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[Campaign] Call of the Swarm

Level 22
Joined
Jun 11, 2017
Messages
636

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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 Issues:
To play campaign, use the LATEST version before Reforged.
Otherwise campaign probably dont work!
NEW VERSIONS, STARTING FROM 1.5, WILL BE PLAYABLE 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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189472-3c2632c37b6ff1546d9c8025c676549f.png

WALKTHROUGH

Official © Campaign Storyline guide. You can use it if you don't know what to do or you don't want to explore.
For each act in campaign will be created separate guide.
Under spoliers you can find 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;

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 (my nickname on XGM is Hush).
Current Released Version:
v1.3

Next Content Version:
v1.5 - 2024.II


I'd appreciate any bug reports, suggestions and tips!
Write down them here or in campaign download page!

SOCIAL MEDIA

 
Last edited:
Level 28
Joined
Apr 6, 2010
Messages
3,105
Didn't finish the first level (the Ravens killed me), but I like it so far.

General:

Thunder Clap has no flavor text. Also, Thunder Clap on a larva?
Level requirements: "Gain Level X" -> "Level X"

All custom ability tooltips have values replaced with 0.
Borderland Guardian, Needler and Wizard have no caster tooltip.

Bugged abilities:
  • Parasite doesn't spawn anything.
  • Scorpion doesn't get a multitarget attack.

Quest givers should be different from units they share models with (different TC, different tint, etc.).

Why are sight ranges so short?

There's a delay between getting into range of a quest giver and the cutscene triggering.

Level 1:

Intro cutscene:
"I treat you" -> "My treat" might be better.
During the cutscene, there's a constant sound of units fighting offscreen.
Title drop is off-center.

No music?
"Gain 5 Level with Newborn" -> "Bring Newborn to level 5"
bitting -> biting

Some doodads are bigger than their pathing, resulting in clipping.
Why the delay between using Metamorphosis and ending the quest?
Aww, you can't fight the centipede? I though it was neutral until you were strong enough to fight it.

Second cutscene:
"For now it will be!" -> ?
"The tea is over" -> "There is no more tea."

Test room:
Glowing yellow orb has no name, and no player name. It also can't be targeted by spells.
Test Murlocs are called -.

So how/why/when is Xorrax exiled? The dialogue skips over that whole part, it should get a cutscene at least.

Hive'Zara notices disappear from the notice board, is that supposed to happen?
No reaction to the "I lost my friends" notice.
Some notices have (M) at the end, what does that mean?

Accidentally clicked on the rosary before being in the right area... Do I need to restart the level or can I get another one?
 
Last edited:
Level 22
Joined
Jun 11, 2017
Messages
636
Didn't finish the first level (the Ravens killed me), but I like it so far.

General:

Thunder Clap has no flavor text. Also, Thunder Clap on a larva?
Level requirements: "Gain Level X" -> "Level X"

All custom ability tooltips have values replaced with 0.
Borderland Guardian, Needler and Wizard have no caster tooltip.

Bugged abilities:
  • Parasite doesn't spawn anything.
  • Scorpion doesn't get a multitarget attack.

Quest givers should be different from units they share models with (different TC, different tint, etc.).

Why are sight ranges so short?

There's a delay between getting into range of a quest giver and the cutscene triggering.

Level 1:

Intro cutscene:
"I treat you" -> "My treat" might be better.
During the cutscene, there's a constant sound of units fighting offscreen.
Title drop is off-center.

No music?
"Gain 5 Level with Newborn" -> "Bring Newborn to level 5"
bitting -> biting

Some doodads are bigger than their pathing, resulting in clipping.
Why the delay between using Metamorphosis and ending the quest?
Aww, you can't fight the centipede? I though it was neutral until you were strong enough to fight it.

Second cutscene:
"For now it will be!" -> ?
"The tea is over" -> "There is no more tea."

Test room:
Glowing yellow orb has no name, and no player name. It also can't be targeted by spells.
Test Murlocs are called -.

So how/why/when is Xorrax exiled? The dialogue skips over that whole part, it should get a cutscene at least.

Hive'Zara notices disappear from the notice board, is that supposed to happen?
No reaction to the "I lost my friends" notice.
Some notices have (M) at the end, what does that mean?

Accidentally clicked on the rosary before being in the right area... Do I need to restart the level or can I get another one?
1. If you have troubles with quatermaster quest, you can deal with him after doing some main/side quests (or you can start warlock side quest to get a additional warlock hero unit);
2. Thank you, will check it out and correct! Thunder Clap need to quickly complete that prequel stuff.
3. Okay, i'll correct them!

About bugged abilities:
  • "Blood Parasite" works only in main game, not in test room part (sound weird);
  • "Propageted Needle" strange spell. Did you tried to use it with active first autocast spell (sphere-spells can bug multishot)? Otherwise, thank you for your report - i'll correct it or replace with other ability!

For quest units I use heroglow to show difference in that way. But thank you for your suggestion, i'll try to do something with that.

About sight ranges - I thought that player should be more careful, when crossing No Mans Land on night in Hard. But I can understand, that sight range could be bigger then now. I'll think about it.

Quest Delay exist because one thing: Without delay, if you go to NPC with "!" on his head, but on last moment you reminded and want go back - you'll be forced to watch some cinematic and waste time. Current approach helps you to quickly run out of quest cinematic zone. And main reason - I liked that thing in other RPG campaigns and I wanted to add it to my :)

About grammar - thank you! I'm not a native english speaker and in some situations I used online translations to quickly translate part of text.
About music - Yep, music is a biggest problem in campaign - only 1 soundtrack in main map, no soundtracks in 2 dungeons and 1 soundtrack in third dungeon. Thank you for your report.

About pathing - I'll check it out, thank you!
"Metamorphosis" delay is old stuff. In next version you'll not see it.
Currently you can attack centipedes and spiders in prequel, and you'll recieve XP from them! But in other way, thank you for your complain (or suggestion? :D) - i'll try to do something with it.

Test Room:
- +, i'll correct them!

Story:
When you listened starting cinematic, you may saw that bookreader said: "He's a mutant. A black sheep who cannot find his true family, because he is a mistake, an exception…" - so his Hive exile Xorrax some time after prequel (Xorrax said it to Zara I, that he didn't need him in 20 years and only after some strange things hivelord called him back). But i agree with you - for someone it could be a storytelling error. I'll try to add some bookreader pharases about Xorrax exile.

Notices should disappear.
Some notices commented, some - not.
Ever I dont know about that "M" - some old error, that i forgot to fix.

Currently you should load your save, because priest have it only 1.
Fix it.

Althought, thank you for your suggestions, tips and bugreports!
I hoped that you liked campaign.
 
Last edited:
Level 28
Joined
Apr 6, 2010
Messages
3,105
Oh yes, it looks promising.

Multishot: I took it without learning the autocast spell, and he still only attacked one enemy at a time (all the tooltip values were at 0). I'll try it in-game rather than the testroom though.
- Edit: Works in-game.

Quest delay: That makes sense, but maybe an indicator that a scene is going to happen, half the time I was about to report "this quest doesn't work" when it kicked in suddenly.

I would suggest that you integrate the testroom into the plot to make that part clearer. If I understood correctly, Xorrax was exiled because of the way he gained his powers. So you could (for example) have the testroom represent his time growing up and acquiring new powers, and when the player is done, Xorrax is found out and kicked out of the hive, and then a montage of his life in exile until he hears the Call.
 
Last edited:
Level 22
Joined
Jun 11, 2017
Messages
636
Oh yes, it looks promising.

Multishot: I took it without learning the autocast spell, and he still only attacked one enemy at a time (all the tooltip values were at 0). I'll try it in-game rather than the testroom though.
- Edit: Works in-game.

Quest delay: That makes sense, but maybe an indicator that a scene is going to happen, half the time I was about to report "this quest doesn't work" when it kicked in suddenly.

