of the bloodfury base objective is very abrupt, so much so that the quest completion shows up in the outro.
  • Shandris's portrait is not blue in the outro.

I know it's still early days but allied and enemy heroes could use some items as well.
As for chapter six, it's not actually hard. It's just the mission takes a long time because you're starting with 0 upgrades and have to build up while enemies are 2/2 and 3/3.
 

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Thanks for the feedback, it's really useful!
  • I assume that's meant to be bronze.
  • The model tearing is from that one female centaur model it gets everywhere.
  • Cairne's portrait is not shown for his spoken lines, Thrall's portrait is.
  • Was able to hold much more easily this time even with those extra towers I can build only lasting a few seconds more.
  • Once again Carine is camera shy.
  • I am unsure why the reward for traversing out of the base on this map is a glyph considering the high level creeps you have to get through and being attacked every other minute.

1) Minor spelling mistake. Fixed.
2) Yeah, I was unsure which model it was, but after some trial and error, I have already removed it. It will be gone in the next update.
3) Uh, yeah, gotta fix that.
4) Hmm, maybe outlooks are too fragile, or are too weak even for their cheap cost? Migh buff them, but I am still unsure on how exactly. Suggestions welcome.
5) Gotta love scripting cinematics/dialogue. Thanks for reporting it, I'll have a look at it.
6) At the beginning, there was going to be a secondary mission for exploring the north area, but I already found the chapter hard enough without putting that kind of pressure on the player. I assumed the wyrm was strong enough of a unit to compensate; but I'm starting to think that the whole chapter needs rebalancing. Suggestions, as always, welcome.


  • Cairne and the other tauren hero are not orange in gameplay or cutscenes, might be deliberate I don't know.
  • Mass teleport is supposedly blocked from the hint given later in the mission I didn't end up using it anyways.
  • The talking brave nearest to the towers does not go up to Cairne to talk to him.
  • Another moment of Cairne being screenshy?
  • There's a little gap in the rocks for your more small units to fit through.

1) Yeah, it's deliberate. I thought it was more important for the player to recognise to whom does the hero belong rather than keep OG colours.
2) If you try to teleport, you get a funny dialogue about it. It's mainly to avoid the player merging forces before removing the barriers.
3) Something else that needs fixing. Thanks for reporting.
4) Don't know why. Gotta revisit that trigger.
5) Whoops. Fixed.


  • Letting the intro cutscene play through to its end has the camera start over the enemy base location.
  • Holy bite is actually mapped to R
  • Skipping the cutscene has your camera start at the base.
  • It's a mess getting up that hill, cows too wide. But I'm stubborn.
  • The completion of the bloodfury base objective is very abrupt, so much so that the quest completion shows up in the outro.
  • Shandris's portrait is not blue in the outro.

I know it's still early days but allied and enemy heroes could use some items as well.
As for chapter six, it's not actually hard. It's just the mission takes a long time because you're starting with 0 upgrades and have to build up while enemies are 2/2 and 3/3.

1) Yeah, that's something I gotta fix. When testing the map, I always end up skipping the opening cutscenes, and tend to forget about this kinda thing.
2) Whoops. Fixed.
3) Yeah, the same issue as 1)
4) That's uh- that's one way of doing it. You could also use Perith to TP straight into the enemy base (or go in through the back, at the risk of getting flanked). I didn't add a hint because I wanted the player to figure it out themselves, but I'm not sure yet on what to do.
5) An issue with how the trigger checks for completion. To be fixed.
6) Sometimes I hate doing cinematics with a passion. Sometimes not. I'll fix the Shandris thing.


I hadn't thought about the item stuff! Yeah, good idea.


Also, regarding the difficulty of chapter 6: Could you please elaborate on that? I still don't really know how to balance some of this stuff, if it wasn't obvious. Like, did the ally tank too many attacks? Where the attack waves to slow/too weak?

Again, I'm really thankful for the feedback.
 
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The night elf ally didn't ever really seem in true danger of dying, buildings did die yes, but the most significant threat was the one centaur hero with the stampede ability. Since they don't have a stun/interrupt for enemy heroes. As for attack waves I kept waiting for the attacks to come but I kept finding I actually had a lot of time since enemy attacks were actually pretty long between waves.

