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Chronicles of Eptinia v1.1b

Chronicles of Eptinia

Visit project page

Logo_Eptinia.png

v1.1.
Created by FallenStar


"In the wake of Sargeryon's celestial gift, three children, Sephiran, Sevryon, and Sargyris, inherit a world of power. Betrayal leads to eternal conflict, shaping empires and a diverse republic. Amidst war and political turmoil, new heroes rise, seeking glory."

Trailer


Overview:
Chronicles of Eptinia is my first custom campaign, set on the vast and storied continent of Eptinia. The world is shaped by three mighty Empires, locked in a relentless struggle for supremacy.

Eptinia's history spans thousands of years, but its fate has been defined by three catastrophic wars known as The Three Calamities.
The timeline of this campaign takes place after the Third Calamity, in a period known as Whispers of Calamity. It is a time of fragile peace, tensions, and concerns that war may rise again.

Players step into the boots of a young Cadet Commander and his fellow sergeants as they are thrust into the heart of war, navigating duty, survival, and the chaos of battle.
The gameplay blends AoS‑melee hybrid gameplay with classic RTS skirmishing, exploration, and fantasy story. This is a rich narrative experience with a lot of storytelling, cinematic cutscenes, and dialogue.

The story unfolds gradually, revealing its secrets the more the player proceedes through each chapter.


Version 1.1 includes 6 playable chapters and 2 interludes
The campaign in its current state lacks certain features that I will work on upon finishing all chapters. Expect bugs since this is an early version.


Chronicles of Eptinia lorebook:
(click to open)



Progress:
Finished Chapters:
Prologue: Whispers of Calamity
Chapter 1 :Trial by Steel
Chapter 2: Shackles of Oppression
Chapter 3: Fate's Uncharted Road
Chapter 4: Wildling Coalition
Chapter 5: Unsung Heroes
Interlude: Wardogs
Chapter 6: The Bloom Beyond
Credits

Working on...
Chapter 7: The Found Within
Relevant Countries:
Grandhelm Empire
Once ruled entirely by elves, the Empire now stands under Emperor Rahl IV, supported from the shadows by the Shadow Council.
Most of the old elven leadership perished after the 2nd Calamity, leaving humans to rise through The Calling, a merit‑based system that reshaped the Empire’s military.
After the fall of Drommund Fortress, Grandhelm withdrew the elven armies to Junaris, allowing human commanders to take the front lines against Dalkyon.


Kingdom of Dalkyon
Ruled by King Sylvarion, Dalkyon claims to seek harmony for all of Eptinia but only under elven rule.
They see themselves as the rightful stewards of the continent, descendants of divine lineage, and the only ones capable of preventing another calamity.
Their power is immense, but so is the resistance against them:
The Empire, The Republic, and the Eastern Alliance all keep Dalkyon in check.


Republic of Halterea
A coalition of humans, elves, dwarves, and smaller factions.
They are ruled by the mysterious Three Judges, whose identities and motives remain hidden even from their own generals.
Halterea has strength, skill, and resources but internal politics constantly undermine them.
Everyone wants influence.
Everyone wants control.


The Nation of Malleta
Malleta was devastated during the 2nd Calamity and forced into vassalage under the Empire.
When Grandhelm needed them most at Drommund, Malleta betrayed them refusing to send reinforcements.
Since then, the nation has withdrawn into itself.
No one knows what they’re planning…if they’re planning anything at all.


The Eastern Alliance
Small human and dwarven kingdoms each too weak to stand alone banded together under a single banner to resist elven dominance.
Unlike other nations, the Alliance didn’t reject elven magic but instead decided to study it.
Their engineers learned to harness astral energies, forging experimental suits, weapons, and constructs designed specifically to counter elven arcana.
Most of the Alliance’s strength comes from its mercenary companies, hardened fighters who sell their blades but remain loyal to the Alliance's cause when war calls.

Installation:

Chronicles of Eptinia was created exclusively for the Warcraft III: Reforged Client. It will not work on any earlier versions of Warcraft III, including pre‑Reforged builds.
Although the campaign requires the Reforged client, Eptinia is designed to run in Classic Graphics mode. The campaign will automatically switch to Classic graphics, regardless of your in‑game settings.

To install:
Place the .w3n file into your Warcraft III Campaigns folder.
Launch Warcraft III: Reforged.
Select Single Player --> Custom Campaign.
Locate "Chronicles of Eptinia" and begin your journey.
Note: Some chapters may be more demanding than standard Warcraft III missions. A system that runs Reforged comfortably should have no issues.

Chronicles of Eptinia does NOT support Warcraft III cheats. Using cheats may break triggers, variables, cinematics, or progression. If cheats cause issues, no support or fixes will be provided so use them entirely at your own risk.

Difficulty
The current version (1.1) of Chronicles of Eptinia is balanced around a single difficulty level:

CHALLENGING
Future versions plan to introduce three selectable difficulties:
  • Cadet (Easy Mode)
  • Commander (The intended, default experience)
  • Supreme Commander (A harsher mode with chapter‑specific difficulty modifiers)
Download Warcraft III: Reforged
You can obtain Warcraft III: Reforged from Blizzard's official page: Warcraft III: Reforged


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CoE_10.JPG

CoE_8.JPG

CoE_7.png

CoE_6.png

CoE_5.png

CoE_4.png

CoE_3.png

CoE_2.png

CoE_17.JPG

CoE_16.JPG

CoE_12.JPG


CoE Patch Notes 1.1
New Chapter: The Bloom Beyond

Overview:The Commander is hidden in a remote camp to recover, but he still hasn't awakened.He should've woken up by now. Either the wounds run deeper than they thought, or something else is holding him back.Abelia must journey into the wilds to find a legendary plant that may bring him back.
(In version 1.1 Chapter 6 acts as if the player has unlocked the following quests:
Ironclad Mercenaries
Alcot's Revenge
Munch Madness
However, when Chapter 7 and 8 will be released, the player will need to unlock those quests for rewards to be available. This change is only done for players that have finished version 1.0 in its entirety, so they don't have to replay it)