I would suggest that you integrate the testroom into the plot to make that part clearer. If I understood correctly, Xorrax was exiled because of the way he gained his powers. So you could (for example) have the testroom represent his time growing up and acquiring new powers, and when the player is done, Xorrax is found out and kicked out of the hive, and then a montage of his life in exile until he hears the Call.
About quest delay: thank you for your suggestion! I'll think how to deal with it.

Story:
Xorrax was exiled because he was different from other's. Sound weirdo, but I used ant lifesystem to describe silithids - some larva morphs into worker, another - to soldiers etc. Xorrax larva was different - he borned like hybrid of many kinds and hivelords thought that his born could be a bad sign, because Hive didnt need "hybrids" - it needs specified, predicted silithids.

He tried to convince them, but they dont listened and exiled - "to found his own famliy".
But twenty years later Xorrax heard familiar call of his Hive. And he answered it.

When you select your hero specialization, descriptions are telling you about what Xorrax do all 20 years.


After all, thank you for your suggestions - I've already added some quotes to after-prequel cinematic, that would fill that blank story page!
 
Level 28
Joined
Apr 6, 2010
Messages
3,105
Visited a Shrine that exploded and gave a message with no origin (as in, ":Mysteries are revealed in the light of reason").

Set cinematics to 1000 speed, and the cutscene with Zara was stuck on the first part where he's watching the queen fly around. 300 worked.

"suddenly it is still out there somewhere" -> ?

One creep is called ' Raven.

Quartermaster is sometimes called Hooks and sometimes Huukz. Once the quest is done, the last requirement isn't marked as completed.

Maybe leave Hooks an undecayed corpse rather than a skeletal one, I thought it was part of the scenery at first.

Talked to the fight organizer, and the game got stuck: Xorrax was invulnerable, but couldn't be ordered, the cursor disappeared, and nothing happened after.
 
Level 23
Joined
Jul 26, 2008
Messages
1,317
The scale of this project looks huge, and it is really refreshing to have the chance to play as a faction we almost never see in custom campaigns.
If I may ask, from what you have written, you will maintain both the RU version and the ENG verwion at the same time. Is that something that would require a lot of extra time, or is that reasonable manageable for you?
 
Level 22
Joined
Jun 11, 2017
Messages
636
Visited a Shrine that exploded and gave a message with no origin (as in, ":Mysteries are revealed in the light of reason").

Set cinematics to 1000 speed, and the cutscene with Zara was stuck on the first part where he's watching the queen fly around. 300 worked.

"suddenly it is still out there somewhere" -> ?

One creep is called ' Raven.

Quartermaster is sometimes called Hooks and sometimes Huukz. Once the quest is done, the last requirement isn't marked as completed.

Maybe leave Hooks an undecayed corpse rather than a skeletal one, I thought it was part of the scenery at first.

Talked to the fight organizer, and the game got stuck: Xorrax was invulnerable, but couldn't be ordered, the cursor disappeared, and nothing happened after.
1. Nothing happens? It could be. But if it show only flavor message and doesnt show "Nothing happen" - bug;
2. Eph, I used system alike Dwarf Campaign, but thank you for your report - i'll try to replace "1000% speed" with something else (otherwise i'll delete it);
3. Thank you! Sometimes I used online translator, that could cause such things :)
4. Bug;
5. Correct name is Hooks. I'll correct all "Huukz' :) Requirement isnt marked as completed because you werent run as fast as possible (when you recieved letter from quatermaster, game starts hidden timer for 10-15 sec, marking quatermaster dying from wounds). May I ask you - overall, quest marked as "completed"?
6. Agree.
7. Hmm. Fight didnt started? It was working in russian version - i'll fix it!

If dont already visited Sunken Grotto, beware - its completly dark.
But your priest hero and torches will help you deal with it.
 
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The scale of this project looks huge, and it is really refreshing to have the chance to play as a faction we almost never see in custom campaigns.
If I may ask, from what you have written, you will maintain both the RU version and the ENG verwion at the same time. Is that something that would require a lot of extra time, or is that reasonable manageable for you?
Project "Call of the Swarm" already 3-4 years old :D. Translated version is a translated version of remake edition, uploaded on XGM.
Currently I trying to fix all bugs in that version + developing new version with content. After some time, I'll update my main-languaged version on XGM and start develop Act 2 about Capital City.

Which version first recieve an Act 2? Maybe russian.
But new Act will be smaller than Act 1 - only 2 subzones + main zone (mainly focusing on campaign story about junta, war with Uldum countries + more)

I dont like to giving a deadlines for releasing next big zone upgrade (because I always have mess with that), but in the near future there would be a github repositorioum for that campaign, where you can recieve all patchnotes from backstage of developing.
 
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The quest marked as completed, yes, it's just the last requirement that was still highlighted.

Tried the fight again, and it worked. It might have been the dialog speed, it was set to 100 when I tried again.

The 100-coin enemy had two axes with untranslated text (as in, all blank but with punctuation left in).

Ran into a webbed-up alchemist but there was no reaction from him. Is he part of a later quest?

Rescue Cocoon -> ?



General:
Given the distances, heroes should have Fast movespeed. Unless there's an item later that boosts movespeed.

Hearthstone doesn't work. Or is it only for when you go to other maps?

Dire Beast summon should be instant instead of targeted/have a longer cast range.

Very strange drops: I got a Demon Blood from a snake and a Doomblade from a baby scorpion.

Linked waygates should use the same color.

Enemies respawn while you're still in the area.
 
Level 22
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636
The quest marked as completed, yes, it's just the last requirement that was still highlighted.

Tried the fight again, and it worked. It might have been the dialog speed, it was set to 100 when I tried again.

The 100-coin enemy had two axes with untranslated text (as in, all blank but with punctuation left in).

Ran into a webbed-up alchemist but there was no reaction from him. Is he part of a later quest?

Rescue Cocoon -> ?



General:
Given the distances, heroes should have Fast movespeed. Unless there's an item later that boosts movespeed.

Hearthstone doesn't work. Or is it only for when you go to other maps?

Dire Beast summon should be instant instead of targeted/have a longer cast range.

Very strange drops: I got a Demon Blood from a snake and a Doomblade from a baby scorpion.

Linked waygates should use the same color.

Enemies respawn while you're still in the area.
1. Its not a bug - Xorrax didnt find quatermaster in time, so quest finished, but quest req "failed";
2. Maybe i made quotes from fight trader with text speed - fix it;
3. Hm, translation bug;
4. Did you clicked on him? If yes and you didn't hear his quote about flintscale guardian and his saliva -> bug;
5. Looks like translation error :D

General:
1. Buyer can sell you some items, that increase your movement speed. Otherwise thank for report, in new version AGI will increase your movement speed;
2. Did you have a Hive'Zara Sigilium in your inventory? If dont - Hearthstone dont work. If yes -> bug. And if you tried it in subzones - it cant be used here (i'll disable it for all subzones, maybe);
3. Agree with you - in current form, I implemented WoW version and its look sick;
4. All neutrals, bandits, monsters clans have shared loot table. So you can recieve epic from baby scorpid, but when you kill champion monster - you can recieve some uncommon only. :D
5. Thank you for suggestion, i'll correct them;
6. Agree with you, but I dont have any plans to replace current respawn system. Yeah, its create some difficulty when you fight big amount of neutrals, and first killed respawn and go to you, but…

Afterall, thank you for your suggestions and tips + bugreports.
New content version will unclude bug fix for it + many other content!
 
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Alchemist triggered, but it seems to be a much shorter range than other questgivers. ... Wait, did he just turn into a chicken? That was great.

Rescued the Herald, but when I ran into him in the city he didn't respond, no matter how often I clicked on him.

Alchemist's potions have 0-damage tooltips.

Soul Bond buff is called Spirit Bond.

When the Gunsmith is rescued, his message has no origin (presumably the Cyrillic characters getting blanked, Chinese maps often have the same issue). All the items he sells also have bugged tooltips. He doesn't turn invulnerable when he heads back to the hive (maybe insta-move him like the others?). Also, he doesn't sell guns.