Also I'm unsure how to use the portal ability because it's uh a bit inconsistent.

4) That's uh- that's one way of doing it. You could also use Perith to TP straight into the enemy base (or go in through the back, at the risk of getting flanked). I didn't add a hint because I wanted the player to figure it out themselves, but I'm not sure yet on what to do.
I'm very stubborn.
 
The night elf ally didn't ever really seem in true danger of dying, buildings did die yes, but the most significant threat was the one centaur hero with the stampede ability. Since they don't have a stun/interrupt for enemy heroes. As for attack waves I kept waiting for the attacks to come but I kept finding I actually had a lot of time since enemy attacks were actually pretty long between waves.

Also I'm unsure how to use the portal ability because it's uh a bit inconsistent.

Hmm... might pull the allied base back a little, since it would make some of the enemies attack more frequently the player instead.

As for the portal... I think I should increase the duration. It doesn't last long enough for how much micro it needs.

As always, thanks for the feedback!



I'm very stubborn.
...I think I'm starting to discover why the hard mode of ye olde Legends of Arkain was called Kasrkin.
 
After another month and a half; here is the next update!

CHANGELOG:

  • Added 3 more chapters
  • Changed some textures on chapter 3
  • White Hounds no longer cost food
  • Increased the cooldown of the runemaster’s abilities
  • Gave allied and (some) enemy heroes items from chapter 6 onwards


BUGFIXES:

  • Fixed spelling mistakes
  • Fixed wrongful mapping of several abilites
  • Found and removed the model causing the graphical bugs (deathcaller)
  • Custom spells should now properly show the adequate custom graphic, but sometimes it may overlay.
  • Fixed Malfurion placing himself wherever he wished in the squad. Go back to the rear!
  • Cairne no longer avoids the camera in chapter 4.
  • The allied base in chapter 6 has been moved back, making the player a likelier target. Rebalance still pending.
  • Fixed the camera in chapter 6 being all over the place when the cinematic was over.
  • The ending of chapter 6 is no longer abrupt


It has taken me a while; but it's finally here! I consider the new three levels to be considerably harder and longer than the previous ones! (Also more fun, if you ask me).

It should be noted that, again; I'm my only playtester. Either the difficulty is through the roof, or I'm really bad at this game (and I'm inclined towards the latter). That being said, several units and abilites are still pending of buffs and tweaks... but I require a little more feedback for that.

It should be noted that... chapter nine is intense. There's a also a bug in one of the allied AI's that makes them less than expected. The reason it's not fixed is because I intend to revamp several levels and techtrees for the full release, and I'm not enthusiastic about spending a month on an esoteric issue when I'm going to change the whole techtree of that faction. Still, chapter nine should be perfectly beatable.

Also, regarding full release, it should also be noted that I'll probably partially re-do some levels, and refurbish the whole thing (it's a bit of a mess right now.) As such, (and this is really important), I'm taking suggestions! If you could be kind as to answer me the following...

-What was your favorite and least favorite levels? And why?
-What ability/unit was your favorite or used the most, and which one was the most useless (to you, that is)?
-What, in particular, would you like to see changed?

I'd be most appreciative of any feedback! Since as the sole developer, I lack perspective.

Thank you again for playing!
 

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Sorry for the very late post Datage some of these are probably fixed by now but, I played the few levels I had time for so I figured I'd post what I had.

1. Hamuul's ult is not bound to R also I'm unsure if the AoE actually works, doesn't work on harpies.
2. Shandris has the wrong portrait color in the outro.
3. After the intro ends the camera is focused on the Khans meeting area.
4/5. I'm not altogether too sure if this is supposed to be here as an option.
6. After the lines about the cave entrance being blocked I'm assuming you're just supposed to teleport in?
7. The Khan's portrait color is wrong.
8. Also Centaur reinforcements still come in through the outro.
 

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These models may be useful to you
 
Thanks both of you for the comments! I've been very busy the last few months; so I haven't had the chance to answer sooner!

1. Hamuul's ult is not bound to R also I'm unsure if the AoE actually works, doesn't work on harpies.
Huh, how odd. I just tested it and gave me no issue. Perhaps an older bug I already fixed! As for the harpies, that's been solved: In general, Hamuul's ult was behaving incostinently; but it's now fixed and should work as intended.