General:
Updated model for Gerlock Orb
Updated icon for Predator's Instinct
Updated icon for Ratzel
Updated icon for Trial by Steel (Main Quest)
Munch Madness now uses Ratzel's icon
Updated icon for Power Shot
Updated icon for Nullification Shot
Updated icon for Alcot's Net
Updated icon for Aura of Valor
Updated icon for Commander's Inspiration
Tweaked Aura of Valor to show that the Commander is vulnerable while his units are invulnerable
Improved selection scales for many units for better clicking and gameplay clarity
Numerous ability descriptions have been streamlined and rewritten to improve clarity and readability.
Slightly improved tutorial text for clarity and easier reading.
Replaced the Altar in Chapter 3, 4 and Wardogs with the Altar of Stars by Vinz
Hopefully fixed the Commander's Chest crash
Added Cheat codes for users who have finished previous chapters and wish to unlock units:

gimmeredbeard = Unlocks Redbeard at Commander's HQ
gimmealcot = Unlocks Alcot at Commander's HQ
gimmeratzel = Unlocks Ratzel at Commander's HQ
gimmetrisael = Unlocks Trisael at Commander's HQ
gimmegerlockorb = Unlocks Gerlock Orb at Commander's Chest
gimmehealingpotion = Unlocks Greater Healing Potion at Commander's Chest
gimmefeynlore = Unlocks the ability Summon Spectral Wolf for the Commander(yes, cheats can be used across all chapters although some bugs may appear in certain instances so use them with caution)
(Cheats only work from Chapter 1 to 5)


Chapter Fixes
Chapter 3 - When the first Gerlock Giant appears, Commander, Aeneas, and Noel are now moved forward if the player left them behind, preventing soft‑locks.
During Chester's encounter, previously hired/unlocked units will be brought closer into view for the player.
Chapter 5 - Adjusted Dalkyon Defenses on Halibel's side so she can push more smoothly after the objective is done.
Removed the two Skyborn that attacked players when destroying the last two towers from the north.
Added visual prompts on blocked ramps to show they cannot be used.
Fixed a ramp that could not be fully traversed. It is now fully accessible.



CoE released with 5 playable chapters, 2 interludes;


Credit List:
Story and Development: FallenStar

Testers:
Fyar
RatzRatzzz
Tryce09
Beboel

Music Used:
Battletech Soundtrack
Rogue Galaxy Soundtrack
Soul Calibur III Soundtrack
NUNS 2 Soundtrack
The Three Kingdoms (PS1) Soundtrack

Models; Icons; Abilities; Interface
(If I missed anyone, please DM me and it’ll add you immediately!)

The Commander – Elite Guard (Callahan, PrinceYaser)
The Commander (Future) – Black Legion General (Re Classic) (johnwar)
Noel – Gondor Soldier (Elenai)
Aeneas – Plate Armor Knight (Gluma)
Blaise – Priest Pack (Ilya Alaric)
Rowen – Knights (Re Classic Pack) (johnwar)
Abelia – Alleria Windrunner (Tauer)
Chester – Arthas Menethil (Frostmourne) HQ (Asssssvi)
Girardot – Gavinrad the Dire (BaiyuGalan, kangyun)
Draven Korsar – Aedelas Blackmoore (Sxar)
Rain of Arrows (HerrDave)
Acolyte & Derivatives (Ujimasa Hojo)
Angel (expresso, Tranquil)
Ankh of Resurrection (Matarael)
Ballista v1 (Kitabatake)
Bandit Axethrower (HerrDave)
Bandit Pack (DREADMAN)
Blood Elf Lieutenant & Derivatives (Cuore)
Bear Tent (stan0033)
Beta Burgundian Castle (Kuzakani)
Blood Elf & High Elf Swordsmen (Re Classic) (johnwar)
Bandit Enforcer (Re Classic) (johnwar)
Bloodelf Wizard (General Frank)
Bloodelf Paladin (General Frank)
BloodElvenMagister (Galendor an'Kreil)
Clock Tower / Street Clock (stan0033)
Conscripts (Gree D)
Cosmic Fighter (r.ace613)
CrushingWaveMissile (JetFangInferno)
Crystal Shield Colored (Kael'thasBloodstrider32)
D3 Wizard Male (ironmaiden)
Dalaran Buildings (bakr, Manastorm)
Alterac Buildings (bakr)
Defender of the Forest Statue (mapper)
Divine Golem (Villagerino)
Dwarven Warrior (General Frank)
ElfAltar (Itius Leurn Freim)
Footman Simple Reskins (Reiisen01)
Footman (Kul Tiras, WC1 & WC2) (loktar)
Footman Pack (Ilya Alaric)
Footmen & Captains (Re Classic) (johnwar)
Fountain Statue (Hexus)
GarithosPaladin (Stefan.K)
Garrison (Vinz)
Generic Human Melee Units (bakr, Lugalu Enmirkar)
GhostWolf (PrMosquito)
Gnoll Warrior (Javixkm)
Gnoll Stalker (Mephestrial)
Goldshire Buildings (LongbowMan)
GrassAnimated (Sunchips)
Harpy & Derivatives (Ujimasa Hojo)
Healing Potion (Ket)
HeroPyromancer (Himperion)
High Elf Buildings (bakr, Manastorm)
Hooded Human Mage (UraganHex)
HQ Treasure Chest (HammerFist132)
Human Crossbowman (Gluma)
Human Mage with Hood (PurrsandMlems)
Huntress & Derivatives (Ujimasa Hojo)
Jaina (Unit Set) (Villagerino)
Jaina Proudmoore (Re Classic) (johnwar)
Kael Monument (DampirTBs)
Knightess in Plate Armor (Greedy Procrastinator)
Kultiras Buildings (bakr)
Lantern (Hexus)
Lesser Mana Potion (Ket)
Light Revenant (MN Lahmar)
Lordaeron Buildings (bakr)
Meat (InfernalTater)
Medivh the Corrupted (kangyun)
Militia & Derivatives (Ujimasa Hojo)
Ogre Legion (Re Classic Pack) (johnwar)
Old School Orc Towers (Tamplier)
Paladin (Stefan.K)
Power Aura (RedBlade)
Ranger (HappyTauren)
Replaceable Banner (Illidan(Evil)X)
Rifleman Pack (Ilya Alaric)
Rock Golem Variations (Bleeq)
RPGHeroVillager (RPG Villager, Tenebrae)
Scroll Red (EviL_BuddhA)
Shadow Moon Clan Barrack (Nilas Aran)
SiegeGolem (JesusHipster)
Small Healing Potion (Ket)
Some Custom Items Pack (Kenathorn)
Space Orc Condor (General Frank)
Spellbreaker Pack (Ilya Alaric)
Stromgarde Buildings (bakr)
Sylvanas & Vereesa Windrunner (Tauer, The_Warchief)
Tank Shells (Vinz)
Tavern (Mr. Bob)
Tavern Internal (HerrDave)
Tiny Blue Potion (General Frank)
Tiny Green Potion (General Frank)
Tree Golem (Deep Sea Kraken)
Vol’jin & Sen’jin (Re Classic) (johnwar)
War Tent (HerrDave)
Watcher & Derivatives (Ujimasa Hojo)
Water Elemental (Re Classic) (johnwar)
Well (communist_orc)
Roar Ability (Humans) (bakr)
Firing Musket (RvzerBro, Blizzard Entertainment)
Warden and Derivatives (Ujimasa Hojo)
Warden Pack (Ilya Alaric)
Alleria Windrunner (Aldeia)
Ambal 1 (Darkfang)
BTNBanditAxeThrower (BlazeKraze)
BTNBlazeAura (Panda)
BTNCaptain (PrinceYaser)
BTNChaplain (Blizzard Entertainment, Pyraeus)
BTNDarkFootmanGold (SilverEx)
BTNFireBow (Panda)
BTNFireSword (Mc !)
BTNGhostWolf (Blizzard Entertainment, TheKaldorei)
BTNMoonFlower (Golden Drake)
BTNRifleman (Whisper)
BTNSearingArrowsAlt (BETA)
BTNSearingDagger (PrinceYaser)
BTNSearingShower (PrinceYaser)
BTNStormwindFootman (takakenji)
Corrected Workers Icon (Zephyrius2412)
Human Mage Icon (Blizzard Entertainment, Zephyrius2412)
Knights (Re Classic Pack) Icon (Aldeia)
Paladin Icon (Aldeia, Stefan.K)
Peasants & Derivatives Icon (r.ace613)
Protection (Blizzard Entertainment, Darkfang)
Sanctuary (Blizzard Entertainment, Darkfang)
Softer Bars and Stuff (Mint Blancmanche)
Stromgarde Defend Ability (bakr)
Venomous Shadows (Darkfang)
WoW Knight Heroic Strike (Relinfearous)
BTNArrowStorm (Deathclaw24)
BTNTNTBarrel (Mc !)
BTNWaterChainHeal (Mr.Goblin)
BRNWaterOrb (Darkfang)
BTNSphereOfWater (8512590215848)
Leaves Weather Effect Fixed (JesusHipster)
Rain of Fire Vol.II (Vinz)
Shadow Soldiers Pack (johnwar, 67chrome)
Shadow Warrior (AndrewOverload519)
Treant and Derivatives (Ujimasa Hojo)
EntanglingRootsTarget (Dark29)
Bloodelf Cavalry - Blade Rider (General Frank)
Banshee and Derivatives (Ujimasa Hojo)
Altar of Stars (Vinz)