Empire Almanach: Quite a few enemies don't mention their level anywhere. Also, I don't get the name.

Weird bug: occasionally Xorrax will go completely the other way than where he's told to go for quite a distance, then turn around and go the right way. Only seems to apply to Move orders.
 
Level 22
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636
Alchemist triggered, but it seems to be a much shorter range than other questgivers. ... Wait, did he just turn into a chicken? That was great.

Rescued the Herald, but when I ran into him in the city he didn't respond, no matter how often I clicked on him.

Alchemist's potions have 0-damage tooltips.

Soul Bond buff is called Spirit Bond.

When the Gunsmith is rescued, his message has no origin (presumably the Cyrillic characters getting blanked, Chinese maps often have the same issue). All the items he sells also have bugged tooltips. He doesn't turn invulnerable when he heads back to the hive (maybe insta-move him like the others?). Also, he doesn't sell guns.

Empire Almanach: Quite a few enemies don't mention their level anywhere. Also, I don't get the name.

Weird bug: occasionally Xorrax will go completely the other way than where he's told to go for quite a distance, then turn around and go the right way. Only seems to apply to Move orders.
1. :D
2. With your hero spells, you have an "Additional Spells" (T) ability, which opens a spellbook with spell like "Pick Lock" or "Conversation". Try to use "Conversation" on him (if doesnt work - bug, if does - you'll see :) ) Also you can use "Conversation" spell on many NPC in game!
3. Seems like description error - thank you for report!
4. Seems "Hooks - Huukz" error-type, fix it;
5. Maybe you're talking about weaponsmith? He and blacksmith currently useless merchants, and yes - he'll run to Lair by himself. And he isnt invulnerable for some reason. About items - i'll fix it;
6. That item creates copy of target enemy, if caster lvl > lvl of target. Otherwise i'll check it out;
7. Seems like pathing issue. Did you encountered it on Hive'Zara map? Or you've encountered that problem in subzones?
 
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Ohhhhhhhhh. Ok, the "extra spells" thing definitely needs to show up in the tutorial (I killed a few chests because I thought that's how they opened). Also, three modes of interaction (get close/click/conversation)? Seems a bit overly complicated to me.

Nope, the Herald still isn't talking with conversation. Picked his pocket though.


Timer for the Purification Orb has no text.

The reason for the purification quest is unclear. You talk to the priest, and he doesn't even mention the sewage or why it needs to be purified.


Sunken Grotto:
The "Enter grotto?" dialog box has no text.

Rock chunk doodads in the grotto have no name.

When in the cave, the tooltip requirement for extra spells (apart from lockpick) have no text.



Killed a cage near a green sentry tower, but it was empty. Was I supposed to use lockpick? In that case, maybe make all cages/chests/etc. invulnerable.

Scorpid isn't taken with Xorrax when teleporting.

Why does the Dire Beast tooltip say you can have up to 5 at a time? At 8 seconds long you can barely have 1.
 
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1. Currently "Conversation" is compromise variant of interaction with NPC and yeah, it looks complicated :>;
2. Bug;
3. Translation Error;
4. Eh, translation miss it - in main-languaged version priest tells you about that his Order send him to sewage for cleaning purposes. But with border guard missunderstoded priest and confiscated his rosary, so he cant perform a cleaning ritual. Yeah, I'll fix it in new version;
5. Translation error;
6. Translation error;
7. Because you dont need any other spells then "Pick Lock" in subzones currenty;
8. Bandit Cage? It's random - sometimes you rescue someone from it, sometimes not (but seems like a bug, i'll check it out!);
9. Transition Map Error -> fix it;
10. Its auto-description error - you can have only 1 dire beast at the same time;

Thank you for your bug reports - currently you're helping me alot :D
 
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No problem.

You might want to put something like "Requirement: can't be used on submaps" or something on extra spells.

Poison Reap -> Poison Reaper, I think.

Cleric's name should probably be Zahksahk the Fanatic.

Shard of Asalia should say Essence of Blight instead of Power of Corruption.


Grotto:

Water Strider - Hooper -> What's Hooper?

Text speed messages and dialog box are untranslated.

Treasure Chest in the SW has no name, and can't be targeted by locking (it says "can't target debris").

Lockpicking: There needs to be an "escape" function so Xorrax can get out of the minigame (it's entirely possible to be attacked while picking locks), I got stuck after failing the minigame.
 
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No problem.

You might want to put something like "Requirement: can't be used on submaps" or something on extra spells.

Poison Reap -> Poison Reaper, I think.

Cleric's name should probably be Zahksahk the Fanatic.

Shard of Asalia should say Essence of Blight instead of Power of Corruption.


Grotto:

Water Strider - Hooper -> What's Hooper?

Text speed messages and dialog box are untranslated.

Treasure Chest in the SW has no name, and can't be targeted by locking (it says "can't target debris").

Lockpicking: There needs to be an "escape" function so Xorrax can get out of the minigame (it's entirely possible to be attacked while picking locks), I got stuck after failing the minigame.
1. I agree with you;
2. Scorpid name wouldn't be changed, but i'll think about it;
3. No;
4. +;

Grotto:
1. Weird translation, i mean jumper or leaper;
2. I'll fix it;
3. What Treasure Chests? Unit type or doodad type? Doodad type isn't chest at all currently, but i'll replace them with normal chest unit;
4. Sounds good, will add it.
 
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pps: I thought that current Hunter interpretation could be complicated to control (you have 2 full heroes, so you need to master them both for comfort playing). So currently I start a reworking concept of Xorrax - Hunter to something easier for playing - maybe pet will be "Misha"-like unit and receive bonuses when summoned by hero.
 
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So his name actually is Zaksak Fanatic?

Version says x86 (and 1.31).

Personally I like the 2 heroes version (mostly for the 12 item slots, to be honest), although so far I haven't learned Xorrax's 3rd spell or Scorpid's 1st (and if his autocast interferes with his passive, I'd suggest replacing the first spell). I think one of the hints mentioned a warlock hero that doesn't come on submaps.

Grotto:

Underwater Digger's Impale sometimes doesn't send targets up.

Storage crate appears on the minimap but not the FoW (and so is unselectable) if no friendlies are around.

It's possible to see Scolopendra from a distance because of the light on their eyes. Not a bug, that's awesome.

Quest ping shows two places in the NE quadrant: One against the edge of the map, the other slightly further away.

I think one library quest updated twice, it read 6/6 when I still had one ping left.

One recurring line is possibly untranslated, appearing after an exclamation point scene finishes (it might be a "quest updated" type).

After the final exclamation point scene, Xorrax's line doesn't have his name.

One of the Anubis statues south of the giant mana worm can be killed with ranged heroes without hitting back.

At some point the wasps stopped attacking Xorrax's location (I think it was when the library was found), so there was a huge bunch of them gathered around a nest. Apparently the nests respawn as well.

The pings for the runes also move around.

When Xorrax and the cleric stop moving ("I feel a cold wind"), the scorpid keeps moving.

The Enchanted Treasure Chest in the centipede room doesn't respond to lockpicking. Its contents (2 random items and random gold) are visible, not sure if that's intentional.


General:


Solstice Staff tooltip is untranslated.

Many item descriptions (as in, the text when the item's model is clicked on in-game) are untranslated.

Shatterd Boar Figurine -> Shattered Boar Figurine

Thus far I've only used the boar figure on the summoned dire beast, how does the other hero specialization use it? Can you hire mercenaries to use it on?



Stacking items! Woohoo!
 
Level 22
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636
So his name actually is Zaksak Fanatic?

Version says x86 (and 1.31).

Personally I like the 2 heroes version (mostly for the 12 item slots, to be honest), although so far I haven't learned Xorrax's 3rd spell or Scorpid's 1st (and if his autocast interferes with his passive, I'd suggest replacing the first spell). I think one of the hints mentioned a warlock hero that doesn't come on submaps.

