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[Campaign] Defenders of the Light

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Current Version: 0.52
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With the recent update of the campaign to version 0.49, many bugs were eliminated. Unlike before, version 1.26 and 1.27 of Warcraft 3 can no longer play it. However, 1.30 and 1.31+ can play it with way fewer bugs than before. Defenders of the Light is now best compatible with version 1.29, 1.30, 1.31. You may encounter some minor bugs here and there (through avoidable if you reload the save enough times) if you play with version 1.30+.

1) Download the campaign
2) Place the file into your My Documents/Warcraft 3/Campaigns
2) Don't rename the campaign file or the map transition may not work
3) Play the campaign








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Inspired by The Founding of Durotar Campaign, yet unsatisfied by how short but fascinating the campaign was, this campaign aims to create a bigger world with more areas and various styles of gameplay. Note that the campaign follows none of the Warcraft or World of Warcraft lore. It takes place at a different world despite using the names of some of the same characters in Warcraft.
This campaign was first developed based on the idea of gameplay and exploration. Even though the Rexxar Campaign was amazing, it was kinda short for my taste. For the longest time, I have always wanted to create a campaign like that but bigger and more diverse in term of gameplay. My first thoughts were to make as many maps as possible. Therefore, more play-styles can be implemented such as regular RTS games, defense games, arena games, puzzles, MOBA, mini-games and many more, into only one single campaign. And here it is, this RPG campaign is the result of that.





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Campaign in the style of The Founding of Durotar with many unique elements
Defenders of the Light aims to provide something beyond the experience of the original Warcraft 3 and the Founding of Durotar. It has many unique minigames and contents that you may get pleasantly surprised about. It may look like a typical Warcraft 3 campaign at the start, but the changes only show themselves gradually the deeper you dive into the campaign.


An original, beautiful and impactful storyline which was written to touch your heart
Growing up, I always love the kind of stories that realistically portrait the characters as real human beings, with goodnesses and flaws. Therefore, I created this story with the same mindset in mind. Great movies and games successfully touched my heart in the past. Great works of art always give me the experiences I could never forget. I hope Defenders of the Light will do the same thing to you.


More than 16 playable maps for Act I and more than 12 playable maps for Act II
After completing The Founding of Durotar, I was a bit disappointed of how few the maps are, and also got even more disappointed in the later Acts that the number of maps not only shrinks but the story also becomes more linear. I created this campaign not with the intention to surpass The Founding of Durotar. I only created what I wanted to play, something bigger, something I could enjoy a lot more. Unlike the map layout of The Founding of Durotar, which has one main map and some submaps around it, the maps in Defenders of the Light do not structure the same way. You'll know it when you play it.


Custom units and custom AI, adding new layers of complexity and skills on top of the original Warcraft 3
If Warcraft 3 is made simply for RTS, then the original unit attacking patterns (move, attack, cast spells) are fine with me. However, RPG formulas require the game to be more complex and compelling. Defenders of the Light starts out like any a typical Warcraft 3 campaign with normal units doing what normal units do in Warcraft 3. It gets more complicated as time goes on as it will require more control on your part. You will see the full result of my vision with custom units and AIs in the Second Act.


Many unique boss fights. Many of them are difficult yet memorable
Beside the story, the boss fights in this campaign will be the most memorable feature you'd ever experience. I was so proud of creating the bosses in the second Act. They are challenging, beautiful, phenomenal and most memorable.


Map transition system - Most maps can be traveled back and forth
This feature itself is quite rare of a feature for a custom campaign on HIVE. To me it's quite hard to find a campaign like The Founding of Durotar that utilizes the map transition system. Most campaigns have you play from one map to another without coming back to the previous maps to progress with the story. Defenders of the Light does that which makes it distinctively an RPG campaign. With this system, you can do some interesting things with it that other campaigns cannot.






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Models CreditsIcons CreditsSkins CreditsMiscellaneous Credits

HeroGlow by assasin_lord
Elder Shaman Thrall by Rubellu Sidus
Animated Grass by Sunchips
MagHar Barracks by Forgotten_Warlord
Juggernaut by HappyTauren
Leech (Yellow) by Fingolfin
Sunken by killst4r
Orb of Dragons by General Frank
RuneGem by RightField
NucExplosion (no missile) by WILL THE ALMIGHTY
Red Helmet by Remixer
Simple Tree by Grey Knight
Goblin Steamboat by kellym0,MiniMage
AnimatedFlowerBV.088 by kellym0
AnimatedCatTailBv.025 by kellym0
Grassie by HappyTauren
Bulky Human by Skipper
Barbarian Villager by Sin'dorei300
Wall by Shadow_killer
Branch by RightField
Mammoth Hurler by Skipper
Blood by SantoRayo[iP]
Birch and variations by Fingolfin
Oak and variations by Fingolfin
Pine and variations by Fingolfin
Inquisitor by FerSZ
Chaos Golem by MasterHaosis
Crate by Deolrin
Nether Ray by GhostThruster
Naga_Shield_Item by eubz
Web by Lender
Nerubian Devourer by Tarrasque
FemaleDrider by garfield
Demon Ziggurat by Ujimasa Hojo
Ice Spider by Kitabatake
Roar Caster by JetFangInferno
Blue Velvet Blossom by Remixer
Devil Pearl Rose by Remixer
Queen's Throne by Remixer
Governor's Crown by Remixer
Spear Head Mushroom by Remixer
Wooden Archway by eubz
TrollChild by ChevronSeven
TrollWitch by Uncle Fester
CastIronGolem by CryoniC
EvilWave Effect by sPy
Rune Golem by Alpain
Brigitte Abbendis by kangyun
Monk Statue by Kino
Desert Walls by Felipe Gormadoc
Desert Columns by Felipe Gormadoc
Desert Roof by Felipe Gormadoc
Medivh by Ujimasa Hojo
Templar Catapult by Direfury
HFMRock_Vale by Talavaj
RPG Villager by Tenebrae
Necrolyte by Kam, Xaran Alamas, Rommel
King's Guardian by Stefan.K
Mansion Wall by Kitabatake
Anduin Lothar by Tauer
Crystal by eubz
Bandit Champion by Sweet Oblivion
Villager Man by Aquis
Bandit Leader by Stefan.K
Maul of Strength by Thrikodius
Battleship by Illidan(Evil)X
GrommashHellscream by Tauer
Villager Orcs by Plunders
Grunt Female by Cavman
OrcChild by ChevronSeven
Watcher by frostwolf
Candlesticks by The_Silent
Gothic Window by Tranquil
Carpet 02 by Tranquil
BigPlantPot OnStand by imforfun
Piano by Eleandor
Chair1 by HappyCockroach
Fireplace by Blood Raven
Dojo Doodads by Blood Raven
Red Curtain by Ket
Stone Brick Variants by InfernalTater
FLoating fountain by Horn
Archmagi by Direfury
Paladin Judgment_Armor by Stefan.K
Orcish Berserker by supertoinkz
Sporling by Maxwell
King by Tranquil
Templar by Callahan
Watcher by Ujimasa Hojo
Orc Wolf Rider by Stefan.K
Mammoth Ravager by Skipper
Rifleman Lordaeron by Asssssvi
Orcish Spearthrower by General Frank
Villager Kid Female by Alethos
Serpent Knight by Gluma
Void Missiles by Mythic
Royal Captain by Tranquil
Parasite Worm by -Grendel
Banshee Queen by Sellenisko
Orc Warlock Hero by Dojo
Ancient Explosion SFX by WILL THE ALMIGHTY
Thrall by Lord_T
Shining Flare by Mythic
Aqir by frostwhisper

BTNWoWThrall by Sin'dorei300
BTNRedGuillotineVlll2 by San
BTNAutoRepairBots by Infinitynexus
BTNMoltenGiant by chr2
BTNSanctuary2 by Darkfang
BTNAntiMagicShell by Darkfang
BTNManaOrb by -Kobas-
BTNChaosGolem by MasterHaosis
BTNDemonZigguratby Ujimasa Hojo
BTNDemonZigguratUpgrade by Ujimasa Hojo
BTNBoarCharger by Mr.Goblin
BTNRing by ~Nightmare
BTNFlower3 by exN
BTNDragonstone by Skypsi
BTNTheOneRing by Mc !
BTNTrollWitch by Uncle Fester
BTNPT1Shield by Heinvers
BTNEmptyAmulet by PeeKay
BTNSphereOfDarkness by PeeKay
BTNRPGHeroEmblemCleric by Apheraz Lucent
BTNRPGHeroEmblemRanger by Apheraz Lucent
BTNRPGHeroEmblemDruid by Apheraz Lucent
BTNSultanCharmV2 by Apheraz Lucent
BTNRunestonePike by Blood Raven
BTNIceWand by NFWar
BTNBoots by Blaxor
BTNSpikedArmor by PeeKay
BTNGauntlet by darkdeathknight
BTNYellowCrystalBlade by NFWar
BTNScythe by Destructor [DoR]
BTNDualCutlass by Flute
BTNTItansteelShield by Hadeis
BTNAmulet by -Berz-
BTNPatrol by MortAr
BTNBouldersling by Eagle XI
BTNEntaglingSpikes by Don Valentino
BTNCarbotZergling by Carbot Animation
BTNSandOrb by Darkfang
BTNEnchantedOldAxe by Heinvers
BTNicon005 by FViral
BTNDuelistsGauntlets by NFWar
BTNCWRuneBlade by CloudWolf
BTNEssenceDrain4 by San
BTNCRwGem by CRAZYRUSSIAN
BTNGrapes by Big Dub
BTNCRgravedance by CRAZYRUSSIAN
BTNStop by viiva
BTNWex by Legal_Ease
BTNPowerHammer by NFWar
BTNPotion2 by Mr.Goblin
BTNDeath_Staff_Stave by Gwen Stefani
BTNIcyArrows by maxor_gan
BTNMaskOfSilence2 by D.ee
BTNIvoryMammoth by Stanakin
BTNVolatileWaters by Darkfang
BTNTaliaLothian by Joey Julian
BTNSkullMask by Solu9
BTNMap by The Panda
BTNSpellHover by JollyD
BTNFreedom by PeeKay
BTNCameraReset by darkdeathknight
BTNCrimsonEdge by San
BTNPlagueBell2 by Pyramidhe@d
BTNLobsterCrabBounty by Kimbo
BTNArisingLightStrike by Darkfang
BTNWarCry by PeeKay
BTNSeerStaff by PeeKay
BTNOrbVar4 by Big Dub
BTNRoyalArmor by NFWar
BTNOrcShield by Midnighters
BTNSpiderArmor by Mc !
BTNPlateArmor02 by NFWar
BTNPlateArmor by NFWar
BTNBattlemagesGuard by NFWar
BTNThunderStorm by The Panda
BTNFerealInstinct by PeeKay
BTNToxicDagger by NFWar
BTNTenebriousArmor by PrinceYaser
BTNCR_Spiked_Armor by CRAZYRUSSIAN
BTNPandaPower by NFWar
BTNserpentknight by Gluma
BTNFirekingCrown by Darkfang
BTNoverload.blp by Murlocologist
Some Icons from DOTA

MountainGiant.blp by chr2
RazormaneChief.blp by Mr.Goblin
Magmasaur.blp by Daenar7
DarkProphet.blp by b17rider
ForestTrollChild.blp by ChevronSeven
VillagerMale.blp by Mr.Goblin
DarkSylvanas_by67chrome.blp by 67chrome

"Elwynn Forest" by Jason Hayes
"Laurence, the First Vicar" by Tsukasa Saitoh
"Don't Turn Back" by CO.AG Music
"Far Horizons" by Jeremy Soule
"The Ancient Dragon" by Motoi Sakuraba
"Gothic Dolls" by Derek & Brandon Fiechter
"2Volt" by Hiroyuki Sawano
"Come On!" by Yoko Shimomura
"Firelink Shrine" by Motoi Sakuraba
Arceus Battle Theme Remix by Luigigigas
Jaina Theme by Neal Acree & Russell Brower
"Darklurker" by Motoi Sakuraba
"Lady Maria of the Astral Clocktower" by Yuka Kitamura, etc.
"Dalaran Halls" by Neal Acree & Russell Brower
"Holy Warriors Oath" by Neal Acree & Russell Brower
"ət'æk 0N tάɪtn" by Hiroyuki Sawano
"Nashandra" by Motoi Sakuraba
"Haunted" by Tales Of The Forgotten & Steph Kowal
"Oblivion" by Baptiste Thiry
"Dependent Weakling" by Keiichi Okabe
"XL-TT" - Hiroyuki Sawano
"Gehrman, The First Hunter" by Ryan Amon, etc.
"偽書ト世界" by Keiichi Okabe
"鏖殺ノ予感" by Keiichi Okabe
"Mourning" by Keiichi Okabe
"False Knight" by Christopher Larkin
"The Sound of the End" by Keiichi Okabe
"Gods Bounded by Rules" by Keiichi Okabe
"Dispossession (Piano)" by Keiichi Okabe
"Sir Alonne" by Yuka Kitamura
"Faltering Prayer" by Keiichi Okabe
"Surge of Power" by Yoshino Aoki
SFX Boing2 from Mario and Luigi: Superstar Saga
SFX Monster Growl by thecheeseman
SFX NotEnoughMineral from Starcraft II
SFX Toxic Goo by Mike Koenig
SFX GehrmanAttack01 from Bloodborne
SFX ff7victory from Final Fantasy VII



Special Thanks
They were this campaign's testers. I learned that campaign testing is not only about bug finding and bug fixing. They have done a lot more than that. They contributed a lot of suggestions and ideas to develop the campaign greatly. The scripts of the campaign were also rewritten and improved greatly by them. If you see the version of this campaign when it first came out in the Map Developement section in 2017, you may be surprised of the big difference between that version and the version you have now. All I'm saying is that without their help and you guys' support, this campaign may not have happened. I could never have done this by myself. Thanks to all, it is finally here. Thank you very much.

Changelog

v0.52 11/09/2022

v0.49 10/13/2022

v0.46 04/04/2021

v0.45 03/25/2021

v0.41 01/08/2020

v0.39 12/23/2019

v0.34 04/12/2019

v0.33 10/26/2018

v0.32 08/23/2018

v0.31 08/19/2018

v0.30 07/21/2018

v0.29 07/16/2018

v0.28 07/15/2018

v0.16 08/12/2017

v0.14 08/02/2017

v0.11 07/27/2017

v0.10 07/26/2017


General Changes/Fixes
  • Added a new campaign file DOTL131 for version 1.31 of the game
  • Expanded some maps in Act II with new areas, enemies and quests
  • Added a new map

ACT I Changes/Fixes
  • Map8 Stop exp gain when heroes reach the total level of 78
  • Map23 Changed Anduin name to Lothar in final cinematic

ACT II Changes/Fixes
  • Map16 Imrpoved terrain, expanded map, added shortcuts
  • Map16 Fixed a bug that made Stalkers neutral after a certain cinematic
  • Map16 Quest Lost Brothers is now an optional quest
  • Map16 Now the first major boss can be skipped by going through a different area
  • Map17 Remove Kil'Nadak talky at the right times, hopefully
  • Map17 Prevent players from proceeding with certain quests when there's only Chen in the team
  • Map17 Fixed a bug where Emissary doesn't disappear if skipping Missing Cinematic
  • Map19 Improved terrain, expanded map, added new enemies and events
  • Map26 Shorten ThinhHo's dialogue, it's too long
  • Map40 Imrpoved terrain, expanded map, added new enemies and events
  • Map40 Summons deal half damage vs Serpent Knight
  • Map40 Players are now free to travel to the northern area without activating certain quest

