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Call of The Swarm


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Call of the Swarm

"Why do you want to remember the War of Shifting Sands?"

Overview

"Campaign inspired by the official Blizzard Entertainment campaign - Founding of Durotar.
Missions are presented in the form of "acts" and "subzones".
At the moment, Act 1 is ready."


Patch FAQ:
To play campaign, use the LATEST version before Reforged.
Otherwise campaign probably dont work!
FUTURE VERSIONS, STARTING FROM v1.5 WILL BE WORKING ONLY ON REFORGED!
pps: I know that might sound weird, but currently it works propely on that version.

Story

The story dates back to the creation of a single Black Empire that ruled Azeroth until the invasion of the Titans, who wanted to save her soul from the forces of the Abyss.

A protracted and bloody conflict led to the defeat of the forces of the Old Gods, and they were imprisoned in dungeons, leaving their servants to observe and study them.

After the collapse of the Black Empire, the faceless General Kitix, who returned from a long hibernation, tried to revive its former greatness but fell under the onslaught of the troll clans. The newly created empire cracked at the seams and broke up into 3 states: the northern Kingdom of Azjol-Nerub, the southern State of Manti'vess, and the Kingdom of Az-Aqir with its capital in the city of Az-Aqir.

Throughout its history, the Kingdom of Az-Aqir did not know calm: after anxious years of collapse, a military coup took place, which began a long era of "Reorganization" of the state.

But today the junta's power has begun to fade: a quick conflict with neighboring Uldum has turned into an eternal war, the people are becoming poorer, the country is isolated from the outside world, and protests are suppressed with blood.

Will the state be able to survive?
Who will lead it?
You will have to answer these and many other questions.

Features

FEEL THE OTHER SIDE
Call of the Swarm wants to tell the truth to those who have been branded evil.
Everyone knows that the winners write history.
But how was it?

MAKE YOUR FATE
Start your path from birth and choose your path:
  • Do you want to be kind? No problem.
  • You want to be a ruthless jealousy. Sure, not a problem!
  • Maybe you want to rob the whole world or pick all kinds of locks? Who's stopping you ?!
You create your destiny.

WORLD ANSWER YOUR CALL
The world does not stand still - most NPCs react to you and your actions.
Talk to anyone, try to find out any rumors or gossip, and look for information bit by bit, but remember - do not believe everything you hear.


DOZENS OF ITEMS
More than 70 artifacts and 20 items of other types that a hero can get in his game at the moment.
Some provide only simple stat bonuses, while others provide unique effects that will transform you.


CUSTOM BOSS FIGHTS
Fight the monsters that have flooded the caves under the Hive; find and eliminate the leaders of the bandit clans and clear the dungeons of the Capital; Break into the realm of the earth or go to the future - the deeper you dive into the campaign, the more interesting and stronger the bosses will be.

CHANGEABLE QUESTS
Many different tasks, ranging from storyline to local. And they are all traversed in different ways! The choices given to the player range from simple “Find and bring a beer keg and drink it with the quartermaster” to selective but small acts!

MAP TRANSITION
A must-have in every RPG campaign - your hero is transferred between maps, linking your progress in the campaign.
Sometimes you will be able to open additional tasks in the original map after passing others in a different zone.

Media

MODELS CREDIT
ICON CREDIT
MISCELLANEOUS CREDITS
SPECIAL THANKS
Heroglow (by assasin_lord)
Silithid Devourer (by A.R. + Tank-Commander)
Faceless Cultists (by Sin'dorei300)
Ahn'Qiraj assets exported from WoW Vanilla
Many WoW models, exported from WoW Vanilla

Reaper Claws
Hemorrhage
Rain of Fire vol II
Blizzard
Silithid + Qiraji Unit models
Button Manager (Used to create icons from WoW)Day-Night Models
Diablo 1 OST
World of Warcraft: Music & Ambience - Ahn'Qiraj
World of Warcraft: Music & Ambience - Silithus
Dwarf Campaign
The Last Guardian
Founding the Durotar
Blizzard Entertainment
Hiveworkshop.com
Xgm.guru
Kaizer + Kaiser
Nzoth
Guides from HIVE
Guides from XGM
"War of Shifting Sands"

Wowpedia: WoW Icons
Wowpedia

GALLERY
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WALKTHROUGH

Official © Campaign Storyline guide. You can use it if you don't know what to do or you don't want to explore.
Each act in the campaign will be created separate guide.
Under spoilers you can find the needed guide:
Not yet…
Not yet…

Changelog
  • Campaign was released.
NEW CONTENT
  • 2+ new specializations: Master redoned Hunter specialization, calling dire beast for feast and placing explosive traps, destroying your enemies. Become Mindslayer - powerful spellcaster, that can alter minds of his rivals, shattering reality and balancing between Shadow and Light. Or you want to sneak up through enemy forces and stab in their commander back? You could choose Blackguard for it.
  • New subzone awaits - "Downpour": Lurk into deep of Ahn'Qiraj, facing horrors created by mysterious forces. Fight through them to reach the truth in Hivelord's Curse and find a right answer…
  • Overhauled Item Drop: No more book spamming - you can recieve many new powerups, like magical runes with blizzard or rain of fire. But some dark power crawls out of its lair, offering you a prices, but what costs you will pay for them?
  • Minor Changes in Hive'Zara: Local buyer will try to offer more things than just items, but he can fool you, he-he...
  • New items for collecting: Some of them can trully overhead your game, but remember - everything have its price.

