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Custom Race: The Dreadweald (Race Pack/AI)

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Was Formerly Custom Race: Flesh Weavers Cult; Lady's Household (w/AI).
Made with Reforged: Classic graphics. This is an edit of the melee map Drywater Gulch.
To play The Cult of The Flesh Weavers, select oRC and set handicap to 90%.
To play The Lady’s Household, select Human and set handicap to 90%.
Note: Have removed hero Food Costs.

Concept: Originally conceived and was a Halloween-themed monster race, it has since evolved into a world of its own. Future updates will expand the lore and introduce additional factions, gradually developing it into its own unique universe.

Current and Planned Race Faction Roster
  • Cult of The Flesh Weavers: Implemented (Stitch Monster Faction)
  • The Lady’s Household: Implemented (Gothic Vampire Faction)
  • Order of the White Oak: Design Doc In progress (Settler Crusader Human Faction)
  • Evergreen Court: Design Doc In progress ( The Native Human/Fae Faction)
  • Beast Faction ?????

Origin of the Dreadweald

In centuries passed, a cataclysm shook the world and shattered kingdoms, leaving devastation in its wake. The native Fae, guardians of life and the forest, sought to protect their people from the chaos and despair that spread across the continent. From the heart of the oldest forest, they bound their magic to the Heart Tree, weaving a barrier of light and life across the Greatweald. For a time, the forest thrived, a sanctuary of green shadows and whispered magic, safe from mortal folly and wandering evils.

Yet the world’s scars ran deep, and within the darkened soil, seeds of corruption took root. Hidden and patient, these forces of rot and blood whispered to the weak-hearted, growing in secret, thriving in the shadows. The barrier, once a beacon of hope, began to tremble as darkness seeped through cracks and fissures unnoticed. Creatures of night, twisted by forgotten power, found refuge among the roots and ruins, feeding on fear and sorrow.

Now the Dreadweald is a land of duality, where the light of nature fights to cleanse the rot, yet shadows linger in every glade and glimmering pool. Even the Fae feel their resolve tested, as another, subtler darkness takes hold in hearts they once called kin. Blood and decay creep ever outward, seeking to claim the forest as their own dominion. And so the war continues, silent and relentless, a struggle etched into the very roots of Dreadweald, where even hope can be hunted.


Origin of the cult:

The cult began as a humble brotherhood of healers, morticians, and grave-wardens tasked with tending the dead after decades of unending war. Surrounded by mass graves and orphaned survivors, they believed death itself was the true enemy, not the armies that caused it. When prayer and medicine failed, they turned to forbidden tomes, reasoning that flesh, like steel or stone, could be reforged to serve life once more. Their earliest rites were merciful—restoring the maimed, sealing fatal wounds, and returning loved ones to their families whole enough to be buried with dignity. These miracles earned them reverence, donations, and bodies freely given in gratitude.

But power breeds hunger, and each success revealed new possibilities hidden within bone, sinew, and blood. The cult began to experiment, not to heal, but to improve—adding strength where weakness once lived, endurance where pain should dwell. Soon the dead were no longer honored, but harvested, and the living were valued only for what they might one day become. When outsiders recoiled in horror, the cult withdrew into hidden places of rot and shadow, convinced the world was too fragile to understand their vision. Now they march to war not as saviors, but as architects of a grim future, leaving behind a legacy where salvation and monstrosity are forever stitched together.



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Flesh Economy & Corpse Mastery

This race revolves around a third resource—Body Parts—harvested from corpses delivered to the Charnel House. Higher-level units yield more body parts, while even corpse-less kills still produce a minimal return, ensuring constant momentum. Corpses are not just currency but positioning tools, moved by carts, servants, and giants to fuel spells, armor, healing, and siege effects. Many abilities scale directly with corpse density, turning battlefields into strategic stockpiles. Winning fights is only half the goal—the true power comes from reclaiming the dead afterward.

Flesh Weaving & Modular Augmentation

Units can be individually upgraded through Weaves, grotesque surgical enhancements that grant powerful defensive, offensive, or utility effects. Each unit may only host one weave at a time, forcing deliberate choices rather than stacking raw power. These augments redefine roles mid-game—tanks gain damage reflection, fragile units gain resilience, and elites become tailored counters. Weaves also fuel devastating area spells like Decreation, blending customization with battlefield control. The faction excels at adaptation, reshaping its army to meet evolving threats.