Grotto:

Underwater Digger's Impale sometimes doesn't send targets up.

Storage crate appears on the minimap but not the FoW (and so is unselectable) if no friendlies are around.

It's possible to see Scolopendra from a distance because of the light on their eyes. Not a bug, that's awesome.

Quest ping shows two places in the NE quadrant: One against the edge of the map, the other slightly further away.

I think one library quest updated twice, it read 6/6 when I still had one ping left.

One recurring line is possibly untranslated, appearing after an exclamation point scene finishes (it might be a "quest updated" type).

After the final exclamation point scene, Xorrax's line doesn't have his name.

One of the Anubis statues south of the giant mana worm can be killed with ranged heroes without hitting back.

At some point the wasps stopped attacking Xorrax's location (I think it was when the library was found), so there was a huge bunch of them gathered around a nest. Apparently the nests respawn as well.

The pings for the runes also move around.

When Xorrax and the cleric stop moving ("I feel a cold wind"), the scorpid keeps moving.

The Enchanted Treasure Chest in the centipede room doesn't respond to lockpicking. Its contents (2 random items and random gold) are visible, not sure if that's intentional.


General:


Solstice Staff tooltip is untranslated.

Many item descriptions (as in, the text when the item's model is clicked on in-game) are untranslated.

Shatterd Boar Figurine -> Shattered Boar Figurine

Thus far I've only used the boar figure on the summoned dire beast, how does the other hero specialization use it? Can you hire mercenaries to use it on?



Stacking items! Woohoo!
General:
1. No, his name spelled like Zakksazh. If his name doesn't been spelled like this -> fix it;
2. x86? Some strange errors can be in x86, source of them i dont know. As example i tested Xorrax Hunter transition and my scorpid hero was propely traveled (anyway I'll remake that specialization in new update);
3. Warlock is side hero - he's only for Hive'Zara map and his quest. But you can complete many Hive'Zara quests with him, if you have troubles;

Grotto:
1. Seems like visual bug;
2. For me it make sence: you cant use storage if dont see it, because item recieve/acquire range are standart, so you cant even take your items from storage, if you're not near it;
3. Wait, you're telling about runes ping or library pings (I dont understand what "NE" means);
4. Yep, its a minor description bug, caused by integer counting -> I'll try to fix it;
5. Maybe, because all priest quotes are translated -> fix it;
6. Hm, weird -> fix it;
7. It's not a bug, just a feature :D
8. Those sunken wasps really stop attack you when you're in Library, so they will stack in their positions. If their nests doesnt respawn -> bug;
9. Seems like visual bug, but really they show area, when you can get rune, not (x,y) rune postion;
10. Summon-related bug. Your summons will be able to move too, when you summon them before boss fight;
11. Ah, seems I need to make a visual buff for locked chests :B Enchanted Treasure Chests are boss reward chests - they show your loot and need to be destroyed;

Items:
1. Yep, fixed it already;
2. Many? You mean that rare or uncommon items? Or quests items?
3. Fix it;
4. You can synergize it with other summons only, because in current act player dont have any mercs.
 
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NE as in northeast. By library pings I mean the single ping before the quest updates (not the six exclamation mark pings), which doesn't ping the same location every time. Similarly, the pings for the runes doesn't appear in the same location every time.
Edit: apparently this is normal, got it.

Scorpid: No, as in the hero scorpid.

Cleric (I'm just going to call him Z because every time I try to spell his name it comes out different)'s learning tooltips say rank 1-8. Also his ultimate manacost seems high.

"Those screams etc." : If a scream is supposed to be heard, it didn't play.
Xorrax's next line is untranslated.
How do they know it flies?

Some of the obstacle rocks aren't considered obstacles (notably the south entry to the library), so units will go right up to the rocks and try to go through.

Proof of Guilty -> Proof of Guilt (Yyyyeeeeeeaaaaaah, this is going to be a huge misunderstanding, isn't it.)

Lake monster timer has no text.
Lake monster fight was... underwhelming. Maybe move him closer to shore so Xorrax can do something more than kill tentacles.

Killed the lake monster chest. I did get the items, but the chest also dropped the three "random rare/gold" items (all of which are undroppable). It only did this once, however, the second time didn't drop them.
Edit: Wait, wait, it just created the three "random X" items where the chest was.

Phasing Boots and Duskbat Drape share a cooldown.
 
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Level 22
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NE as in northeast. By library pings I mean the single ping before the quest updates (not the six exclamation mark pings), which doesn't ping the same location every time. Similarly, the pings for the runes doesn't appear in the same location every time.
Edit: apparently this is normal, got it.

Scorpid: No, as in the hero scorpid.

Cleric (I'm just going to call him Z because every time I try to spell his name it comes out different)'s learning tooltips say rank 1-8. Also his ultimate manacost seems high.

"Those screams etc." : If a scream is supposed to be heard, it didn't play.
Xorrax's next line is untranslated.
How do they know it flies?

Some of the obstacle rocks aren't considered obstacles (notably the south entry to the library), so units will go right up to the rocks and try to go through.

Proof of Guilty -> Proof of Guilt (Yyyyeeeeeeaaaaaah, this is going to be a huge misunderstanding, isn't it.)

Lake monster timer has no text.
Lake monster fight was... underwhelming. Maybe move him closer to shore so Xorrax can do something more than kill tentacles.

Killed the lake monster chest. I did get the items, but the chest also dropped the three "random rare/gold" items (all of which are undroppable). It only did this once, however, the second time didn't drop them.
Edit: Wait, wait, it just created the three "random X" items where the chest was.

Phasing Boots and Duskbat Drape share a cooldown.
General:
  1. Got you, I'll fix it;
  2. Only "Rank 1-8"? Without spell names? Maybe some specific error with strings -> I'll check it out. And his ultimate is not for common use, but thank you for complain - I'll balance it!
  3. Flavor text, but I agree with you -> fix it by adding some sound :>;
  4. Already fixed;
  5. Priest readed from book in Library, that you acquired when checking for some interesting, that when titanborn tried to hide runes, their group was attacked by flying big monster. Hopefully noone died, but rune was missing -> so it is a flying monster. If in cinematic Zaqq'Sazh didn't read that line -> fix it;
  6. Doodad rocks? Yep, it's not a big bug, but I'll fix it in some way;
  7. :D But anyone I'll check it up, and does that matter anyway?;
Boss "Doom of Grotto":
  1. Fix it;
  2. Doom of Grotto, currently, isn't an interesting boss - you're killing tentacles, evade from rocks and lake surges, messing up with murlocs... I agree with you, but additionaly I already thought about adding phase 2 to that boss;
  3. Currently I think about redoing that reward chests, because yeah - bug with spawning items. Anyway, thank you for reporting!
Items:
  1. Seems that many rare active items share their cooldown by using same cooldown group. I'll fix it anyway.
 
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Grotto:

Not too sure about this one as it was dark, but I think a level 2 chest spawned after opening the level 3 chest just south of the lake. It might have been there already, hidden behind the bigger one.

My first crash! Came when reloading after a lockpick failure. Started up the game again and it worked.

There's a level 8 flooded chest in the north, but Xorrax was only level 7 after clearing the map. Are you meant to return to the grotto later?

The region that lets you exit the grotto should be a little bigger, I had all three heroes pressed up against the wall until one of them found the right spot.

"Leave grotto" dialog box is untranslated.

Overall, I liked this map, it was very atmospheric. But after a while the darkness gets annoying due to the pathfinding being wonky (sometimes your heroes just run straight into a wall and stop moving, sometimes you tell them to move into a rock doodad you didn't see in the FoW). If changing the darkness level doesn't completely screw up the map, maybe have a sidequest to light it up with bioluminescent mushrooms or something?



Back to main map:

I agree, Xorrax. I agree.

Level 7 chest wouldn't open for a level 7 Xorrax (lockpick description says greater or equal level).