BUG FIXES + BALANCE
  • Fixed a serious bug when Sewage Boss is killed, but travel dialog isn't showing for Xorrax, preventing to reach out to next storyline phase;
  • Fixed minor bugs in translations, that was reported and founded (something could remain, so tag me anyway);
  • Prevented player to leave "Overlord's Verdict" zone, that caused some bugs in quests/cinematics;
  • Fixed a constantly fightning sounds in Hive'Zara, when game just began;
  • Fixed a delay when Xorrax Larva used "Metamorphosis" to reach out next game stage;
  • Fixed some story details in Incubator End - cinematic + Priest Zaqq'Sazh-1 cinematic;
  • Fixed test-room bugs + added functionally working -re command;
  • Fixed Dialog Speed bug by deleting a "Maximum Speed" choice;
  • Fixed a bug with Hive'Zara Fights - they starts and ends propely;
  • Fixed a quest mark in side quest "Business is Business";
  • Fixed a Air Elemental-phased bug in "Deadly Hive Monster" - Xorrax can now conversate with pathfinder;
  • Fixed some weird unit names;
  • Remaked "Hearthstone" - Xorrax can use it without specific item, when he in Hive'Zara map. Otherwise in some situations and before completing "Call of the Swarm"-quest, Hearthstone isn't availiabe;
  • Fixed a Hive'Zara Herald - now he can propely start his mission;
  • Fixed a waygates issue - now they have same color;
  • Fixed some of item descriptions - some of them have values in spells (but some not);
  • Fixed translation errors in Grotto Subzone - chunks have their names, travel dialog use propering names etc;
  • Fixed some hero spell misdescriptioning;
  • Changed Xorrax Hunter pet name;
  • Changed "cleric" to priest;
  • Fixed a "HINT" message when Xorrax visits an elemental - now message have a propely added text;
  • Fixed a leaving region in "Flooded Grotto"-subzone;
  • Fixed some spell tooltips in summons;
  • Changed some items for more balanced gameplay.
BUG FIXES + BALANCE CHANGES
  • Fixed a some strange situation when Xorrax speaks with Border Guard Captain;
  • Fixed errors in item description;
  • Probably fixed error with Pathfinder stage of "Deadly Hive Monsters"-quest, so Xorrax can properly kill air elemental;
  • Fixed errors with items spelll
  • Fixed disappering of player's units after some cinematics;
  • Fixed some translation misspellings;
  • Respawn time of all enemies in Hive'Zara were increased by 15-20%;
  • Now felhunters use their mana for their spells;
  • Added explanation to "Call Poisonclaw" spell to describe how Xorrax's level applies on Poisonclaw;
  • Removed attacking wasp spawns from Sunken Grotto. Sad, but true;
  • Now Hunter can attack air units, but wasps now considered as ground units;
  • Corrected some Xorrax's hero spells, so they'd work properly;
  • Manipulated with scaling of Xorrax and his colors, so specs looks different;
  • Now quest "Lost Caravan" can be started after completing quest "Flashback";
  • When Xorrax acquiries Qiraj Warlock, he recieves an updated hint;
  • Now Doomguard and his demonic friends shouldn't attack neutral wanderers or flintscales;
BUG FIXES
  • Fixed a bug, that occured when you failed to open a chest - now player can properly go out and try again;
  • Fixed a bug with Wasps - now they should be attackable;
  • Fixed a bug with Border Captain - now he should properly finish side quest "Deadend" without quotes from side quest "Flashback";
  • Fixed a minor translation bugs in cinematic quotes;
  • Fixed a item description bug in most runes;
  • Fixed some items, whose doesn't have any effects but description says about having them;
  • Fixed minor bugs in subzone "Downpour";
  • Fixed some minor bugs related to hero specializations.
BUG FIXES
  • Fixed a bug, that occured in Dowpour last phase - now player should properly pass throught first magic gate;
  • Fixed a minor translation in items;
  • Fixed a bug with "Dungeon Keeper" Hero - now he should have proper abilities;
  • Fixed some minor errors in texts of "Downpour"-subzone;
  • Removed some non-using recipies for "Alchemy Quest" in Downpour;
  • Minor text fixing overall in campaign;
  • Minor translation fixes in campaign overall;
  • Added a ping for all notice boards, so player would have more interest to visit them;
  • Replaced "Sunken Library" cobblestones with destructive stones in southern exit, so player could open another way to discover it.
NEW MAJOR CONTENT
  • More than 5 new game maps with content for every taste: from caves to secret stronghold;
  • Complete more than 10 new side quests - each game map has at least 1 quest. Can you solve the Librarian's riddle? Or brew a unique potion?
  • Expand your pockets by using special "bags" to carry more treasures;
  • New specializations await you: become a zealot of divine powers as the Crusader, or rely on life experience as an Adventurer;
  • Redefining some specializations: turn the curse of vampirism to your advantage as a Devourer, become a first-class thief, or torn between Light and Dark as an Acolyte;
  • More interaction of the hero with the world - use "talents" for your own enhancement or influence on the game;
  • Behold the revamped Hive'Zara evolution, opening up new opportunities for the player. Discover special hive-related items, donate to beggars, speak with hive inhabitants or even hire a hunter for your farming;
  • Defeat terrifying monsters - most new and old bosses have received special boosts at "high", which will turn the tide of the battle;
  • Get your hands on over 30 new items from a wide variety of sources. Now your hero will be even more elegant!
MINOR CHANGES
  • Now Xorrax teleports all of his units to Hive'Zara when use "Heartstone";
  • Now player could skip intro cinematic;
  • Added new merchants in different maps, try to find them all;
  • Slightly re-doned next main map areas: Scorpid Lair, Priest Cinematic Area, Borderguard Post;
  • Now player can use "Camera Manipulation" spellbook to control height and camera rotation;
  • Slighly re-doned some items, changing their effects;
  • Added new 25+ rare items, 2+ cursed items, 5+ uncommon items to findable item pool;
  • Now player could farm new resource from beasts - biomass, that need for Hive Evolution system;
  • Now player could increse his "crime rating" when doing something bad;
  • Remastered Hive'Zara merchants - now they'll recieve new items in stock every noon;
  • Remastered treasure chests - now player could see their loot when tries to pick lock. Also tried to fix treasure drop issue;
  • Added new punishment items, related for pick pocket;
  • Now many bosses & minibosses will try to use their spells frequently than before;
  • Added a special guard repeatable tasks - farming bandit bandanas, finding a spy and many others;
  • Added a pseudo quest transition: when player enter subzone, related to gained quest, he should recieve "sidezone" quest version;
  • Added to "Shadow of Az'Sheagor" his missing spells;
FIXES
  • Fixed issue when Xorrax freezes after cinematic starts in subzones;
  • Fixed issue with items with shared cooldown group;
  • Fixed issue with cinematics in main map after skipping intro cinematic;
  • Deleted unused items from campaign data;
  • Fixed issue with Blackguard Combo Points - now appropriate message should appear;
  • Fixed minor translation errors;
BALANCE
  • Now each Xorrax specialization recieves special "starting items";
  • Added merchants with useful items;
  • Now monster lairs could stop spawning after Hive'Zara gained enough evolution value;
  • Now captured NPC gives more useful rewards after saving them from bandits;
  • Added a special map difficulty increaser building - Solar Stone;
  • Minor changes in all aspects of campaign.
BUG FIXES
  • Now player can't travel to "Brume Cavern" without completing side quest "Deadly Hive Monsters";
  • Fixed an issue, when player couldn't travel into some dungeons - now player should be able to do that;
  • Fixed an issue with traveling to "Bloomgrove" - now player should be able to travel there;
  • Fixed an issue, when bosses in "Stronghold" doesn't have their abilities;
  • Added new source for special item "Dreamnail";
  • Minor errors fixed across all subzones;

