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Bows and Arrows

This bundle is marked as high quality. It exceeds standards and is highly desirable.
Current Version: 1.18

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This RPG campaign has been tailored exclusively for compatibility with Reforged. While there was initial contemplation of creating a vanilla version, the author regrettably never found the opportunity to embark on the development of a non-HD edition. Although it was the desire to extend the enchanting narrative to all players, there is a sense of disappointment that this version can only be enjoyed by those who possess Reforged.

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  1. Begin by downloading the campaign file from the source provided. Note that this campaign only works with Reforged version only.
  2. After downloading, navigate to your "My Documents" folder and locate the "Warcraft 3" directory. Inside the "Warcraft 3" directory, find the "Campaigns" folder.
  3. Now, carefully place the downloaded campaign file into the "Campaigns" folder. It's crucial not to alter the name of the campaign file, as renaming it could potentially disrupt the map transitions and functionality.
  4. With the campaign file securely in place, launch Warcraft 3 and proceed to the custom campaign section. You should now be able to select and play the campaign without any issues.
Following these steps will ensure a smooth experience as you enjoy the campaign in Warcraft 3.

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In a distant land unrelated to the Warcraft universe, a skilled warrior emerges as an undead. She forsakes her former life, and pleads her loyalty to her enigmatic mentor. Together, they set forth on an unyielding quest to oppose the human crusade intent on eradicating the undead presence from their land.

Indeed, that encapsulates the premise of our campaign—a creation born of an original narrative, entirely distinct from the Warcraft universe. While drawing inspiration from Warcraft and various other sources, this world takes shape in a unique manner, deviating from the creators' vision for Warcraft. As the mind behind "Defenders of the Light", I have a deep appreciation for the RPG format. In this campaign, we continue within the
RPG genre, without base building and RTS element at all, with a more linear and concise approach compared to the expansive tales of "The Founding of Durotar" and "Defenders of the Light." Rather than a seamlessly interconnected world, our campaign features discrete maps without any transition system, like many other campaign maps.

When Reforged was first announced, I immediately recognized its potential. It became clear to me that the subtle nuances in a character's expressions can profoundly enhance emotional storytelling, far more than expressionless characters ever could. Witnessing Reforged's meticulously crafted models and animations, I saw an opportunity to weave a more intimate and engaging narrative, a feat that classic Warcraft 3 fell short of achieving. To create a truly impactful story, we needed characters that could convey a wide range of emotions, and this campaign is the embodiment of that visionary journey.

Every character you'll encounter is original, introducing you to a cast of individuals you've never met before, despite the familiar models you might have seen. This fresh, self-contained narrative promises a unique journey, offering a refreshing departure from the well-trodden paths of Warcraft and other established tales.

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Linear RPG Campaign with a few experimental elements
The linearity of this campaign makes the story easy to follow. Plus it will have fewer bugs and crashes than my previous humongous campaign.

Items are now seen as temporary abilities
There are very few consumables in this campaign. Many items you pick up provide your hero significant powers that can be swapped and replaced with different items in each map. However, unlike many other campaigns, items in Bows and Arrows don't carry over to the next maps. Each map will have their own items. It's up to you to find them in each map.

Your hero's stats carry over to the next maps.
Therefore, finding and picking up tomes make your hero stronger in the long run. This is not too unique of a system but it incentivizes you to go out there and explore as much as you can, especially when those permanent upgrades can help you tremendously with the bosses later.
Many unique boss fights. Many of them are difficult yet memorable
Just like in Defenders of the Light, I love making the bosses challenging. I am a Dark Souls fan, so you can see where I'm coming from. Some bosses are very hard to beat and only players with good skills can beat them.

The Story
I'm quite satisfied with how the general story was written. It's small, contained but it is also connected to a bigger story. There are quite some story beats that I wanted to change or tighten up. However, my time is up and I have to leave the campaign right here. Even so, I would love to come back to add more to it in the future.


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Music is an important element of this campaign
Ensuring that the in-game music option remains enabled is crucial. Music serves as a pivotal element intentionally woven into specific moments of the game to immerse you, the player, in the intended atmosphere. Each map features a plethora of unique compositions, carefully curated to guide you emotionally through the captivating narrative. The significance of this cannot be overstated. So please have music on, as long as subtitles.

Point of view on the enhanced zoom camera
The recent addition of an enhanced zoom camera in the latest game update has introduced a new dimension to the gameplay. However, it's important to note that the original design of this campaign did not anticipate the use of this enhanced camera zoom. While the enhanced zoom can be advantageous for observing enemy attacks from a greater distance, it may have the unintended consequence of diminishing the game's visual appeal in certain instances.
I would suggest considering whether turning off the enhanced zoom camera might be a worthwhile choice. Doing so will allow you to experience the artistic vision that the game's creator intended, preserving the visual aesthetics they painstakingly crafted. Of course, if you find yourself facing significant challenges in combat and require a better look at your enemies, then utilizing the enhanced zoom camera could be a practical option to enhance your gaming experience.


Special Thanks
We extend our heartfelt gratitude to The_Messenger, an invaluable core member of our development team. With his exceptional talent as a writer, he has meticulously honed the dialogues within Defenders of the Light and Bows and Arrows, imbuing the characters with even more depth and personality throughout the campaign. The_Messenger has not only refined existing dialogues but also contributed his own creative touch to many dialogues and optional quests. His remarkable abilities breathe life into our campaigns, allowing players to immerse themselves not only in gameplay but also in the rich inner worlds of these captivating characters.


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1. The main character's name draws inspiration from a female character in Attack on Titan, and she even intends to adopt a last name reminiscent of that character from the show within the campaign. However, it's worth noting that the campaign's current version does not explore the quest related to this chosen "last name".

2. As the story unfolds, the main character undergoes a dynamic transformation in both appearance and models. Various models were meticulously designed to suit different maps and circumstances. These models range from armed and unarmed iterations to versions with and without the heroic aura, facilitating their use in both gameplay and cinematic sequences. However, it's unfortunate to note that in one particular scene where the character sustains significant damage, a planned model to depict this specific scenario was never realized. The absence of this model leaves a gap in portraying the severity of certain harrowing situations within the narrative, which could have provided a more vivid depiction of the brutality faced by the character.