2. Shandris has the wrong portrait color in the outro.
3. After the intro ends the camera is focused on the Khans meeting area.
Oh, how I loathe the minutiae of cinematics. Those will be fixed. Thanks for reporting it.

4/5. I'm not altogether too sure if this is supposed to be here as an option.
...it isn't. Kind of funny, but also very weird. I think I know how to fix it, though!

6. After the lines about the cave entrance being blocked I'm assuming you're just supposed to teleport in?
7. The Khan's portrait color is wrong.
8. Also Centaur reinforcements still come in through the outro.
6- Yeah, only way in. Originally there was going to be a dummy teleport through the cave, but I thought using Perith was more interactive.
7, 8- Of course it is... more broken cinematics in the need of fixing. This vexes me.


These models may be useful to you
Thanks! I'll have a look at them!
 
Hello there, @Datage.
I've been playing your tauren campaign for a while and recording it for my humble YouTube channel.
Still, I have to complete one or more missions by now - "Valley of War" - but I can say that Perith Stormhoof is ABSOLUTE GOAT thanks to his ultimate ability.

Loved that casually opening portal from my base to the frigging base of my enemy and shadowdropping dozens of taurens and wind riders through it.
Love it.
Please dont delete it.
 
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Hello there, @Datage.
I've been playing your tauren campaign for a while and recording it for my humble YouTube channel.
Still, I have to complete one or more missions by now - "Valley of War" - but I can say that Perith Stormhoof is ABSOLUTE GOAT thanks to his ultimate ability.

Loved that casually opening portal from my base to the frigging base of my enemy and shadowdropping dozens of taurens and wind riders through it.
Love it.
Please dont delete it.

Hey, I just watched your gameplay! Thank you very much for playing it, and I'm glad to see you liked Perith's kit! I'm also kinda glad to see that the campaign seems to work mostly fine in Reforged.

Your videos were very useful, I might add. Most of the keybinding problems that appeared are now fixed!

Please do tell when you upload the rest, I'm eager to see someone else play it.

(And don't worry, Perith's ultimate isn't going anywhere. It's kinda necessary for the last levels. And also it's superfun.)
 
Has it not been completed yet? How much longer?
Well, it's got a quite a while still to go.

-I've redone some tech trees a little, added new icons and models to a lot of units (especially to units that reused models). But that's done and dealt with.

-Added a lot more unique items

-I've also spent a while fixing the whole packaging thing. Now it works properly and cleanly. Futhermore, I also added the ability to repackage caravans without consuming resources.

-I've added a new unit and two new researches.

-Right now, I'm cleaning the jank from most levels (and there's a lot of jank). I've also redone some terrains, so that it looks prettier. I've smoothed out the difficulty a little, and I'm implementing a hard mode as I go along.

-Most of the AI also needed a touch-up: Now it does research properly, and defends it's own base a lot better.

And after all that, there's the new levels!

-A proper prologue

-A brand new chapter between chapter 5 and what-used-to-be chapter 6. (It's currently what I'm working on. I've added a sneak peak at the end).

-Another interlude needs to be added between two levels; along with a secret chapter late in the game.

-And after all that; one last interlude, the last two levels, the epilogue, and the credits!

It might seem like a lot, but I'd like to think that I'm more than halfway through. That being said, it's unlikely to be finished before summer.


SneakPeekII.png


As always, any feedback is welcome!
 
Apologies for the long wait.

1. I believe I took this screen for how abrupt the optional objective cinematic was. I thought I was just exiting the dream again.
2/3. Just seeing one of the quest tabs having the hero survival completed?
4/5. Since you're using unclickable waygates might I suggest having vision of the target area show up on the mini map instead of clicking around hoping when you are at the initial entrance.
6. I realized afterwards this cleared out the rest of the canyon but I was wondering at the time what it actually did.
7. This is a bit of a random note from me but is the tower meant to drop a rune of rebirth.
Also in this dungeon the ooze room right before the boss is harder than the boss.
8. Took too long and they ran out of gold and had way too many workers on the mine to boot.