One of Zara's lines is untranslated (around when he's apologizing to Xorrax).




General:

Lockpick description says level of the castle -> level of the lock?

Desertbrew Keg does damage when activated, but there's no spell effect (I assume it gives Breath of Fire).

Desertbrew Keg, Corrupted Essence and Boar Figurine all share cooldowns.

Don't know how long Corrupted Ents last, but it's definitely longer than 30 seconds.

Corrupted Entangling Roots' tooltip is untranslated.

Items with limited charges (such as Whiteout Staff) should mention it in their description.

This is just my personal opinion, but I don't think giving the heroes Blink is a good idea, it might unintentionally break the game by letting the player set off events and get to some areas too early.
 
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One untranslated message has the numbers 81 and 350 in it (I suspect it was a NEST DESTROYED message)

"sewage dross" is redundant.

Is the scout quest also timed like the quartermaster one?

Just noticed- Z is invulnerable before you get to the scout.

Scout triggering range should be bigger, I had the entire squad running in circles around him before it went off.

Creep respawn needs to be paused during cutscenes. The Border Guard who stayed ended up far away from the scout because he got kited by sludge monsters.

Qiraji wizards and Z look too similar (his hero glow is almost the same color as the "this unit is in an aura" glow), making them hard to tell apart. Maybe make the wizards smaller).

Zukk'vozz's 4th ability is untranslated.

The rescued blacksmith's 2nd and 3rd items are untranslated.

Eyeball boss:

Scorpid hero is not affected by the unit pause at the start of the bossfight.

The "WARNING" line is untranslated.

Boss timer is untranslated.

Eye Tentalce -> Eye Tentacle

Wait, Z doesn't help you kill the boss before opening the portal?

Boss should not have his health reset to full when directly attacked, not when one of your heroes might autohit him by mistake.

I think, in fact, really hope it's a bug and not an intentional feature to be fighting 12+ tentacles with 3000 range each all at once. Especially since they appear without provocation and not after killing the first tentacles already present.




General:

Qiraji wizards don't seem to have a decay animation.
 
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Level 22
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Grotto:

Not too sure about this one as it was dark, but I think a level 2 chest spawned after opening the level 3 chest just south of the lake. It might have been there already, hidden behind the bigger one.

My first crash! Came when reloading after a lockpick failure. Started up the game again and it worked.

There's a level 8 flooded chest in the north, but Xorrax was only level 7 after clearing the map. Are you meant to return to the grotto later?

The region that lets you exit the grotto should be a little bigger, I had all three heroes pressed up against the wall until one of them found the right spot.

"Leave grotto" dialog box is untranslated.

Overall, I liked this map, it was very atmospheric. But after a while the darkness gets annoying due to the pathfinding being wonky (sometimes your heroes just run straight into a wall and stop moving, sometimes you tell them to move into a rock doodad you didn't see in the FoW). If changing the darkness level doesn't completely screw up the map, maybe have a sidequest to light it up with bioluminescent mushrooms or something?



Back to main map:

I agree, Xorrax. I agree.

Level 7 chest wouldn't open for a level 7 Xorrax (lockpick description says greater or equal level).

One of Zara's lines is untranslated (around when he's apologizing to Xorrax).




General:

Lockpick description says level of the castle -> level of the lock?

Desertbrew Keg does damage when activated, but there's no spell effect (I assume it gives Breath of Fire).

Desertbrew Keg, Corrupted Essence and Boar Figurine all share cooldowns.

Don't know how long Corrupted Ents last, but it's definitely longer than 30 seconds.

Corrupted Entangling Roots' tooltip is untranslated.

Items with limited charges (such as Whiteout Staff) should mention it in their description.

This is just my personal opinion, but I don't think giving the heroes Blink is a good idea, it might unintentionally break the game by letting the player set off events and get to some areas too early
Grotto:
  1. It can be. Because chests are spawning by timer, so when you clean up one chest, next could spawn in the same point;
  2. Bad! Strange error with lockpicking... Otherwise thank you for report, I'll try to figure out what is it;
  3. Seems I didnt changed chest max lvl limit, when I copied it from main map... Fix it;
  4. Got you - already changed in new content update;
  5. Fix it;
  6. Currently pathfounding issue annoying player in many maps. And your suggestion about mushrooms - I tried to add some light source like torches in Library and Doom of Grotto zone, but overall - it's a dark, wet grotto, where the light hasn't been for millena. So currently I dont have any plans for adding more light sources, then priest fire rune. But thank for suggestion, anyway;
Hive'Zara:
  1. What? He spelled it twice or in such way?
  2. Bug;
  3. Translation error -> fix it;
General + Items:
  1. Its from online translator. Strange that I didint saw it before :D
  2. Huh, I'll fix it anyway;
  3. +, fix it;
  4. Tooltip error. I think that you would enjoyed that ents life lasts more then in text;
  5. Fix it;
  6. Seems I forgot it when I translated items. Fix it;
  7. You're talking about "Hive Tunneler Boots"? I agree with you about it, because that item would unlock in next act, not here.
 
Level 22
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Messages
636
One untranslated message has the numbers 81 and 350 in it (I suspect it was a NEST DESTROYED message)

"sewage dross" is redundant.

Is the scout quest also timed like the quartermaster one?

Just noticed- Z is invulnerable before you get to the scout.

Scout triggering range should be bigger, I had the entire squad running in circles around him before it went off.

Creep respawn needs to be paused during cutscenes. The Border Guard who stayed ended up far away from the scout because he got kited by sludge monsters.

Qiraji wizards and Z look too similar (his hero glow is almost the same color as the "this unit is in an aura" glow), making them hard to tell apart. Maybe make the wizards smaller).

Zukk'vozz's 4th ability is untranslated.

The rescued blacksmith's 2nd and 3rd items are untranslated.

Eyeball boss:

Scorpid hero is not affected by the unit pause at the start of the bossfight.

The "WARNING" line is untranslated.

Boss timer is untranslated.

Eye Tentalce -> Eye Tentacle

Wait, Z doesn't help you kill the boss before opening the portal?

Boss should not have his health reset to full when directly attacked, not when one of your heroes might autohit him by mistake.

I think, in fact, really hope it's a bug and not an intentional feature to be fighting 12+ tentacles with 3000 range each all at once. Especially since they appear without provocation and not after killing the first tentacles already present.




General:

Qiraji wizards don't seem to have a decay animation.
Sewage + Boss "The Beast"
  1. Hmm, translation bug. And you're right - it's for monster nest destruction;
  2. Yep, looks very complicated and messy. String would be changed to "dross";
  3. Scout quest? Overlord Verdict? No. Or you're talking about missing caravan? If about caravan - yes, saving a guard is timer issue;
  4. I'll pause units, that go to scout or rehaul that cutscene, but I agree with you;
  5. +, sometimes I missclicked on them and currently for effective playing you need to quickly TAB-ing from unit type to unit type to find out priest (or you can press Hero Button like F2 or F3). But thank you for tip, I'll change their model and color, maybe make them smaller;
  6. Fix it;
  7. Fix it;
  8. Fix it;
  9. LOL, I didn't even spotted it! Thank you, I'll correct it;
  10. Sorry but no - I liked mechanics from Nyalota WoW Raid, and that boss is mix with Nyalota Boss and C'Thun from WoW;
  11. Looks like balancing issue. I'll try to find out balance beetween tentalce's quanity and tentacle quality. And I agree with about provocation - I think that I should add timer display about "Hard" tentacle's and enable after killing starting mobs;
 
Level 28
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Scout quest? Overlord Verdict? No. Or you're talking about missing caravan? If about caravan - yes, saving a guard is timer issue;

Haven't found the caravan quest yet. I mean that the quest's description (I think it is Overlord's Verdict) tells you to join the captain and Z at the sewer fast, so I thought it would be like the Hooks quest where he dies and starts decaying if you don't get there fast enough.