3. One of the compositions featured in the final map was from the Warcraft movie. This cinematic masterpiece left a lasting impression, and incorporating its music into the game serves as a fitting tribute to the film's legacy.

4. I made the choice to meticulously document the creation of this campaign, and while this decision came somewhat later in the production process, my YouTube playlist offers an extensive glimpse into the behind-the-scenes effort that brought this story to life. If you've already experienced the campaign, I invite you to watch and discover the intricate details of its making. However, if you haven't yet played the campaign and wish to avoid significant spoilers, I would recommend refraining from viewing these videos. Warcraft 3 World Editor

5. In one of the chapters, there is an enemy known as Uca Major, a direct reference borrowed from "Defenders of the Light," which itself drew inspiration from "Darkest Dungeon." This particular foe, Uca Major, is the very same enemy encountered in "Defenders of the Light," but this time, you confront it with a different hero. In "Darkest Dungeon," Uca Major was initially a menacing and dread-inducing presence. However, as I faced this foe repeatedly throughout the game, its ominous aura gradually lost some of its intensity. Nevertheless, the overall impact of "Darkest Dungeon" on my gaming experience was so profound that it seamlessly carried over to the present game, leaving an indelible mark on my memory.

6. The name "Zero Eclipse" holds significant importance in the campaign, representing a potent in-game item. This particular item shares an identical icon with its counterpart in Defenders of the Light. It's worth noting, however, that the effects of this item differ vastly between the two campaigns. The moniker "Zero Eclipse" is directly inspired by the song of the same name, "Zero Eclipse," featured in the popular series Attack on Titan, which was composed by the renowned artist Hiroyuki Sawano. Initially, the track "Call of Silence x Zero Eclipse," a rendition by Samuel Kim Music, was slated for use in a pivotal, climactic scene within the campaign's concluding chapter. However, due to its extended duration and the need to blend seamlessly with later emotionally charged moments, the decision was made to replace it with "Rumbling Sonata" by Samuel Kim Music. Furthermore, Chapter 3 introduces a location known as Eclipse Village, drawing its name from the same source of inspiration.

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Music
Miscs
ShowdownAlexander Temple Alex Seaver
Cold SpellKen Chan
Slave Knight GaelYuka Kitamura
EnemyTommee Profitt
Wretched Weaponry VocalsKeiichi Okabe
Holy Warrior OathSam Cardon
LoveMichael Ortega
Valor is DeadSecession Studio
City Ruins Rays of LightKeiichi Okabe, TPR
Call of SilenceHiroyuki Sawano, PianoDeuss
Call of Silence x Zero EclipseHiroyuki Sawano, Samuel Kim
進撃vn-pf20130524巨人Hiroyuki Sawano
Rumbling SonataSamuel Kim
WarcraftRamin Djawadi
The Demon He BecameJohn Paesano
2AnHiroyuki Sawano
Webbed from the ShadowsJohn Paesano
The Man He WasJohn Paesano
Into the Wild WoodsJon Björk
A Fool's ErrandJon Björk
DawnJeremy Soule
BTNCWRuneBladeCloudWolf
BTNVoidCrystalLeague of Legends
BTNFaerieCharmLeague of Legends
BTNLizardScale2Shop Heroes
MDL PirateCannonTamplier777
MDL Foot_Soldier_v2Xyrohn21
MDL OrcSpearThrowerTamplier
MDL Alacrityvinz
MDL Spell Markersvinz
MDL Shining Flarevinz
MDL AnimatedBush
MDL Elite ArchersBurnedSmackdown
MDL paladinlighttroopervindorei
MDL Human CarriageMr. Smite
MDL Mind BenderMr Orge man
MDL Singularity II Greenvinz
MDL winsorSymphoneum
SFX SmokersCoughBerlinAtmospheres
SFX AboRoarLego Marvel Super Heroes
SFX BansheeScreamFilm Masters on Youtube
MDL OrbDragonXGeneral Frank
SFX Sobbing Male 1partnersinrhyme
SFX ArrowHitSoundmorph
SFX KnifeStab1SoundEffectsFactory on Youtube
SFX GirlHeavyBreathing1All Sounds on Youtube
SFX Apron Cape 1Ryan Wassil
SFX ThunderClap1BoomLibrary
SFX sprj_c1020#19Huntsman from Bloodborne
SFX PunchInvincible TV Show Ep.8
SFX vo_KT_react_bod_land_lrg01Kitana SFX from MKX
SFX vo_KT_react_bod_land_med01Kitana SFX from MKX
SFX vo_KT_react_bod_land_med02Kitana SFX from MKX
SFX ImpactFleshKitana SFX from MK11
SFX ElectricSparkDzulakaBumba on Youtube
SFX MedievalCityAmbienceMichael Ghelfi
SFX MedievalOneLoopAlexander Nakarada
SFX VoiceClipMale292freesoundeffect.net
SFX HumanCrowd138freesoundeffect.net
BTNFullMoonRennala's Full Moon from ER
MDL Alternate FootmanFootman16
SFX bushmovementj1987 from pixabay
MDL LashersRukhmar
SFX GrumpyOldManPixabay
MDL ScrollMWM
Campaign ScreenOrz W from ArtStation

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v1.18 03/25/2025

v1.17 11/17/2024

v1.14 11/08/2023

v1.12 10/29/2023

v1.09 10/15/2023

v1.05 10/04/2023

v1.02 09/28/2023

v1.01 09/28/2023

v1.00 09/27/2023


Specific Map Changes/Fixes
  • Map4 Fixed a bug in Doctor Cinematic that prevents dialogues to show up later in the map

General Changes/Fixes
  • Halved most enemies’ hit points and doubled their damage
  • Added Hard Difficulty where enemies has 40% more hit points comparing to Normal Difficulty
  • Fixed a major bug on Map4 that stops dialogues from showing after certain cinematic
  • Item Hunter Net fixed description
Specific Map Changes/Fixes
  • Map1 Fixed “Ensure you have visual on Jenn in this area” to “on Annie in this area”
  • Map1 Added a small optional quest which reward Annie an additional ability upon completion
  • Map1 Created QuestTip requirements to point out the unique things about this campaign