Item Changes/Fixes
  • New Item Admiral's Hat
  • New Item Charm of Experience
  • New Item Drek'Thar's New Spellbook
  • New Item Faceless Scale
  • New Item Gem of Thunder
  • New Item Shadow Veil
  • New Arcanite Armor
  • New Vampiric Gauntlets
  • New Warchief's Blessings
  • Item Absorbing Hammer now +8 damage (from +5), 8% (from 5%) chance to do 300 bonus damage and stun for 1 second while -15% attack speed
  • Item Alleria's Flute of Accuracy increased attack damage to 15% (from 10%)
  • Item Armor of Agility now increases armor by 6 (from 5), increases Agi by 12 but reduces max health by 175 (previously reduced Str by 6)
  • Item Catious Ring reworked now can cast to permanently add 30 gold to your bank. Adds +2 to all stats but takes double damage from melee attacks
  • Item Charm of Maneater now increases damage by 17 (from 20), 17% chance (from 18%) to deal 33% (from 20%) of your damage, -7 Agility (from -8)
  • Item Defense Charm now blocks 6 damage (from 3) from incoming attacks
  • Item Doom Gauntlets now deals 666 damage (from 600) and cost 170 mana (from 20)
  • Item Duelist's Gauntlets now +0.4 mana/s (from 1mana/s), +8 dmg and -100mana
  • Item Enchanted Grapspango now -75 mana (from 125) and +200 hp
  • Item Footman Shield now +4 armor (from 6), has 25% chance to block 8 damage from melee attack (from none), removed -5% movement rate
  • Item Frostguard now reduces Int by 7 (from 0) beside +5 damage and +5 armor
  • Item Light Sanctum now enchants Staff of Holy Light healing power and also heal's the caster for 250 hp (from 200) when used together in the same inventory
  • Item Mana Enhancer now activates to increase attack damage by 10% (5 damage previously) when the Hero's mana is higher than 300 (from 200)
  • Item Medal of Pride now +5 armor (from 3) and -2 Str
  • Item Mindstaff reduced mana regen to 0.6 mana/s (from 0.75)
  • Item Orc Shield now +4 armor (from 5), has 30% chance to block 8 damage from ranged attack (from 5 damage)
  • Item Periapt of Vitality reduced health bonus to 125 (from 150)
  • Item Ring of the Necromancer now has -0.3 mana regen aura (from -0.5) while +3 Str, +5 Int, +3 Agi
  • Item Soul Redemption now reduces Int by 6 (from 8) while restoring 5% mana of the Hero with each kill
  • Item Spear of Crystal Rain now no longer deals friendly fire, and increases damage by 5 (from 2)
  • Item Staff of Teleportation now has 90 second (from 20) cooldown
  • Item Staff of Holy Light now can cast to heal 250hp (from 200hp) and increases hp regen for friendly units by 0.5hp/s
  • Item Staff of the Revenant now increases damage and armor by 3 (from 2)
  • Item Talisman of Evasion now reduces armor by 6 (from 0)
  • Item Thunderlizard Diamon now deals 150 intial damage (from 100) and deal 28% less damage (from 25%) with each bounce
  • Item Vindicator's Belt now reduces Intelligent by 16 (from 20) while +10 Str and +10 Agi

General Changes/Fixes
  • Fixed some major annoying bugs that stop playing from proceeding
  • Added a ton of new items, improved and balanced old items
  • Balanced and improved many boss fights, making them more challenging
  • Challenge Map: One Woman Army

ACT I Changes/Fixes
  • Map5 Updated Drop Tables for Skeletal Champions, Firecaller Shades, Sludge Monstrosities, Necromancers
  • Map6 Updated Drop Tables for Necromancers
  • Map6 Limited XP received from defeat the Dark Souls
  • Map8 Reduced chances of dropping items from enemies
  • Map9 Made all Sheeps invulnerable so players cannot kill them during minigame
  • Map9 Replaced Alad's Hood of Cunning requirement with Cerulean Talisman
  • Map14 Updated Drop Tables for Stalker Abominations, SpiderCrab Leviathan
  • Map14 Updated Minigame Rewards, you can no longer receive tomes as rewards. Only items now.
  • Map15 Reduced the amount of Barrows Fel Stalkers on the map
  • MapC1 Added new items into the map
  • MapC1 Fixed Beating-the-map-with-no-item achievement not working properly

ACT II Changes/Fixes
  • Map16 Added an Item Shop
  • Map16 Changed all wild creatures' team color to black
  • Map16 Improved Rescue Cinematic
  • Map16 Implemented cheat to unlock One Woman Army
  • Map17 Fixed wild creatures being hostile towards the others
  • Map17 Changed all wild creatures' team color to black
  • Map17 Fixed quest requirement description for Grendel Quest
  • Map17 Updated Priest' icon
  • Map17 Updated item description for Bladebane armor in Datum's Armor Shop
  • Map19 Fixed the projectile of Grand Cannon ability, now it's visible again
  • Map19 Fixed a bug that stop players from rematching with the Mammoth Hurler
  • Map20 Adjust level/exp gain for heroes to be consistent with the rest of the maps
  • Map25 Lowered the chance to get to item room
  • Map26 Remove Priest after Chen section
  • Map26 Any Charged-class items picked up from Sira is dropped upon pickup
  • Map26 Footmen can no longer be rescued when entering Sira's section
  • Map28 Fixed a bug when audience units duplicate after failing the fight with Reika
  • Map28 Removed the neutral Snow Arachnathid
  • Map29 Fixed Channeler challenge so that players can consistently proceed after defeating the golems
  • Map29 Fixed the bug that makes player unable to proceed after defeating the Serpent Knight
  • Map29 Depending on where you enter the map from, different resurrection stone is activated
  • Map30 Increased enemy health percentage to 70% (from 60%)
  • Map40 Move marketplace icon on the raider
  • Map40 Kurt's dialogue no longer appears once he becomes hostile
  • Map40 Scale Jorge's model to the correct size
  • Map40 Created a new minigame and minor events
  • MapC4 Challenge Map now unlocks properly and new contents were added

Unit Changes/Fixes
  • Updated new Dummy Unit model to avoid certain crashes or gameplay bugs with 1.30+
  • Map4A Reduced base hp of Sunken Monster to 1400 (from 2000)
  • Map16 Increased base hp of Fire Demon to 15590 (from 14173)
  • Map16 Fire Demon and nearby minions gain temporary armor if player casts Storm, Earth and Fire
  • Map16 Fire Demon now correctly targets Storm, Earth and Fire if they are summoned
  • Map16 Feral Spirits, Storm, Earth and Fire only deal half of their damage when summoned against the Fire Demon
  • Map16 Fel Stalkers no longer has mana
  • Map17 Fel Stalkers no longer has mana
  • Map20 All Mercernaries' abilities are not binded with QWERTY
  • Map26 Quillboar Ritualists no longer randomly lose health during battle
  • Map26 Mammoth Ravagers should now chase Sira indefinitely
  • Map27 Improved AI, moveset and attack pattern of Spider Monster
  • Map28 Most summons only deal half of their damage when summoned against the Giant Magnataur
  • Map28 Giant Magnataur now correctly targets Storm, Earth and Fire if they are summoned
  • Map28 Reika now correctly targets Storm, Earth and Fire if they are summoned
  • Map28 Corrected buff's name of Nerubian Deathcaller to Slow Aura
  • Map28 Improved the AI of the Arachnathids during the holdout section
  • Map30 Increased base hp of the Guardian to 23220 (from 18574)
  • Map30 The Guardian now correctly targets Storm, Earth and Fire if they are summoned
  • Map30 Most summons only deal half of their damage when summoned against the Guardian
  • Map30 The Guardian can no longer be targeted by Storm's Cyclone
  • Map30 Refined The Guardian's triggers so that it no longer bursts out random attacks, hopefully
  • Map31 Slightly improved the AI of the boss
  • Map31 Improved the boss' dash effect
  • Map40 Increased base hp of Serpent Knight to 19500 (from 15000)
  • Map40 Most summons only deal half of their damage when summoned against the Serpent Knight
  • Map40 Increased Spell Damage Reduction of Serpent Knight to 60% (from 50%)
  • MapC1 The Guardian should no longer bug out trying to cast spells from afar
  • MapC4 Fixed MidGlaive move of the Guardian

Item Changes/Fixes
  • Map20 Fixed item stacking
  • Map26 Fixed item stacking
  • New Item Blue Flame Staff
  • New Item Cerulean Talisman
  • New Item Deep Gem
  • New Item Dual Crusader
  • New Item Exo Joint
  • New Item Emerald Gem of Health
  • New Item Fading Scarab
  • New Item Fel Eye
  • New Item Fireland Trinket
  • New Item Gem of Regeneration
  • New Item Harvestor
  • New Item Holy Armor
  • New Item Hydra Ring
  • New Item Invisibility Cloak
  • New Item Kaleo's Power Fists
  • New Item Mammoth's Gem of Power
  • New Item Misty Ring
  • New Item Orb of Dankness
  • New Item Oriental Talisman
  • New Item Poison Dagger
  • New Item Rock Slinger
  • New Item Sacred Rune Blade
  • New Item Scepter of Caquilus
  • New Item Shaman Totem
  • New Item Shield of Retribution
  • New Item Silver Hammer
  • New Item Soul of the Damned
  • New Item Soulborne Talisman
  • New Item Staff of Closure
  • New Item Staff of Solitude
  • New Item Steel Hammer
  • New Item Talisman of the Sun
  • New Item Teandre's Armor Core
  • New Item Viridian Medallion
  • New Item Weed Charm
  • New Item Young Grass Dew
  • Item Barbossa's Lullaby increased drop rate to 4% (from 2.5%)
  • Item Bleed Stones fixed the items' buff description
  • Item Catalyst of the Swarm increases casting mana to 90 (from 80)
  • Item Claws of Attack +3 now decreases maximum mana by 20 (from 25)
  • Item Claws of Attack +6 now decreases maximum mana by 40 (from 50)
  • Item Cloak of Flames now reduces 1hp/s
  • Item Cloak of Fire now reduces 2hp/s
  • Item Cloak of Blaze now reduces 4hp/s
  • Item Crown of the Deathlord fixed item description
  • Item Deadman's Chest increased drop rate to 4% (from 2.5%)
  • Item Edken Amulet increased mana cost to 140 (from 120) and cooldown to 40s (from 30s)
  • Item Flame Strike Staff decreases cooldown to 145 (from 180)
  • Item Frontliners now reduces mana regeneration to 2mana/s (from 3mana/s)
  • Item Frost Spear added item description
  • Item Headdress now increases hit point regeneration for nearby allied units by 4 (from 2)
  • Item Healing Wards now only comes with 1 charge (from 3)
  • Item Health Boots decreased mana drain to 0.5mana/s (from 1mana/s)
  • Item Killmaim now reduces armor by 30 (from 40)
  • Item Life Leech now reduces damage by 40 (from 50)
  • Item Maneater's Finger increased drop rate to 4.5% (from 3%) and no longer reduces Agility by 5
  • Item Mammoth Belt now decreases Intelligence by 10 (from 12)
  • Item Magic Ivory now decreases Intelligence by 12 (from 15)
  • Item Makrura Emblem now decreases Strength by 10 (from 12)
  • Item Makrura Magic Shell now decreases Strength by 2 (from 3)
  • Item Noxious Dagger now deals 20 damage (from 10) per second for 50 seconds and now effects non-organic and hero units
  • Item Orb of Darkness +1 now drains mana for 0.7 mana/s
  • Item Orb of Darkness +2 now drains mana for 1.4 mana/s
  • Item Seimos' War Axe fixed stunning duration of its bash 10s(units)/5s(heros) (from 5s/10s)
  • Item Shard of Lightning now restores mana when Darak starts, instead of finishing, casting Chain Lightning
  • Item Scroll of the Monster updated icon
  • Item Sundering Glaive reduced casting mana to 280 (from 300)
  • Item Steel Dust now restores 38 mana (from 35)
  • Item Steel Crown now activates when Adias starts, instead of finishing, casting Storm Bolt
  • Item Steel Dust now activates when Adias starts, instead of finishing, casting Storm Bolt
  • Item Tempering Glaive reduced casting mana to 189 (from 200)
  • Item Tenebrious Armor now decreases mana regen by 1.7 mana/s instead of reducing 350 maximum mana
  • Item Tough Armor now decreases mana regen by 1.2 mana/s instead of reducing 200 maximum mana
  • Item Void Stone decreases mana regeneration to 0.6mana/s (from 1.0) and its purchase is limit to 2
  • Item Zero Eclipse now increases ranged damage by 35% (from 25%), reduces mana capacity by 200 (from 400) and decreases mana regen by 1mana/s (from 4mama/s)

- Fixed a major transition problem caused by entering Abyssal Swarm.

- ACT II PUBLIC RELEASE!

General Changes/Fixes
  • Stashes are now automatically available in most maps
  • Many fixes and changes in items
  • Fixed and spawning and reinforcements in Act I final boss

ACT I Changes/Fixes
  • Map3 Merc Camps now only have lower leveled units available
  • Map3 Chen and Darak are no longer moved at strange locations after Loss Cinematic
  • Map4A Synchronized cinematic with music
  • Map5 Stash is now available at ResurrectionStone
  • Map5 Removed True Sight from Shade Firecallers
  • Map5 Fixed Necromancers can't raise dead ver1.29+
  • Map6 Stash is now available at outpost
  • Map6 Fixed Necromancers can't raise dead ver1.29+
  • Map6 Removed True Sight from Shade Firecallers
  • Map10 Other heroes now raised level to 10 (from 5)
  • Map13 Stash is now available at ResurrectionStone
  • Map14 Stash is now available at ResurrectionStone
  • Map21 Fixed Necromancers can't raise dead ver1.29+
  • Map23 The number of Unholy Titans in phase 2 should always be higher than 0
  • Map23 Litmitd the number of reinforcement units available at a time
  • Map23 Synchronized final cinematic with music

ACT II Changes/Fixes
  • Map16 Reduced damage of some allied units by 30%
  • Map17 Improved the Northern terrain
  • Map17 Reduced Health of Resurrected Barrows Fel Stalker
  • Map17 Added Food to Rescue Cargo units
  • Map17 Thunder Lizards' Slam ability are scaled to their appropriate levels now
  • Map17 Changed Mina's name to Liz
  • Map19 Stash is now available at ResurrectionStone
  • Map19 Added a Warning before the mission
  • MAP20 NEW MAP! (Act II)
  • Map25 Stash is now available at ResurrectionStone
  • Map26 Stash is now available at ResurrectionStone
  • Map26 Sira Upgrades quest complete prior to completion fix
  • Map26 Sira Health starts with 1800 Each upgrade adds 150
  • Map26 Rebalanced Chen, Darak and Adias sections
  • Map26 Fixed no talky on Mathong after pickaxe
  • Map26 Made allies invulnerable
  • Map27 Stash is now available at ResurrectionStone
  • Map28 Stash is now available at the outpost
  • Map28 Increase Attack dmg of Polar Bear to about 200
  • Map29 Stash is now available at ResurrectionStone
  • Map29 4 golem holdout are replaced to be hp balanced
  • Map29 Removed RunedGolem in CineBoss Victory Cinematic
  • Map29 Boss2 now boss summons skeleton instead
  • Map29 Blade Challenge 02, removed Locust ability
  • Map29 Fixed HealthDrainArea
  • Map29 Turned Off GiantChaosGolemDies, remove Cast Iron Token item
  • Map29 Replaced Golem Patrols with instakill Glaives
  • Map29 PatrolGlaives (left) removed 2. ended up 2 instead of 4
  • Map29 Added NPCs and Optional Quest(s)
  • Map29 Improved Boss01End Cinematic
  • Map29 New Boss and new area
  • Map30 Stash is now available at ResurrectionStone
  • Map40 Stash is now available at the outpost
  • MapC4 Removed Mana and Increase cooldown of Fan of Knives

Unit Changes/Fixes
  • Adias Avatar of Judgement reduced attack range to 900 (from 1000)
  • Adias Avatar of Judgement Increased Cooldown for AOE Ability to 8s (from 5s)
  • Adias Increased Cooldown of Holy Order to 280s (from 220s)
  • Adias Adjust Avatar of Judgement's dmg in ability's description
  • Adias Avatar of Judgement reduced speed to 280 (from 320)
  • Darak Reduced damage scaling of Spirit Wolves in the later levels