BUG FIXES

  • Fixed an critical issue with priest second cinematic in quest "Accursed Lords", that prevented player from gameplay;
  • Fixed an issue with boss "Anubisath Guardians" - now boss should spawn;
  • Fixed an issue, related to book pedestals, needed for side quest "Bookworm" - now "Fiction" & "Action" pedestals shouldn't spawn in same points;
  • Fixed issues with missionary trader items - now "charms" should have item effects;
  • Fixed some translation errors in spells & items;
  • Minor fixes in all campaign maps;

BALANCE

  • Fixed a Sandworm Matron spawn rate - now she will respawn after 5 minutes of last kill;
  • Now Titanforged units in subzone "Sunken Grotto" should have drop table;
  • Now "Minor Healing Potion" should heal item user, not use "Flamestrike";
  • Decreased sight radius of Zaqq'Sazh Fanatic;
  • Now dozens of fireflies spawns in "Sunken Grotto" after watching last main storyline cinematic in subzone;
  • When Bandit Camp spawns, it could spawn either bandit tower either bandit treasure chest;
  • Bandit Camp treasure chest now spawns with loot, which drops after his break.

NEW CONTENT

  • 5+ brand new side quests, that could be found across all dungeons: from reforging powerful axe to looting treasure chests;
  • Watch your dungeon progress - when you enter dungeon with bosses, you'll receive special "dungeon task", in which you could read brief dungeon story and see what and how much bosses dungeon have;
  • 5+ new and corrected items: receive special boss-related quest reward or have items, related to daytime;

BUG FIXES

  • Fixed an general bug, that could occur with usable items - now they should have their proper cooldown images;
  • Fixed an bug, that related to "Notice Boards" in Hive'Zara map - now player can't use them before completing starting quest "Call of The Swarm";
  • Fixed a bug in side quest "Heavy Rain" - now player could properly communicate with locals;
  • Fixed minor bugs across Hive'Zara main map;
  • Fixed minor bugs across Sunken Grotto, Brume Cavern, Az'Aqir Underground dungeons;
  • Temporary disabled "Soulforge Golem" boss in dungeon "Brume Cavern" - now player receive "Ata'ir Crystal" from qiraji-prophet, not boss;
  • Added missing trigger effects for items, where they need it and it was missing;
  • Minor translation fixes across whole campaign;

BALANCE

  • Decreased hero stats for all Xorrax specializations by 5-10%;
  • Tweaked hero stat level bonuses for all Xorrax specializations: from decreasing by 5-8%, up to increasing by 5-8% for specializations;
  • Now "Crusader" specialzation have "Hero" attack type, not "Normal";
  • Now "Necrofiend" specialization have "Chaos" attack type, not "Normal";
  • Now item "Great Holy Charm" increases overall "Judgement" damage by 19%;
  • Increased spellpower of Outlaw "Envenomed Blade" by 18% for each spell level, poison damage bonus wasn't changed;
  • Now side hero "Qiraji Warlock" and his demonic minions have "Chaos" attack type, not "Normal" or "Magic";
  • Now buyable bandages have proper healpower;
  • Increased overall movement speed for next Xorrax specializations: Outlaw, Disciple and Necrofiend;

BUG FIXES & MORE

  • Fixed a small bug, that occured in side quest "Heavy Rain" - now player should be able to finish it;
  • Decreased respawn timer for earth elemental creatures, needed for side quest "Heavy Rain";
  • Increased overall drop chance for "Windstone Shard" for side quest "Heavy Rain";
  • Slightly reworked treasure chest system across whole campaign - now treasure chest should drop it contest, not randomed items;
  • Fixed a bug, that occured in main quest "Sunken Ruins" - now player shouble be able to progress through story;
  • Fixed a bug, that occured in side quest "Blood & Sweat" - now player's interrogation should properly start;
  • Added a small hint about special Hive-related command, that describes all Hive'Zara state (-he);
  • Added a special hivekeeper, with his help player can donate gold to Hive'Zara stash;
  • Tweaked most of current bosses on "Hard" difficulty and corrected their fights;
  • Small translation fixes across whole campaign.