  • Map2 Fixed riddle so that player can solve it with Annie as well, not just Oi
  • Map2 Murloc Thrashers now spawns at correct hut locations near Murloc Brute

  • Map3 Added the missing texture for Mevin’s cape
  • Map3 Item Knife of Horns minor fixed the description
  • Map3 Fixed QBlink Gaia not activating phase 2
  • Map3 Fixed QBlink phase 2 now correctly completing quest when 20 orbs are destroyed (from 18)
  • Map3 Quest Blink Gaia now disappears when quest reward is selected
  • Map3 Fixed cooldown of Wraithwell Tonic to the right one
  • Map3 Fixed a bug that causes GameOver when Annie dies during QuestBlink
  • Map3 Increased Magenta Sea Turtle’s damage to 278 (from 185)
  • Map3 Increased Skeleton Warrior (QFriend)’s armor to 10 (from 4)

  • Map4 Fixed another bug in KandreB Q that prevents dialogues to show up later in the map
  • Map4 Increased Magenta Sea Turtle’s damage to 278 (from 185)
  • Map4 Increased Giant Enraged Kobold’s damage to 357 (from 238)
  • Map4 Increased Temporary Armor Bonus of Magma Granite Golem’s mana cost to 90 (from 50)
  • Map4 Added a Hint telling players how to re-obtain Writer’s Blessings by following the main quests

  • Map5 Increased Shade’s damage to 387 (from 258)
  • Map5 Increased Giant Enraged Kobold’s damage to 357 (from 238)
  • Map5 Increased Giant Kobold Crystalback’s damage to 396 (from 198)
  • Map5 Increased Magenta Sea Turtle’s damage to 278 (from 185)
  • Map5 Increased Skeletal Orc Grunt’s armor to 10 (from 5)
  • Map5 Added Spell Damage Reduction +65% to Skeletal Orc Grunt
  • Map5 Added Hardened Skin to Skeletal Orc Grunt
  • Map5 Increased Wagon’s armor to 15 (from 5)
  • Map5 Increased Temporary Armor Bonus of Magma Granite Golem’s mana cost to 90 (from 50)
  • Map5 New Item Charm of the Mountain God
  • Map5 One of the Storm Wyrms now drops Scroll of Restoration and Rune of Restoration
  • Map5 Faerie Enchantment Orb now can be activated to restore 250 mana
  • Map5 Reduced the cooldown of Mevin’s 3rd Ability to 3s (from 5s)
  • Map5 Reduced the mana of Mevin’s 3rd ability to 50 (from 62)
  • Map5 Removed some excessive units

  • Map6 Increased Temporary Armor Bonus of Magma Granite Golem’s mana cost to 90 (from 50)
  • Map6 Fixed a bug where music stops playing if player is defeated in Zallen fight

  • Map7 Improved some minor texts and dialogues

General Changes/Fixes
  • Revamped the layout of Chapter 4's village, enhancing its authenticity as a vibrant village setting
  • Addressed a critical issue in Chapter 4 that was preventing dialogues from displaying during cinematics at specific junctures
  • Refreshed Annie's new icon for a more appealing visual representation
  • Restructured the Necrotic Vigor Ward to exclusively heal allied units, ceasing any healing of enemies
  • Eliminated the Checkpoint System
  • Improved Void Crystal description
  • Made all ability tablets into units from buildings and hide them on minimap
Specific Map Changes/Fixes
  • Map3 Fixed Quest Monster not activating if QShadow is discovered
  • Map3 Fixed Quest Blink not activating if QTrust is discovered
  • Map3 Replaced Manual of Health rewards from QMonster with Periapt of Vitality and Pendant of Mana
  • Map3 Unit Increased Iron Golem’s damage to 68 (from 20) and cooldown to 3.7s (from 1.35)
  • Map3 Unit Reduced Iron Golem’s armor to 17 (from 65)

  • Map4 Redesigned village layout, making it feel more like a village
  • Map4 Fixed a serious bug that stops all dialogues from showing up in cinematics at certain points (due to portrait in cinematics)
  • Map4 New Quest Nerubian Deathcaller

  • Map7 Improved boss arena and camera limits to prevent cheesing on the final boss
  • Map7 Kill all skeletons when Sinister Necromancer dies
  • Map7 Unit High Guardian still has a follow-up Slam at his location even if his Slam target dies
  • Map7 Unit Increased High Guardian’s armor to 8 (from 6)

General Changes/Fixes
  • Improved the latter half of Chapter 3 by introducing new events, quests, and items
  • Improved Chapter 1 by adding minor events and quests to enhance the player experience
  • Annie now features unit sounds during gameplay, playing as Dryad and Human Sylvannas
  • Completely revamped defeat triggers, eliminating the need for chapters to restart upon defeat
  • Made visual adjustments to Jenn's character model, giving her a more desaturated skin tone
Specific Map Changes/Fixes
  • Map1 Added new background music titled "Dawn" by Jeremy Soule.
  • Map1 New Quest Void Crystal
  • Map1 New Quest Vendetta Wizard
  • Map1 Unit Updated Annie's models by removing Annie's elven ears
  • Map1 Item Fixed mana regeneration of Void Crystal to +2mana/s (from +5mana/s)
  • Map1 Item Fixed Assassin’s Gloves Atk Speed Bonus to 35% (from 30%)

  • Map2 Item Fixed mana regeneration of Void Crystal to +2mana/s (from +5mana/s)
  • Map2 Item Fixed Assassin’s Gloves Atk Speed Bonus to 35% (from 30%)

  • Map3 Expanded the map with new enemies, events and quests
  • Map3 Recreated Golem area with interesting mechanics
  • Map3 Created Skeleton Warrior event
  • Map3 New Quest Resurrecting Golems
  • Map3 New Quest Blinking Beauty
  • Map3 New Quest A Blind Man's Trust
  • Map3 New Quest Iron Forge
  • Map3 Item New item Wraithwell Tonic
  • Map3 Item New item Flame Strike Staff
  • Map3 Item New item Bracer of Arcane Reclamation
  • Map3 Item New item Conjurer’s Collar
  • Map3 Item New item Rusty Chain, Torn Note
  • Map3 Item New item Golemheart Amulet
  • Map3 Item Removed Twisted Crystal from the chapter