Item Changes/Fixes
  • Item New Item Swordman's Crest
  • Item New Item Frost Spear
  • Item New Item Killmaim
  • Item New Item Tempering Glaive
  • Item New Item Manathirst Wand
  • Item New Item Frontliners
  • Item New Item Shamanic Armor
  • Item New Item Rune of Strenth
  • Item New Item Mammoth Belt
  • Item New Item Makrura Emblem
  • Item New Item Makrura Magic Shell
  • Item New Item Maneater's Finger
  • Item New Item Deadman's Chest
  • Item New Item Barbossa's Lullaby
  • Item New Item Zero Eclipse
  • Item New Item Steel Dust
  • Item New Item Steel Crown
  • Item Removed Ring of Greed from Hard difficulty
  • Item Wraith Band Reduces Int and Str Buff to 2 (from 3)
  • Item Warrior's Bracer Reduced Agi and Int Buff to 2 (from 3)
  • Item Null Talisman Reduced Str and Agi Buff to 2 (from 3)
  • Item Arcanite Token now costs 140 mana to use
  • Item Greater Kochura Incense Increases Mana Reduction to 450 (from 350)
  • Item Scroll of Speed Increased duration to 45s (from 10s)
  • Item Khadgar's Pipe of Insight is now available in Map20
  • Item Khadgar's Gem of Health is now available in Map20
  • Item Gloves of Haste now reduces attack damage by 6 (from 3)
  • Item Bladebane Armor now reduces Int by 2
  • Item Crown of Kings now reduces hp and mana by 150
  • Item Medallion of Courage now reduces Agi by 2
  • Item Warsong's Battle Drum now reduces wearer's dmg by 5
  • Item Primal Essence now reduces armor by 5
  • Item Soul Redemption now reduces Intelligence by 8
  • Item Deep Sea Sceptor now costs 120 mana to cast (from 85)
  • Item Pendant of Energy now reduces health by 50
  • Item Pendent of Mana now reduces health by 85
  • Item Royal Armor reduced armor increasement to 18 (from 20)
  • Item Rusty Mining Pick reduced chance of stun to 10% (from 15%)
  • Item Charm of Maneater now has 18% to deal 20% normal damage and reduces agility by 8
  • Item Health Boots now reduces mana regen by 1 mana per second
  • Item Headdress Increase Hit point regen to +2 -5 (from 1)
  • Item Seimos' War Axe only stuns Heroes for 5 seconds (from 10)
  • Item Firehand Guantlets now reduces damage by 10
  • Item Wand of Mana Regeneration no longer provides 100 mana bonus
  • Item Limit Seimos' War Axe to 1
  • Item Limit Arcanite Shield to 1
  • Item Ashborn Flower Change description
  • Item Life Sucker change name to Life Leech
  • Item Cleansing Shield now increases mana by 100 (from 200)
  • Item Flame Strike Staff now costs 50 mana to cast
  • Item Crown of the Deathlord now reduces Intelligence by 6
  • Item Helm of Battlethirst no longer increases strength by 4
  • Item Murloc's Goop now slow enemy's attack for only 3s (from 20s) and reduces armor by 10
  • Item Ring of the Necromancer reduced mana regeneration for nearby units to 0.5mana/s (from 0.25mana/s)
  • Item Ring of the Necromancer reduced Intelligence bonus to 5 (from 8)
  • Item Kochura Incense now increases mana regen by 30% but decreases hp regen by 3hp/s
  • Item Greater Kochura Incense now increases mana regen by 60% but decreases hp regen by 6hp/s
  • Map7 Replaced Manual of Health Ground Pickup with Manual of Health +20
  • Map9 Replaced Manual of Health drop with Manual of Health +20
  • Map11 Replaced Tome of Strength drop with Rune of Restoration
General Changes/Fixes
  • Act II Intro Map is available
  • Increased time before creeps respawn on most maps
  • Implemented Novels
  • Map25 Decreased Help Room Chance
  • Map28 Edit Terenas Cinematic
  • Map31 Increased Blink mana cost to 35 (from 25)
  • Map31 Updated Credits

Unit Changes/Fixes
  • Adias Reduced Avatar of Judgement base damage to 47/81/121 (from 78/135/202)
  • Sira model no longer has long ears
  • Map26 Create appropriate colors for Power Generators Green/Yellow

Item Changes/Fixes
  • Item New Item Phoenix's Blue Feather
  • Item New Item Sundering Glaive
  • Item New Item Novel: Seimos
  • Item New Item Sacred Rune Blade
  • Item New Item Stout Shield
  • Item Reduced Wraith Band, Warrior's Bracer, Null Talisman's bonus stats to 3 and 5 (from 3 and 7)
  • Item Removed Health Booth from Zheidland Armory
  • Item Replaced Crown of Kings from Moka Quest with Stout Shield
ACT I and General
General Changes/Fixes

  • MapIntro Fixed some grammar mistakes
  • Map3 Removed Lots of Tomes of Intelligence/Strength/Agility
  • Map3 Solaire now drops any items he carries after completing the quest
  • Map4 Add stash into Shimmer Coastal for purchase and use
  • Map5 Removed some Tomes of Intelligence/Strength/Agility
  • Map9 Make Ghostmage invulnerable
  • Map11 Chen uses Breath of Fire when his hp is less than 40% instead of 30%
  • Map11 Mini Bosses and Voidwalkers no longer respawn
  • Map11 FlameStrike areas are off after unlocking the final doors
  • Map14 Remove summons for Staff of Teleportation exploit
  • Map15 Remove victory cinemtic if the quillboar defense game is replayed
  • Map15 Kodo beast cost no gold
  • MapC1 Button is now visible after activation

Unit Changes/Fixes
  • Adias' Judgement Strike buff now has the right icon
  • Chen Changed name of Berserk to Drunken Furry
  • Chen Drunken Furry reduced base mana to 65-100 (from 85-130)
  • Unit Fel Stalker removed Mana Burn ability and change attack type to Normal (from Chaos)
  • Insurgent Changed model

Item Changes/Fixes
  • Item Primal Essence can only be obtained twice in Act I and once in Act II now
  • Item Vindicator Belt can only be obtained once in Act I now
  • Item Cloak of Fire can only be obtained once in Act I now
  • Item New Items Small/Medium/Large Health Elixir
  • Item Scroll of the Beast now increases Attack Damage by 50% and lasts 30s, AOE Area is 400 (from 500)
  • Item New Item Scroll of the Monster
  • Item New Items Small/Medium/Large Mana Elixir
  • Item Blood Ring has a new icon
  • Item Piercing Armor fixed description
  • Item Spear of Crystal Rain Increased Mana Cost to 110 (from 65)
  • Item Murloc Staff now costs 85 mana (from 0) to cast


ACT II
General Changes/Fixes

  • Map16 Fixed An Uninvited Guest quest with questreq and discover
  • Map16 Fixed Demon run somewhere else in cinematic
  • Map16 Change Items Sold from Reiner's Shop
  • Map17 Add Stash as reward after completing Thrall's quests
  • Map17 Reduce number of Stalkers in the initial packs
  • Map17 Adjust allied heroes' stats, item and hp
  • Map17 Remove rock chunks blocking way to Mold Valley
  • Map17 Turn on Mold Valley transitioning
  • Map17 Choose the right items for Camp Shop
  • Map17 Reduced hit points and damage of Quest Rescue's unit
  • Map17 Added Shaman, Footman, Knight and Priest into Barracks with better description
  • Map19 Earth, Storm, Fire now disabled and enabled properly for quest
  • Map19 Mammoth 2nd and 3rd fight has no more unrelated cinematic
  • Map26 Remove Optional quest rescued unit going into Sira's session
  • Map26 Designate custom respawn for supporting units in Adias' session
  • Map28 Removed Tome of Intelligence and Tomes of Strength
  • Map29 Fixed platform puzzle bug
  • Map29 Fixed some pathing issues
  • Map31 Replaced Light Strike effect with Mythic's one
  • Map34 New Map Added
  • Map40 Added Cloak of Blaze crafting quest
  • Map40 Fix boss loses color after restart
  • Map40 Make player treat creeps as neutral during cinematic

Unit Changes/Fixes
  • Unit Giant Magnataur increased base health to 22000 (from 18000)
  • Map28 Increased Magnataur Normal War Stomp to 650 (from 400)
  • Map28 Increased Magnataur Hook War Stomp to 450 (from 150)
  • Map28 Increased Reika's Surrounding Wave to 500/620/740 (from 500/580/660)

Item Changes/Fixes
  • Item Cloak of Flames can only be obtained once in each shop in Act II, but can be dropped from enemies
  • Item Changed Life Sucker's description
  • Item New Item Magic Ivory
  • Item New Item Life Sucker
  • Item New Item Belt of Power
  • Item New Item Blue Tearstone Ring
  • Item New Item Kaleo's Magic Shield
  • Item Enchanted War Axe changed name to Seimos' War Axe
  • Item Medallion of Darkhaven decreased life bonus to 400 (from 500)
  • Item Belt of Power Change stats 6% (from 5%) and 1000hp random dmg (from 450hp)
  • Item Cloak of Flames can only be obtained once in each shop in Act II, but can be dropped from enemies
General Changes/Fixes
  • Revamped Level Cap system
  • Map1 Removed awkward long pause in cinematic
  • Map2 Fixed Buri can't activate quests
  • Map3 Ancient Sasquatch now drops Tome of Agility instead of Tome of Knowledge
  • Map4A Now can skip long cinematic
  • Map9 Fixed Buri not activate some minigames
  • Map11 Removed awkward long pause in cinematic
  • Map11 Added some more rewards into Memory Circles minigame
  • Map14 Fixed Buri can't activate contraptions
  • Map14 Makrura Abomination's ability now works on Buri
  • Map23 Now can skip long cinematic
  • MapC1 Added Spiky Plate, Tenerious Armor and Noxious Blade to Item Shop

Unit Changes/Fixes
  • Hero Chen Earth's Spell Immunity is replaced with Hardened Skin with IgnoredDmg: 12/22/30
  • Hero Chen now has a new ability Bererk - boosting attack speed but Chen takes more damage
  • Hero Chen Drunken Brawler now only has 8 levels

Item Changes/Fixes
- Item Frozen Core now reduces wearer armor by 10
General Changes/Fixes
  • Heroes gain only 25% experience from kills after one of them reaches lv22.
  • Buri’s Banish ability has been replaced by Holy Heal – a self-heal ability which works like Clarity Potion.
  • The terrain of Longpass Valley has been improved. It looks prettier now.

Detailed Changes/Fixes
  • Map1 Sellers, Paul and Reiner are now invulnerable
  • Map2 Buri and other heroes should be able to give the Vial
  • Map4 Grunt no longer decays when he dies in cinematic
  • Map5 Disable Chen dialogues if he's not there
  • Map6 Cairne now has Reincarnation
  • Map6 Thrall now can summon wolves
  • Map6 Increased creep respawn time to 200s (from 110s)
  • Map7 Disabled Invisible Bridge
  • Map9 Make Sheep invulnerable
  • Map9 Fix Buri bug in Unit Testing System
  • Map9 Increased the difficulty of Bandit Quest
  • Map9 Delicious Meat is now stored as variables instead of item
  • Map9 Chamber Key and Musical Core are now stored as variables instead of items
  • Map9 The game now clears text messages for Spider Crab meat updates
  • Map9 Extended the time Ghostly Archmage appears till 10:00PM (was 9:00PM)
  • Map9 Make Neutral heroes invulnerable
  • Map11 Fixed Karim+Boss Door bug
  • Map11 Double doors to secret item are now invulnerable
  • Map14 Increased rate of password drop
  • Map14 Decreased minigame upgrade cost to 300/300/300/200 (from 600/600/600/400)
  • Map14 Gargantuan Sea Turtle in middle of map can now cast Frost Armor
  • Map14 Lock camera during Egg Minigame
  • Map14 Make the whole room visible during Egg Minigame
  • Map14 Expanded reward roster for Phoenix Egg Minigame to 46 (from 25)
  • Map15 Blocked walkable paths
  • Map15 Increased creep respawn time to 240s (from 170s)
  • Map21 A Stash will be available at the end of the map
  • Map21 The Undead base now treat Neutral Hostiles as Neutral
  • Map22 Unrelenting Towers now give 150 gold each
  • Map22 Gryphon Riders no longer require Castle
  • Map22 Gryphon Riders increased max hp to 1600 (from 1300)
  • Map22 Gryphon Riders increased gold cost to 280 (from 250)
  • Map23 Artilleries can no longer hit Obelisks
  • Act II Improved final boss fight - final phase
  • Rum for Friend and Broken Music no longer appear in every map

Unit Changes/Fixes
  • Hero Buri Reduced Flame Strike's FullDmgDealt to 15/22.5/30 (from 15/26.67/36.67)
  • Hero Buri Reduced Flame Strike's AOE to 160 (from 200)
  • Hero Buri Reduced Mana Siphon's ManaDrained to 20/30/40 (from 25/50/75)
  • Hero Buri Reduced Mana Siphon's ManaTransferredPerSec to 30/60/90 (from 45/90/120)
  • Hero Buri Increased Mana Transfer's ManaTransferRatio to 1.0/1.3/1.6 (from 1.0/1.2/1.4)
  • Hero Buri Replaced Banish with Holy Heal
  • Hero Adias has a new icon
  • Map3 Remove Alpha/Beta after Mercs' name

Item Changes/Fixes
  • Item Cloak of Flames/Cloak of Fire no longer deal damage to neutral units
  • Item New Item Tenebrious Armor
  • Item New Item Spiky Plate
- Public Release

General Changes/Fixes
  • Map2 Quest givers now have exclamation mark on their heads
  • Map2 Empty Vial can be removed from any hero's inventory for quest
  • Map3 Replaced a Rune of Lesser Resurrection with Rune of Spirit Link
  • Map3 Removed some boulders for shortcut
  • Map7 Removed occlusion from some tree
  • Map13 Added Hint about Lever Keepers
  • Map15 Shamans are now recruitable during Quillboar Quest
  • Map15 Added a new cinematic
  • Map22 Removed Castle requirement for Gryphon Rider Upgrades
  • Map23 Use no bleed models for Adias, Darak, Chen

Unit Changes/Fixes
  • Map1 Changed name of Gnoll Hut to Forest Troll Hut
  • Map3 Made 2 Bears (Level 1) Can Raise, Does Decay
  • Map3 Almost all Murlocs now can swim (Done)
  • Map3 Reduced Centaur Firecaller's Slow Aura MoveSpdFactor to -0.4 (from -0.6)
  • Map9 Reduced Centaur Firecaller's Slow Aura MoveSpdFactor to -0.4 (from -0.6)
  • Map9 Alad and Maranda are now invulnerable
  • Map21 Jimmy now drops something
  • Map22 Priests are now fully upgraded
  • Map22 Increased Arthas and Musko's health
  • Hero Chen Fix Ultimate Tooltip
  • Hero Chen Fix Breath of Fire Tooltip

Item Changes/Fixes
  • Item Claws of Attack now reduces mana while equipped
  • Item Boots of Speed now reduces 8 armor while equipped
  • Item Gloves of Haste now reduces attack damage by 3
  • Item Greater Kochura Incense now reduces mana cap by 350 (from 400)
  • Item Frost Wyrm Skull Shield reduces Spell Damage Reduction to 20% (from 33%)
  • Item Frost Wyrm Skull Shield Hero takes extra 8 damage from melee attacks
  • Item Ankh of Reincarnation now revives heroes with 1200 hp
  • Item Frozen Core reduced price to 1700 (from 1900)
  • Item Frozen Core now reduces wearer armor by 5
  • Item New Item Noxious Dagger

Known Issues
  • Sometimes you'll notice unit's shadows on some maps, ignore them.
  • Sometimes enemies spawn behind trees
Patch 1.30 Known Issues
  • Although some cinematics are not meant to be skipped, skipping some skippable cinematics may not work properly or may break the game.
  • Some tooltips are not fully displayed.
General Changes/Fixes
  • Improved all dialogues in the campaign
  • Distributed Kaleo Quest for Act I and its Quest Sync
  • Distributed Kaleo Quest Progress for Act I Export/Import
  • MapC1 Added
  • Credits map added
  • Map3 Reterrained
  • Map3 Created final Buri event
  • Map3 Made Rock Chunks near the Force Wall invulnerable
  • Map3 Fixed ToCity cinematic
  • Map3 Added critters
  • Map3 Created a small area of visibility at Barracks when Hinting at it
  • Map4 Fixed opens between trees which heroes can pass through
  • Map4 Rewards are created at heroes locations after killing the Colossal Turtles instead
  • Map4 Fixed Darkwood Totem keeps showing up even though the map is unlocked
  • Map4 Colossal Sea Turtle now drops Circlet of Nobility instead of Claws of Attack +9
  • Map4 Added critters
  • Map4 Added Pack13
  • Map6 Fixed Heroes go through buildings
  • Map6 Paused the other heroes while one hero is in Dark Souls battle
  • Map6 Fixed Talky Effects for quest givers
  • Map6 Changed Achievement into legit quest with quest reqs
  • Map8 Changed enemies' models and names
  • Map9 Reterrained
  • Map9 New Quest Precious Information
  • Map9 Remade Info Man event
  • Map9 Fixed Buri not in cinematics
  • Map9 Removed Koron after the fight so that he doesn't show up in cine
  • Map9 history event fixed quest completion message. Give them Quest Reqs as well
  • Map11 Improved Terrain
  • Map13 Fixed lighting
  • Map13 Disabled Shade of the Deep event
  • Map14 Disabled Staff of Teleportation
  • Map14 Blocked certain pathways
  • Map14 Increased password drop rate
  • Map15 Reterrained
  • Map15 Fel Orc Warlocks now only drop tomes +1
  • Map15 Removed exceeding Murlocs
  • Map15 Added critters
  • Map23 Fixed game crash upon losing