Thank you to all my testers and friends for their constant motivation and support.My gratitude also goes to deepstrasz, whose guidance helped us whenever our posts turned into a bit of a mess.To Turnro, for his fantastic YouTube tutorials.To BogdanW3, for providing the Warcraft model viewer/editor.To Footman16 and Dr Super Good, whose comments over the years have helped countless rookies (me).And a special thanks to The Hive Workshop and the many talented creators whose models, skins, and resources helped bring Eptinia to life.

Thank you for playing Chronicles of Eptinia 1.0b, my first ever campaign. Though unfinished, it marks the beginning of a journey I hope to continue. With your support, I look forward to bringing you more chapters, more stories, and deeper adventures in the world of Eptinia.
Contents

Chronicles of Eptinia v1.1b (Campaign)

Reviews
deepstrasz
Lovely loading screens, however the book image/part impedes proper reading of the loading screen text. There's more empty space outside the map on the left of the image to place the book IMO. Power Shot doesn't say how much damage it does. Horn of...
This is one of the most interesting, the most detailed and truly touching campaign I've ever played!
I had the chance to witness every stage of development and participate as a tester. It was a wonderful experience. The campaign features beautifully staged cinematics and incredibly interesting characters (you'll definitely not encounter identical characters—they all have different temperaments and personalities) and a wonderful plot (oh... what emotional swings this plot took me on throughout the game)
I can only say one thing: guys, you definitely won't regret it! So let's share a challenging but exciting adventure in the Eptinian universe!
Absolutely beautiful campaign from beautiful person! Congrats on releasing :peasant-cheers-back:
And Merry Christmas to everybody ✨
 
Best Christmas gift this website could’ve given. On top of that, easily the best campaign.


I’ve already talked about it enough, there’s not much else to add except that it’s an experience I wish I could play again for the first time. I had an incredible amount of fun playing and testing this campaign, and I’d happily do it all over again
 
A great campaign with rich narrative and interesting characters, you can tell that they all have different temperaments and personalities. Also I find it refreshing to play a campaign in this day and age that doesn't using AI or bad AI-voiced 😁. Nice job and keep it up :infl_thumbs_up:
 
When new map is released, can I continue from old data or I need to play again?
Hey @thanhqui
When and if that happens, I'll make sure everyone keeps everything they've already unlocked. I'll provide clear instructions once the next chapter is released, but you don't need to worry about losing progress.
Feel free to enjoy the current chapters. Your unlocks will carry over through any future patches, fixes, or updates I release.
wow this is amazing the unique gameplay the models the story its all great im speechless makes me want more the characters the tease at the end a great project truly keep the great work i'll be waiting for the next one good luck
@krawg I'm happy you've enjoyed this version of CoE :grin:
A great campaign with rich narrative and interesting characters, you can tell that they all have different temperaments and personalities. Also I find it refreshing to play a campaign in this day and age that doesn't using AI or bad AI-voiced 😁. Nice job and keep it up :infl_thumbs_up:
@Havanen I did use AI for the logos, but I'm really glad you're finding the experience refreshing! :thumbs_up:
Looks interesting. Will update my humble review after walkthrough :p
@The Nightmare Book
Thank you for taking the time to play and make a walkthrough of CoE. Looking forward to reading your humble review! :thumbs_up:
Another human campaign.
@Aleriya
Hahaha, I didn't realize Orc/Undead/Night Elf/other race campaigns were in such high demand!
If you're looking for variety, feel free to try out Malfurion's Quest by Turnro or any of his campaign series. He covers multiple races, and the quality of his work is consistently high! :gg:
 
I have tested chapter 1 and 2, great work. It is a refreshing way to experience Warcraft with a more moba-like approach that is fitting and reminds of the fourth chapter of the blood elves.