Attrition Warfare & Horror Control

The race thrives in prolonged, chaotic engagements where fear, decay, and death spiral outward. Many units and heroes punish attackers, explode on death, resurrect once, or spawn new horrors when they fall. Crowd control effects—fear, slows, taunts, stuns, and forced targeting—disrupt enemy formations and deny clean engagements. Heroes amplify this playstyle by isolating targets, feeding allies through lifesteal and corpses, or turning death itself into a weapon. The longer the battle lasts, the more the cult tightens its grip, overwhelming foes through inevitability rather than speed.

Cult Showcase:

New Version
Old Version

Origin of the Vampire:

Long before crowns were forged and empires named, the vampires were an ancient society of scholars, kings, and priests who sought mastery over life itself. They discovered that blood was not merely sustenance, but memory, power, and lineage made liquid. When their rites drew the wrath of sun-bound faiths and radiant gods, the vampires vanished from history, retreating into crypts, noble houses, and shadowed bloodlines hidden among the masses. For centuries they ruled quietly—advisors behind thrones, merchants behind coin, generals behind wars—feeding sparingly to preserve the veil.

But secrecy bred stagnation, and the hunger of immortals cannot be forever denied. As mortal realms fracture and the old wards weaken, the clans see the night ripening for conquest. No longer content to guide from the dark, they now prepare to claim the land openly, reshaping kingdoms into eternal households of blood and oath. To them, domination is not tyranny but restoration—the return of an ancient order where the immortal rule, and the fleeting serve. Under the moon and shadow, the age of hiding ends, and the world will remember who truly owns the night.



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Nocturnal Physiology & Sunlight Weakness

The vampire race is fundamentally shaped by the cycle of day and night, growing stronger under darkness and weaker beneath the sun. At night, units gain increased vision, enhanced regeneration, and higher maximum hit points, enabling aggressive raids and sustained combat. Daylight dulls their senses and bodies, reducing maximum health and limiting their battlefield dominance unless mitigated through research like Lapis Lazuli. This creates a natural rhythm to play, encouraging night offensives and defensive or ritual-focused daylight periods. Mastery of timing is as important as raw strength.

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Blood Economy & Ritual Power

Blood is both sustenance and currency, represented mechanically through Blood Vials generated via combat, servants, structures, and summoned entities. Blood Vials fuel healing, global buffs, unit linking, and powerful high-cost rituals that can transform units or summon devastating blood demons. Spending blood is a constant strategic tension—use it early to sustain momentum or hoard it for overwhelming late-game rituals. This economy rewards aggressive play and continuous pressure rather than passive turtling. The faction snowballs not through gold alone, but through violence and sacrifice.

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Frenzy, Drain & Predatory Warfare

Vampire units thrive in close, prolonged fights where lifesteal, debuffs, and fear effects erode enemy forces. Many units drain health or mana directly, converting enemy strength into self-sustain and battlefield control. When wounded, certain vampires can enter Blood Rage, gaining explosive attack speed and mobility at the cost of awareness and self-harm, turning desperation into lethal opportunity. Heroes amplify this identity through plague, domination, summoning, and ritual magic that punishes clustered or weakened foes. The race excels at assassination, attrition, and turning enemy losses into vampiric advantage.

Vampire Showcase:

Older Version


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Map renamed to Dreadweald (formerly FWC Household).
Introduced two separate tech trees, each with its own buildings and upgrades.
New Units

Vampire Units: Thrall, Hemomancer, Ballista, Mistress
Cult Units: Stitched Wing, Monstrosity
New Abilities & Systems

Cult Ability:
Corpse Carts can cast Create Monstrosities, and discarded Trebuchet parts can be leveled by collecting corpses.
New Flesh Weave:Bone Claws
New Heroes

Vampire Heroes: Elder, Night Stalker
Vampire Mechanics Rework

Maximum hit points now change based on time of day.
Vampire units enter Frenzy at low hit points.
Frenzied vampires take self-damage when attacking.
Vampires can collect and generate Blood Vials to cast powerful support abilities.