About author

This is translated version of my campaign.
Long ago this campaign was started as russian-languaged campaign, but due to development of translation I decided to make this version as my main.
If you interested, you can find both legacy russians versions in links below:

SOCIAL MEDIA


I'd appreciate any bug reports, suggestions and tips!
Contents

Call of The Swarm (Campaign)

Reviews
You've totally touched my heart with this. The Zerg race is my main in StarCraft. Kerrigan belongs to the Swarm. Period. Now then: I like how the starting cinematic was made as well as the cool prologue. Good choice of UI also. I see the Hive'Zara...

Deleted member 247165

D

Deleted member 247165

You've totally touched my heart with this. The Zerg race is my main in StarCraft. Kerrigan belongs to the Swarm. Period.
Now then: I like how the starting cinematic was made as well as the cool prologue.

Good choice of UI also. I see the Hive'Zara -> Xel'Naga thing there xD. I chose the Hunter specialization at first and really didn't regret! Then tried out the other 3.The test room thing is a nice add-on as well. The spells represent each class although some more synergy would be nice.

One thing that might "upset" some people is that sometimes you cannot skip dialogues. It is not a bad thing, but consider it if someone replays the campaign and wants to skip what he/she already watched. Sometimes cinematics start sort of slower and end the same way. Loved the terrain, environment and atmosphere.

It is crystal clear how much work and passion you've put into this. It is approved and with a maximum rating, not for the love I have for the Zerg race but for the passion and dedication I've felt while playing it! <3
 
Level 22
Joined
Jun 11, 2017
Messages
640
You've totally touched my heart with this. The Zerg race is my main in StarCraft. Kerrigan belongs to the Swarm. Period.
Now then: I like how the starting cinematic was made as well as the cool prologue.

Good choice of UI also. I see the Hive'Zara -> Xel'Naga thing there xD. I chose the Hunter specialization at first and really didn't regret! Then tried out the other 3.The test room thing is a nice add-on as well. The spells represent each class although some more synergy would be nice.

One thing that might "upset" some people is that sometimes you cannot skip dialogues. It is not a bad thing, but consider it if someone replays the campaign and wants to skip what he/she already watched. Sometimes cinematics start sort of slower and end the same way. Loved the terrain, environment and atmosphere.

It is crystal clear how much work and passion you've put into this. It is approved and with a maximum rating, not for the love I have for the Zerg race but for the passion and dedication I've felt while playing it! <3
Thank you, I enjoyed that I've recieved same feeling when I readed your review!

About specializations - in next update you'll recieve a 2+ specs for Xorrax, like druido-shaman or merchant hero. About already existant - I agree with you that specializations should recieve some updates and they'd recieve!
About cinematics - In the past I've used a skippable cinematics, but now you can press ESC to choose your cinematic speed (currently it's enable after completing/skipping the prologue). It's a same feature that used in Dwarf & Gnoul Campaigns.

Anyway, I recieved a nice feeling from your review, thank you again, kind sir! :D
 

Deleted member 247165

D

Deleted member 247165

Thank you, I enjoyed that I've recieved same feeling when I readed your review!

About specializations - in next update you'll recieve a 2+ specs for Xorrax, like druido-shaman or merchant hero. About already existant - I agree with you that specializations should recieve some updates and they'd recieve!
About cinematics - In the past I've used a skippable cinematics, but now you can press ESC to choose your cinematic speed (currently it's enable after completing/skipping the prologue). It's a same feature that used in Dwarf & Gnoul Campaigns.

Anyway, I recieved a nice feeling from your review, thank you again, kind sir! :D
I did skip the prologue and it didnt work. Thats what Im saying.
 
Level 29
Joined
May 14, 2021
Messages
1,115
Hi!
Sorry, but on 1.27 you'll encount many unintetional bugs, so use at least version 1.31 for stable working!


The campaign doesn't work properly, actually, if you are using 1.31 due to this bug.
 
Level 22
Joined
Jun 11, 2017
Messages
640

The campaign doesn't work properly, actually, if you are using 1.31 due to this bug.
Currently in campaign I doesn't use any "targeted" events like those, but thank you for mentioning about that problem!
 
Sure! When it would be need.
By the way, what about a tool from the Nightknight man? With it, you can make a truly unique interface, panel, for the campaign, perhaps completely in the style of the Qiraji, silithid and the architecture of Ahn'Qiraj? Have you thought about what to implement with this tool?
 
Level 22
Joined
Jun 11, 2017
Messages
640
By the way, what about a tool from the Nightknight man? With it, you can make a truly unique interface, panel, for the campaign, perhaps completely in the style of the Qiraji, silithid and the architecture of Ahn'Qiraj? Have you thought about what to implement with this tool?
Hmm, I don't know about that, but I don't think that in new version I'll use custom UI.
Maybe add loading screens, but I'm not sure.
 
Level 2
Joined
Oct 4, 2019
Messages
9
I had a couple of questions:

1. How do i use the notice boards? i clicked on quests and it took an inventory slot. But after i remove them from inventory and try to pick it up again, it just disappears.

2. How do i free the alchemist? I am using the Flinthide Guardian Saliva on him, but it does nothing.

Overall i think its a very good campaign and the hard work really shows. I assume this was originally made for some other language because its hard to understand what's happening sometimes. Have to rely on the quest log to get an idea :D
 
Level 22
Joined
Jun 11, 2017
Messages
640
I had a couple of questions:

1. How do i use the notice boards? i clicked on quests and it took an inventory slot. But after i remove them from inventory and try to pick it up again, it just disappears.

2. How do i free the alchemist? I am using the Flinthide Guardian Saliva on him, but it does nothing.

Overall i think its a very good campaign and the hard work really shows. I assume this was originally made for some other language because its hard to understand what's happening sometimes. Have to rely on the quest log to get an idea :D
Thank you for your review!
You're right - originally campaign was made on russian language, but recently (in may, if I recall correctly) I posted here a translated into english version.
  1. What's your version of campaign & WC3? Because I've played the latest and didn't encount that problem. If you'd a message from Xorrax and recieved something in quest log, you "buyed" a quest item. If not - it's just flavor item;
  2. Maybe try to use it while standing near him, but on some old versions of campaign it could bug.
Make sure that you're using a 05.22.2021 version or later.
 