I will wait for more content before diving deeper because I will be disappointed to not see more until then.
 
Hey @thanhqui
When and if that happens, I'll make sure everyone keeps everything they've already unlocked. I'll provide clear instructions once the next chapter is released, but you don't need to worry about losing progress.
Feel free to enjoy the current chapters. Your unlocks will carry over through any future patches, fixes, or updates I release.

@krawg I'm happy you've enjoyed this version of CoE :grin:

@Havanen I did use AI for the logos, but I'm really glad you're finding the experience refreshing! :thumbs_up:

@The Nightmare Book
Thank you for taking the time to play and make a walkthrough of CoE. Looking forward to reading your humble review! :thumbs_up:

@Aleriya
Hahaha, I didn't realize Orc/Undead/Night Elf/other race campaigns were in such high demand!
If you're looking for variety, feel free to try out Malfurion's Quest by Turnro or any of his campaign series. He covers multiple races, and the quality of his work is consistently high! :gg:
The problem being, I have already played most of those... but yeah. Thanks for the recommendation (always in demand for other races, humans are my weakest gameplay wise, so I always get frustrated, its not you its me)
 
The problem being, I have already played most of those... but yeah. Thanks for the recommendation (always in demand for other races, humans are my weakest gameplay wise, so I always get frustrated, its not you its me)
Only Eptinia does it better. You're in for a Christmas gift
 
Hello there!

Congralutations to @FallenStar to upload his first campaign!

After had the honor to tested his project and give some feedback I can say that this campaign have a very strong potential to be one of the best, fallenstar even with his limitations rather than just drop the project it work around those and give us a unique campaign which feels more like a tactical rpg where just 1 chapter feel a whole arcs itself.

I recommend that any give it a chance to try, the storyline and the world building is very good and the gameplay is challenge enough, but this campaign isn't made for be rush and try to finish it in just one day, take some time and require some break here and there, just like any other game.

Finally don't be scare about "unfinished" status, the 5 chapters are long enough and the last inderlude can easily be an epilogue closing the whole storyline, the only sin this campaign is that in the end you really want more. :ugly:
 
I am like 10 minutes into the first mission, I really like the idea of the campaign and think it's pretty high quality, but holy crap man, would it kill you to give exact numbers for item effects and skills? It's so cancer playing the map while having to GUESS how my skills get better with skillpoints invested in them. Like look at ''Inspiration'' - how am I supposed to know if its some shit buff that gives 10% movement and attack speed OR a decent one that gives 40-50% at level one? It might not be a big issue to other people but to me this makes the map unplayable, I do not want to guess what my skills and items do, it should be clearly stated.
 

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The maps are fun, certainly unlike anything I've ever played, but I gotta ask - the game feels slow(like the average game speed WC3 uses, instead of 'Fast'), is that intentional or have I accidentally done something wrong?
@Randombanana
Hey! I'm really glad you're enjoying the maps, and I hope you'll keep having fun all the way to the end. And yes, the game is slower than Warcraft 3. Units move more slowly on purpose. I know some people will like that and others won't, but it's an intentional design choice and it won't change in this campaign at least.
However, you can find/buy movement speed scrolls, and they can help you move around the map faster. (They last longer than your default War3 speed buffs)
 
@Randombanana
Hey! I'm really glad you're enjoying the maps, and I hope you'll keep having fun all the way to the end. And yes, the game is slower than Warcraft 3. Units move more slowly on purpose. I know some people will like that and others won't, but it's an intentional design choice and it won't change in this campaign at least.
However, you can find/buy movement speed scrolls, and they can help you move around the map faster. (They last longer than your default War3 speed buffs)
Oh, alright I thought I did something wrong or something. It does take getting used to but then again, this is an experience unlike anything Warcraft 3 custom campaigns usually offer. I'll keep at it, the writing has already pulled me in and has not yet let me released me from its intrigue. Thank you for the answer.
 
Oh, alright I thought I did something wrong or something. It does take getting used to but then again, this is an experience unlike anything Warcraft 3 custom campaigns usually offer. I'll keep at it, the writing has already pulled me in and has not yet let me released me from its intrigue. Thank you for the answer.
@Randombanana
Your comments and experiences, good or bad, are what motivate me to keep doing my best, improve the maps, and create more content. I really appreciate it.

As a side note: the slower gameplay is intentional. Since this isn't a standard melee map, I wanted a more grounded pace. I personally prefer slower, more deliberate gameplay, and I want Eptinia to benefit from that style because it gives you more time to think, explore, and make decisions. The enemies follow the same rules you do, so it's not unfair. However, I know there's a risk that some will like it, while others won't, haha... :gg:

That said, if I implement difficulty levels in the future, the hardest difficulty might increase unit movement speed. It's an idea I'm considering, and I'd love to test it out someday.

Also, you're more than welcome!
Enjoy your journey!
 