Fixed upgraded Abhorrent Requirement


Models
PeeKay's BoneSpear
Poison Spider
CloudOfFog
Skeleton Archer - with Helm and Shoulderpads
CurseTarget
PoisonStingTarget
Spirit Guardians
StiflingDagger
TortureTable
Wheeled Trebuchet
UpperBodyMissleOfPeasant
Bubba
Void Rifts
Ram Skull Projectile
Werewolf
The Cursed Skull
Wraith
Affliction
Gas
ArmoredWolf
Bats (Doodad)
BatSwarm Unit
Bleed effect
Blood Presence
PlagueCloud
Boiling Blood
Bone Guard
Burning ChariotANIMfinish2
Butcher
Child Corpse Sitting by chilla_killa
Cleric (WC1)
Clock UI Cooldown
Blue Orc Pack
Corpse Blood Missile v2
Crossbowman (WC1 Archer)
VampiricAura
Dazed Effect
Death Knight WC2
High Necromancer & Deathguard
Fallen Baroness (unmounted version)
Flagellant
Giant Bat
Gilneas Buildings
Hell Cursed
Marquee
Men of Angmar (Lord of the Rings: Online)
Myrddraal
Nature Regen Buff
Necromancer Curse (Amplify Damage & Decrepify)
Spirit Guardians
Necro Tower
Noose Witch
OgreButcher32
Flagellant
Gilneas Buildings
Bloodstone Arrows
Bloodstone Arrows
BloodWaterElemental
Blood Elemental Missile
AuraOfSuffering
Blue Fire Ball
Carrion Bats (1.32)
Crimson Skull Units
Archer, Dark Ranger, Sylvanas Windrunner, and Derivatives
Non-clipping Faceless One/Unbroken
FacelessOneScorpion
FacelessOneWidow
Ghostly Soldier (WoTLK Edition)((by Chenzi420666))
Gilneas Structures
MarkOfTheCrimsonKingOverheadBuff + AuraEffect
Men of Angmar (Lord of the Rings: Online)
CloudOfFog
Necron Unit Guard
Ogre Mound (Gold Mine)
OrbOfVenom
Poltergeist
Power Lich
Various Buffs
Pustule
RangedFacelessOne
Red Harvest
SoulArmor
Soulfire Missile
StitchWing
VampiricAuraTarget
SoulBurnbuff
Zarah'Shar
Abyss Wings
Altar of Blood (WC1)
Armored Skeleton
Astherotian Disciple
Dark Iron Siege Units
Bandit-Pack
FootArcher and Derivatives
Dark Bird Missile
Blood Wings
Blood Cultist Missile
BloodShieldCaster