Boss heal: Maybe find a way to make sure Poison Reap's multishot can't hit the boss then? I get that it's a mechanic, but there's a difference between hitting the boss on purpose and being punished for it, and doing your best to keep from attacking him directly and your units doing so anyway. Maybe you could make him his own player at first, so you consider him an ally and he considers you an enemy?
 
Level 22
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As I already told you about new specializations, let me speak about Silithid Hunter spec.
Currently it's a two hero game - you have your normal Xorrax, who fights in melee and have some spells like:
Ability_hunter_cobrashot.pngCobra Shot:
Quick ranged attack, that deals [2.08 * (STR + AGI) ] physical DMG to target enemy.
Quickly DMG, quickly cooldown;

Ability_hunter_longevity.pngDire Beast:
Summon a dire beast for 8 seconds.
Type of beast depends on location where its summoned:
- if you summon him in Hive'Zara main zone or subzones, mainly it will be scorpion;
- if you summon in Capital or it's subzones, it may vary - from scorpid to undead creature;

Ability_hunter_killcommand.pngKill Command:
Complicated and deadly, that ability DMG calculated from your pet ATT.
In old versions it was using and Dire Beast, but I remove it from spell;

Ability_druid_ferociousbite.pngBestial Wrath:
Empower you and your pet hero, increasing your attack speed for 45%.
Also damages target enemy for some DMG;

But I thought that I need to rework Hunter to something more… easy for playing.
And I created next monstriocity thing:

Ability_hunter_swiftstrike.pngRaptor Strike:
A sweeping deadly attack that strikes up enemies in radius 350 around you, dealing [2.08 * (AGI + STR)] nature damage.
Quickly damaging nearby enemies and quickly recharges;

Spell_hunter_exoticmunitions_poisoned.pngSerpent Sting:
Fire a poison bolt at an enemy, dealing nature DMG per second to main target;
Dealing slighlty less nature DMG to nearby enemies.
Also enemy armor is reduced, attack and movement speed reduced some % for some time.

Ability_hunter_longevity.pngDire Beast:
Summon a dire beast for 8 seconds.
Type of beast depends on location where its summoned:
- if you summon him in Hive'Zara main zone or subzones, mainly it will be scorpion;
- if you summon in Capital or it's subzones, it may vary - from scorpid to undead creature;
Also melee dire beasts recieve "Stampede" passive ability, that works like tauren's "Pulverize"

Spell_fire_selfdestruct.pngExplosion Trap:
Place a fire trap, that explodes when an enemy approaches, causing big Fire DMG to target;
Also deals slightly less fire DMG to nearby enemies.
Trap living only 45 sec and invisible for enemies.

About other specializations such as Mindslayer and Blackguard I'll tell you tomorrow (if not today :D) in this thread.
Thanks for reading and good luck!
 
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Haven't found the caravan quest yet. I mean that the quest's description (I think it is Overlord's Verdict) tells you to join the captain and Z at the sewer fast, so I thought it would be like the Hooks quest where he dies and starts decaying if you don't get there fast enough.

Boss heal: Maybe find a way to make sure Poison Reap's multishot can't hit the boss then? I get that it's a mechanic, but there's a difference between hitting the boss on purpose and being punished for it, and doing your best to keep from attacking him directly and your units doing so anyway. Maybe you could make him his own player at first, so you consider him an ally and he considers you an enemy?
  1. Currently scout wouldn't even you're go to do some stuff. I thought that scout could die, so yes - I can add timer of his life.
  2. And accounting that too, I'll change a Xorrax pet to non-hero melee tank-support unit, because Xorrax-Hunter became ranged unit.
What's the range for Serpent Sting? He could do with some distance attacks.
  1. Silithid Hunter will be a ranged hero, so it will use standard spell range for ranged heroes.
 
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No, I think timers should only be for sidequests and such. But in that case, the quest messages and description should very much stress that you need to get there fast.

Speaking of tanks: Captain's Taunt has no name.

it denigrates our world -> it desecrates our world

Yep, new eye tentacles get added every 30 seconds, and the previous ones stay there. They kill a border guard in a single volley.
* In addition, spawning that many causes the boss to die in less than five minutes.

Can confirm that the main boss can be targeted by the multishot.

Claw tentacle either doesn't have an attack animation or didn't attack at all.

Second crash, again while loading from a game.

Doodads around the arena keep blinking in and out of existence in the FoW.

And I think I can't get any further. Beat the boss (via whosyourdaddy, both by killing the tentacles and by just attacking him), and after Z asks if we're ready, nothing happens, Xorrax still can't move or use abilities.
 
Level 22
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No, I think timers should only be for sidequests and such. But in that case, the quest messages and description should very much stress that you need to get there fast.

Speaking of tanks: Captain's Taunt has no name.

it denigrates our world -> it desecrates our world

Yep, new eye tentacles get added every 30 seconds, and the previous ones stay there. They kill a border guard in a single volley.
* In addition, spawning that many causes the boss to die in less than five minutes.

Can confirm that the main boss can be targeted by the multishot.

Claw tentacle either doesn't have an attack animation or didn't attack at all.

Second crash, again while loading from a game.

Doodads around the arena keep blinking in and out of existence in the FoW.

And I think I can't get any further. Beat the boss (via whosyourdaddy, both by killing the tentacles and by just attacking him), and after Z asks if we're ready, nothing happens, Xorrax still can't move or use abilities.
  1. I agree with you;
  2. Already fixed;
  3. +;
  4. It is for quick boss kill, but when I read your message, I started to rethinking some moments of that boss;
  5. Multishot error. Scorpid hero will be remaked to other, non-hero scorpid;
  6. Pretty strange bug. Currently I dont know why they dont want attack player...
  7. Problem, I'll try to figure out of that;
  8. It's a problem with WoW model, I think. But at now I cant fix it :(
  9. Seroius problem, so I need to update campaign quicker. Did you saw dialog options "Transfer to Downpour"? If not - bug. And did you clicked yes. If do and nothing happen - bug. I'll try to figure out whats going on, because I used the same method I used to transfere hero to Grotto.
After all of that errors and bug, did you had some enjoy from campaign? And please, tell me - what you want to improve or remake in campaign.
I'd glad hear it!
 
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Nope, no dialog box.

The boss fight would be a lot more manageable if the eyes couldn't all attack at the same time. Maybe one or two clusters at a time.

Regarding the doodads: it's the Barrens rocks connected to the pipes. The pipes remain visible in the fog when the rocks don't, so it looks odd.

Yeah, it was fun. Although I'd like it if there were more heroes to have more item space. 3-4 heroes works for Rexxar.

I do have one issue: the random drops being too random. I only bought one weapon, all the others came from snakes and spiders. I think it would be more immersive if more drops came from unique enemies, and randoms could drop more powerups/runes instead.

There's also no healing items, as far as I can tell, which is very time-consuming at low levels.

What else... shops should have shop icons on the minimap.
 
Level 22
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Nope, no dialog box.

The boss fight would be a lot more manageable if the eyes couldn't all attack at the same time. Maybe one or two clusters at a time.

Regarding the doodads: it's the Barrens rocks connected to the pipes. The pipes remain visible in the fog when the rocks don't, so it looks odd.

Yeah, it was fun. Although I'd like it if there were more heroes to have more item space. 3-4 heroes works for Rexxar.

I do have one issue: the random drops being too random. I only bought one weapon, all the others came from snakes and spiders. I think it would be more immersive if more drops came from unique enemies, and randoms could drop more powerups/runes instead.

There's also no healing items, as far as I can tell, which is very time-consuming at low levels.

What else... shops should have shop icons on the minimap.
  1. Okay... It will be fixed in new version, that coming soon!
  2. Thank you for your tip - I think that all of them will recieve random attack cooldown, so they will attack in different times (maybe it will make fight harder);
  3. I'll fix it;
  4. Currently I making campaign for Xorrax only. So in some next updates player will recieve quest backpack, so they can focus on other items more;
  5. Agree with you - random can make your day: you can recieve nothing, but in other campaign run you'll recieve TOO much stuff. I thought that I modificate buyer's random item placement and mess up some random drop values.
  6. I agree, but I'm trying to make campaign doable without healing potion. But yes, generally I agree;
  7. Fix it;
Thank you for your suggestions and report!
 