Level 22
Joined
Jun 11, 2017
Messages
640
76 backups, started developing in May - finished in November.
Current state of v1.2 isn't finished - I'll add some additional content like spec-unique quests, bandit tasks or remastered chest system later.

But now I think I'll finish my unfeatured RPG map about…
Eh, I'll tell you in coming days what she about.

Stay safe, enjoy your life.
Sincerely, Nightmare Book (Hush).
 
Level 22
Joined
Jun 11, 2017
Messages
640
Testing will be slow and sporadic, but for starters: the book item should have a cooldown and/or act faster, I clicked it thought it didn't take, clicked again, and when the chapter dialog came up it had the same options twice.

What book is you talking about? Story Books or what?

did you fix the bug "I keep crashing after betting the quest purify the sewers"
if you don't remember i played on 1.13.1
I think that yes.
 
Almost new 1000 downloads and 30000+ resource views! :grin:
Thank you again for supporting! I'll continue to work on Call of the Swarm story, just to bring you new emotions and feelings.
Thank you!
Cool, I hope the errors and shortcomings will also be fixed even more!

By the way, I would like to ask you separately as the creator of the campaign on this topic: How do you like the model from Zaffar? What are your impressions, I'm just asking this for the reason that many even underestimate his work, although he made an incredible and cool creation, and this is not his only creation, of course I prefer the more chitin-armored version, but he is also cool , and he was even able to push me to one cool idea about the Qiraji, which, from the point of view of lore, even sounds cool and is not contradictory.

It is necessary that more people find out about him and his creations, but this is me, thoughts out loud, do not pay attention :D : DDD
 
Level 22
Joined
Jun 11, 2017
Messages
640
Cool, I hope the errors and shortcomings will also be fixed even more!
Errors? Please tell me more about them! If any gamebreaking issue remained, I must fix it!

By the way, I would like to ask you separately as the creator of the campaign on this topic: How do you like the model from Zaffar? What are your impressions, I'm just asking this for the reason that many even underestimate his work, although he made an incredible and cool creation, and this is not his only creation, of course I prefer the more chitin-armored version, but he is also cool , and he was even able to push me to one cool idea about the Qiraji, which, from the point of view of lore, even sounds cool and is not contradictory.

It is necessary that more people find out about him and his creations, but this is me, thoughts out loud, do not pay attention :D : DDD
I understand you're talking about Ka'ark? I saw this model, but currently I don't have an idea how to add him into current storyline.
But thank you anyway - I'll think about him more in future.

…Right now Xorrax are finished his deeds in Hive'Zara and returns to Az'Aqir - capital city of same-named kingdom. Here Xorrax will solve some local problems and mighty participate in "King Returning". Don't worry, Xorrax wouldn't became a chief of state or even king - he'll continue his adventure.
Also I want to add a special mini-act about Uldum War - so player could complete it when completing Act 2.
That not 100% of how Act 2 will be structured, I'll post it after "Pearl of Azshara" release.
 
Errors? Please tell me more about them! If any gamebreaking issue remained, I must fix it!


I understand you're talking about Ka'ark? I saw this model, but currently I don't have an idea how to add him into current storyline.
But thank you anyway - I'll think about him more in future.

…Right now Xorrax are finished his deeds in Hive'Zara and returns to Az'Aqir - capital city of same-named kingdom. Here Xorrax will solve some local problems and mighty participate in "King Returning". Don't worry, Xorrax wouldn't became a chief of state or even king - he'll continue his adventure.
Also I want to add a special mini-act about Uldum War - so player could complete it when completing Act 2.
That not 100% of how Act 2 will be structured, I'll post it after "Pearl of Azshara" release.
Hmm ... I remember that somewhere half a year ago I tried to play, but at some point there was some kind of bug that I could not refute as a bug or just as a difficult task, and I just stopped figuring it out and didn't play anymore, but in the future I will play again to find out if there are errors and bugs, and try to possibly tell them 😉


In fact, it seems to me that the HD model against the background of old models will not look out of place if its appearance in the game is somehow secret and individual. For example, if on the way the main character encounters an Easter egg with a secret, and if they guess it and find a place on the map by it, then it would be possible to meet this HD hero there, and in this case, if someone is too lazy, then they will not find him. mean everything is appropriate 😄


Hmm ... Cool, it will be interesting to feel your efforts xD
 
Level 22
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Jun 11, 2017
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640
Before I'll start developing Act 2, I want to release small content version 1.3, which will add some new side quests in subzones, changes items and corrects bosses.
Also it may include new Xorrax feature, which you'll see ingame by yourself.
When it would release? Maybe in coming weeks, maybe faster - in coming days.
Stay tuned!
 
Level 22
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Jun 11, 2017
Messages
640
This small version 1.3 will include:
  • 5+ new side quests, which are hidden across all of subzones;
  • 15+ new items, from new/old quest rewards to new boss rewards;
  • Balance changes - make some Xorrax specializations more playable, correct bosses and more;
  • Bug fixes - find & fix all issues, which could be encountered in campaign right now.
It's a full checklist of new version, which would come sooner that I though! But recently I don't have too much time and I'll continue working on my 2 projects, along with "Call of the Swarm", at the same time - "Pearl of Azshara" and new-one.
Stay tuned!
 
Level 5
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Oct 28, 2018
Messages
42
i have a question.... im bad at game so, if vision cheat is on and off right away, will it broke any triggers? please don't be mad at me for using cheat...
 
Level 29
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i have a question.... im bad at game so, if vision cheat is on and off right away, will it broke any triggers? please don't be mad at me for using cheat...
I'm not sure, but I heard that the vision cheat on some campaigns prevents your heroes for gaining an experience because sometimes the enemy monsters on the specific location don't spawn normally. I've already tested it on Bonus Orc campaign, but not this one.
 