I am like 10 minutes into the first mission, I really like the idea of the campaign and think it's pretty high quality, but holy crap man, would it kill you to give exact numbers for item effects and skills? It's so cancer playing the map while having to GUESS how my skills get better with skillpoints invested in them. Like look at ''Inspiration'' - how am I supposed to know if its some shit buff that gives 10% movement and attack speed OR a decent one that gives 40-50% at level one? It might not be a big issue to other people but to me this makes the map unplayable, I do not want to guess what my skills and items do, it should be clearly stated.
@DIO
That won't change, sorry.
You literally posted screenshots that already explain what the items and skills do. You're just missing the exact numbers.
CoE isn't a technical, numbers campaign. It's very simple. It tells you what an item or skill does in the simplest of ways. Numbers aren't really my thing, and while there are plenty of amazing maps and campaigns that focus on detailed stats, that's just not my thing :/ .
Also, Chapter 2 has a tutorial hint that explains the "Inspiration mechanic". It mainly buffs your allied units.
Sorry if it's not your cup of tea, but thanks for giving it a shot man, I appreciate it.
:thumbs_up:
version 1.31 pls
@agiloey
Sadly, CoE does not support previous Warcraft III versions :(
 
Last edited:
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Reactions: DIO
Oh, what an unexpected blast this was. I thought it would be somewhat different than standard warcraft 3, but this came as a... welcomed surprise.

Disclaimer: This is pretty much my first, more complex review, so take it with a grain of salt. I am not a map maker (at least yet lol), nor a tester.

Pros:
Very thought out gameplay, heavily nonstandard, more tower-defense~ish, but still with RPG elements that makes warcraft so popular.
The story is great, and custom lore text for everything was really immersive.
I really enjoyed looking at the map of the world.
Every map was vastly different, but with thought out continuity as to not break the immersion.
Great music choice, it really underlined everything that was happening!
Even though there are only 5 maps, some of them are very complex with surprises and plot twists.
Character progression (the RPG element) was solved more unorthodoxly, where items do not carry between chapters, but sometimes, quests give reward in a form of chapter-transferring items. Or units. I like this one a lot.
Everything has been made with love and it really shows. :thumbs_up:

Cons:
These are mostly nitpicks. :grin:
I would add more time, or some custom trigger for the first mission. There is so MUCH to learn and read and I feel like I did not have any time for it. Especially with all these custom, lore-rich tooltips.
Numbers. Oh my god. Please. Add them. Otherwise, you cannot really know what something does, without some heavy observation, for which you do not have time, mostly.
I truly dislike how slow units are. I understand design decision behind it, as it feels more slow~steadyish, but all maneuverability is thrown out of window. Especially if units are surrounded, blocked by terrain, or by each other. In my humble opinion, at least 1/3 boost would be a huge improvement.
Item drops are, at least to my knowledge, somewhat random. This can be sometimes very akward, as with different drops from crates, same challenges become much more managable.
The whole Commander design. I understand that it should be more immersive, because we are supposed to be the Commander, but when it comes to some character bonding and important decision making, this character feels as an extra, or Deus ex machina character. And it was especially akward when another "commander" (as a rank) was mentioned. :xxd:

Bugs:
The most noteworthy bug was with a chest introduction (I think it was 4th chapter), where after loading, every time I tried to take potion or orb from chest, game crashed.
In the last chapter, next to base, where battlefield is, most ramps are blocked and unusable.
I feel like circles controlling units pathing do not really work? At least I do not think it really makes any difference. lol.
Otherwise, nothing gamebreaking. :grin:

So, yea, I am looking forward to continuation, great 5/5! For the empire!
 
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Oh, what an unexpected blast this was. I thought it would be somewhat different than standard warcraft 3, but this came as a... welcomed surprise.

Disclaimer: This is pretty much my first, more complex review, so take it with a grain of salt. I am not a map maker (at least yet lol), nor a tester.

Pros:
Very thought out gameplay, heavily nonstandard, more tower-defense~ish, but still with RPG elements that makes warcraft so popular.
The story is great, and custom lore text for everything was really immersive.
I really enjoyed looking at the map of the world.
Every map was vastly different, but with thought out continuity as to not break the immersion.
Great music choice, it really underlined everything that was happening!
Even though there are only 5 maps, some of them are very complex with surprises and plot twists.
Character progression (the RPG element) was solved more unorthodoxly, where items do not carry between chapters, but sometimes, quests give reward in a form of chapter-transferring items. Or units. I like this one a lot.
Everything has been made with love and it really shows. :thumbs_up:

Cons:
These are mostly nitpicks. :grin:
I would add more time, or some custom trigger for the first mission. There is so MUCH to learn and read and I feel like I did not have any time for it. Especially with all these custom, lore-rich tooltips.
Numbers. Oh my god. Please. Add them. Otherwise, you cannot really know what something does, without some heavy observation, for which you do not have time, mostly.
I truly dislike how slow units are. I understand design decision behind it, as it feels more slow~steadyish, but all maneuverability is thrown out of window. Especially if units are surrounded, blocked by terrain, or by each other. In my humble opinion, at least 1/3 boost would be a huge improvement.
Item drops are, at least to my knowledge, somewhat random. This can be sometimes very akward, as with different drops from crates, same challenges become much more managable.
The whole Commander design. I understand that it should be more immersive, because we are supposed to be the Commander, but when it comes to some character bonding and important decision making, this character feels as an extra, or Deus ex machina character. And it was especially akward when another "commander" (as a rank) was mentioned. :xxd:

Bugs:
The most noteworthy bug was with a chest introduction (I think it was 4th chapter), where after loading, every time I tried to take potion or orb from chest, game crashed.
In the last chapter, next to base, where battlefield is, most ramps are blocked and unusable.
I feel like circles controlling units pathing do not really work? At least I do not think it really makes any difference. lol.
Otherwise, nothing gamebreaking. :grin:

So, yea, I am looking forward to continuation, great 5/5! For the empire!

@HagenVI
Hey man, thank you for playing, and I'm really glad you enjoyed CoE! :D
For someone who says they're not a tester, your feedback is honestly great: clear, thoughtful, and very helpful. And thanks for taking the time to go through a long campaign like this while also paying attention to the details. That means a lot.

About the cons you mentioned:
Chapter 1 and the tooltips: Yeah, the first mission can feel overwhelming with all the lore and info. I'll try to add something extra to help new players ease into it better (or alternative).

Numbers:
This one's tricky and sadly, numbers won't be added. I can try to simplify some descriptions further, but CoE doesn't really have a huge amount of complex items. Most of them are pretty basic and close to classic Warcraft 3 items, just with some adjustments. (This is my fault and I'll take this blow in the design of this campaign)

Unit movement speed:
This is very much a preference thing. Some players like it, some don't. For now, the movement speed will stay as it is (as the movement will affect the gameplay by quite a lot), but I'm considering tweaking it for the highest difficulty (Supreme Commander) once that gets implemented. The slower pace actually helped testers make better decisions during gameplay, so it wasn't accidental.