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If no healing potions, some way of quick-healing. The Soul Bond is nice, but sometimes you need to cast it twice out of combat at early levels to be restored.

Maybe increase EXP gain during the first few levels.

Tomorrow I'll try the side quests I hadn't gotten yet.

I have a sealed letter marked DV, which quest is that for?
 
Level 22
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If no healing potions, some way of quick-healing. The Soul Bond is nice, but sometimes you need to cast it twice out of combat at early levels to be restored.

Maybe increase EXP gain during the first few levels.

Tomorrow I'll try the side quests I hadn't gotten yet.

I have a sealed letter marked DV, which quest is that for?
  1. In some way I agree with you - new specializations have some utility spells, that would help player alot;
  2. For me player already recieving alot of EXP, but I'll think about;
  3. Good luck!
  4. Currently for nothing. But in next act...
 
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"Continue the battle" -> "Keep fighting"

Border Guards could really use a buff, since by the time you get them the creeps are at 7 or 8 upgrade levels.

Found two chests spawned on top of each other. I think that might have been the cause of my previous bug, I must have selected the level 8 chest instead of the 7 since they're in the same place (and thought the model itself was meant to look like two perpendicular chests).

Quartermaster Hooks is back, though he doesn't react to anything. The Captain is also in his initial place at the north of the map.

Dur Trustful's last line is untranslated.


Requiem for a Dream quest:

"Dreamweed grows in places of dross": Dross isn't that common a word, maybe "grows in polluted places" instead.
While looking for the plant and the treasure, the current quest requirement is untranslated.
Dream timer is untranslated.
If this quest is done while the Hive squad is with you, they remain under your control. Some green enemies also appear, and will attack Xorrax.
The chest spawned next to Siix (?) the Murderer (who I hadn't killed yet), so I had to kill him to get to the chest.
Zak'zavi (?) has no name when saying "Good luck, hunter".

Lost caravan quest mentions someone being east of the lair, but it's already on the eastern edge of the map.

There's a "Suspicious Guard" who appears in the hive but doesn't react to anything.

Hearthstone should be a mass teleport. Personally I'd rather the Hearthstone be available by default rather than taking up an item slot.

There's a spot up north with what I assume is a giant sandworm (the Earthquake effect seen on those in the grotto), but going to it didn't trigger anything.
* OK, got the Warlock's quest, so now I get it. But the effect is visible before you start the quest.

Nest destroyed messages: You can remove the "For such act" and just put "Earned [XP] and [Gold]".

Scorpid rookery should an organic model, not a Barracks.

"Patriach" and "Matriarch" might be better fits than Patron and Matron respectively, since the more common meaning for those are "customer" and "housewife/school nurse".

Captain's 4th ability requires mana, he has none.

Tome of Strenght -> Tome of Strength

Destroyed a cage, but while it said random item there was no item dropped (unless it was a powerup).
 
Level 22
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"Continue the battle" -> "Keep fighting"

Border Guards could really use a buff, since by the time you get them the creeps are at 7 or 8 upgrade levels.

Found two chests spawned on top of each other. I think that might have been the cause of my previous bug, I must have selected the level 8 chest instead of the 7 since they're in the same place (and thought the model itself was meant to look like two perpendicular chests).

Quartermaster Hooks is back, though he doesn't react to anything. The Captain is also in his initial place at the north of the map.

Dur Trustful's last line is untranslated.


Requiem for a Dream quest:

"Dreamweed grows in places of dross": Dross isn't that common a word, maybe "grows in polluted places" instead.
While looking for the plant and the treasure, the current quest requirement is untranslated.
Dream timer is untranslated.
If this quest is done while the Hive squad is with you, they remain under your control. Some green enemies also appear, and will attack Xorrax.
The chest spawned next to Siix (?) the Murderer (who I hadn't killed yet), so I had to kill him to get to the chest.
Zak'zavi (?) has no name when saying "Good luck, hunter".

Lost caravan quest mentions someone being east of the lair, but it's already on the eastern edge of the map.

There's a "Suspicious Guard" who appears in the hive but doesn't react to anything.

Hearthstone should be a mass teleport. Personally I'd rather the Hearthstone be available by default rather than taking up an item slot.

There's a spot up north with what I assume is a giant sandworm (the Earthquake effect seen on those in the grotto), but going to it didn't trigger anything.
* OK, got the Warlock's quest, so now I get it. But the effect is visible before you start the quest.

Nest destroyed messages: You can remove the "For such act" and just put "Earned [XP] and [Gold]".

Scorpid rookery should an organic model, not a Barracks.

"Patriach" and "Matriarch" might be better fits than Patron and Matron respectively, since the more common meaning for those are "customer" and "housewife/school nurse".

Captain's 4th ability requires mana, he has none.

Tome of Strenght -> Tome of Strength

Destroyed a cage, but while it said random item there was no item dropped (unless it was a powerup).
  1. +;
  2. By that way I agree, because player can do main quests after side quests, so mobs are became stronger but your border guard's aren't;
  3. Chest spawn bug...
  4. Hm. How did he returned? You completed his quest and after some time he returned? Seems strange, but I'll check it out;
  5. +;
Requiem for Dream:
  1. Dross, downpour... Zaq'sazi meant dreamfoil in sewage, maybe. Otherwise I'll correct it;
  2. Correct it;
  3. +;
  4. That isn't correct way to do that side quest! :D But thank you, I'll correct it;
  5. Maybe you didin't killed him and he was showed? Anyway it could be related to save/load bugs, like unhiding hidden SFX, units and so-on;
  6. 'll fix it;
Lost Caravan:
  1. Yeah, I meant somewhere in east part of Hive'Zara, not Lair - because Lair its a Hive'lord Zara I area + quest hub, but Hive'Zara is all main map;
General:
  1. Save/load error;
  2. HS should be a spell for Xorrax only. His propose - quickly retreat to safe zone. So no plans for mass teleport at time, sorry;
  3. I agree with you - flavor isn't requied here;
  4. Hm, in russian version they propely called "Matriarch" or "Patriarch";
  5. 'll fix it;
  6. +;
  7. Seems a bug -> fix it.
 
Level 22
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Today I want to tell you about new 2 specialization for Xorrax:
  • Mindlslayer (aka Priest) - mediocore DPS, can DOT his target + have quickly deadly DMG from "Mind Blast". But his main feature is "Shadowform" - he becames more ghoslty and darky, his spells recieves buffs, but he would lose more MP for casting spells and even his INT! Ofcourse you can morph back to "Normal Form", but I'll cost you some big mana pool...
  • Blackguard (aka Rogue) - quickly escapes but quickly dies. Hard DPS, can effectivly kill enemies one-by-one. Also have an "Stealth" ability that would help player to avoid dangerous situations but slow your movement speed.
And their abilities are:
MINDSLAYER
BLACKGUARD
Spell_shadow_shadowform.png Shadowform:
You enter the darkness, and your heroic ability effects are buffed or gain new effects.
When you enter the subzone, the effect is reset, and the "Shadowform" / "Normal Form" ability is removed

Spell_shadow_unholyfrenzy.png
Mind Blast:
Caster blasts the target, deal [1.66*(INT+LVL)] shadow DMG, causing medium chance do DMG effect target twice.
Shadowform: Damaging target with that spell can increase your INT by [0.33*LVL]

Spell_shadow_shadetruesight.png
Devouring Plague:
Corrupts the target's soul, dealing up to [LVL * (1.12 * INT)] shadow DMG immediately, reducing armor and attack speed.
Also caster restore same to DMG amount of HP.
Shadowform: Deal [LVL * (2.05 * INT)] shadow DMG; affects and MP restoring.