  • Map7 Unit Sinister Abomination now has a Spell Throw animation

General Changes/Fixes
  • Created transition triggers to next map after completion
  • Removed Cinematic Frame during cinematics for all maps
  • Implemented respawning/checkpoint/defeat system in all maps
  • Improved Chapter 4 with better terrain, new enemies, quests, items
  • Ability Recreated Teleslam ability
  • Ability Improved Malevolent Chains' effectiveness for all maps
  • Unit Increased Slam damage of all golems
  • Unit Changed skin tone of Annie
  • Unit Changed Annie’s icon
Specific Map Changes/Fixes
  • Map1 Reduced cinematic animation speed for Annie and Jenn in cinematics
  • Map1 Unit Made the golem hostile faster after transformation 1.8s (from 3s)
  • Map1 Unit Made the tents neutral
  • Map1 Unit Increased Magma Rock Golem’s Slam damage to 220 (from 120)

  • Map2 Implemented MUSC Into the Wild Woods
  • Map2 Now Annie also can activate Miura’s Easter Egg
  • Map2 Created Reward for solving Enid’s puzzle
  • Map2 Fixed infinite spawn for murlocs Pack 15
  • Map2 Item Made worm locket droppable

  • Map3 Added Robert’s coughing sound and animation
  • Map3 Fixed one villager near Robert who doesn’t use the correct walk animation
  • Map3 Updated new dialogues edited by The_Messenger
  • Map3 Reduced background music to 11% during village section
  • Map3 Item Increased/Fixed cooldown of Knife of Horns to 96s (from 9.6s)
  • Map3 Unit Increased Magma Rock Golem’s Slam damage to 220 (from 120)

  • Map4 Improved Mevin’s and Singed’s ability descriptions
  • Map4 Improved map loading screen text
  • Map4 Improved terrain of some parts
  • Map4 Populated the top left corner of the map with new quest, new enemies
  • Map4 Created custom sky and implemented it
  • Map4 Created another shadow/generator puzzle
  • Map4 Lowered volume of main background music by 13dB
  • Map4 Created a new quest Spectral Trial
  • Map4 Created a new quest Raw Power
  • Map4 Created a new quest The Web of Doom
  • Map4 Changed water color
  • Map4 Unit New unit Lasher
  • Map4 Unit Increased Magma Rock Golem’s Slam damage to 220 (from 120)
  • Map4 Unit Increased Magma Granite Golem’s Slam damage to 300 (from 120)
  • Map4 Item New item Heavy Mace
  • Map4 Item New item Mace of Disruption
  • Map4 Item New item Doom Gauntlets
  • Map4 Item New item Butterfly's Ethereal Veil

  • Map5 Created custom skies for cinematics
  • Map5 Added ambient forest sounds
  • Map5 Reduced volume of MUSC Showdown2 by 3dB
  • Map5 Abiity Reduced cooldown of Annie’s Arrow Burst to 64s (from 168s)
  • Map5 Abiity Increased Mind Necrosis Health Cost for Annie to 70-110 (from 55-90)
  • Map5 Abiity Increased Mevin’s True Sight area of effect to 1000 (from 700)
  • Map5 Unit Created explosion effect for Kobold Kaboomer
  • Map5 Unit Create portrait model for Kobold Crystalback
  • Map5 Unit Increased Magma Rock Golem’s Slam damage to 220 (from 175)
  • Map5 Unit Increased Magma Granite Golem’s Slam damage to 230 (from 300)

  • Map6 Added 1st ability selections for Jenn
  • Map6 Added a new track Webbed from the Shadows
  • Map6 Added The Man He Was music to the final cinematic
  • Map6 Fixed model Silvermoon Archway Entrance
  • Map6 Created custom sky to Shade and Meetup Cinematics
  • Map6 Ability Created Heaving Piercing Arrow for Jenn
  • Map6 Ability Created Shotgun Arrows for Jenn
  • Map6 Ability Reduced cooldown of Jenn’s Arrow Burst to 64s (from 168s)
  • Map6 Unit Increased downtime before Spiritcalling Wraiths spawn another summon to 15/22/12 (from 8/12/6)
  • Map6 Unit Increased the summoning pool for Spiritcalling Wraiths to 11 units (from 7)
  • Map6 Unit Reduced unit scaling of Makrura Abomination to 1.0 (from 1.3)
  • Map6 Unit Increased Magma Rock Golem’s Slam damage to 220 (from 175)
  • Map6 Unit Increased Magma Granite Golem’s Slam damage to 230 (from 300)

General Changes/Fixes
  • Improved the terrain of Chapter 1
  • Applied relevant quest pings for all maps
  • Improved ability descriptions in all maps
  • Misty Ring item now only gives player a maximum 20 hit points before it breaks
Specific Map Changes/Fixes
  • Map1 Improved Faint Cinematic by adding "Weeks later" text and adjusted wait time
  • Map1 Recreated Multi-Shot ability, now all arrows are shot at once
  • Map1 Implemented Quest Pings but not for Flower Quest (Intentional)
  • Map1 Improved Author's Notes "Optional Quest"
  • Map1 Improved Cinematic and Hint dialogues
  • Map1 Fixed some wait commands in Gaia cinematics that made it a bit longer than it should
  • Map1 Disable Exp gain for Annie during intro chase gameplay
  • Map1 Removed Rogue Wizard in the intro chase gameplay
  • Map1 Fixed Quest Flower Discovery saying that it's a main quest when it's not
  • Map1 Fixed Claws of Attack +8 to +9 due to Blizzard’s update
  • Map1 Fixed Claws of Attack +4 to +5 due to Blizzard’s update
  • Map1 Improved the terrain
  • Map1 Used a new icon for Purple Flower Quest
  • Map1 Replaced Death Coil with Shadow's Embrace
  • Map1 Improved ability’s descriptions

  • Map2 Fixed Claws of Attack +8 to +9 due to Blizzard’s update
  • Map2 Fixed Claws of Attack +4 to +5 due to Blizzard’s update
  • Map2 Improved Cinematic and Hint dialogues
  • Map2 Created Quest Pings for certain quests
  • Map2 Fixed Thompson not hostile after picking up his armor
  • Map2 Removed villagers after Assassin cinematic