Level 22
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Jun 11, 2017
Messages
640
i have a question.... im bad at game so, if vision cheat is on and off right away, will it broke any triggers? please don't be mad at me for using cheat...
You can use Iseedeadpeople freely if you want. Also in most cases you can use whosyourdaddy, but sometimes triggers require specific enemy health, so be careful with that.
 
Level 1
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Jun 19, 2019
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1
Hey I just have a small question. For the quest where you have to return the Eye of Depth to the Altar of the Depths, how exactly do you return it? I have the eye and I found the altar, and I’ve tried all I could, but I’m not sure how to place the eye on the altar. Is it a bug?
 
Level 22
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Hey I just have a small question. For the quest where you have to return the Eye of Depth to the Altar of the Depths, how exactly do you return it? I have the eye and I found the altar, and I’ve tried all I could, but I’m not sure how to place the eye on the altar. Is it a bug?
Hello!
Seems that you've encountered a bug. That's pretty bad from my side! If you find more and have some other questions - please, ask or tell me about.
I feel sorry for this small yet pity bug - because you can put items into altar, just because he's yours.
 
Level 3
Joined
Mar 1, 2016
Messages
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Hey there!
I don't know if you're still reading comments on this map, but IMO it's a really great map with very high potential, but it has quite a few weird bugs holding it back for me. Figured I might as well post them if there is any possibility of you reading about them!
First of all, I want to say I've already spent hours and hours in this map. I really really do like it.

(Warning: LONG read)

I took the Adventurer role, I like completing missions. However, the passive states that you get stats from killing Champions. This doesn't work a lot of the time. I only got it to work once in fact, multiple other times it showed a 'tome effect' (like if you pick up tome of knowledge) but nothing happened to stats.
Also, his W states that it reduces enemy attackspeed, but it increases it instead 😆 and his E (the comet) has a very long trigger time so it's basically useless. Also his class skill, the potion, heals for WAY less than it should. Like 1/4 of what it should be. Lastly, his ultimate softlocks you. You can't move or do anything after casting it, but you can still die.
Another softlock happens when you take damage from a Mystic Shrine in the Hive zone. Spawning the enemy and losing 30% of hp is fine, but if you take 200 shadow damage, you cannot move or do anything after.
Some other stuff happens when you transition into/out of subzones. For example, in the Brume Caves I very often get extra items from nowhere in my storage, including the Undead book. This makes doing the quest for the shrine found in the Brume Caves impossible because you sequence break it (have the item before finding the shrine).
If you go down another level in the same cave, you get a quest to kill some leader-type creeps. One of those, the Deadeye captain, stays permanently invulnerable, so I got stuck with him because the gate closed behind me.
Also, the riddles in that subzone don't work. (The answers should be
Heart and Footsteps
but no matter where I type it out, it doesn't work). The other riddle with the ancient runestones does work, so I don't know what's different.
Many early quest items disappear if your primary hero doesn't have them in his inventory when you enter the Spawning area. I couldn't do the money gang quest and the letter quest because of this (but did them on different playthough without problems).
If you still have the Warlock from the hunter quest with you and enter Sunken Grotto, he will be softlocked when you exit.
In the Sunken Grotto, after you have the Eye of the Depths and talk to the NPC that gave you the quest, the Altar of the Depths doesn't trigger the next part of the quest.
In the same area, I put 3 books in the sections where they belong (if you put them in the correct section you can't take them out again), but the Bookworm quest doesn't trigger and the chest with the key stays closed. I think that key is for the door in the Spawning area? But I'm not sure.
Some chests are unreachable (top right in Spawning area, top left in Hideout).
If you take the Dream Treasure in the dream quest, you get warped back to reality, but after the floating NPC says her line about the treasure, the game softlocks. You can control the camera, but nothing else.
Finally, there are a few balance issues. Most are arbitrary but there is some game breaking stuff. If you EVER get the Eye of Night or the Lucky Fishing Hat, it becomes impossible to lose. Spellcasts gain free permanent stats. Inside dungeons the Adventurer's potion skill doesn't have a cooldown, and it's always night, so the Eye of Night always works. You can just hold down W key for infinite stat/hp gain. If you don't use Adventurer, the Camera controls count as spells. Just hold down the key for camera up or camera down.
If you ever make a new version, I suggest removing Cursed Coins. They are NEVER worth it. Even if they gave 5000 gold each I wouldn't take them because stats are very hard to get (except if you exploit the items named above).

I'll keep looking out for other stuff just in case!
 
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Level 22
Joined
Jun 11, 2017
Messages
640
@Midootje, first of all - thank you for such review! I had read it with pleasure, when I see that someone likes this custom campaign!
Let me answer your review step by step:
I took the Adventurer role, I like completing missions. However, the passive states that you get stats from killing Champions. This doesn't work a lot of the time. I only got it to work once in fact, multiple other times it showed a 'tome effect' (like if you pick up tome of knowledge) but nothing happened to stats.
Also, his W states that it reduces enemy attackspeed, but it increases it instead 😆 and his E (the comet) has a very long trigger time so it's basically useless. Also his class skill, the potion, heals for WAY less than it should. Like 1/4 of what it should be. Lastly, his ultimate softlocks you. You can't move or do anything after casting it, but you can still die.
  • I barely remember what I did for this Xorrax class, and for incoming version (I hope this summer I'll release it + prepare for Act 2) I'll remake Xorrax classes, mostly deleting Adventurer role and replacing it with something similar, but distinctive in any way.
    Thank you for reporting this unforseen (for past me) bugs and unbalanced features, did you had tried other classes?