Spell_shadow_shadowfiend.png
Shadowfiend:
Caster summons a shadow beast for 20 sec. Shadowfiend recieve half of caster XP, half of caster armor.
Only 1 shadowfiend at same time.
Shadowform: Summons a buffed voidfiend, that deal additional shadow DMG when attacks, for 20 sec.
Only 1 voidfiend at same time.

Spell_shadow_mindsteal.png
Mindgames:
Strikes the target's mind, dealing up to [(LVL * 0.25) * (STR + INT + INT)] shadow DMG, and flips its reality by <A6GP,Dur1> sec:
His attack power, speed and movement speed weaker;
if he uses an ability, he takes 15% of the damage of his current HP.
Shadowform: New damage formula: [(LVL * 0.78) * (STR + INT + INT)].
Ability_ambush.pngStealth:
Allows the caster to sneak around, but reduces his movement speed by 50%. Lasts until cancelled.
When Xorrax attack someone, he would deal additional DMG.


Spell_shadow_ritualofsacrifice.pngSinister Strike:
An instant strike, that deals [1.33*(LVL+AGI)] weapon damage.
Awards 1 combo point.


Spell_shadow_bloodboil.pngHemorrhage:
An instant strike that damages the opponent for [LVL*(0.53 * AGI)] and causes the target to hemorrhage, decreasing armor and deal DPS / sec for some time.
Awards 1 combo point.


Ability_rogue_garrote.pngGarrote:
Garrote the enemy, dealing up to [LVL + (AGI * 0.63)] to target enemy. Also for some time unit cant use his spells.
Awards 1 combo point.


Ability_rogue_eviscerate.pngEviscerate:
Xorrax performs finishing move that deals [CP* (AGI+LVL)] weapon DMG to target enemy and reset all your CP.
 
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Zak'sasi (?) spawns on top of the Suspicious Guard and doesn't react either.

A Pathfinder giant beetle has no reaction (and can't be conversed with as he's invulnerable).

No hearthstone message reads "heartstone".

"I am sick of static" (taking the border guard notice) -> ?

Killed an Ancient Tomb and then a ghoul, was he supposed to drop something?

"fat-fronted progenitor" -> Is that an insult? Fat-headed I know, but it's more for arrogance.

Incubation buff: cubs -> hatchlings

"One fell" -> "One felled"

Summon Dreadstalkers cooldown is untranslated.

Sidequests could use pings.

So who do I need to give Siix's head to?

Can't find the caravan anywhere (although if there's a timer it's likely long gone by now).

For some reason, tomes keep appearing on the Hive'Zara map even when I haven't killed anything recently. Do summoned units drop them or something?
 
Level 22
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636
Zak'sasi (?) spawns on top of the Suspicious Guard and doesn't react either.

A Pathfinder giant beetle has no reaction (and can't be conversed with as he's invulnerable).

No hearthstone message reads "heartstone".

"I am sick of static" (taking the border guard notice) -> ?

Killed an Ancient Tomb and then a ghoul, was he supposed to drop something?

"fat-fronted progenitor" -> Is that an insult? Fat-headed I know, but it's more for arrogance.

Incubation buff: cubs -> hatchlings

"One fell" -> "One felled"

Summon Dreadstalkers cooldown is untranslated.

Sidequests could use pings.

So who do I need to give Siix's head to?

Can't find the caravan anywhere (although if there's a timer it's likely long gone by now).

For some reason, tomes keep appearing on the Hive'Zara map even when I haven't killed anything recently. Do summoned units drop them or something?
  1. Is she invul? Neither it is a bug;
  2. Bug;
  3. Description error;
  4. Xorrax mean that he wouldn't go work in guards after his "retire" from adventures because he would do ordinary work everyday;
  5. No, ghoul IS a treasure in tomb (man, you maraudure tombs!);
  6. Insult. I'll correct it in next patch :D ;
  7. Agree;
  8. Why felled? I think that fell is more correct verb form for it, because they died and someone remained;
  9. All items from champions are selling to appopriate NPC: Head to Buyer with rare items, elemental essence to alchemist etc;
  10. No timer here. Did you remember the cave enterance to Grotto? Caravan last seen in area nearby. And after all, you found it when you're see silithid pale corpses (quest spoilers sus);
  11. Strange... Seems like strange bug, because I dont remember any summonable creatures, but I'll check it out!
Anyway, thank you for your reports!


New version is close to be "release - version": all new 3 specialization are created (I cut 1 secret specialization because it was looking cringe and self-repeating) + new items, new consumables, new drops from neutrals + special drops too!
Also some bosses will recieve updates to mechanics.
If I fail current deadline (release until Monday) - dont worry, I'll try to do my best with time managment!
Be patient and stay safe!
 
Level 28
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In this case, "fell" makes it sound as though it happened a while ago, while using "felled" (as in cutting down trees) gets the "we killed him" aspect across better. It's closer to "One down, two to go".

Which NPC do you need to talk to to remove the elemental's barrier? Those I mentioned didn't set anything off.
 
Level 22
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Jun 11, 2017
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In this case, "fell" makes it sound as though it happened a while ago, while using "felled" (as in cutting down trees) gets the "we killed him" aspect across better. It's closer to "One down, two to go".

Which NPC do you need to talk to to remove the elemental's barrier? Those I mentioned didn't set anything off.
  1. If we look in that way - yes, I agree with you. And variant "One down, two to go" fits more then "fell", IMHO;
  2. Currently nowone, because speaking for rumors in that quest isn't implemented and quest bugged - it'll be fixed in next patch!
 
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Are there triggers to replace allied guards killed by creeps? I saw one take a lot of damage from 10-upgraded creeps, so they could conceivably be killed.


Caravan:
"need follow" -> "need to follow"
I had the Warlock and Z with me for this one, the Warlock paused when Xorrax did but Z didn't. Don't know if the Warlock can trigger the exclamation mark cutscenes though.
No dialogue when you run into the bloodsucker?
Returned the head to the captain, no reaction.



And I think that's about all I can do.

For the next version, I'd recommend making getting around faster (if only while the map is being tested, and removed from the final version), having to kill creeps and camps across half the map gets old very fast.
 
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Oh, OK. Guess there's only the caravan quest left then.

Dunno if this applies, but there's been some maps that worked on 1.30 but not 1.31 (including events not triggering), maybe that might be the cause of some bugs.

About 1.30: I dunno too. That campaign contains some strange bugs with WC3 versions (because I started in 1.29 then transfered to 1.31, passing through 1.30);

Are there triggers to replace allied guards killed by creeps? I saw one take a lot of damage from 10-upgraded creeps, so they could conceivably be killed.


Caravan:
"need follow" -> "need to follow"
I had the Warlock and Z with me for this one, the Warlock paused when Xorrax did but Z didn't. Don't know if the Warlock can trigger the exclamation mark cutscenes though.
No dialogue when you run into the bloodsucker?
Returned the head to the captain, no reaction.



And I think that's about all I can do.

For the next version, I'd recommend making getting around faster (if only while the map is being tested, and removed from the final version), having to kill creeps and camps across half the map gets old very fast.
  1. Sure! If someone kill your allies they would respawn after some time like neutrals. If dont - bug;
Caravan:
  1. 'll fix it;
  2. Z-boi, by a story, doesnt being avaliable in those quests, so he wouldn't be paused in all side quests. Warlock does. Otherwise I'll correct it by restricting of "Overlord Verdict" quest area to sewage + boss room borders;
  3. Yep, no dialog... But in some cases you can hear some quotes;
  4. Did you doing that quest with "Overlord Verdict"? It a bug, because I want to restrict player in that quest phase;

Suggestions:
  1. I hope that you liked it!
  2. Thank you for your tip! After fixing all current bugs, in new version player will be availiable to speedrun main quests and then go thourght side quests. But in some cases (like "Overlord Verdict"-phase), player will be restricted to complete phase and after subzone will be allowed to do sidequests!
 
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