I would very much recommend having the night elf units abilities switched over to QWER as well since it's a bit of a headache to have your heroes and units be that way but the mountain giant and druid aren't. Also Maiev

There is one more thing there are a decent amount of magic immune units in the mission with a lot of your stuff doing only magic damage which makes some encounters not exactly annoying but take a bit.

9. This mission honestly hurts to look at for too long, I haven't completed it yet but it's murder on the eyes if you play too long.
 

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No worries, thanks for the feedback!

1) Refer to the "cleaning jank" from the previous comment. A lot of the jank comes from the cinematics, so it will be fixed before final release.

2/3) Probably some mistake with how it takes the mision requirements. Thanks for reporting. Into the jank pile it goes!

4/5) That's a good idea! I hadn't thought of that! Will do.

6) if you get there too early, you get a warning from one of the flying units. The canyon cannot be brute-forced, as far as I know.

7) Yes! It's meant to help with the mini-boss just north of that room. I've changed the model of the Arcane Conducts, so now it does a proper birthing animation.

And that goop battle... yeah, that's a though one. I left it in because I found curious how a bunch of buildings with some spells can be so dangerous. There's no rewards for beating it as of now... but there will be. A very, very good reward.

8) Yeah. He only receives the data to turn on late in the level. Again, refer to "jank that needs to be cleaned".

Switching the whole keyboard is something I've also been doing. The humans and orcs are already done, but I had forgotten about the nelves. Well, more stuff to polish!
There is one more thing there are a decent amount of magic immune units in the mission with a lot of your stuff doing only magic damage which makes some encounters not exactly annoying but take a bit.
There are actually not that many! Golems georg, that lives in a cave and is completlely inmune to magic, is an statistical outlier and shoudl not have been counted.

...on a more serious note, as far as I recall it's mostly the golems and the stone-bound huntresses. The golems kill your melee, and the stone-bound huntresses are a high-level very, very dangerous mob. That being said, I'll probably increase the amount of archers you start with (on normal difficulty. You get to keep struggling if you play hard)


9) Yeaaaah... maybe 70% opacity wasn't such a good idea. I first I considered lowering it, but I spent nearly a month balancing that map (it used to be way, waaaaay harder). By the time I was done, I had grown accustomed to it, and forgot completlely about the mask. (The first time I looked at a normal Warcraft map after that my eyes nearly popped due to how well you could see everything.)

I'm either considering lowering it... or making it rise slowly as map goes on longer and longer (aka 'making the storm worsen'); since it's a map that punishes you a lot for taking your time. However, I still have not gotten to cleaning up that one, so I'm still open to feedback.
 
Is the Centaur race playable in this campaign?
I'm afraid not!

Most of the levels are played with the Tauren (which are fully custom). A few let you play instead as the Humans, Orcs, and Nelves (it should be noted that for final release, quite a few human units have been changed for custom ones).

The other custom races are Centaurs, Harpies, and some Elemental units. Out of those three, you get Centaur allies in some levels, but that's it.
 
I'm afraid not!

Most of the levels are played with the Tauren (which are fully custom). A few let you play instead as the Humans, Orcs, and Nelves (it should be noted that for final release, quite a few human units have been changed for custom ones).

The other custom races are Centaurs, Harpies, and some Elemental units. Out of those three, you get Centaur allies in some levels, but that's it.
How many chapters are planned?
 
Well, for the final release:

-A prologue.

-The first four chapters

-An interlude

-Chapter Five

-A new chapter (I'm still working on this one - it's giving me way more trouble than it thought. It's almost done, though!)

-Chapter Six (now chapter seven)

-Another interlude (to be done)

-Chapter Seven, Eight and Nine (now Eight, Nine and Ten, respectively)

-Another interlude (to be done)

-Chapter Eleven (to be done)

-Chapter Twelve (to be done)

-Epilogue and Credits (you can currently read the credits in the first comment in this thread, in case you're curious)

-And a secret level! (to be done)

So, in total, about 13 playable missions + 5 cinematic levels = 18 total buttons.

Most of the levels are already done; and the first half have already been cleaned of jank and are finished. The second half still require some tuning, but it's mostly cleaning the bugs reported on this thread and balancing (I'm still open to feedback, though!). The new level (which is almost done) and the secret level I expected for them to take more time, but Eleven and Twelve should take me less.
 
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