  • Map3 Fixed Claws of Attack +8 to +9 due to Blizzard’s update
  • Map3 Fixed Claws of Attack +4 to +5 due to Blizzard’s update
  • Map3 Replaced Hunter Net with Malevolent Chains
  • Map3 Updated the icon of Magic Slam
  • Map3 Improved the description on the loading screen
  • Map3 Replaced Haste Totem with Necrotic Vigor Ward ability

  • Map4 Improved Multi-Shot Piercing Arrow ability, now all arrows are shot at once
  • Map4 Fixed Misty Ring item now only gives player a max 20 hit points before it breaks
  • Map4 Updated the icon of Magic Slam
  • Map4 Replaced Hunter Net with Malevolent Chains
  • Map4 Replaced Haste Totem with Necrotic Vigor Ward ability

  • Map5 Fixed Misty Ring item now only gives player a max 20 hit points before it breaks
  • Map5 Updated Arrow Burst’s description for Annie
  • Map5 Improved Mevin’s ability descriptions using ChatGPT
  • Map5 Improved Jenn’s 3rd ability descriptions using ChatGPT
  • Map5 Added 1st and 3rd ability selections for Annie
  • Map5 Updated the descriptions of current abilities
  • Map5 Updated the icon of Magic Slam
  • Map5 Replaced Hunter Net with Malevolent Chains
  • Map5 Replaced Haste Totem with Necrotic Vigor Ward ability

  • Map6 Fixed Misty Ring item now only gives player a max 20 hit points before it breaks
  • Map6 Updated Arrow Burst’s description for Jenn
  • Map6 Added 3rd ability selections for Jenn
  • Map6 Updated the icon of Magic Slam
  • Map6 Replaced Haste Totem with Necrotic Vigor Ward ability

  • Map7 Updated Arrow Burst’s description for Annie
  • Map7 Updated Arrow Burst’s description for Jenn
  • Map7 Updated Instant Heal description for Annie and Dark Heal description for Jenn
- Map 6 Replaced the unfinished flashback intro cinematic with the original one
- Map 1 Fixed the corrupted models in Map1 which prevents players from seeing custom models
- Map 4 Removed testing triggers which prevent players from proceeding with the main story
- Public Release


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Contents

Bows and Arrows (Campaign)

Reviews
deepstrasz
Overall a neat action campaign. Needs more polishing (bug fixing, scripted fights tweaking) and to cut down on the repetitiveness (less grind in one map/chapter or at least spice it up). High Quality
Just finished chapter 6 and 7. Here are my thoughts:

Chapter 6: I loved this one, especially the siege at the fort!
  • I died once during the fort siege, and after wards the allied minions stopped attacking. Not sure if they were scripted to stop attacking at some point? I had to solo from the last 2 barracks and cannon.
  • When I died I had thought that my game had ended and I needed to load from a previous save. Might I recommend making it clear to the player that if you die you will respawn at this specific location? maybe use a generic resurrection stone so it's commonly known that this is where the hero will revive if they die (+ping on the map to show where).

Chapter 7: While I liked that the whole idea of this chapter and that it is to close off the campaign. I would've liked it to be a bit longer - but no worries.
  • The beginning cutscene where it shows Annie killing Mevin is very confusing. I only understood it because I read another post in this thread that it was a dream. I think we need to make this more clear to the audience that it is a dream - like add the dream/foggy effect or something? Or a type a transition that could help the player realize that was just a dream.
  • I also wanted to know more about what happened to the Fort General from Chapter 6, the Boss Paladin (Roland i think?) that Raiden and Jenn kills in in chapter 6. At some point in their conversation (Jenn and Roland(?)) I had believed that Annie could have been Roland's wife and mother to his daughter, who I presume have all been killed. Would have loved to know some back-story on who Annie was and whether she had any family. And why did she have the demonic powers to control Undead?

Overall, THOROUGHLY ENJOYED this campaign. 5/5 and should be at least High Quality imo
 
@wubalubudubdub , thank you for doing the first and detailed feedback on Bows and Arrows. I really appreciate it. I'll take all of your feedback into consideration and improve the campaign accordingly.

I died once during the fort siege, and after wards the allied minions stopped attacking. Not sure if they were scripted to stop attacking at some point? I had to solo from the last 2 barracks and cannon.
They were scripted to stop when you reach the area near the High Guardian so that you'd be the only one facing him, without undead reinforcement midfight.

When I died I had thought that my game had ended and I needed to load from a previous save. Might I recommend making it clear to the player that if you die you will respawn at this specific location? maybe use a generic resurrection stone so it's commonly known that this is where the hero will revive if they die (+ping on the map to show where).
That's a great feedback. I thought of that but didn't think much of it before it glossed over my mind and I forgot about it. It's simple but your recommendation is an effective way for the game to communicate with players in this map.

The beginning cutscene where it shows Annie killing Mevin is very confusing. I only understood it because I read another post in this thread that it was a dream. I think we need to make this more clear to the audience that it is a dream - like add the dream/foggy effect or something? Or a type a transition that could help the player realize that was just a dream.
I agree with your point as well. Two other players also said the same thing so it seems like my intention with this screen has backfired and caused more negatives than positives. I'll change it.

I also wanted to know more about what happened to the Fort General from Chapter 6, the Boss Paladin (Roland i think?) that Raiden and Jenn kills in in chapter 6. At some point in their conversation (Jenn and Roland(?)) I had believed that Annie could have been Roland's wife and mother to his daughter, who I presume have all been killed
The Paladin at that fort was Zander. From the dialogue, you could kinda piece together that his wife died not long ago (presumably killed by undead). He was heart broken and decided to stayed inside the cathedral mourning for her death.
One thing I can tell you that Annie is not his wife.
There were also 2 hints during the campaign telling players who Annie is.
I also planned 2 more maps for this campaign that go further into the backstory of both Jenn and Annie. Once players go through these maps, they'll know exactly who they are. However, these maps haven't been worked on. They are just ideas for now.
 