Unit Changes/Fixes
  • Hero Avatar of Judgement increased Mana Transfer ratio to 1.8 from 1.5
  • Hero Avatar of Judgement increased mana regen rate to 4/5/6 (from 4/4/4)
  • Hero Avatar of Judgement decreased mana cost for Mana Shield to 40/40/40 (from 180/290/405)
  • Hero Avatar of Judgement Mana Shield lasts 20s with each cast and has 25s cooldown
  • Hero Avatar of Judgement increased ManaPerHitpoint to 3/5/7 (from 3/3/3)
  • Hero Avatar of Judgement now starts with mana 25/50/75
  • Hero Adias Storm Bolt lv8 can no longer target allies
  • Hero Adias Increased ultimate cooldown to 220 (from 180)
  • Hero Chen Increased Cooldown of Ultimate to 220 (from 180)
  • Hero Chen Increased Armor of Earth to 20 (from 5)
  • Hero Chen Increased Armor of Storm & Fire to 12 (from 2)
  • Hero Chen Decreased Mana Cost of Ultimate to 160/220/280 (from 200/280/360)
  • Hero Darak created new model for ultimate
  • Hero Darak decreased DamageInterval of Ultimate to 0.5/0.5/0.5 from 1.5/1.3/1.3
  • Hero Darak decreased DamageDealt of Ultimate to 48/83/140 (from 100/175/300)
  • Hero Darak decreased Duration of Ultimate to 20 (from 30)
  • Hero Darak decreased AreaOfEffect of Ultimate to 760 (from 900)
  • Hero Darak increased Cooldown of Ultimate to 210 (from 180)
  • Unit Feral Spirit Decreased MovementSpeed to 280 (from 350)
  • Unit Feral Spirit Decreased ArmorBase to 0 (from 0-10)
  • Unit Feral Spirit Removed Critical Strike
  • Unit Feral Spirit Added new abilities: Fury Dash, Feral Predator, Feral Fury
  • Hero Musko fixed tooltip number of healing bounces
  • Hero Buri Flame Strike buff now has the right icon
  • Map3 Changed the name of Elven Towers to Magical Guard Towers
  • Map3 The Biggest Murloc got a new skin
  • Map7 Replaced Murloc Emperor with Murloc Emperor
  • Map9 Thrall should be lv15 with items
  • Map10 Arthas and Musko's Devotion Aura now have been fixed across all maps
  • Map13 Astral Arachnathids no longer scale
  • Map14 Reduced Sight Range of Shipyard to 500 (from 900)
  • Map14 Spider Crab Behemoth now scale with heroes' lv
  • Map14 Spider Crab Leviathan now scale with heroes' lv
  • Map15 Adjusted damage of Thunder Lizards
  • Map15 Replaced Troll Headhunter with Troll Berserker in shops
  • Map15 Improve AI of Fel Orc Warlock (South)
  • Map15 Changed Berserker tooltip
  • Map17 Makrura Socerers now have Feedback
  • Map22 Increased Unholy Titan 08's Bloodlust to 100% atkSpd (from 75%)
  • Map22 Changed Unholy Titan 07's Armor Type to Medium (from Normal)
  • Map22 Increased Unholy Titan 07's cleaving damage to 50% (from 40%)
  • Map22 Stormhaul Towers improve model
  • Map23 Akiba improve model
  • Map23 Increased HP of titans, ghouls

Item Changes/Fixes
  • Critical Stone +2 Fixed tooltip
  • Primal Essence Reduced mana and HP increment of to 150 (from 200)
  • New Item Defense Charm
  • New Item Armor of Agility
  • New Item Piercing Armor
  • New Item Tough Armor
  • New Item Battlemage Armor
  • New Item Cleansing Shield
General Fixes/Changes
- GAME Reduced enemy scaling at Adias lv1/8/17/30/48 from x1/x2/x4/x6/x8 to x1/x2/x2.9/x4.2/x6.1
1X,2X,3D,4D,5D,6D,7D,8D,9D,10X,11D,13D,14D,15D,21D,22X,23X
- GAME Reduced enemy scaling at Adias lv1/17/30/50 with x2/x4/x6/x8 to lv1/28/36/44 with x2.8/x3.7/x4.4/x5.0
16D,17D,18X,19O,20X,25X,26D,27X,28D,29X,30X,31X
  • Map0 The path to the Resurrection Stone is more visible
  • Map0 Add difficulty concept
  • Map3 Replace Fountain of Mana with Fountain of Restoration in the town
  • Map3 Create shortcut after defeating the Biggest Murloc
  • Map4 Make the trees/Rocks tighter so that players cannot get through to Tojara
  • Map5 Make destructibles vulnerable
  • Map5 The path right below the death knight that we have to kill for the optional quest should be expanded
  • Map6 Fix Item made with potion, potion doesn't go away but turn infinite use
  • Map7 Murloc Huntsman now can cast Ensnare on heroes
  • Map9 Give Chen Delicious Seafood after teleport in Friend quest
  • Map11 Make destructibles vulnerable
  • Map11 Replace Fountain of Mana with Fountain of Restoration
  • Map12 Fix Mana Enhancer now provides 30 armor and 5 bonus damage on Arthas
  • Map13 Improve Kaleo AI, HP, Damage
  • Map13 Heroes should be revived at the correct point now
  • Map14 Remove some trees around the Fountain of Health
  • Map14 Make it that you would be able to buy boats without having heroes nearby shipyards.
  • Map15 Increase creep respawn time to 170 (from 110)
  • Map15 Replace Taurens with Berserkers
  • Map15 Make destructibles vulnerable
  • Map15 Make Shamans/Witch Doctors recruitable
  • Map21 Remove Night Elves
  • Map22 Add portals on the other side of the map
  • Map22 After reinforcement, teleport heroes to ReturnSpots
  • Map23 Centralize (kinda) the arena
  • Map26 Greater Thunder Phoenix Increase Spell Damage Reduction to 45% (from 35%)

Unit Fixes/Changes
  • Hero Darak abilities now show mana cost
  • Hero Chen abilities now show mana cost
  • Hero Chen Add Hotkey in Tooltip of Ultimate
  • Hero Darak Fix misleading tooltip for the number of times Chain Lightning bounces
  • Hero Avatar of Judgement Set Judgement ability so that it doesn't damage allies
  • Hero Darak Fix tooltip for Acid Bomb
  • Hero Darak Adjust Damage of Ultimate 50/100/200 to 100/175/300
  • Hero Darak Adjust AreofEffect of Ultimate 1000/1100/1100 to 900/900/900
  • Unit Change title of Akiba to Guardian (from The Guardian)
  • Unit Change title of Kaleo to Guardian
  • Unit Change title of Sira to Guardian

Item Fixes/Changes
  • Item New Item Royal Armor
  • Item New Item Orc Shield
  • Item New Item Footman Shield
  • Item New Item Seer Staff
  • Item New Item Light Bullet
  • Item Add detail to Imbued Chain Lightning description
  • Item Reduce cost of Mana Stone to 600 (from 800) and mana regen to 15% (from 25%)
  • Item Greater Kochura Incense now decrease to 400 mana (from 500)
  • Item Add detail to Thunderlizard Diamond

Known Issues
  • Map4A Circle of Power disappears after game load
  • GAME Game crashes if transitioning when at least one hero is reviving
General Fixes/Changes
  • Map1 Don't set Healing Wave as a pre-learned skill
  • Map1 Set Tents Vulnerable
  • Map9 Set Tents Vulnerable
  • Map1 Don't set map black after emissary
  • Map2/4 Fix Hint about exploration/boat
  • Map3 Implement Buri into bandit/wizard cine
  • Map3 Add Resistant Skin to Solaire
  • Map3 Solaire costs 1 food to 0 food
  • Map9 Added Portrait for Burma
  • Map9 Destructibles are no longer invulnerable
  • Map9 Stash disappears after departure cinematic, need check (Found Nothing)
  • Map14 Fix Resurrection Stone belongs to Hostile Player
  • Fix Buri transition activation at every transitioning zone
1D,2D,3D,4D,5D,6D,7D,8X,9D,10D,11D,13D,14,15,21X,22X,23X

Unit Fixes/Changes
  • Hero Adias Adjust Mana Cost of Ultimate 200/350/500 to 250/350/460
  • Hero Darak Adjust Mana Cost of Ultimate 200/350/500 to 200/310/430
  • Hero Chen Adjust Mana Cost of Ultimate 200/400/600 to 200/280/360
  • Hero Adias Fix misleading tooltip the number of times Healing Wave bounces
  • Hero Avatar of Judgement Adjust Mana Cost of Mana Shield 50 to 180/290/405
  • Hero Avatar of Judgement Fix Tooltip for Mana Shield
  • Hero Avatar of Judgement Adjust HalfDamage of Judgement 60/120/240 to 20/40/80
  • Hero Avatar of Judgement Adjust HalfDamageInterval of Judgement 1s to 0.33s
  • Hero Avatar of Judgement Adjust HeroDuration of Judgement 4s to 0.33s
  • Hero Buri New icon for Flame Strike
  • Hero Buri's Flame Strike should no longer work on trees. Change color to blue flame.
  • Hero Musko Change Frost Armor to Frost Armor (Autocast)
  • Hero Musko Adjust ArmorBonus of Frost Armor 3/5/7 to 12/20/28/36
  • Hero Musko Adjust ArmorBonus of Devotion Aura 1.5/3/4.5 to 6/12/18/24
  • Hero Arthas Adjust ArmorBonus of Devotion Aura 1.5/3/4.5 to 6/12/18/24
  • Hero Arthas Adjust AmountHealed/Dmged of Holy Light 200/400/600 to 200/400/600/800

Item Fixes/Changes
  • Item Added tooltip for Blood Ring
  • Item Fixed Spelling "Sceptor" to "Scepter"
- Act I Closed-Testing Phase B Released
Major Fixes/Changes
  • The Reliving History event in Edenvale City no longer destroys player's Stash and gold.
  • Before this update The Abyss and Glowing Cave lose their 'darkness' after a game is loaded, not anymore.
  • Traversing through the portal in Shimmer Wood should no longer send the player to the campaign menu screen.
  • Fixed many cinematic bugs in Edenvale City.
  • Recreated the whole intro sequence of the first map with a new intro quest.
  • Recreated the quest system for Little Village, Shimmer Wood, Edenvale City. Bringing all of them to Blizzard standard.

Minor Fixes/Changes
  • Re-organized all import files of the campaign, made it easier to look up a particular file in the imported resources.
  • Glowing Cave now plays its ambient sound as music instead.
  • Improve the terrain of Little Village.
  • Add a new optional quest to Little Village and Edenvale City.
  • Unholy Titan should continue spawning after reinforcment, until you finish the later map.
  • Changed food cost of Thunder Lizard Beta in Edenvale City to 1 (from 5).
  • Recreated the targeting system of Fel Orc Warlock in Lonely Island.
  • Fixed some typos in the puzzle of Fel Orc Warlock in Lonely Island.
Major Changes
  • Fixed Hero couldn't gain XP after cinematics for all maps. (caused by the last update)
  • Fixed over-spawn issue for all maps.
  • Added loading screen description for all maps.
  • Created a basic quest-sync system for the main quest.
  • Added quest logs to several maps.
  • Improved terrain for maps: Home, Shimmer Wood and Dark Wood (1).
  • Fixed several dialog/cinematic mistakes.
  • Added a new mini-boss, quests, a grand puzzle and a mini-game to Lonely Island.
  • Changed the name of the campaign to 'Defenders of the Light' (was 'Breath of the Light').

Minor Changes
  • Improved the wraith event in Dark Wood.
  • Increased the hit points of Dungeon Gates in Den of the Murlocs.
  • Fixed the uncontrollable stash in Edenvale City.
  • Preplace some villagers and increase the number of villagers in Edenvale City.
  • Added some hints, lore and decorations to Edenvale Dungeon.
  • Fixed the unopenable side-quest door in Edenvale Dungeon.
  • New SFX boing2 and the song Come On! from Mario and Luigi: Superstar Saga was added to the game.
  • Fixed the walkable trees in Longpass Valley, players shouldn't be able to walk on top of the trees anymore.
  • Fixed production buildings not given to player in Stormhaul.
  • Adjusted enemy level-scaling across all maps.

Unit Changes
  • Adjusted the size of Centaur Outrunner, Impaler, Firecallers and their derivatives.
  • Increase the difficulty of the final boss of Edenvale Dungeon.
  • Nazca Warlocks' Holy Light now heals for 1200 hit points (from 200).
  • Added proper shadow to Makrura Abominations.
  • Increased the damage of Faceless One Terror in Glowing Cave.
  • Increased the ability cooldown of Unholy Titan Controller from 5s to 8s.
  • Added new upgrades to Advance Gryphon Riders and Super Demolishers in Stormhaul.

Item Changes
  • Lower the price of Shimmerglaze Roast to 65 (from 100).
  • Change name of Boots of Speed (3) to Boots of Speed +3.
  • New item: Rune of War Stomp.
  • New item: Ring of the Necromancer.
  • Reduce cooldown of Tome of Experience to 10s (from 30s).
- Heroes revive instantly for cinematic sequences if they are dead.
  • The humming-lady events now work properly in the Dark Wood maps.
  • The Barrows is now accessible from the start except from the main quest.
  • Fixed Den of the Murlocs map-transition issue, players can now go back to where they came from.
- Act I BETA released


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General Issues
  • Transitioning to another map with at least one of your hero being revived will crash the game.
  • Sometimes enemies spawn behind trees and rocks. Not all of them can be fixed but many of them can be. Just let me know where the spawns specifically are so that I can fix them in future updates.
  • Sometimes you would see units' shadows on the map without any unit there. They are the unintended by-products from the spawn system. Just ignore them.

Map Specific Issues
  • In Blood Feather, the Circle of Power may disappear (visually) after a game is loaded.
  • In Glaring Shore, the game may crash if all of your heroes die. I'm not sure if this bug is caused by patch 1.30 or not.
  • In King of Edenvale, the opponent hero sometimes just freezes and does nothing.
  • In Fallen Lords, one of the bosses sometimes just freezes and does nothing.
  • In Zheidland, bugs may occur due to how much contents the map has. Events may overlap on one another which causes bugs. I'd recommend not to rush and activate too many quests/events at once when you are in this map to prevent bugs from occurring

Patch Issues
Version 0.52 of Defenders of the Light added a new campaign file DOTL131, built for version 1.31 of the game. Although not all bugs and crashes were checked over in this version, this version should still be the best for version 1.31 of the game with minimal bugs, hopefully. DOTL file is for version 1.29 of the game.
Version 0.49 of Defenders of the Light has been updated with version 1.29 of the game recently. Therefore, many bugs were eliminated. A few bugs may still occur on version 1.30+, but they should be game-breaking like before. Unfortunately, 1.26 and 1.27 wouldn't be able to play the campaign anymore. Version 1.29 is suggested.



It is not recommended that you read this section due to spoilers. You should only see this section once you have completed the main game. Please stop reading this part if you haven't played the game, it would just be a disservice to yourself.

About Me

Donate

Item Database

Characters


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Hello, I'm Tim, also known as ThinhHo on the HIVE workshop. I'm a Mechanical Engineer. Video game has been a part of my life and I take great joy in making my own contents. Red Alert 2, Starcraft were some of my childhood games that defined who I am as a gamer today. I made Starcraft custom maps for quite some time before getting into making Warcraft 3 maps in 2015. Back then I was fascinated by how lovely the graphics of Warcraft 3 were. I dreamt of how cool it would be to make an RPG world out of its editor, yet I was intimidated by how complicated the programming and triggering process worked. Not until I tried picking it up and opening up the maps of the Founding of Durotar...


Defenders of the Light started out as only some customizations of the Founding of Durotar campaign. New units were added, along with new quests, new events, new enemy scaling, etc. The trickiest things to learn were learning to putting together the spawning system and the transition system. Having to figure out everything by yourself with no background in computer science made the hours of trails and errors quite a challenging but very enjoyable process. Hours and hours of iteration led me to being quite skilled in using the World Editor of Warcraft 3 :)


After several simple maps were made with the transition system, I started to think of making a campaign. The story was developed from there. Now we are here, to enjoy this work of art. I hope you will enjoy playing it as much as I enjoyed making it.

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You probably have played and watched many works of art that touched your heart and made you lost in thoughts for days, weeks or even months just like I do. Many widely appreciated contents are usually those that make players/viewers contemplate on the true meanings behind their stories. Good games and movies bring along values that make you grow deeper and wiser as a person. I truly hope Defenders of the Light really gives you, even when it's only you, something to think about, to value and to remember just like how other artworks did to you. If this campaign was worth your time and it was something that brought value to your soul, feel free to support me in creating this piece of art by donating here.