Random item drops:
Yep, that's intentional. It can make some situations easier or harder, but I personally enjoy that bit of unpredictability in a singleplayer campaign. CoE isn't meant to be perfectly balanced. I like each player's run to feel slightly different.

The Commander's personality:
You're absolutely right. His lack of personality in certain moments is intentional because you are meant to be the Commander. That's why the other characters have stronger personalities, to balance things out. This story will continue to follow the Commander, but in a future project, I might explore a protagonist with a more defined identity.

Bugs:
Thanks for pointing them out. Sad to hear about the Commander's Chest... It crashed once when I played through it and I thought I had it fixed... I'll look into it again.
I'll have a look over Chapter 5 and fix the ramps on the next update!

Overall, thank you for the rating, the feedback, and the time you put into this. Stay awesome and for the Empire!
:thumbs_up:
 
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I'm play Warcraft every now and then, I only enjoyed LAN gameplay back in the old days.

I have never really had felt charmed to any Warcraft campaign nor was interested. I really enjoyed the story and the challenging difficulty in this campaign. Like I said, I am not the best Warcraft player, so I did rage quite a lot upon losing many times. It felt really good beating the 5 chapters at the end. It took me about 10 hours total to finish, I loved doing everything, every side quest.

Really appreciate the creator's work "Fallenstar", he sure did put a lot of effort into it. I really loved every scene there was there, he did indeed give it a modern touch, and the environment felt special.

I hope this campaign gets the love and appreciation it deserves.
 
Hello the new campain cracked file accord problem " another warcraft 3" doese we need to buy game 100% or not
Sadly, yes. And I can't guarantee for this campaign to work on cracked version of the game because, well, it's a part of the site rules:
10. Global Laws
- Any discussions about illegal activities/products is prohibited. This includes piracy and drugs.
 
An extremely wellmade campaign with a unique system that I personally have never seen anywhere else. I’m currently on mission 4, and it’s a really fun campaign. I haven’t found any bugs. The only thing that bothers me is the terrain in general, but that’s minor and doesn’t take away from the greatness of this campaign.
 
An extremely wellmade campaign with a unique system that I personally have never seen anywhere else. I’m currently on mission 4, and it’s a really fun campaign. I haven’t found any bugs. The only thing that bothers me is the terrain in general, but that’s minor and doesn’t take away from the greatness of this campaign.

Hey @SalvatorThenorium , thank you so much for the review! I'm really glad you're enjoying the campaign, and I hope Chapters 4 and 5 keep that momentum going. If you're having fun with the challenge, that already makes me happy.

About the terrain...yeah, I know it's not the strongest part. This is my first campaign, and my goal was mainly to keep everything functional and serviceable. I'm definitely not a good terrain maker, and Eptinia is nowhere near something like From the Ashes in that department, but I appreciate you pointing it out, and I'll try improving as I go!
 
Great Campaign idea, I love it, very refreshing ! I was a bit reluctant when I noticed it was the very first version, I expected many bugs but I barely met any.

I can't wait to see new chapters coming out ! I imagine the story will be quite long, will it be split into multipl campaigns ?

For the rest, these are points to improve (in my opinion) :

1) In the first chapter, it says that items are carried forward, including those from the sergeants, but no items are ever carried forward. I can only recover quest items sometimes. I suppose this is intentional, but the mention in the first chapter is misleading as I start from 0 every time. Sometimes it doesn't even carry over within the same chapter. To be fair, I would probably have a maximum number of kegs of ale for the commander and all the sergeants. Also, I would have added a specific mention that sergeants' items are usable.

2) It might just be me, but I find everything a bit slow. I guess it's intentional; for example, the base movement speed of units is very slow.

3) Sometimes the 'ground height' differs from reality. I don't know how to explain it clearly, but it means that spells are cast in the wrong location because they are visually cast on higher ground. Here is an example:
highground.jpg

On the left, the gnolls won't be hit by Arrow Volley; on the right, they will be. This is particularly annoying when dropping mines. This depends on the terrain but I am not a specialist; I specifically chose chapter 3 for the screenshot, where this bug is most prevalent.

4) Even if you have already answered, the effects of spells and so on are too blurry in my opinion. It is difficult to form an opinion on things and it is not only spells. Add something like 'it does 100 damage over 6 waves in a small area', then '200 over 8 waves in a medium area' and '300 over 10 waves in a big area' wouldn't hurt. It isn't as big of a deal though, because we relearn all spells every chapter, so at some points we have the numbers in the head.

'Cadets are inspired!' And I'm thinking, great, what do I do with this information? Why does it come up? How do I get it? What are the effects? Does it stack with itself? Is it permanent ? Which units are affected ? It took me a while to understand that they gain a critical hit ability and a kind of parry ability for a duration, and it does seem to stack. However, you only find out what inspires them once you have destroyed or killed it. It would be good to have an explanation of the process with market buildings and units.

5) I feel like the waves of units become less interesting after two chapters as your hero gets stronger with bigger armies, but the waves remain very weak. In chapter 1, it's smart to attack strategically with cadets, but in chapter 5, you can just play the map as if you didn't have any and you're kind of forced to leave some of your sergeants to defend. Perhaps they could gain permanent strength/evolution through missions? For example, they could start as cadets, then become soldiers, then knights, and maybe gain the ability to increase attack and defense. It's a bit the same with sergeants.



Pretty much it, thank you very much for your work on the campaign !
 
Great Campaign idea, I love it, very refreshing ! I was a bit reluctant when I noticed it was the very first version, I expected many bugs but I barely met any.

I can't wait to see new chapters coming out ! I imagine the story will be quite long, will it be split into multipl campaigns ?

For the rest, these are points to improve (in my opinion) :

1) In the first chapter, it says that items are carried forward, including those from the sergeants, but no items are ever carried forward. I can only recover quest items sometimes. I suppose this is intentional, but the mention in the first chapter is misleading as I start from 0 every time. Sometimes it doesn't even carry over within the same chapter. To be fair, I would probably have a maximum number of kegs of ale for the commander and all the sergeants. Also, I would have added a specific mention that sergeants' items are usable.