Another softlock happens when you take damage from a Mystic Shrine in the Hive zone.
  • Will be fixed for sure - those map events will be reworked to make them more player-friendly to understand;
Some other stuff happens when you transition into/out of subzones. For example, in the Brume Caves I very often get extra items from nowhere in my storage, including the Undead book. This makes doing the quest for the shrine found in the Brume Caves impossible because you sequence break it (have the item before finding the shrine).
  • I'll be honest - transmission is most unknown part of my campaign, it always tricky and can easily bug out. I'll try to find reason from where storage gets items and fix it;
  • What about quest in Brume Cavern - thank you for report, I'll fix it!
If you go down another level in the same cave, you get a quest to kill some leader-type creeps. One of those, the Deadeye captain, stays permanently invulnerable, so I got stuck with him because the gate closed behind me.
  • I thought that I've fixed him... Well, I'll revisit him anyway.
Many early quest items disappear if your primary hero doesn't have them in his inventory when you enter the Spawning area. I couldn't do the money gang quest and the letter quest because of this (but did them on different playthough without problems).
  • Do you mean Hive'Zara Spawning Grounds - underground dungeon? Yes, those quest items are Hive'Zara only items, I will remake them into campaign-whole items, so they wouldn't delete after transmissions.
If you still have the Warlock from the hunter quest with you and enter Sunken Grotto, he will be softlocked when you exit.
In the Sunken Grotto, after you have the Eye of the Depths and talk to the NPC that gave you the quest, the Altar of the Depths doesn't trigger the next part of the quest.
  • Another side quest-related issues… I'll fix them, as I should.
In the same area, I put 3 books in the sections where they belong (if you put them in the correct section you can't take them out again), but the Bookworm quest doesn't trigger and the chest with the key stays closed. I think that key is for the door in the Spawning area? But I'm not sure.
Some chests are unreachable (top right in Spawning area, top left in Hideout).
  • Strange that quest doesn't finish… I'll fix it;
  • Yes, you are right - this door will lead you into
    Titanforged Vault with new bosses to fight
    ;
  • Treasure chest spawning rules will be revisted in new version and I'll try to make them reachable for any kind of players;
If you take the Dream Treasure in the dream quest, you get warped back to reality, but after the floating NPC says her line about the treasure, the game softlocks. You can control the camera, but nothing else.
  • I'll fix it;
Finally, there are a few balance issues. Most are arbitrary but there is some game breaking stuff. If you EVER get the Eye of Night or the Lucky Fishing Hat, it becomes impossible to lose. Spellcasts gain free permanent stats. Inside dungeons the Adventurer's potion skill doesn't have a cooldown, and it's always night, so the Eye of Night always works. You can just hold down W key for infinite stat/hp gain. If you don't use Adventurer, the Camera controls count as spells. Just hold down the key for camera up or camera down.
If you ever make a new version, I suggest removing Cursed Coins. They are NEVER worth it. Even if they gave 5000 gold each I wouldn't take them because stats are very hard to get (except if you exploit the items named above).
  • Yeah, balance always my "weak point"....
  • I know that there are more balance-breaking items in campaign available for player, and I'll try to make them more "pragmatic": nerf already powerful ones, and buff really weak and tweak mediocore;
  • Cursed Coins are troll items inspired by old rpg games, I'll fully remove them in new version.
Thank you for your review again! I can swear that I'll release new version in coming weeks.
By now I'm finishing my "Fourberie" custom Reforged RPG map, and then refocus myself back to "Call of the Swarm" - you can read more info about new version here
Thank you again.
 
Level 3
Joined
Mar 1, 2016
Messages
5
Hey, cool to see such a quick response!

Currently trying other classes and finishing the main questline.
On that note, I'm now playing the Hunter, and the part where you have to defend the priest in the sewers when he's opening a portal is acting a little weird. The boss is damaged by killing his summons, but when he dies nothing happens. The Fetid Heart item that drops from the Plague Giant on the left does nothing either, it can't be used.
I'm basically just left standing here looking at the Berserk timer that I don't understand. The portal seems half-finished. Any idea what's going on here?
Maybe it has to do anything with the transition zone near the Maddened Traveler? I haven't been able to enter that yet in any playthrough.
Edit: if I had to guess it has something to do with the Plague Giant, because at the same time a sort of circle spawns just below the boss. But no matter what I do, I lure the Plague Giant into the circle, I try to use the Fetid Heart when in the circle, I put all my units on top of the circle, nothing happens. No difference whether the boss is still alive or already dead.
Treasure chest spawning rules will be revisted in new version and I'll try to make them reachable for any kind of players;
The chests I mentioned aren't randomly spawned btw! The random ones all seem fine as they only spawn in Hive'Zara area. The ones I mentioned are in fixed positions inside dungeons.
I had no idea about the troll items! Seems like a nice easter egg if you know the references.
Thank you for your review again! I can swear that I'll release new version in coming weeks.
By now I'm finishing my "Fourberie" custom Reforged RPG map, and then refocus myself back to "Call of the Swarm" - you can read more info about new version here
Thank you again.
Oops, I had no idea about there being 2 pages for the map! Your plans for the map look great, good ideas in there. I don't have Reforged so I won't be able to play Fourberie, otherwise I for sure would.
By the way, I understand that you're Russian? If you need someone to proofread your English texts, I'd be happy to. I don't have experience with making maps, so I don't know how easy or hard that is to do, but just know that I'd gladly help if possible :)
 
Last edited:
Level 22
Joined
Jun 11, 2017
Messages
640
Hey, cool to see such a quick response!

Currently trying other classes and finishing the main questline.
On that note, I'm now playing the Hunter, and the part where you have to defend the priest in the sewers when he's opening a portal is acting a little weird. The boss is damaged by killing his summons, but when he dies nothing happens. The Fetid Heart item that drops from the Plague Giant on the left does nothing either, it can't be used.
I'm basically just left standing here looking at the Berserk timer that I don't understand. The portal seems half-finished. Any idea what's going on here?
Maybe it has to do anything with the transition zone near the Maddened Traveler? I haven't been able to enter that yet in any playthrough.
Edit: if I had to guess it has something to do with the Plague Giant, because at the same time a sort of circle spawns just below the boss. But no matter what I do, I lure the Plague Giant into the circle, I try to use the Fetid Heart when in the circle, I put all my units on top of the circle, nothing happens. No difference whether the boss is still alive or already dead.