Thank you.

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Compilation of most items and custom items used in Defenders of the Light
Because of how items are formulated in Defenders of the Light, with both positive and negative stats, it creates a vast possibility of how many custom items can exist in the game. This beautiful visual compilation does not show details of where to obtain the items in the game. It only shows what the item looks like and what stats they have. All items from common, uncommon to legendary are included in here without certain order. Feel free to enjoy yourself with this wall of colorful items.


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Information about the major characters in Defenders of the Light.
This information is supplemental and it is written in a way to avoid spoilers in the campaign. Below is the collection of some of the characters in Defenders of the Light. I put so much thoughts into creating them. Their life, their past, their future, their fear and their desires have been developed for a long time until this day. This section should only be seen by people who seek to know more about the world of Defenders of the Light. Please avoid reading through these if you haven't played the campaign.





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I'd appreciate any bug reports, suggestions and tips!
 
Last edited:
Level 5
Joined
Sep 13, 2016
Messages
110
It looks nice enough from the screenshots. But from all that I have seen in this thread, this is one huge project. I'm not sure that I have seen something trying to be so big. This leave me sceptical to how good it will be, the screenshots prove it to be good, but the raw size of this project makes me consider otherwise. Now I will wait for the upload to see which side is the correct one. I can't wait to see how it starts.
 
Level 12
Joined
May 13, 2017
Messages
139
@WarcraftLiterature Thank you for your enthusiasm. I myself see many flaws in this campaign as well and I can't deny your view on this. However, this project is still new and under development. It may not be perfect but it will be better. I have a dream for it.

@DeAtH._.KiTtY Yes there is, you have to kill some certain enemies in there so the paths will open for you. Considering the map is not that big, it won't be a problem for you to find all of them. The only problem is if your heroes are still weak, you cannot get pass them. If so, you have to come back later when your heroes get stronger. Also, it's quite impressive that you are able to find that area, considering the stuffs you have to go through to get there.
EDIT: I also found that it's a bug. In the next update you should be able to go back.
 
Last edited:
Level 12
Joined
May 13, 2017
Messages
139
Quick Update v0.11 July 27th 2017
- Heroes revive instantly for cinematic sequences if they are dead.
  • The humming-lady events now work properly in the Dark Wood maps.
  • The Barrows is now accessible from the start except from the main quest.
  • Fixed Den of the Murlocs map-transition issue, players can now go back to where they came from.


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Compilation of most items and custom items used in Defenders of the Light
Because of how items are formulated in Defenders of the Light, with both positive and negative stats, it creates a vast possibility of how many custom items can exist in the game. This beautiful visual compilation does not show details of where to obtain the items in the game. It only shows what the item looks like and what stats they have. All items from common, uncommon to legendary are included in here without certain order. Feel free to enjoy yourself with this wall of colorful items.


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Information about the major characters in Defenders of the Light.
This information is supplemental and it is written in a way to avoid spoilers in the campaign. Below is the collection of some of the characters in Defenders of the Light. I put so much thoughts into creating them. Their life, their past, their future, their fear and their desires have been developed for a long time until this day. This section should only be seen by people who seek to know more about the world of Defenders of the Light. Please avoid reading through these if you haven't played the campaign.



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Last edited:
Level 5
Joined
Sep 13, 2016
Messages
110
Okay, so as a little review here it is.

1)The Terrain looks nice, everything put into a map looks to fit normally.
2)There are a few grammer mistakes. Only a few so everything is good.
3)I think you should consider implementing a quest log, It would help so much to see what optional quest you can do and which main quests. I understand that there is a lot to work to make that happen, but maybe in version 1 you can do it, just so people like me don't run around like a headless chicken :p
4)The enemies aren't that much of a problem at the start, they seems to progress pretty fairly, unless you don't cheat and take a boat to a place full of stronger enemies and a level 12 turtle with chaos damage
5)Now from what I have seen of the story, I tend to agree that the name isn't the most fit. But then again we have a Paladin as the main hero, which I expected to be a drunk after the first cinematic. While the gameplay seems to be fun, the story isn't really sticking onto me.

Now from what I have seen at the moment of writing this, I have to say that it's a good RPG campaign, not the best but I have seen much worse. So keep on working and aim to make this the best campaign of it's kind
 
Level 12
Joined
May 13, 2017
Messages
139
@WarcraftLiterature Thank you for the first review WarcraftLiterature, it is very helpful!
1)The Terrain looks nice, everything put into a map looks to fit normally.
Thank you. I didn't expect a response like this, but I'm sure there're parts which still need some works.
3)I think you should consider implementing a quest log
I agree. I still don't like the current applications of quest logs in some maps. Note that I did many trial and errors on quest logs in different maps. Some maps don't have quests at all due to the nature of exploration. Some quests only appear after you completed the quests or went through a certain events. Those are mostly the quests from the first maps. However, the quest logs become more apparent in the later maps.

Remember that the quality of each map is very different due to the differences in experience and execution when I created them, so what you see on one map doesn't necessarily mean what you'll see on the other maps.
While the gameplay seems to be fun, the story isn't really sticking onto me.
I agree. As I point out in the map description, the story of this campaign is a huge thing that need to be worked on in the future.


@DeAtH._.KiTtY Yes, there's another way. I replied to you in your inbox so that we don't spoil it for the others.
 
Last edited:
Level 12
Joined
May 13, 2017
Messages
139
Hello everybody, after one week of hard work. I would like to present to you the first major update of this campaign! Many bugs were fixed and many things were added.
Update v0.14 August 2nd 2017

Major Changes
- Fixed Hero couldn't gain XP after cinematics for all maps. (caused by the last update)
- Fixed over-spawn issue for all maps.
- Added loading screen description for all maps.
- Created a basic quest-sync system for the main quest.
- Added quest logs to several maps.
- Improved terrain for maps: Home, Shimmer Wood and Dark Wood (1).
- Fixed several dialog/cinematic mistakes.
- Added a new mini-boss, quests, a grand puzzle and a mini-game to Lonely Island.
- Changed the name of the campaign to 'Defenders of the Light' (was 'Breath of the Light').

Minor Changes
- Improved the wraith event in Dark Wood.
- Increased the hit points of Dungeon Gates in Den of the Murlocs.
- Fixed the uncontrollable stash in Edenvale City.
- Preplace some villagers and increase the number of villagers in Edenvale City.
- Added some hints, lore and decorations to Edenvale Dungeon.
- Fixed the unopenable side-quest door in Edenvale Dungeon.
- New SFX boing2 and the song Come On! from Mario and Luigi: Superstar Saga was added to the game.
- Fixed the walkable trees in Longpass Valley, players shouldn't be able to walk on top of the trees anymore.
- Fixed production buildings not given to player in Stormhaul.
- Adjusted enemy level-scaling across all maps.

Unit Changes
- Adjusted the size of Centaur Outrunner, Impaler, Firecallers and their derivatives.
- Increase the difficulty of the final boss of Edenvale Dungeon.
- Nazca Warlocks' Holy Light now heals for 1200 hit points (from 200).
- Added proper shadow to Makrura Abominations.
- Increased the damage of Faceless One Terror in Glowing Cave.
- Increased the ability cooldown of Unholy Titan Controller from 5s to 8s.
- Added new upgrades to Advance Gryphon Riders and Super Demolishers in Stormhaul.

Item Changes
- Lower the price of Shimmerglaze Roast to 65 (from 100).
- Change name of Boots of Speed (3) to Boots of Speed +3.
- New item: Rune of War Stomp.
- New item: Ring of the Necromancer.
- Reduce cooldown of Tome of Experience to 10s (from 30s).

I also would like to thank @DeAtH._.KiTtY for playing through this campaign when it first came out and helped me find many bugs from it. Nearly half the bugs on the update were found by her. Without her help, we would have gotten only a half of this update.

Again, please let me know if you find any bugs, any tips or suggestions would be appreciated.
If you play it, I would love to hear from you.

Enjoy!
 
Last edited:
Level 22
Joined
Feb 19, 2015
Messages
891
As for me you should pay more attention to cinematics.

Depends on screenshots, you should work more on Camera angles.
Example #1
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Here you should change the angle of camera, becouse trees looks a little weird and flat.
You should use opportinites of cinematic to hide Warcraft 3 graphic issues, but not to emphasize them.

Example #2
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Try to evade the empty line of the horizon. Again, try to use a different angle or full the background of the scene.
 
Level 12
Joined
May 13, 2017
Messages
139
Depends on screenshots, you should work more on Camera angles.
A suggestion from the artist himself, thanks @Maxwell. I'll keep those tips in mind every time I make cinematic. I learned a lot while making this campaign, and I am getting better overtime. This shot is from the most current cinematic I made. To me it looks better.
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Dang it, you did.
Also, thank you @N'zoth, let me know if you have any questions.

The last update fixed many major bugs that affects the main gameplay and I'm glad that those bugs were fixed. However, me and my friend just found out some more bugs. Those ones in particular do not affect the gameplay of the main story at all. Most of those are bugs in optional maps and quests. Because they affect the play-ability of the game, they need to be addressed as soon as possible. The next update should be up at the end of this week. This update should fix all the gameplay bugs which hinder the gameplay experience of players.
 
Last edited:
Level 12
Joined
May 13, 2017
Messages
139
Hello everyone, I'm back with another update. I'm quite happy that this update makes the campaign feel more complete with no more gameplay bugs. At this point, it's possible to upload the campaign onto the maps section. However, it doesn't end here. There are still plans to improve and expand this campaign even further in the future. Therefore, I have yet want to upload it there.

Given the circumstance that I'm going to university in the next 2 weeks, the time I spend on improving this campaign will be significantly lesser. Therefore, updates will come out with lower rate in the future. Here are the changes and fixes from this update:

Update v0.16 August 12th 2017

Major Fixes/Changes
- The Reliving History event in Edenvale City no longer destroys player's Stash and gold.
- Before this update The Abyss and Glowing Cave lose their 'darkness' after a game is loaded, not anymore.
- Traversing through the portal in Shimmer Wood should no longer send the player to the campaign menu screen.
- Fixed many cinematic bugs in Edenvale City.
- Recreated the whole intro sequence of the first map with a new intro quest.
- Recreated the quest system for Little Village, Shimmer Wood, Edenvale City. Bringing all of them to Blizzard standard.

Minor Fixes/Changes
- Re-organized all import files of the campaign, made it easier to look up a particular file in the imported resources.
- Glowing Cave now plays its ambient sound as music instead.
- Improve the terrain of Little Village.
- Add a new optional quest to Little Village and Edenvale City.
- Unholy Titan should continue spawning after reinforcment, until you finish the later map.
- Changed food cost of Thunder Lizard Beta in Edenvale City to 1 (from 5).
- Recreated the targeting system of Fel Orc Warlock in Lonely Island.
- Fixed some typos in the puzzle of Fel Orc Warlock in Lonely Island.

Thank @DeAtH._.KiTtY again for playing through this campaign a second time and pointing out the last game-play bugs of this campaign. Thank you sincerely.

Enjoy!
 
Last edited:
Level 12
Joined
May 13, 2017
Messages
139
Hello everyone,
After a while not posting anything, I just want you to know that I am alive and still working on this campaign consistently. Despite of my tight schedule, I wake up early to work on this project at least one hour a day. Althoug it's still a long way before a new update come out, I would like to share the progress with you.
Several new maps have been added and being worked on simultaneously. Those maps have the most custom content of this campaign so far, with new enemies, new mechanics, minigames, stories and quests.

Today I'll share with you guys one of the minigames in a new map. After about 6 hours, I've successfully created a sliding puzzle in which you have to move the orbs to their desired positions. However, the orbs can only be moved when there's an empty slot next to them. As you can see, you would have 9 slots and 8 orbs to move around. Then what are the desired positions of the orbs? Without knowing where the orbs suppose to be positioned, you can't solve this puzzle. In order to know this information, you have to solve another puzzle on this map. And you have to find that puzzle in the game by yourself. Yes, it's a puzzle in a puzzle!

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This map has the biggest number of custom units in the game so far and I would like to introduce some of them to you. I would like to introduce the mercenaries first. They are the units that you can hire to fight along side your heroes. Knowing their strengths and weaknesses, you can utilize their power to aid your heroes through some challenging areas of this map. Each mercenary will be effective against certain types of enemies and inffective against others. Now there are only two of them and there're more to come.

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Juggernaut - In most of this campaign we play with heroes and they have hero attack and hero armor, we haven't had much chance to exploit other armor types and attack types on units yet. Juggernaut has fortified armor and heavy magic attack. With upgradeable Hardened Skin, Juggernaut is a formidable tank against any heavy-armored enemies who deals magic damage.
Thank HappyTauren for making this amazing Juggernaut model.

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Revenant Hydra - I was very excited after creating this hydra. Hydras in Warcraft 3 only split themselves after they die, but not the other way around. Therefore, I spent around 5 hours figuring out the triggers for this to work. If you keep your small hydras alive long enough, they will merge back to the original big hydra! Therefore, you can swarm your enemies with hydras or play them carefully to keep them alive and fight another day. I freaking love it!


Next up the are some of the enemies on this map. This map has the most customized units compared to the rest of the campaign. Many of them require some triggering to create some interesting abilities and challenges. All to make the late game more challenging and fun. For anyone who doesn't want to spoil oneself with the information below, I would put the information in the spoiler box.

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Thunder Lizard Vizier
If you played the previous versions of this campaign, then you must have seen the relatives of this guy. They are weak but tanky and strong in number, yet they lack a spell caster. Now Thunder Lizard Vizier plays that role. They are especially more tanky than their relative brothers and sisters. Upon death, they will unleash a powerful explosion damaging all units around them.
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Sunken Colony
With the name and model taken from Starcraft, this unit doesn't function like the ones in Starcraft at all. First thing to note is that this thing doesn't move. However, upon contact, they will continuously spawn worms that can easily swarm their opponents. Without using the right spells or strategies, it's not easy to take those guys down.
Thank killst4r for this amazing model. I couldn't find any other models which are more suitable than this.

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Astral Wildkin
With the same amount of hit points as their Berserk Wildkin relatives, these guys are invincible with extremely high attack damage. However, their speed is slow so that you can run away from them. Wait, so can we kill them? Yes, we can. Whenever they cast their Frenzy spell, their invulnerability will be peeled off for a short time. After that, you can hit them as much as you want. Note that this guy can cause some serious trouble if they are among other enemies.

And here's another screenshot before the conclusion of this lengthy post, enjoy the view guys.
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Conclusion

With the time constrain and the amount of work that is needed for this campaign, the update will come out in several months or so. It's a long time, but many new maps will be covered. The testing phase of the previous version is completed, many bugs have been fixed. Therefore, I decided to take off the campaign file in the original post and will reupload the new version when it comes out. From now on, you can also keep track of the progress of each individual map in the Map Development section. I will update the progress frequently.

Any bug reports, suggestions and tips are appreciated! Thank you.
 
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Any update?
Hi Daffa, sorry for the late reply. Had to take some time to think of what to write for it.
The progress is going very well. There's no physical/digital update of the campaign whatsoever cause I'm planning to only release the new playable update when the next set of maps is completed. For now, there would only be info updates for the campaign. At the time I'm writing this post, I just finished the map Amigo and Outland Arena. Those 2 maps took roughly about 4 weeks. Some more to go.
 
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Hi everyone, here's another information update. Since the last information update I have finished 4 new maps. While the first 19 original maps can be seen as Act I, this set of maps would be a part of Act II of the campaign.
The concept in one of the maps I just made was inspired by the Battle Pike concept in Pokemon Battle Frontier Gen III. In here, luck determines how deep you can travel through the dungeon. This dungeon brings a playstyle different from the rest of the campaign. Heroes' health and mana can't regenerate in the dungeon and all health, mana regeneration items will be drop before you enter the dungeon. The only way for you to heal or regain mana is to collect random items in the dungeon.

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The next picture was my attempt to create an orc village.

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And here's a screenshot from one of the new maps. Can you guess what's behind the archways?

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With the development of Act II, the estimated playtime of the campaign has become 20+ hours. Unlike conventional RTS W3 campaigns which can constantly put you under pressure from waves of attacks, this campaign gives you casual playtime. Challenge yourself whenever you want, dive to areas with stronger enemies are all up to you.
 
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I took the Act I downloadable version down since the beta testing for that act was complete. Although some maps of Act II are complete, the map transition and quest sync system have not been implemented. Therefore, I will only release the downloadable campaign file after all the maps of Act II are finished.
 