2) It might just be me, but I find everything a bit slow. I guess it's intentional; for example, the base movement speed of units is very slow.

3) Sometimes the 'ground height' differs from reality. I don't know how to explain it clearly, but it means that spells are cast in the wrong location because they are visually cast on higher ground. Here is an example:
View attachment 567788
On the left, the gnolls won't be hit by Arrow Volley; on the right, they will be. This is particularly annoying when dropping mines. This depends on the terrain but I am not a specialist; I specifically chose chapter 3 for the screenshot, where this bug is most prevalent.

4) Even if you have already answered, the effects of spells and so on are too blurry in my opinion. It is difficult to form an opinion on things and it is not only spells. Add something like 'it does 100 damage over 6 waves in a small area', then '200 over 8 waves in a medium area' and '300 over 10 waves in a big area' wouldn't hurt. It isn't as big of a deal though, because we relearn all spells every chapter, so at some points we have the numbers in the head.

'Cadets are inspired!' And I'm thinking, great, what do I do with this information? Why does it come up? How do I get it? What are the effects? Does it stack with itself? Is it permanent ? Which units are affected ? It took me a while to understand that they gain a critical hit ability and a kind of parry ability for a duration, and it does seem to stack. However, you only find out what inspires them once you have destroyed or killed it. It would be good to have an explanation of the process with market buildings and units.

5) I feel like the waves of units become less interesting after two chapters as your hero gets stronger with bigger armies, but the waves remain very weak. In chapter 1, it's smart to attack strategically with cadets, but in chapter 5, you can just play the map as if you didn't have any and you're kind of forced to leave some of your sergeants to defend. Perhaps they could gain permanent strength/evolution through missions? For example, they could start as cadets, then become soldiers, then knights, and maybe gain the ability to increase attack and defense. It's a bit the same with sergeants.



Pretty much it, thank you very much for your work on the campaign !


Hey @Urim03 , thank you for playing CoE and for taking the time to write such a detailed review. I really appreciate it. I'll go through your points:

Chronicles of Eptinia: Whispers of Calamity will have somewhere between 10 and 20 chapters, with a clear ending to this story while still leaving room for future stories. If I ever make another campaign, it will still take place in Eptinia's universe, but it would follow a more defined character called Arthias.
The story is indeed long, and each chapter is meant to bring something new to the table.

1. In Chapter 1, the tooltip states:
"Items you find won't carry over between chapters."/ "Next chapter will always start with a preset level and no items."/ "However, there may be exceptions to this rule."
Those exceptions refer to optional quests that unlock items through the Commander's Chest. So yes, the reset is intentional, and only specific items carry over. (the tooltip doesn't say they carry over. It says the opposite)

2. The slower movement is intentional for this campaign's pacing and style. However, I may adjust it in a future difficulty mode.

3. You're right. This only happens in the demiwolf territory in Chapter 3. At the time, I was still experimenting and didn't realize it would affect abilities like the Q spell.
Fixing it would require remaking that whole section and I'm not really sure if I'll get around that anytime soon, since the section itself is quite short.

4. I'll update the descriptions to be more explicit in the next update. There still won't be exact numbers or wave counts, but the text will better explain what each ability actually does.

5. Each chapter is intentionally different… I get bored making the same thing over and over, so variety is a must for me…
Chapter 1 is basic.
Chapter 2 expands on Chapter 1.
Chapter 4 is designed so that fighting the invasion head‑on is not recommended... you can win that chapter just by by completing optional objectives.
Chapter 5 is different because the base was already destroyed and rebuilt by the cadets, and Dalkyon had already taken most of the land. I focused more on battlefield authenticity than balance.

Cadets can't become soldiers because, well… they're cadets. But Chapters 1–5 are basically Act 1, and things will evolve later. With 10+ chapters planned, progression will naturally increase.
Chapter 5 also includes the Ironworks, which unlocks extra upgrades for your characters (and mercenaries) if you complete the right optional objective.

As for the inspiration mechanic…
It's still in an early phase. Inspiration buffs units through crit, evasion, or upgrades. It's mainly there to signal that your cadets are strong enough to push or defend effectively.
Some lack of explanation is intentional… I prefer players to discover certain things naturally rather than being spoon‑fed every detail.

Thank you so much for playing CoE, and I hope you've had a good time with it!
 
@FallenStar Not a bad campaign at all.
Were you by any means inspired by the Chronicles of the Sword mode from SoulCalibur 3 ?
Some characters and country names are identical, not to mention the music.
Hey, thank you for playing, and I hope you've enjoyed it!

And yes, you're right. I'm glad there's someone else besides me who knows of Chronicles of the Sword. It's not that popular, and it's quite old now!
I used to love the mode in SoulCalibur III back in 2006, and some of the names in Eptinia (like Giarardot, Aeneas, Abelia, etc.) are a direct reference.
The music is from SoulCalibur III's Chronicles of the Sword mode, which I've credited in the campaign's credits list both inside the campaign and here on hive!

Cheers :grin:
 
  1. Lovely loading screens, however the book image/part impedes proper reading of the loading screen text. There's more empty space outside the map on the left of the image to place the book IMO.
  2. Power Shot doesn't say how much damage it does.
  3. Horn of Defense doesn't say how much it lasts and the details. I guess no spell and item does. Probably mentioned before. Can't really calculate much of the damage or HP restoring when battling so it's kind of going in with one eye.
  4. Finishing chapter 1 got me out of the campaign screen. Same with 2. I'm assuming the rest will do the same.
  5. Starting over (level 1 hero) makes the gameplay tad repetitive.
  6. The minstrel freezes animation at one point.
  7. Those haltereans are kind of many.
  8. Munch Madness' icon=Predator Instinct's.
  9. Grandhel Arbalists can shoot at Gerlock Goliaths without them moving towards them. I assume the latter work more like towers even if their movement speed is shown (as very slow).
  10. Tad annoying that the camera doesn't remain as I put it after each cinematic scene.
  11. The first mule in the last scene after the soldier dies doesn't move but all other units do.
  12. The last chapter being killer and you have no towers in the base. There's one a bit northeast but it's a pain to have your workers move from there to the base for repairs. Not to mention archers shoot longer than a tower... At least there's a fountain nearby. Moreover, there's at least three paths the enemy can take to your base. Just not fun for me.
Innovative gameplay in that it's an AoS-melee hybrid with a fantasy game engaging story.
Approved.