The chests I mentioned aren't randomly spawned btw! The random ones all seem fine as they only spawn in Hive'Zara area. The ones I mentioned are in fixed positions inside dungeons.
I had no idea about the troll items! Seems like a nice easter egg if you know the references.

Oops, I had no idea about there being 2 pages for the map! Your plans for the map look great, good ideas in there. I don't have Reforged so I won't be able to play Fourberie, otherwise I for sure would.
By the way, I understand that you're Russian? If you need someone to proofread your English texts, I'd be happy to. I don't have experience with making maps, so I don't know how easy or hard that is to do, but just know that I'd gladly help if possible :)

Let me answer step by step:

On that note, I'm now playing the Hunter, and the part where you have to defend the priest in the sewers when he's opening a portal is acting a little weird. The boss is damaged by killing his summons, but when he dies nothing happens. The Fetid Heart item that drops from the Plague Giant on the left does nothing either, it can't be used.
I'm basically just left standing here looking at the Berserk timer that I don't understand. The portal seems half-finished. Any idea what's going on here?
Maybe it has to do anything with the transition zone near the Maddened Traveler? I haven't been able to enter that yet in any playthrough.
  • Did boss dies and you get access to sewer dungeon with titanforged boss or not? If not - my fault, if yes - seems bug too, this boss I'd designed from nearly same-one in World of Warcraft raid "Ny'alotha" from BFA;
  • Place near Maddened Traveler opens only for side quest, as I remember;
The chests I mentioned aren't randomly spawned btw! The random ones all seem fine as they only spawn in Hive'Zara area. The ones I mentioned are in fixed positions inside dungeons.
I had no idea about the troll items! Seems like a nice easter egg if you know the references.
  • Yeah, randomed or not - they will be fixed.
Oops, I had no idea about there being 2 pages for the map! Your plans for the map look great, good ideas in there. I don't have Reforged so I won't be able to play Fourberie, otherwise I for sure would.
By the way, I understand that you're Russian? If you need someone to proofread your English texts, I'd be happy to. I don't have experience with making maps, so I don't know how easy or hard that is to do, but just know that I'd gladly help if possible :)
  • Heh, thank you :) But I have bittersweat news - new "Call of the Swarm" version is developing with Reforged World Edit, so I don't know if it will work on 1.31, probably not. I sometimes regret myself for doing it on Reforged, but currently I'm working mostly for Warcraft 3 Reforged compilability as main game patch (like my other releases "Pearl of Azshara" and TD Campaign serias);
  • No, I'm from Ukraine and English isn't my primary language, so I can write it... Gibberishly. Thank you for your advice anyway :)
I hope that you've enjoyed main storyline and overall campaign gameplay.
After all, what can you suggest to add/improve besides fixing bugs and balance issues, like new content?
 
Level 3
Joined
Mar 1, 2016
Messages
5
  • Heh, thank you :) But I have bittersweat news - new "Call of the Swarm" version is developing with Reforged World Edit, so I don't know if it will work on 1.31, probably not. I sometimes regret myself for doing it on Reforged, but currently I'm working mostly for Warcraft 3 Reforged compilability as main game patch (like my other releases "Pearl of Azshara" and TD Campaign serias);
  • No, I'm from Ukraine and English isn't my primary language, so I can write it... Gibberishly. Thank you for your advice anyway :)
Aah too bad for me, idk if I will ever buy reforged but who knows 😉

About the English thing: want me to make a giant post about improvements? I can do all the text that I can see in F12 log very easily, but text in cinematics would be harder and take a lot more time. Would still be happy to do that too, but that would be a matter of weeks instead of days.

Oh yeah btw: in the letter quest, when you take it to the Captain, his reply in the cutscene is untranslated.

After all, what can you suggest to add/improve besides fixing bugs and balance issues, like new content?
As for suggestions: I'd have to think about this one. I like how bandits and neutrals respawn, because they don't give you so much loot that you become OP, it's mostly for gold/xp purposes which is very well balanced IMO. Only thing I'd change is that more items would drop from elite/champion/boss monsters instead of from chests, because that way it would be more rewarding to kill high level monsters. Chests are 'free' if you can get to them, so I feel like they should not contain valuable permanent items, consumables would fit better for example (they already sometimes do, but a lot of chests only contain permanent items). There are respawning strong monsters guarding a tomb/chest/place of power, those would be better suited to contain the items that chests do now. Of course, the reward chests you get from certain quests are fine as they are now because they have specific requirements.

For new content, I don't really know. I'll try to think of ideas. The map already has plenty of subzones, sidequests etc. That's actually one of the things I like most about it.

Did boss dies and you get access to sewer dungeon with titanforged boss or not? If not - my fault, if yes - seems bug too, this boss I'd designed from nearly same-one in World of Warcraft raid "Ny'alotha" from BFA;
I don't get any access to anywhere after it dies, I get stuck :/ the last message from the Priest is 'the portal is beginning to open, continue the fight' when the boss reaches 50% hp. I kill the summon that gets the boss hp to 0, it summons one more mob and just disappears. Doesn't even have a death animation/sound or anything. After it dies, nothing. Priest still invulnerable, no new messages. I do see a zone transition place on the minimap, but it never triggers anywhere and I can't leave the boss area.
I actually looked up pages on Ny'alotha and the C'Thun bossfight because you mentioned them on the other page about this map, and it's definitely a cool concept, especially for those who know the fights from WoW! (I don't but I like it nonetheless)
 
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