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Hi everyone,

It's been a while since the last update. I've been working on the campaign consistently without posting anything on this thread. All the maps in the campaign are almost complete. If you take a look at the map development process, there are only 2 major maps that need to be finish. Once all the maps reach at least 95% completion. All of them would be playable individually - and it would take about 2 weeks from now to reach that stage.

However, this is just one of the first steps before the final touches of the campaign. In two weeks, all the maps would be playable but there still a lot of systems that need to be implemented for the campaign to function properly.
Here are the list of things that need to be implemented:
- Map Transition System
- Items
- Quests and Quest Sync System
- Achievement System
- Terrain and Cinematic Improvement
- General Balancing

After having a long discussion with @robizeratul, I started implementing special items into the campaign. robizeratul's suggestions are very helpful as they change the gameplay quite significantly. Items now would play an important part in the campaign. By using different sets of items, you can technically change the playstyles of your heroes.

The Warden campaign of @Rufus also helps me a ton in terraining. His campaign has excellent and beautiful terraining that one can admire during the playthrough. His campaign really helped improve my terraining skill a lot.

The achievement system is designed to challenge players if they want some challenges in the game. For example, beating a boss without losing a hero or saving in between would be common. Achievements are just... achievement though, so there would not be any extra bonus or special items if you complete any achievement, or not just yet. Difficulty does affect achievements. If you play through easy difficulty, many boss achievements would not be available for you. Most bosses would require you to play on normal difficulty to obtain their achievements.

Also, there are some unique items that you can only obtain through hard difficulty. However, the gameplay of hard difficulty has not been fully tested. I'm not sure if you can complete the hard difficulty of the campaign and still enjoy the playthrough process or not.

After applying those changes to the campaign, comes the testing phases:
1. Self-Testing
2. Close-Testing
3. Beta-Testing
4. Public-Testing

Due to the inability-to-start-at-any-map-you-desire issue of this campaign, the testing phase would start by myself to make sure the all maps are fully "transitionable" and at least you can complete the campaign first before handing the campaign for somebody else to test.
The reason for this is that if you play through the campaign and you are stuck due to a bug, you have to play through the whole campaign again after the fix. I'm sure you don't want this kind of issue even you just help me test the campaign out, so I would do my best to prevent this problem to happen. Remember, the campaign is 20+ hours long now so it would be painful to play the whole thing again.

The second phase is the Close-Testing phase. In this phase, I would have 2 or 3 people play through the campaign to find out the major bugs the campaign have, bugs which may break the game or significantly change the gameplay. Those testers would have the campaign modified for them to help the testing phase become faster and easier. They would also give valuable suggestions and ideas to improve the campaign also.

The beta-testing phase is when the campaign would be opened for anyone who truly want to test it in the Map Development section. Even though it is opened for everyone, it would not be uploaded so that anybody can just download it. Seeing how ineffective the method is as it was used during the beta testing of Act I, this time if you want to test the campaign during this phase, just PM me and I'll send you the download link instead. The campaign can also be individually modified to fit the testing purpose of the person who play-through it. When this phase starts, I'll let you know.

Public-Testing is the phase when the campaign is uploaded in the maps section. At this phase, the campaign is basically complete. However, I'm sure there would be some minor bugs that require public exposure to be found.

Wow, looking back, it took me 40 minutes to type this whole thing.

Also, the fog effect makes the place look different. Such magic..
Before
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After
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Down here you would find the progress of the maps that are being worked on. This post as well as the Map Development section in the first post will be edited frequently to reflect the progress of development.

Maps in bright color are being actively worked on

Map 1 - Home - 100% Completed
Map 2 - Little Village - 100% Completed
Map 3 - Shimmer Wood - 100% Completed
Map 4 - Shimmer Coastal - 100% Completed
Map 5 - Dark Wood - 100% Completed
Map 6 - Dark Wood - 100% Completed
Map 7 - Den of the Murlocs - 100% Completed
Map 8 - The Abyss - 100% Completed
Map 9 - Edenvale City - 100% Completed
Map 10 - The Royal Palace - 100% Completed
Map 11 - Edenvale Dungeon - 100% Completed
Map 12 - King of Edenvale - 100% Completed
Map 13 - Glowing Cave - 100% Completed
Map 14 - Lonely Island - 101% Completed
Map 15 - The Barrows - 100% Completed
Map 16 - Stalker Valley - 95% Completed
Map 17 - Zheidland - 90% Completed
Map 18 - Outland Arena - 95% Completed
Map 19 - Amigo - 95% Completed
Map 20 - Firelink Shrine - 95% Completed
Map 21 - Longpass Valley - 100% Completed
Map 22 - Stormhaul - 100% Completed
Map 23 - Glaring Shore - 100% Completed
Map 24 - Seaside Outskirt - 100% Completed
Map 25 - Forinate Dungeon - 95% Completed
Map 26 - Alzhardar - 85% Completed
Map 27 - Widow Cave - 90% Completed
Map 28 - Fugikana - 90% Completed
Map 29 - Ironbark - 90% Completed
Map 30 - Guardian - 90% Completed
Map 31 - Mukrow - 85% Completed
Map 32 - Twilight Hour - (Planning)
Map 33 - Untitled Map - (Planning)
Map 34 - Transcending Cave - 90% Completed
Map 40 - Mold Valley - 95% Completed

SubMap I.1 - Untitled Optional Map - (Planning)
SubMap I.2 - Untitled Optional Map - (Planning)
SubMap I.3 - Untitled Optional Map - (Planning)
 
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Level 12
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139
Hello, everyone.

The Self-Testing Phase will officially start today after one month of putting the systems together. The gameplay is finished. However, the campaign haven't reached the standard to be posted on the map section yet. Its cinematic are not polished and the side quests are not completed. They would be my main focus during the Close-Testing Phase and Beta-Testing Phase.

The achievement system of the game is also not implemented since it took more time than I thought. Therefore, it would be implemented later during the other testing phases.

That's some fancy news after a long while. I was thinking if it's possible to implement a sort of "LOAD" to avoid repeating all things again just because of a bug though.
Hi Daffa the Mage, I've been thinking of ways to go around the issue. To answer your question, and to my understanding, a "LOAD" to avoid a bug is not possible. If you play one version of the campaign, the bug would still be there no matter how differently you play it. If you fix the bug, whatever save file you have for the previous version (the buggy version) of the campaign would be corrupted.
However, I can modify the campaign so that you can start at a specific map with preplaced heroes and go from there. By doing this, we can avoid having to play all of the maps before that. But if you do that, often time you cannot go back to the maps before. This method is viable for personal testing, which I have been doing. If you were one of the testers of the campaign, I would use this method to help you get to where you need faster. By using this method, I'd have to adjust the campaign which would fits the need and the purpose of the tester. Therefore, too many people testing the campaign at once is not a good idea. That's why we have the close-testing phase and beta-testing phase.

Back to the testing progress, my first test run started yesterday actually. I found a serious error which may have ruin your gameplay experience. The save system was lacking. Explaining this would be complicated, but if you want to read and understand this, the rest of this paragraph would provide that information to you. So the error can be described this way: You have 3 maps A, B and C. Every time you transition from one map to another, the map that you just transition from would save itself. That's how you are able to go back to that map without having to replay that map again. However, with my inefficient coding and the lack of knowledge of a good transition system, the initial system I used wasn't good enough. You go to map A, B without fully exploring B then C. You save your game at map C, go back to map B, explore the whole map then go to map A. When you load your map C saved-game at this point, map B should not be fully explored. Because the system is broken, it is fully explored and the progress of map B was not after you save your game but after you transition to map A. Due to this error, I couldn't recruit the other 2 heroes in the game and had to play the rest of the run with 1 hero XD.

After taking a look at the Rexxar Campaign transition system and read around on HIVE, I solved the problem. This thread from long ago by Aeroblyctos helped me solve the problem: [General] - Campaign save/load. I have to say, the old threads on HIVE are really helpful. Many times you don't even need to ask on the help section. Now the save system is improved so that error should not be a problem anymore.

From now, instead of showing the completion of the maps, I would update my test-runs here so that you know what bugs I encounter from each run. Beside the main info from each run, I would attach the minor bugs or fixes that need to be done from each run.


=======================================================


Ok, for the post to have some colors, here's a screenshot from the editor, showing what happens after Act I of the campaign.

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=======================================================


And this is my update on my test runs. The minor bugs are sometimes hard to understand since those are just notes that I jot down while playing through the campaign. Each bug will be accompanied by the "(Done)" if it's completely fixed.

1st Run - Jan 16th 2018
Many little bugs, found serious save/load error and the run ends at the beginning of Act II. I forgot to open the path to Act II in the triggers.
- Map1 Main quest message and name are not consistent (Breath and Defenders) (Done)
- Map2 Description of Doggy Exterminator Quest is not updated. (Done)
- Map2 Had to wait for transition since Mathong talks for a while (Done)
- Map3 Reduce the price of units in Barracks. (Done)
- Map3 Fix Murloc can't ensnare heroes (Need Testing)
- Map3 Fix the Gold Bounty for Ghoul, Abomination, ghost, wraith (Done)
- Map3 Fix the level of creep units (Done)
- Map3 Change LargeCityGateOpen to not-3D-sound (Done)
- Map3 Remove Lumber cost to hire Nightcrawler and Sorcerer (Done)
- Map3 Ancient Sasq quest Req needs to be marked complete after completioin. (Done)
- Heroes Adjust Level Req for Adias's Roar to 1. (Done)
- Map1 Adjusted walk animation speed of Paul (Done)
- Map9 Set ResurrectionSpot instead of activating Resurrection Stone during arrival (Done)
- Map9 Loaidng runes needed for Transition to Map3 (Done)
- Map9 Adjust the level of the testing units (Done)
- Map9 UTest System gets bug. Multiple hero mode when it's not. (Need Testing)
- Map9 Change the color of marketplaces to red. (Done)
- Map11 Ground Pickup many items needs '.' (Done)
- Map11 Change Gold Bounty of footmen (Done)
- Map11 Fix one of the hint description (Done)
- Item: Need cooldown Descrption for wand of mana Rest (Done)
- Map10 Needs Loading runes (Done)
- Map3 No quest ping for the Barrows (Done)
- Map3 Faster fade time for bandit cine (Done)
- Map4 Need Fadein time for Darak cine (Done)
- Map4 Fix quest comp message for quest Darak (Done)
- Map4 Chnge name Colossa; Turtle (Done)
- Map5 Change Assan's line after the first find (Done)
- Items Fix price of Imbued Chain Lightning (Done)
- Map11 Remove barrels and crates for easier access to Sylvie Area (Done)
- Map11 Fix Elmrom Description 'Kinight' (Done)
- Map9 Main quest complete mess doesn't say MAIN QUEST COMPLETED, only says MAIN QUEST (Done)
- Map9 First Move quest description can be improved (Done)
- Map9 Fixed the quest queues in the RetBegin triggers, which caused delayed transition cine (Done)
- Map9 Came back from the Barrows, nothing in stash (Need Testing)
- Restart mission is possible after a game is loaded. Disable that. (Done)
- Map3 Adjust all creep food to 1. So players can't possess again and again (Done)
- Map1 Bertolt needs to be more visible (Done)
- Map1 The 'talking behind's Adias' should not be splitted into 2 parts. (Done)
- Map3 Edit Description for creeps' abilities as players can possess them. (Done)
- Received fatal error transitioning from map6 to map5
- Map15 Change Fel Stalker Drop Table (Done)
- Map15 After meeting muradin, ping still happens on him (Done)
- Map15 Ping of Dark Quillboar even thought it's not available yet. (Done)
- Map15 Must delete 1 item from workshop for Adias' Stash (Done)
- Map15 Can't transition to Stalker Valley (Done)
- Map22 Abo and ghouls are not spawned in Reinforcement cine (Done)
- Map22 Everything in the Gryphon Aciary cannot be built since they require castle (Done)
- Map22 Musko is not functional. Must be the AI script (Done)
- Map22 Improved allies' AI. (Done)
- Map23 When there's only Adias, Infernos don't spawn (Done)
2nd Run - Jan 17th 2018
The run ended after Edenvale Dungeon, not even half of Act I. Seems like I forgot to fix something with the new save/load system in this map, forcing me to replay the whole map again after transitioning from map12.
- Map11 Deep Sea Sceptor doesn't work in Edenvale Dungeon (Done)
- Map11 Blademaster is lv4, unacceptable! (Done)
- Map12 transition to map11 startsmap11 from the beginning. Needs serious fix. (Done)
 
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Level 3
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38
So this campaign is going to be 2 Insanely big chapter containing 40 Map? Like Rexxar campaign but bigger?
 
Level 12
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Messages
139
So this campaign is going to be 2 Insanely big chapter containing 40 Map? Like Rexxar campaign but bigger?
Yes, and no. It's a Rexxar campaign style from the beginning to the end. But some optional maps are really small without any actual gameplay in it. Plus maps 35-39 are currently just test maps. They can't be considered a legit part of this campaign. So saying that this campaign has 40 playable maps is not really accurate. It has 26-30 playable maps or so.


=======================================================



3rd Run - Jan 17th 2018
This run ended at the last map of Act I, a cinematic map. I didn't expect to fix anything in this map after the new save/load system. I do actually, in order to proceed.
- Map9 Items in Stash are lost after Edenvale Dungeon, mistake from map10 (Done)
- Map10 Cine Skipped of DungeComp Cine is weird (Done)
- Map15 Why is there a Murloc Tiderunner next to Picolo? (Done)
- Map9 Transition from map3 after the Barrows still not fixed (Done)
- Map9 Fix Main quest completion after the barrows (Done)
- Map21 Not all inferno are dead but victory is achieved (Done)
- Map12 Added quest requirement to the main quest of Map12 (Done)
- Map11 Reduced fade time in the last cinematic (Done)

4th Run - Jan 18th 2018
Surprisingly, I was able to complete the whole campaign in this run without any map transition issue, both Act I and Act II. I also went through some optional maps to see if there's any transition issue but nothing bad happened. All I found are just minor-in-game bugs that need to be fixed. After this run, future runs would focus on performance and gameplay.
+ Map17 Added a new optional quest to the map (Done)
- Map3 Remove Force of Nature and adjust bounty for Elder Sasq and Ancient Sasq (Done)
- Map22 Reduce the price of Super Demolisher and Advance Gryphon Rider (Done)
- Map23 No infernals spawned at all after fixing it (Done)
- Map16 Stalker Eggs are invulnerable (Done)
- Map17 Main quest discover mess for ExpIngre shouldn't have 'update' in it. (Done)
- Map40 Adjust the SpawnPoint Region, it's a bit off (Done)
- Map40 Fix Shade Firecaller so that they can be shown on minimap (Done)
- Map19 Quest Proven is not visible (Done)
- Map19 Turn Bounty on for Creep players (Done)
- Map17 Kil'Nadak talktome still on after finishing his quest and after returning from Amigo (Done)
- Map17 Need to hide testing Heroes (Done)
- Map26 Need to hide testing Heroes (Done)
- Map26 Dead heroes are not revived after Phoenix (Done)
- Map17 Phoenix Quest still show its update mess even it's completed. This happened after completing IngreQuest (Done)
- Map26 Forgot to enable some actions in one triggers (Done)
- Map26 Can add Hint about allies' Resources (Done)
- Map17 So many Dark Quil, why? (Done)
- Mao17 VMs are not disabled during the Shadow quest (Done)
- Map17 Nangul also has talktome after returning from Alzhardar (Done)
- Map17 Don't see talktome on Th after Quil attack (Done)
- Map29 ChaosGolem should be invul out of fight (Done)
- Map30 Fix initial fully explore map (Actually, the map supposes to be that way)
- Map30 Replace Spell Immunity of Summoned Units with fake ability. (Done)
- Map30 Remove ability of Runed Bracers. (Done)
- Map30 Need to remove dummy glaive after victory (Done)
- Map30 Change player for Resurrection Stone (Done)
- Lower the volume of Dalaran Halls (Done)
- Map31 Needs Loading RUnes and Loading Walls (Done)
- Map27 Fixed Sylvie doesn't target (Done)
- Map27 Sylvie now anti Spell Immunity (Done)
- Map28 Fix Tuskarr hostility (Due to trigger but notsure how to fix)
- Map5 Fix optional quest fail when entering cinematic (Done)
- Map5 Cinematic Skip doesn't work properly (Done)
- Map5 To run hint Catalyst, use unit visible instead of unit being attacked (Done)

5th Run - Jan 20th 2018
I started this run from the start of Act II. Didn't get any transition problem. Fixed some more bugs and found some more bugs.
- Map3 Flatten out some area of the map (Done)
- Map11 Tunnel quest is not completed after transition from map12 (Done)
- Stash still not working after Edenvale events
- Map21 Fix Necromancers' Raise Dead ability, leave no corpse (Done)
- Map3 Corruptor Cinematic Skip needs fix
- Map9 Lost 1 item in stash after transition from map3
- Map9 Adjust bandits' bounty
- Map9 Need transition minimap icon
- Map17 One Astral WIldkin near the Quillboar never casts its spell
- Map29 Tuskarr Healer doesn't heal
- Map30 Reduce hp of boss by 1
- Map31 Why music doesn't play during Oracle cine
 
Last edited:
Level 3
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Oct 5, 2008
Messages
38
Cool. I hope it has monsters respawning and some quests like gathering rather than killing. Rexxar campaign had such a WoW feel to it thanks to small things like those.
 