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hello i face some problem when i try to play the campaign after i download and place the file in campaign folder when i open reforged i dont see the campaign but a just anothere warcraft 3 campaign and when i select it it just brought me to the mission select but there no map to select
 
hello i face some problem when i try to play the campaign after i download and place the file in campaign folder when i open reforged i dont see the campaign but a just anothere warcraft 3 campaign and when i select it it just brought me to the mission select but there no map to select
To fix it, make sure of the following:

1. You must own Warcraft III: Reforged. Custom campaigns only work if you have the Reforged version installed through the Blizzard Battle.net client.
2. Place the campaign file in the correct folder:
Go to: My PC - Documents - Warcraft III - Campaigns and put the file there.
3. If the "Campaigns" folder doesn't exist, create it manually.
4. Make sure you access the Custom Campaign Menu and not the Custom Games menu (inside the game)
After that, restart the game, and the campaign should appear properly in the Custom Campaigns menu. If you still see an empty campaign list, it means the file is in the wrong place.
 
Short but it was enjoyable. I do enjoy the kind of tug of war style as not a lot of campaigns incorporate this style of mechanic.

It seemed to send me to the custom campaign menu instead of going to the next mission or level select after beating a level.
 
Short but it was enjoyable. I do enjoy the kind of tug of war style as not a lot of campaigns incorporate this style of mechanic.

It seemed to send me to the custom campaign menu instead of going to the next mission or level select after beating a level.
Hey, I'm glad you've enjoyed it.
I'm curious, how long did it take you to finish it?

This version is 1.0b and more chapters and content will be released in the future.

As for the game throwing you back at the loading screen, yeah, reforged had an issue for me where bugs would appear if it connected you to the next chapter. That issue seemed to be gone if the player started a chapter fresh.
 
Hey, I'm glad you've enjoyed it.
I'm curious, how long did it take you to finish it?

This version is 1.0b and more chapters and content will be released in the future.

As for the game throwing you back at the loading screen, yeah, reforged had an issue for me where bugs would appear if it connected you to the next chapter. That issue seemed to be gone if the player started a chapter fresh.
I am not sure exactly how long it took me. I know chapter 3 maybe took me the longest as I got blocked by the caravan a few times. Like here below I had to fight the first ogre with only hero as I could not move past them.

1771536509794.png
 
I am not sure exactly how long it took me. I know chapter 3 maybe took me the longest as I got blocked by the caravan a few times. Like here below I had to fight the first ogre with only hero as I could not move past them.

View attachment 575719
Chapter 3 took you longer than Chapter 5?

Where else did you get blocked, except for that point?
If you move slightly forward, the caravan will move following you, freeing everyone.

Regardless, it'll be fixed on the next update, so thanks for bringing it to my attention.
 
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This was an interesting experience as in it's trying new things and a different approach to the usual war3 style. It's quite challenging and took me a few tries to beat some chapters but I like that each quest and chapter have interesting ways of beating it such as saving the villagers in 2 and acquiring new units or items througouht the chapters.
I liked the story, it's very unique and in depth, although this is clearly intended to be a large campaign because without the lorebook or more than 5 chapters, it's difficult to understand the whole picture but since your following The Commander's pov, things make enough sense for everything to unravel. The characters are also pretty cool and interesting and very funny, especially Blaise.
I really liked that characters you meet help you later on in the missions if you do their quest. Fantastic work by the author.
 
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Chapter 3 took you longer than Chapter 5?

Where else did you get blocked, except for that point?
If you move slightly forward, the caravan will move following you, freeing everyone.

Regardless, it'll be fixed on the next update, so thanks for bringing it to my attention.
chapter 3 felt slower than the others due to less going on. Made me feel like it was taking longer than it actually was. Chapter 5 was definitely the longest but there was a lot going on, so did not really notice the time go by.
 
This campaign has been a treat so far! However, after spending about an hour and a bit on chapter 3, having done the side quests and killed basically everything on the map, i got to the final fight. I didn't realize that my normal units that i got from the mission were available, i just assumed it was a story fight with just the main three. They get set as a phalanx with the purple guys, and the rest of your army are a bit offscreen top right, that i didn't notice. After literally using all my consumables trying to keep main three alive, i notice the rest of the guys just as Noel dies. Then i had to restart the entire level because i never saved (technically my bad). Now i'm a bit bummed out and don't really feel like going again. Basically, is there any way of making an autosave checkpoint kind of deal, or give the player a hint that they should save or something. At least have the rest of the army be visible when the fight is about to start.
 
This campaign has been a treat so far! However, after spending about an hour and a bit on chapter 3, having done the side quests and killed basically everything on the map, i got to the final fight. I didn't realize that my normal units that i got from the mission were available, i just assumed it was a story fight with just the main three. They get set as a phalanx with the purple guys, and the rest of your army are a bit offscreen top right, that i didn't notice. After literally using all my consumables trying to keep main three alive, i notice the rest of the guys just as Noel dies. Then i had to restart the entire level because i never saved (technically my bad). Now i'm a bit bummed out and don't really feel like going again. Basically, is there any way of making an autosave checkpoint kind of deal, or give the player a hint that they should save or something. At least have the rest of the army be visible when the fight is about to start.
Unfortunately, there won't be an autosave feature or a hint system because I'm an old-school fan of letting the game surprise the player.
That said, saving in CoE is always the wisest thing to do, especially when progressing from one Main Quest to another.
The campaign is labeled as challenging, so expect it to be so, at least until I get around to adding a story difficulty mode.
I understand you being bummed out though, as Chapter 3 is quite an adventurous chapter and it does sound like you've been exploring and doing everything up until that point :( ...off...
During that fight, let the mercenaries take some of the heavy blows and stick by Chester. He does help out in the end, and he can make a massive difference in that encounter...

Regardless,
Your experience wasn't in vain, friend.
Patch 1.1 is coming out this week, and based on your feedback, I'll make sure the units you've hired or unlocked are brought closer into view when the fight starts, to prevent this kind of situation from happening again.
 
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