  1. Failed to respawn patrol 1 message when killing a militia near the southern part of the map where a fence is.
  2. Abra calls the razormane a kobold. Probably uneducated?
  3. Some of the bell ringers (especially the two southeast of the village and north of the archer near two cages and a tent), come to attack but they also want to run so they simply mimic attacking and essentially stand still near your troops.
  4. It's not clear where or how Annie knows of these forest(?) spirits(?) Enid and Gaia. I guess she encountered them first off screen after meeting Jenn?
  5. During the scene with the little girl, the blood on the ground should not be there.
  6. There's definitely Berserk vibes.
  7. Playing and getting immersed into the world and story gives a feeling of unease. Partly, you feel compassion for Annie because she's young, naive and unknowing as well as reanimated for someone else's interests and partly because you're actually killing innocent people too. Of course, you're growing and the story up until now hints that Annie has a budding empathy for both living and the dead.
  8. Not sure if Annie's acquisition range is also 650 as her attack range.
  9. Symbolically the two women could just be living for the sake of it, survival. In that sense they are living dead.
  10. Like how patience and exploration is rewarded not only with items and experience but story expansion.
  11. Not sure if intended to be able to hide behind the haystacks on the cliff during Enid's trial. Melee units can't reach you. Or near the granary on the cliff.
  12. Heavy Footman, Clint, Max, a villager woamn and Miles have ! signs but nothing happens when you click them or go near. I've been first to Sulivan and then to Antonion(?).
  13. Kaitlyn can pass through the big castle up north behind to the wall.
  14. Why do power generators regenerate?
  15. Blinking beauty orbs of fire panel should disappear after quest completion.
  16. To the right/just east of Aric, there's an Undead Villager 02 near a house.
  17. One of the kobolds was locked between ruins, near the edge of a cliff to the center south.
  18. Eventually the murloc sorcerer stopped coming at me while I was shooting piercing arrows at him from a big distance. Happened when he reached the far northeast of the marshes/swamps/whatever. North of this place, there's a higher ground path leading to some golems.
  19. Not sure if intended but level 1 spiders run away from you when getting hit. Not all but most, especially those out of the eggs.
  20. A huge level, chapter 4, tedious, gameplay gets repetitive especially with vast creep zones and creeps respawning. Would help to get a boots of speed for very fast movement. Perhaps there's one but I haven't yet found it. Not saying there isn't any reward in that farming gives xp but it gets boring after a while. Becomes bearable once you get the ring of regeneration and the artifact that gives mana regen. But if you don't know where to find them, you can have a really frustrating time until then.
  21. Also the unit tester quest is just annoying and kind of specific.
  22. Other than that the village and interactions there are top notch.
  23. Already been near one of the optional quest statues. Would be nice not to have to go again since the map is big and transportation not that fast even with blinking plus creeps respawn.
  24. Uca Major can be attracted to the waterfall while you stay on top and shoot from above. During the crab summoning, the boss gets some green icon buff along with a buff with a girl's face.
  25. Piercing Arrow is much more beneficial overall than the Crystal Spear's ability.
  26. Sometimes creeps respawn weirdly like a magma golem in the northern murloc waters or a murloc hunter in the wolves land mid east.
  27. Not to mention I've played 80% of the map before finding the third spell xD
  28. What are shadows for? I killed one in the level with Vivian's zombie father and nothing happened.
  29. Piercing Arrow and Malevolent Chains switch places after game load.
  30. I feel Singed and Mevin's way back to the village is quite filler.
  31. Mevin's abilities all have dummy icons and tooltips missing. Mind Necrosis is OK.
  32. The wagon has no visibility and therefore can't be moved/selected when in the fog of war.
  33. Catapult to bring down a tower? Heck no. A bow would do and undead have plenty of time.
  34. Malevolent Chains can be cast on the tower even though the buff doesn't appear but the damage per second works and the tower is disabled from attacking during that time.
  35. Annie takes little damage from the tower by the way.
  36. Fragmented Orb's range is less than Annie's. Would be a good idea to mention the value in the description.
  37. You can fight with another orc tower from below the cliff.
  38. From the orc scripted battle after the scene when Annie asks Mevin about her teacher lying, the gameplay is repetitive creep farming. Even the orcs are uninteresting for the most part, simply waiting to be slaughtered. No story or anything about them or something to spice things up. Well, the barracks and great hall are a nice thing. Got them down solo aided by the Malevolent Chains to do faster damage. Their sasquatch was also a treat: miniboss. Oh, the orcs aren't optional.
  39. By the way, after the first orc contact the camera bounds increase and a small part in the murloc lands is accessible. It's kind of meh though to have to return so much far back for them. Well, I found a place to blink through the forest and then to them from the northern water parts. The xp you gain from them though is hardly any merit to go there. Ooooh, a lever! xD But still not worth turning back for just that.
  40. For crying out loud. One of the shades is on the other side of the world...
  41. Well, I couldn't have known that saving would not be allowed during the Roland fight. Now I can't use any abilities, they simply cancel. OK, they started working after I died. But then they stopped again. I don't know if it has anything to do with trying to select Roland. Using Malevolent Chains on him also breaks the gameplay. I guess it also happens if you select the troops or hover the cursor over them too much.
  42. Item cooldowns don't reset (for instance Emerald Gem of Health) after the battle restarts.
  43. Jenn's abilities are like Mevin's without proper descriptions and having dummy icons.
  44. In the second phase Roland doesn't do much of anything than move and attack. There's two more shooters which are brought down easier than the first time. Also, the enemy prioritizes Annie, Jenn being bonus DPS for Annie.
  45. Raiden's abilities are tooltip missing and have the same girl dummy icons. Of course, Jenn's too. I guess it's a game patch version bug or something. However, it seems there's no FX from Jenn's first and second abilities.
  46. Shadow Swap is fine though.
  47. Replacing the first ability made it look and work normal.
  48. The constant haunting leaves you without proper HP regeneration. Well, you can start over with what you've gained but have to move from the start... Woohoo. Managed to eliminate the ghost and it seemed to stop.
  49. I think the enemy Obsidian Statues are rejuvenating your mana.
  50. Malevolent Chains works on Arcane Towers. Who needs Death and Decay xD?
  51. The same issue happens with Zander when you can't use your abilities in certain cases as specified with Roland.
  52. Also you don't start with full health or item cooldown reset. My golem was still in the arena after I died.
  53. It's silly, you can't dodge the second spell as it casts right on you. So you'd have to teleport before Zander even casts. Some times you can dodge properly, other times it damages even outside the circle quite far. Sometimes it's random, he finishes dashing and instantly starts to cast the second spell so you're not left with much time to shoot him. Also haven't found any ring of health so life regen is kind of down. There was that 200 over 20 seconds one but I dropped it for bonus damage to nearby troops.
  54. It takes a million years before the fight restarts.
  55. So I liked Jenn's map, just the last boos battle needs a bit of tweaking.
  56. Where did Enid and Gaia disappear?
  57. Same issue happens with Raiden, your spells get cancelled if you hover over him or something. I don't know the exact cause but it's just frustrating. Yeah, moving the cursor over the enemy hero breaks the abilities. It happened on Jenn too.
  58. Not sure what happens but sometimes you simply take damage out of the blue without Jenn attacking you. Usually happened when I was hitting here with Q. I think she might be using Piercing Arrow herself with no FX.
  59. The northeastern corner regens mana for some reason, near the house.
  60. Annie's dash has a huge AoE. Even if you blink away you get damaged. Too many annoyances to enjoy the last battles.
Overall a neat action campaign. Needs more polishing (bug fixing, scripted fights tweaking) and to cut down on the repetitiveness (less grind in one map/chapter or at least spice it up).
High Quality
 