Level 12
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Messages
139
Hi everyone,

I complete the 6th test run today. This test run took me several days to complete cause this time I played the campaign like how a normal player would play, no cheat, no speed hack.
After this test run, I encountered some problems that need your help.

1st - Stash Problem

Like in the original Rexxar campaign, you can store your items into a stash so that those items would be transferred to other maps as well. The Stash worked fine before the full transition system implementation. Now the Stash doesn't work properly. In many times, the items in the Stash would just disappear after map transitioning. I believe I know the cause of this. The implementation of the full transition system require more data to be stored in game cache which takes more time to execute. Due to this, the Stash data doesn't have enough time to be saved and transferred to another map. The solution to this would be to prolong the wait time between saving cache data and actually loading the next map. If we apply this, the time of wait between map transitioning would be 5s longer than normal.

My real question is if a Stash is really important for this campaign. Sure it is useful, but I doubt its degree of usefulness. I played through the whole campaign without even using it. I guess it's not easy for you to give a direct opinion to this campaign if you haven't played to see what items it has. So I just want to see your opinions on this "Stash" issue. Reading through your opinion would give me better perspectives to solve this problem in the future.

2nd - Item Stacking/Splitting problem

So I implemented the item Stacking/Splitting system a while ago and they work brilliantly. However, the problem is that every stackable item you pick up or buy from a shop only has one charge. For a potion of Healing, one charge is fine. But for healing wards, wand of the wind and so on, one charge is a problem if the pickup is a drop from an enemy. Picking up one charge of Healing Wards is often not worth more than any item in your Hero's inventory. So I solved this problem by increasing the charges of all stackable items so that you pick up and buy with more charges just like the original game.

The problem is when the charges are increased, the splitting system doesn't work. It breaks the splitting system. So now I have 2 choices: keeping the one-charge-stacking-system and the splitting system or improve the stacking system with more charges but remove the splitting system. This seems like a tough choice at first for me but now I'm leaning towards removing the splitting system. After testing the campaign several times, I never splitted my items even though the system is there. Since most splittable items are consumables, I really see no need to split them.

Please let me know your opinions on this so that I can make a better choice for this one.



=======================================================



6th Run - Jan 28th 2018
This run took me several days to finish. By playing this slowly I found a lot more bugs and fixes. Got a better evaluation of some balancing aspects of the game too. I also found the stash problem and item stacking/splitting problem which can severely effect the gameplay.
- Map3 Flatten out some area of the map (Done)
- Map11 Tunnel quest is not completed after transition from map12 (Done)
- Map21 Fix Necromancers' Raise Dead ability, leave no corpse (Done)
- Map3 Corruptor Cinematic Skip needs fix (Done)
- Map9 Lost 1 item in stash after transition from map3 (Need more test, maybe due to Cheat Engine)
- Map9 Adjust bandits' bounty (Done)
- Map9 Need transition minimap icon (Done)
- Map12 Hide summoned during cine (Done)
- Map17 One Astral WIldkin near the Quillboar never casts its spell (Couldn't find error)
- Map17 Improve Astral Wildkins' AI (Done)
- Map29 Tuskarr Healer doesn't heal (Done)
- Map30 Change last name of Selendis (Done)
- Map17 Change last name of Selendis (Done)
- Map26 Change last name of Selendis (Done)
- Map30 Reduce hp of boss by 1 (Done)
- Map30 Take careful look at cine, boss still doesn't follow the script (Need more test, maybe due to Cheat Engine)
- Map30 Remove summoned after boss fight (Done)
- Map31 Why music doesn't play during Oracle cine (Done)
+ Map22 Create Arcanite Golem Quest (Done)
+ Map22 Create Fountain of Mana Quest (Done)
- Map22 Now you can purchase items from Allies' Arcane Vaults (Done)
- Map22 Add shops to the map (Done)
+ Map22 Create Arcanite Golem Upgrade Quest (Done)
+ Map22 Create Detheroc the Dreadlord Quest (Done)
- Map22 Upgrades no longer transfer ownership (Done)
- Map9 Adjust the cost of Units in unittest (Actually the costs are fine)
- Map11 Hide Adias Stash (Done)
- Map11 If lv of hero less than lv7 create tome of exp at start loc (Done)
- Map10 Cinematic Skip fix (Done)
- Map9 There's no centaur conqueror in the game (Done)
- Map7 Remove inaccessible gold coin (Done)
- Map3 Fade in for Corruptor cine (Done)
- Item: Rod of Necro minion now stronger. 400 health and 40-50 damage. (Done)
- Map4 Remove Shadow Orb +1 (Done)
- Map21 Make the upperwood area less dense (Done)
- Map15 Create . on items droplist (Done)
- Map3 Fix Transition triggers which causes bugs (Done)
- Map15 Increase hp of GonSapper to 400 and proce to 140 (Done)
- Map21 Adjust the armor upgrade for units (Done)
- Map21 Arthas' Divine Shield needs hotkey display (Done)
- Map21 Reduce mana regen rate of Pzriest (Done)
- Item Reduce mana usage of Staff of Great Lightning to 100 (Done)
- Hero Fix Darak's Toxic Bomb tooltip (Done)
- Map9 Quest Departure didn't display quest message. (Done)
- Map21 Mensis Necro can't summon (Not sure what's wrong)
- Map17 Makrura can't summon (Done)
- Map14 Makrura can't summon (Done)
- Map17 Fix Nangul's Hero Glow (Done)
- Map17 Reduce Nomad Skeleton Mage hp to 500 (Done)
- Map17 Fix Cameras in Mold Valley Cinematic (Done)
- Map17 Reduce Attack Damage of Tidal Guard Sea Turtles (Done)
- Map17 Still Double Dark Quill (Not sure what's wrong)
- Map17 Fix Towers are hidden during DarkQuill (Done)
- Map17 Karim is vulverable after DarkQuill (Need Check)
- Map17 Quest Shadow is not marked as completed (Done)
- Map29 Forgot to remove InitZones (Done)
- Item Gold Coins pickup is now more descriptive (Done)
- Map22 Reduce number of enemy spawn. (Players should be able to complete this on Hard) (Done)
- Map21 Improved Undead Base's AI (Done)
- Map22 After completion, our enemies don't treat our allies as enemy anymore because of their invulnerability (Done)
- Map22 Adjust transparency of absorbing quest again (Done)
- Map22 Reset Absorbing Hammer Charge to normal (Done)
- Map22 Reduce destructible door from 50000 to 30000 (Done)
- Map40 Reduce the number of last group of Kobold (Done)
- Map22 Upgrades also apply for Elite units not only Advance (Done)
- Map22 Adjust all Orcs units to Alpha level (Done)
- Map22 Further improved allies AI (Done)
- Map40 Short Cine guiding how to take the Kobolds down (Done)
- Map40 Maybe reduce health of all Kobold (Done)
- Map19 Adjust Camera Follow Chen Summon (Need Test)
- Hero Adjust Falron stats (Done)
 
Last edited:
Level 10
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Apr 4, 2010
Messages
286
Like in the original Rexxar campaign, you can store your items into a stash so that those items would be transferred to other maps as well. The Stash worked fine before the full transition system implementation. Now the Stash doesn't work properly. In many times, the items in the Stash would just disappear after map transitioning. I believe I know the cause of this. The implementation of the full transition system require more data to be stored in game cache which takes more time to execute. Due to this, the Stash data doesn't have enough time to be saved and transferred to another map. The solution to this would be to prolong the wait time between saving cache data and actually loading the next map. If we apply this, the time of wait between map transitioning would be 5s longer than normal.

I'm a big fan of stashes in RPG campaigns personally. Knowing I can keep old items around in cause I decide to go back to them feels good and makes me less stressed about which items I choose to equip.

If the extra 5 seconds is all it takes to make the stash work, my suggestion is to hide that 5 seconds inside a cutscene. I assume saving the stash is one of the last things that happens before the map ends, so having a short cinematic scene right before the transition could help make that delay more seamless.
 
Level 12
Joined
May 13, 2017
Messages
139
If the extra 5 seconds is all it takes to make the stash work, my suggestion is to hide that 5 seconds inside a cutscene. I assume saving the stash is one of the last things that happens before the map ends, so having a short cinematic scene right before the transition could help make that delay more seamless.
Hi Jake, thanks for giving me your opinion. I was wrong about the Stash problem. 5 extra seconds don't make the Stash issue go away. After many small tests to figure out the cause, I found the loop functions of the LoadStash trigger was the reason that made the items not load properly.

Before

  • LoadStash
    • Events
    • Conditions
    • Actions
      • Game Cache - Restore Stash of TransitionKey from (Last created game cache) for Neutral Passive at (Position of Stash) facing 0.00
      • Set StashHero = (Last restored unit)
      • Unit - Hide StashHero
      • For each (Integer A) from 1 to 6, do (Item - Remove (Item carried by Stash in slot (Integer A)))
      • For each (Integer A) from 1 to 6, do (Hero - Give (Item carried by StashHero in slot (Integer A)) to Stash)
      • Unit - Remove StashHero from the game
===============================

After

  • LoadStash
    • Events
    • Conditions
    • Actions
      • Game Cache - Restore Stash of TransitionKey from (Last created game cache) for Neutral Passive at (Position of Stash) facing 0.00
      • Set StashHero = (Last restored unit)
      • Unit - Hide StashHero
      • Item - Remove (Item carried by Stash in slot 1)
      • Item - Remove (Item carried by Stash in slot 2)
      • Item - Remove (Item carried by Stash in slot 3)
      • Item - Remove (Item carried by Stash in slot 4)
      • Item - Remove (Item carried by Stash in slot 5)
      • Item - Remove (Item carried by Stash in slot 6)
      • Hero - Give (Item carried by StashHero in slot 1) to Stash
      • Hero - Give (Item carried by StashHero in slot 2) to Stash
      • Hero - Give (Item carried by StashHero in slot 3) to Stash
      • Hero - Give (Item carried by StashHero in slot 4) to Stash
      • Hero - Give (Item carried by StashHero in slot 5) to Stash
      • Hero - Give (Item carried by StashHero in slot 6) to Stash
      • Unit - Remove StashHero from the game

The previous LoadStash trigger which worked before now fail to do so. I think since there are many new data to load, this trigger has to run while the other data is loaded in. This makes the loop functions slow down. Before the first loop function even finishes, the second function has already started. This makes StashHero (Dummy hero that carries stash items) unable to give his items to Stash (The real Stash). As you can see, I fixed the problem by replacing the loop function with individual functions in the new trigger.

I also add 3 extra seconds before load time for every map as more transition data would be added into the future version of the campaign. The extra 3s would act as a fail-safe if there are too much data that need to be loaded or saved.

About the Item Stacking/Item Splitting problem, I had a good discussion with @DeAtH._.KiTtY and decided to imrpove the Stacking system but remove the Splitting one. She mentioned that item splitting is mostly useful for maps with crafting systems. Because we don't have any crafting systems, there's no good reason to split items in this campaign.

I also finished the bug fixes after the 6th test run. The 7th test run would start soon. When it's done, it should be embed under this post like the other test runs.


=========================================


This is the area for the final final boss fight. This boss is pretty difficult even on the normal difficulty. It took me about 15 tries to beat it the first time. Just to set your expectation, the bosses in the campaign can be very difficult. Unlike many other games or campaign whose bosses only take 1 or 2 tries to beat, each boss in this campaign would requires some practice from you.

full

That's all the information that I have for now. Have a great weekend!



=======================================================



7th Run - Feb 3rd 2018
Adding 3s of load time into every map was a problem. It intervenes with another transitioning trigger causing random shut down of map transition. This happens randomly and if it happens, you won't be able to travel to the next map and complete the game. The test run ends at about 25% of game completion. So no more extra loading time from now on, hurray!
- Map3 Fix Tornado buff by Centaur Firecaller (Done)
- Map3 Set number of stocks of sold units (Done)
- Map3 Fix ramp at murloc Area (Done)
- Map7 Fixed Murloc Ritualist Summon ability (Done)
- Map9 UnitTest Barracks should not be able to sell units before cine (Done)
- Map9 Add wait before quest discovery (Done)
- Map9 Footmen in bandits quest can be fully upgraded (Done)
- Map9 Winning opponent in Unittest moved to multi hero mark (Done)
- Map10 Hide Stash (Done)
- Map11 Fix Cine Skip (Done)
- Map12 Pathing Blockers for Statues (Done)
- Map12 Add wait before quest discovery (Done)
- Map15 Set Armor of Armored Kodo Beast to 30 instead of 10 (Done)
- Map15 Adias head is not reset after cine (Done)
- Map15 Replace Troll Headhunter with Troll Berserker or no upgrade (Done)
- Map15 Change Name and Title of Muradin (Done)
- Map22 Change Name and Title of Muradin (Done)
- Map28 Pathing Blockers for Troll huts (Done)
- Item Add description for Iron Gauntlets (Done)
- Item Reduce Potion of lesser Healing price to 120 (From 150) (Done)
- Item Fix Wand of Spirit Link AoE (Done)


8th Run - Feb 4th 2018
It's ridiculous to know that many bugs are caused by the fixes or add-ons from the previous version of the campaign. This run ends near the end of Act I as I forgot to remove the testing heroes in one of the maps. Entering that map discontinued my gameplay as transition data was not transferred.
- Item Description for Chicken (Done)
- Map9 Abomination Beta missing Parenthesis (Done)
- Map3 Corruptor Cine Skip still need fix (Done)
- Map15 Rusty Mining Pick Dialog still needs fix (Done)
- Map22 Change Name and Title of Muradin in Cine (Done)
- Map15 Pathing Blockers for Workshop (Done)
- Map5 Remove Assan quest fail condition (Done)
- Map5 Replaced Mana Surge with Primal Essence (Done)
- Map21 Fix Tooltip description for upgrades (Done)
- Map22 Forgot to remove Testing Heroes (8th Test Ended here) (Done)