Thank you for your review @deepstrasz , I appreciate it. Bows and Arrows will be better thanks to your review.
First of all, I can see why things could get very frustrating with the bugs you got.
Mevin's abilities all have dummy icons and tooltips missing. Mind Necrosis is OK.
Jenn's abilities are like Mevin's without proper descriptions and having dummy icons.
Raiden's abilities are tooltip missing and have the same girl dummy icons. Of course, Jenn's too. I guess it's a game patch version bug or something. However, it seems there's no FX from Jenn's first and second abilities.
Bugs like this (for Mevin and Jenn the map after) never occured when I tested the campaign before. And it happens frequently for you in these maps.
Same issue happens with Raiden, your spells get cancelled if you hover over him or something. I don't know the exact cause but it's just frustrating. Yeah, moving the cursor over the enemy hero breaks the abilities. It happened on Jenn too.
This is frustrating as well as it never happened when I tested the campaign. I can see it takes a lot of enjoyment out of playing this campaign.

These are the two biggest issues that really bother me. Blizzard made all of these updates in the past few years which made the game better and also broke a bunch of things.

Now I'll go to the specifics of your review:
Abra calls the razormane a kobold. Probably uneducated?
There used to be kobolds on this map. I replaced them with razormanes but forgot to change Abra's dialogue.
It's not clear where or how Annie knows of these forest(?) spirits(?) Enid and Gaia. I guess she encountered them first off screen after meeting Jenn?
Where did Enid and Gaia disappear?
Enid and Gaia were supposed to be only Annie's head. It was meant to be ambiguous at first as to who they are. There was a planned but unfinished quest in Chapter 4 implying that they are just Annie's imaginary friends, one represents the dark side, one represents the bright side. After that quest, it's clear as to why they don't show up no more in future map. But I never got to make that quest.

Not sure if intended but level 1 spiders run away from you when getting hit. Not all but most, especially those out of the eggs.
It is intended. Don't you get sick of all warcraft 3 units just charging at you and never letting you go until either you or them die? I changed it up a bit to bring new AI dynamics to those new-born spiders.

Well, I couldn't have known that saving would not be allowed during the Roland fight. Now I can't use any abilities, they simply cancel. OK, they started working after I died. But then they stopped again. I don't know if it has anything to do with trying to select Roland. Using Malevolent Chains on him also breaks the gameplay. I guess it also happens if you select the troops or hover the cursor over them too much.
That's a lot of issues in only a few sentences. I'll look into it.

In the second phase Roland doesn't do much of anything than move and attack. There's two more shooters which are brought down easier than the first time. Also, the enemy prioritizes Annie, Jenn being bonus DPS for Annie.
His AI broke apparently, I'll look into it as well. Roland was supposed to cast AOE spells all over the area and you have to dodge with your heroes' blink ability.
You can see in this video how this map was supposed to play out in my test play a few years back.

The northeastern corner regens mana for some reason, near the house.
It's actually draining your mana, but reforged doesn't have alternative animation where the mana is shown to be going vertically down so I just had to use the same animation with mana regen. The purpose of that was to prevent players from cheesing by hiding in the corner all the time. The bosses' AIs are not too effective when you're in the corner.

There's definitely Berserk vibes.
I never read or watch Berserk btw. Though DOTL and Bows and Arrows are heavily influenced by Dark Souls, one of my favorite games. And interestingly, Dark Souls was heavily influenced by Berserk. So maybe that was why you got the same vibe here. Though I'm not exactly sure what kind of vibe you're implying in this particular comment. In map 2, there was a grave paying tribute to Kentaro Miura, the creator of Berserk, who passed a way during the making of this campaign.

The rest of your review have a lot of useful bug report which I'll fix when I have the time.
Thank you again for playing. I'm glad you finally experienced it, even with the serious unintended bugs caused by Blizzard's updates.
 
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Enid and Gaia were supposed to be only Annie's head. It was meant to be ambiguous at first as to who they are. There was a planned but unfinished quest in Chapter 4 implying that they are just Annie's imaginary friends, one represents the dark side, one represents the bright side. After that quest, it's clear as to why they don't show up no more in future map. But I never got to make that quest.
I understood one was "good" and the other somewhat "mean" (depends on the perspective of undead or humans) but it definitely wasn't clear that they were imaginary. Question is, why did Annie have these hallucinations? To show that undead were human too?
His AI broke apparently, I'll look into it as well. Roland was supposed to cast AOE spells all over the area and you have to dodge with your heroes' blink ability.
You can see in this video how this map was supposed to play out in my test play a few years back.
Yeah, I can see. He definitely didn't do anything like that after Jenn came back too. Roland simply walked and attacked regularly.
I never read or watch Berserk btw. Though DOTL and Bows and Arrows are heavily influenced by Dark Souls, one of my favorite games. And interestingly, Dark Souls was heavily influenced by Berserk. So maybe that was why you got the same vibe here. Though I'm not exactly sure what kind of vibe you're implying in this particular comment. In map 2, there was a grave paying tribute to Kentaro Miura, the creator of Berserk, who passed a way during the making of this campaign.
Oh, that's a bit confusing xD Yeah, I found that grave and thought your inspiration was Berserk. I know of Dark Souls but haven't played any. I generally am not a fan of rinse and repeat games especially when you just memorize stuff and act in tandem with that. It's like you're being programmed or programming yourself somehow (martial arts is a better option as it at leas comes with health benefits). I prefer dynamic reflex developing games like some racing and shooter games instead.

Thank you for the reply and explanations. Sorry you have to fix stuff that worked before.
 
Bugs like this (for Mevin and Jenn the map after) never occured when I tested the campaign before. And it happens frequently for you in these maps.
This is frustrating as well as it never happened when I tested the campaign. I can see it takes a lot of enjoyment out of playing this campaign.
would it be possible to share the spell info for Raiden, as I am having the same tooltip-issues. Using macos with german language, in case that helps to narrow the problem down, playing with reforged graphics. btw, awesome campaign!! kudos
 
would it be possible to share the spell info for Raiden, as I am having the same tooltip-issues. Using macos with german language, in case that helps to narrow the problem down, playing with reforged graphics. btw, awesome campaign!! kudos
Sorry for the late reply @d4rk.f0rce . I was sick and didn't get to use my computer to share the tooltips for Raiden's abilities. At this point, you may have completed the campaign. I'm glad you found the campaign awesome. If you haven't played the last map, I'd say that map was my favorite one and I was very proud of making it. I just hope you didn't suffer the same issue like @deepstrasz where hovering your mouse over bosses breaks the game.

Here are the tooltips as you requested.
1766191103219.png
BanishMap 6: Raiden's 1st AbilityA potent arcane spell that draws upon the mysteries of the ethereal realm. This mystical technique has been shared among various races and has become a coveted ability for those who seek to control the ebb and flow of warfare.
Turns a non-mechanical unit ethereal and slows its movement speed by <ACbn,DataA1,%>% for <ACbn,Dur1> seconds. Ethereal creatures cannot attack, but they can cast spells and certain spells cast upon them will have a greater effect.
1766191103236.png
Shadow SwapMap 6: Raiden's 2nd AbilityIn his ethereal form, Raiden wields unique magical abilities inaccessible to corporeal beings. His ability to phase in and out of physical existence is the catalyst for the existence of Shadow Swap.
Instantly switches places with Jenn. After the swap, Raiden emits a shockwave, inflicting 200 points of damage to all nearby foes while Jenn simultaneously rejuvenates herself by restoring 30 hit points.
1766191103253.png
Death and DecayMap 6: Raiden's 4th AbilityRaiden's long journey of spectral existence has been one marked by powerlessness against the living. For the longest time, he could only observe and infiltrate, unable to directly affect the world of the living. However, as he delves deeper into the shadows and unlocks its hidden potential, a newfound ability emerges: Death and Decay.
Damages everything in its area of effect by 4% of its base hit points per second. Buildings take 30% more damage.
Lasts 30 seconds.
1766191103270.png
True SightMap 6: Raiden's 5th AbilityAn extraordinary ability possessed by ethereal ghosts and shades. These spectral entities have a unique connection to the arcane energies of the ethereal plane, allowing them to pierce through invisibility and illusions.
Reveals nearby invisible units.

If you have any other feedbacks, I'm all ears!
 
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Sorry for the late reply @d4rk.f0rce . I was sick and didn't get to use my computer to share the tooltips for Raiden's abilities. At this point, you may have completed the campaign. I'm glad you found the campaign awesome. If you haven't played the last map, I'd say that map was my favorite one and I was very proud of making it. I just hope you didn't suffer the same issue like @deepstrasz where hovering your mouse over bosses breaks the game.

Here are the tooltips as you requested.
View attachment 564691BanishMap 6: Raiden's 1st AbilityA potent arcane spell that draws upon the mysteries of the ethereal realm. This mystical technique has been shared among various races and has become a coveted ability for those who seek to control the ebb and flow of warfare.
Turns a non-mechanical unit ethereal and slows its movement speed by <ACbn,DataA1,%>% for <ACbn,Dur1> seconds. Ethereal creatures cannot attack, but they can cast spells and certain spells cast upon them will have a greater effect.
View attachment 564692Shadow SwapMap 6: Raiden's 2nd AbilityIn his ethereal form, Raiden wields unique magical abilities inaccessible to corporeal beings. His ability to phase in and out of physical existence is the catalyst for the existence of Shadow Swap.
Instantly switches places with Jenn. After the swap, Raiden emits a shockwave, inflicting 200 points of damage to all nearby foes while Jenn simultaneously rejuvenates herself by restoring 30 hit points.
View attachment 564693Death and DecayMap 6: Raiden's 4th AbilityRaiden's long journey of spectral existence has been one marked by powerlessness against the living. For the longest time, he could only observe and infiltrate, unable to directly affect the world of the living. However, as he delves deeper into the shadows and unlocks its hidden potential, a newfound ability emerges: Death and Decay.
Damages everything in its area of effect by 4% of its base hit points per second. Buildings take 30% more damage.
Lasts 30 seconds.
View attachment 564694True SightMap 6: Raiden's 5th AbilityAn extraordinary ability possessed by ethereal ghosts and shades. These spectral entities have a unique connection to the arcane energies of the ethereal plane, allowing them to pierce through invisibility and illusions.
Reveals nearby invisible units.

If you have any other feedbacks, I'm all ears!
Thank you so much, that is very helpful, I will definitely play until the end, now even more looking forward to the last chapter. edit: Seems like starting the chapter fresh from the campaign screen resolves the tooltip issue :)
 
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Just finished the campaign, excellent piece of work!!!! The only thing that I find too difficult is the fight with Zander. I have no clue how to dodge the second spell, it is randomly hitting me, way way beyond the indicators on the ground. I am playing on normal difficulty, had to skip that fight as I tried probably 50 times and never got Zander below 50% hitpoints :D
 
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