9th Run - Feb 15th 2018
The game works perfectly from the beginning to the end. However, after completing the game, I went back to earlier map I realized some of them just lost their save files. I believe it's due to another loop function that is responsible for creating and loading map save files. To test this, another test run must be done and the game must be played till the end to see if the fix works.
- Map5 Rework Circle of Tele in this map (Done)
- Map12 Phase 2 Skip Problem (Done)
- Map7 Reduce healing Wards drop chance (Done)
- Map3 Fix Balaro Cine return Chen at wrong place (Done)
- Map15 Reduce the number of Thunder Lizard in each pack (Done)
- Item Fix Potion of Abs effect (Done)
- Item Potion of Abs Icon (Done)
- Item Orb of Darkness can have many versions - stronger minions (Done)
- Map5 Replace Fel Stalkers by Skeletal Orcs (Done)
- Map5 Give Specific name to Death Knight (Done)
- Map5 Change color of Assan to Red (Can't do)
- Map5 Quest Assan, lost, replay but still victorious (Done)
- Map3 Zone Transition icon to map28 is missing (Done)
- Item Staff of Holy light improv + descr (Done)
- Map22 Fixed Riflemen (Defense) have no attack (Done)
- Map22 More efficient AI, less lag (Done)
- Map22 Increase Titan spawntimer after reinforcement (Done)
- Map23 Give Heroes Tomes of Power! (Done)
- Map1 Improve terrain (Done)
- Map1 Dave Munshi to Cine (Done)
- Map3 Change cliffs of Balaro into trees and walls (Done)
- Map3 Guilding short cine telling you to buy units for the quest (Done)
- Map22 Reduce the health of all Titans to 80% of previous version (Done)
- Map16 Defiled foutain of life into Fountain of Mana? XD What (Done)
- Map17 Remove testing items Wand of the Wind lol (Done)
- Map17 Create Stash (Done)
- Map17 Increase the size of Thunder Lizard Vizier (Done)
- Item Add description to all orbs (Done)
- Item Potion of Greater Healing is now stackable (Done)
- Item Potion of Greater Mana is now stackable (Done)
- Item Potion of Absolution is now stackable (Done)
- Item Critical Stone Description (Done)
- Map17 Brooding attack abomination. (Done)
- Map17 Purple Esmatic Orb description (Done)
- Map17 Give no vision for Merc Compound (Done)
- Map17 Merc Unit got stuck cannot get out after purchase (Done)
- Map40 Reduce exp gain rate for heroes (Done)
- Map40 Kobold last group no Geomancer (Done)
- Item Potion of Greater Mana Description doesn't show accurate number (Done)
- Map17 Decrease Tidal Guard Turtle attack even more. (Alpha 41 to 22) (Done)
- Map19 More upgrades and more upgrades location (Done)
- Map19 Abomination storm with no effect need fix (Done)
- Map19 Fixed Storm,Earth and Fire didn't work (Done)
- Map19 Remove all flying enemies upon entering final area (Done)
- Map19 Anti SpellImmunity (Done)
- Map19 Pause hero in final cine (Done)
- Item let's make Scrolls of Protection last 45s (Done)
- Map26 Prolong a lot of dialogs from the prophet (Done)
- Map26 Quillboar ritualist revives quillboar ritualist (Done)
- Map17 Fixed enemies don't cast spells (Done)
- Map29 Statue Rotator - Change its ability tooltip (Done)
- Map29 Giant CGolem has no AI (Done)
- Map29 Reduce Healing Wards pickup (Done)
- Map29 Improve dialogues (Done)
- Map30 Improve dialogues (Done)
- Map31 Improve dialogues (Done)
- Map30 Add music to intro and victory cine (Done)
- Map17 Set button pos for tomes in store or they'd jump all over the place (Done)
- Map26 came from map17 after finish game, why restart map?
- Map40 Remove Crown of Kings +10 from shop. Too OP! (Done)
- Item Spell Blade effect now lasts 6s instead of 5s. (Done)


10th+ Run - Mar 5th 2018
Everything that I see works perfectly in this run. Found a transition problem occurring due to the game fails to copy certain save files which are too big. Therefore, for now, manual copy is required from players. It seems that the save/load system has reached the campaign limit. Any coding or programming won't be able to make the game copy the large files successfully. A bug fix won't do. A twist or workaround to the map with large save files is needed.
- Map3 Change camera angle of Balaro cinematic (Done)
- Map3 Fix Balaro entrance (Done)
- Map3 Need to improve terrain of the undead area. (Done)
- Hero Change Name and Title of Musko in game and cine map 9 (Done)
- Map23 Fix GameOver map load (Should be fixed)
- Map23 Reduce Regeneration rate of Akiba to -3.45 from (-2.45) (Done)
- Map22 Increase ability cooldown of Flamestrike Titan to 7s (from 5s) and AoE to 300 (from 350) (Done)
- Map22 Increase attack damage of buffer Titan to 380 (from 250) (Done)
- Map23 Increase ability cooldown of Flamestrike Titan to 7s (from 5s) and AoE to 300 (from 350) (Done)
- Map23 Invisible unit keeps hitting heroes after skipping Damnation Cine (Should be fixed)
- Map23 Add Zone Indicator for map after completing main quest (Done)
- Item Ashthean Blade deals 500 damage instead (from 300) (Done)
- Map17 Create faster resurrection SFX for Makrura (Done)
- Map17 Change Unit Classification Text display for Makrura to Makrura (instead of 'Tauren') (Done)
- Map17 Setup Neutral building that sell Stash (Need Check)
- Map26 Need to add Pathing Blockers at wall (Done)
- Map31 Show Circle of Tele if skip cine (Done)
- Map9 Fix Cine Skip for Reliving History (Done)
- Map9 After alt Gameplay, FirstMove Quest cannot complete (Seems like quest Arthas progress was not recorded) ) (Done)
- Map9 Lost coin after Reliving History (Done)
- Map22 Item create mass teleport item (Done)

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Last edited:
Level 12
Joined
May 13, 2017
Messages
139
Hi @Venkolm, I’ve seen you around on HIVE but I didn’t know you support this campaign.
To answer your question, I didn’t abandon the campaign.

In fact, I’m still working on it every day, non-stop. Only slowed down in March and April but now I’m working on this campaign full time (About 3-6 hours per day).

Since my last post on this thread, there have been a lot of progress and changes that have been done to the campaign, from small to big. It would take pages to mention all of the details. Because there are many things to ‘update’ on this thread which require a lot of typing and time to do. I decided not to...


...type anything. Because I’m kinda lazy when it comes to typing.

But now since I notice that you care, I’ll start posting the major changes and updates that were made in the past few months, starting from tomorrow.
 
Level 6
Joined
Jun 1, 2014
Messages
165
I do care. In fact, i played it a bit and i liked it. However, no matter how much armor i had, damage reduction still was 0%. Can you explain this to me, why was it done? :)
 
Level 12
Joined
May 13, 2017
Messages
139
no matter how much armor i had, damage reduction still was 0%. Can you explain this to me, why was it done? :)
Wow, you played a very very old version of the campaign Venkolm, back in last August I believe, even when the other half of the campaign had not been created yet. Back then I didn't really understand the Damage Reduction Multiplier value in Gameplay Constant and set it to 0, resulting in zero change in damage reduction. However, somebody had also notified me about this and it was fixed a long time ago. In this campaign, you would need more armor to achieve a certain Damage Reduction value compared to the original game.

Seems preety intesting, 1 question where can i find "download" button. ??
Hi Mavcik, I decided to take down the campaign file last year so that I can add more contents into the game. With a lot of content addition and changes which were made in the campaign every month, it is not a good idea to let people just play it. So I decided to divide the testing phases into 4 phases:
Self-Testing
Close-Testing
Beta-Testing
Public-Testing
The campaign will be available in the Map Development section when it reaches the Beta-Testing phase. At that point, anyone who downloads it from this thread can play it and provide feedback to improve it.

The part below is for an official update of the game


==========================================================
xxxxxxxxx UPDATE xxxxxxxxxx
==========================================================


full

This is a screenshot accidentally taken from the World Editor while I was re-terraining a map.

In the beginning, I planned to make all maps of this campaign connected. If you have 30 maps, for example, you should be able to go back and forth between all of them without losing your progress. After completing 30+ maps of the game and going through many test runs, I realized that the game has it limit. The maximum number of maps that can be connected like what I described above is 15. If you program the game to store more than 15 maps, save data of random maps would disappear. So I decided to divide the campaign into 2 parts, Act I and Act II. By doing this, you would be able to travel between the maps in its respective Act.

At first, I thought this was a terrible idea. If you are only able to transition in 15 maps instead of 30 or 40, the world in this game is much smaller. However, later I realized some benefits in doing this. Dividing the campaign into smaller Acts gives room for more hero customization and more unique gameplay. Editing map data are also easier since I don't have to copy some data to all 30-40 maps but only to a maximum of 15.

Anyway, here is how the maps are distributed:
Act I transitionable maps - 1,2,3,4,5,6,7,9,10,11,13,14,15,21,22
Act I non-transition maps - 8,23,4A,C1
Act II transitionable maps - 16,17,18,19,20,25,26,27,28,29,30,31,32,40
Act II non-transition maps - none
Cinematic maps - 24,33

List of Maps



Map 1 - Home
Map 2 - Little Village
Map 3 - Shimmer Wood
Map 4 - Shimmer Coastal
Map 4A - Blood Feather
Map 5 - Dark Wood
Map 6 - Dark Wood
Map 7 - Den of the Murlocs
Map 8 - The Abyss
Map 9 - Edenvale City
Map 10 - The Royal Palace
Map 11 - Edenvale Dungeon
Map 12 - King of Edenvale
Map 13 - Glowing Cave
Map 14 - Lonely Island
Map 15 - The Barrows
Map 16 - Stalker Valley
Map 17 - Zheidland
Map 18 - Outland Arena
Map 19 - Amigo
Map 20 - Firelink Shrine
Map 21 - Longpass Valley
Map 22 - Stormhaul
Map 23 - Glaring Shore
Map 24 - Seaside Outskirt
Map 25 - Forinate Dungeon
Map 26 - Alzhardar
Map 27 - Widow Cave
Map 28 - Fugikana
Map 29 - Ironbark
Map 30 - Guardian
Map 31 - Mukrow
Map 32 - Twilight Hour
Map 33 - Untitled Map
Map 40 - Mold Valley
Map C1 - Fallen Lords


Yah, that's all of the update for today. Have a great summer!
 
Last edited:
Level 12
Joined
May 13, 2017
Messages
139
Hi everyone,

After checking the list of maps, I wonder if you've ever asked where maps 34,35,36,37,38,39 are.
The maps do exist and they are in the campaign file. Those maps were first intended to be an optional and secret section of the whole campaign. However, splitting the campaign into 2 parts made it impossible to connect those maps into the main game (exceeding number of maps per Act).

The maps are actually the maps from the Rexxar Campaign. A great amount of time was spent on those maps twisting the enemies and scaling them so that they pose a better challenge for your heroes in this campaign. Since they were intended to be an optional section of the game, players can transition through all of those maps to challenge themselves with new enemies and to purchase items that only exist in those maps (assuming they are able to find where to get to those maps first). I also planned to add optional quests into the Rexxar Campaign maps but I didn't have time to do so. The bad thing is that the maps are currently unusable. They are not connected to anything.

Since the implementation of the Acts, I had a new idea and I want your opinion on it. Those map can be separated as a stand-alone section of the campaign. Instead of playing with Rexxar, Rokhan and Chen, you play as the heroes of this campaign. The button for this Sub-Act (On the campaign menu) can be shown as something like "Additional Content - To Tame A Land Reimagined" and it can only be unlocked by completing a specific quest/event in the main game.
And here's the part which I haven't decided yet. It's either:
A. To play with the original story and the original cinematic. Only with new enemies.
B. To be able to transition to all 5 maps from the beginning with new enemies. However, the original Rexxar story is disabled, leaving room for new optional quests in the future which takes more time to create than option A.

So what do you guys think? Do you like the idea of implementing those maps into the campaign as a Sub-Act of the game? If you do, what option would you choose? Why? If you don't, why? Why? Why?

============================================

Screenshot of the Day

full

When you are working on a very good cinematic XD
 
Level 6
Joined
Jun 1, 2014
Messages
165
Hi everyone,

After checking the list of maps, I wonder if you've ever asked where maps 34,35,36,37,38,39 are.
The maps do exist and they are in the campaign file. Those maps were first intended to be an optional and secret section of the whole campaign. However, splitting the campaign into 2 parts made it impossible to connect those maps into the main game (exceeding number of maps per Act).

The maps are actually the maps from the Rexxar Campaign. A great amount of time was spent on those maps twisting the enemies and scaling them so that they pose a better challenge for your heroes in this campaign. Since they were intended to be an optional section of the game, players can transition through all of those maps to challenge themselves with new enemies and to purchase items that only exist in those maps (assuming they are able to find where to get to those maps first). I also planned to add optional quests into the Rexxar Campaign maps but I didn't have time to do so. The bad thing is that the maps are currently unusable. They are not connected to anything.

Since the implementation of the Acts, I had a new idea and I want your opinion on it. Those map can be separated as a stand-alone section of the campaign. Instead of playing with Rexxar, Rokhan and Chen, you play as the heroes of this campaign. The button for this Sub-Act (On the campaign menu) can be shown as something like "Additional Content - To Tame A Land Reimagined" and it can only be unlocked by completing a specific quest/event in the main game.
And here's the part which I haven't decided yet. It's either:
A. To play with the original story and the original cinematic. Only with new enemies.
B. To be able to transition to all 5 maps from the beginning with new enemies. However, the original Rexxar story is disabled, leaving room for new optional quests in the future which takes more time to create than option A.

So what do you guys think? Do you like the idea of implementing those maps into the campaign as a Sub-Act of the game? If you do, what option would you choose? Why? If you don't, why? Why? Why?

============================================

Screenshot of the Day

full

When you are working on a very good cinematic XD

The way you asked those questions is so complicated and... long. However, the answer for me is simple - create something new and yours. Don't just take something from the Rexxar Campaign, simply edit it and be done with it. No, don't do that. Make it your own way, with your own head, even if it takes more time.
You must have seen lately, how many people simply 'enhanced' the original campaigns, and then think like... as if they have done something. All they did was: "Open Campaign > Open Maps > Add something > Change something > Insert My strange logic here > Done."
Be completely the opposite of them. As you are, i believe.
 
Level 12
Joined
May 13, 2017
Messages
139
@Venkolm I see your point. Since Rexxar Campaign was a big inspiration for me, I wanted to pay a tribute to it as an optional section of the game. Before making this campaign, I've always wanted to see the Rexxar Campaign in another angle. However, for practical reasons, time is something I don't have enough to invest in making this portion of the game. If I have time to do it in the future, I myself would choose to add new quests and stories into the maps. Yes, originality is my main focus as a creator. Even I borrow some stuffs from the game, I'll make sure to bring some originality to it.


==========================================================
xxxxxxxxx UPDATE xxxxxxxxxx
==========================================================


Before making this campaign, I didn't have any experience in writing. My main focus was to make fun and dynamic gameplay. However, over the course of creating this, my standard of the game has also changed. I demand more quality from the campaign as opposed to the past.

In the past few months, I learned how to write better stories and how to develop better characters. Now I'm implementing what I learned into this project. I believe my writing is still horrible but it is certainly better than before. To me it's a learning process and I'm really enjoying it.
At a certain point, I still need some writers on HIVE to review the story so that I can improve it further. I'll let you guys know when the time comes.

I found some very useful channels on Youtube that helped me learn about story writing and game developing more, here are some of them:
Games As Literature - Watching game analysis from this man helps me understand how little things in a game can make a huge impact on the story.
GDC - This channel covers so many different aspects about game making and about the industry itself. So interesting! I watched many videos of it.
Noah Caldwell-Gervais - This is also one of my favorite channels about game reviews and retrospectives.
The Closer Look - Taking a look at movies also helps you learn a lot about writing too. This channel is awesome!
Nahre Sol - And this channel...

...well it has nothing to do with this campaign but I subscribed to it anyway.

I also watched the entire Legacy of Lordaeron campaign from @YetAnotherYoutuber and @Pr0nogo to see their thoughts and perspectives on the campaign. I learned a lot from watching their videos.

Screenshot of the Day

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Final number of cameras for the cinematic in the previous post.

That's it for today update.
Have a great weekend.
 
Last edited:
Level 12
Joined
May 13, 2017
Messages
139
Thank you for being this campaign's awesome supporters @Venkolm, @Daffa the Mage! :D

I planned to post one week later but you suddenly ask so I decided to update some info now.

In the last 2 months or so I've been focusing on polishing Act I, mainly to add new story elements to the act. Now it's almost done for Act I. However, the story of act II has not been revamped just yet. It would take at least 4 times the work I spent in the last 2 months for Act I to really polish Act II to its completion. Considering the time I have left, I don't think I can release both Acts in this year.

So I decided that I would focus on just releasing Act I for now and then we can deal with Act II in the future. With that being said, Act I has come very close to getting completed. It can be released in a month or so. However, before that I need some of your help to test the campaign out.

Here is the list of what left to do for Act I before releasing it:
- Map 10 - Royal Palace - Reterrain + Additional Events, optional quests
- Map 13 - Glowing Cave - Additional Events (Possibly/Optional)
- Remake Final Battle Cinematics
- Map 3 - Shimmer Wood - Reterrain/Remake the elven village
- Remove some races from the campaign
- Revamp some Hero's abilities
- Improving dialogues


=======================================================


full

If you played the ealier versions of this campaign, the Royal Palace map barely has anything in it. The old version of this map just serve as a transitional bridge for other maps. Now it is a map with legit gameplay in it.


=======================================================

So from now, the close testing phase will begin. Another close testing phase was also conducted for both acts in the past. However, later I realized there were much to be done before it can reach the quality it has today. So this is the Close Testing Phase B.
The purpose of this testing phase is to refine the campaign to its best. After completing the to-do list above, I would be quite satisfied with the quality of campaign before releasing it. But I need your help.


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I need about 3-5 testers who would work close with me to test and improve the campaign in a span of 2 weeks.
Please PM me if you are interested in helping out.


If you are good at writing, then I can use your skill to improve the writing of the act too. You can also help with the writing alone if you want to. I'm not good at writing by the way.
When the to-do list above is done or almost completed, which would take about one week from now or so, I would send the campaign to you to start testing it out.
Patch 1.28 or 1.29 is NOT required to play this campaign
 
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