MasterHaosis Stuff
MasterHaosis Stuff
MasterHaosis Stuff
MasterHaosis Stuff
MasterHaosis Stuff
MasterHaosis Stuff
Jiok's Simple Edit
Jiok's Simple Edit
Icons
BTNSpell_Shadow_AbominationExplosion
BTNSpell_Shadow_Charm
BTNSpell_Shadow_ChillTouch
BTNSpell_Shadow_SpectralSight
BTNSwarm
BTNTarget
BTNTasteOfBlood
BTNTransferPain
BTNVortexOfUnreal
BTNwerewolfstare
BTNWorgenAlpha
BTNWorgenCommand
BTNWorgenFurySlash
BTNWorgenLeap
BTNredskull
BTNRegenerationAuraPurple
BTNRelentlessness
Shadow Capture and 3 chain and hook icons
BTNSkullSpirits
BTNSlam
BTNSlaugtherSaber
BTNSorceryUpgrade2
BTNSpell_Holy_RemoveCurse
BTNRegenerationAuraPurple
BTNRelentlessness
Shadow Capture and 3 chain and hook icons
BTNSkullSpirits
BTNSlam
BTNSlaugtherSaber
BTNSorceryUpgrade2
BTNSpell_Holy_RemoveCurse
BTNSpell_Shadow_AbominationExplosion
BTNBonespear
BTN_CR_Claw_UPB
BTN_CR_Claw_UPD
Fleshweaving
BTNRage
BTNAbility_Hunter_BeastTaming
BTNAbomEat
BTNAbominationUpgrade01
BTNAmbominationsFlesh2
BTNAbominationUpgrade02
BTNArmoredBlackWolf
BTNBatSight
BTNbite
BTNBloodsoul
BTNBloodSpike
BTNBloodyBite
BTNBoarCharger
BTNBoneArmor
BTNbonecrusherGS
BTNBoneRunes
BTNButcher
Butcher
BTNCatsEye
Chop Chop
BTNCorpseExplode
Crossbowman (WC1 Archer)
BTNFiendDagger
BTNDarkDispel
BTNDarkness
BTNDeadlyCurse
BTNDeathCoffin
BTNDeathOrder
Btndna
Echo Taunt
BTNElderBlood
BTNEnrage
Dominate Death
BTNFerealInstinct
BTNFlay
BTNGluttonyS
BTNGraveCall
BTNHauntingAura
BTNHex1
BTNHorribleOrgan
BTNHorrorSoul
BTNImpale2
BTNINV_Misc_Organ_01
BTNINV_Wand_04
BTNINV_Wand_05
BTNMagmaElementalGhostly
BTNOrbPain
BTNOrcDeathKnight
BTNPlatedArmors
BTNPoisonousBrew
BTNRaiseDead
Red Bat with Blue Eyes (Dota 2 style)
BTNredskull
Altar of Blood (WC1)
BTNBloodcraze
Blood Cup
Blood Elemental
BTNBloodOffering
BTNBloodSignet
BTNBloodSpray
BTNBloodSprinkle
Bloodstone Orb
BTNBloodStrike
BloodWing
Pack Arrows
BTNCR_Acid_throght_Armor
BTNDarkImpalingBolt
BTNDarkStarShower
BTNDemonSign6
BTNFallenAngel
BTNForsaken Weapons Upgrade
BTNGhostRise
BTNHealPot
Hunter Mark
BTNLifeTether
BTNMaceZombie2
BTNNightbreakerRing
BTNPoisonedClaws
BTNRedHowl
BTNRockbiterWeapon
BTNrootelemental
BTNShoulder
BTNShoulderUPG2
BTNShoulderUPG3
BTNShredderSaws
BTNSimplePotion
BTNSoulArmor
Warcraft: O&H Remastered - Cloud of Poison
Night of Full Moon
Horror Souls
BTNDemonic3
Skins
Green BatTroll BatRider skin (Dota 2 style)
Orc Command Buttons
The Darkest Night UI [Reforged] SD
RootElemental.BLP
MaceZombie.blp
Ashenvale Decorations
LordaeronFallTree.BLP
DragonServitor.blp
AstherotianDisciple.blp
Spells/Systems
Cluster Rockets v1.1.1
Drain Fog v1.2
Timed Special Effect v1.8.1
Music
Undead epic music I
XGM Resources
Суккубы [Lineage 2] - WarCraft 3 / Моды - XGM
Повозка с горой трупов - WarCraft 3 / Моды - XGM
Золотой Рудник HD - WarCraft 3 / Моды - XGM
Реколор эффектов - Heaven's Gallery / WarCraft 3 / Моды - XGM
Новые Деревья Ашенваля - WarCraft 3 / Моды - XGM
Текстуры земли (Custom Tilesets Pack) - WarCraft 3 / Моды - XGM
Contents

Dreadweald 2.2 (Map)

Reviews
deepstrasz
Not sure why this happened. Wonder if it has anything to do with starting the game without any enemies. Or they might be remnants of testing? Other than the flesh weaving mechanic, it's pretty much standard stuff (increase lumber harvesting amount...
There is a problem with the vizibility of the units, they don't really stand out and it can get confusing, its like im palying with reforged graphics all over again, the skins are cool by themselves, but when u got ana rmy of these units, it becomes a big blend of skin.
 
Not sure why this happened. Wonder if it has anything to do with starting the game without any enemies. Or they might be remnants of testing?
1696521006310.png
Other than the flesh weaving mechanic, it's pretty much standard stuff (increase lumber harvesting amount upgrade, regular tower and item shop, Cannibalize etc.).
The boni could have been shown as dummy passive abilities on units.
An issue is that you lose a unit's attack and stat details once it carries a body.
There are some model bugs, the upgrade scaffolding of the main building appearing on the Fallen Baroness for some reason when it was being upgraded.
1696521722181.png
Something also happens when selecting units, their level status under their name being updated each time.

It's a nice idea overall but very much imbued with standard abilities and mechanics.

Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules

M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/



There is a problem with the vizibility of the units, they don't really stand out and it can get confusing, its like im palying with reforged graphics all over again, the skins are cool by themselves, but when u got ana rmy of these units, it becomes a big blend of skin.
Would you mind sharing some gameplay feedback other than graphics taste? I feel 3 stars only for that alone is quite distasteful.
 
Not sure why this happened. Wonder if it has anything to do with starting the game without any enemies. Or they might be remnants of testing?
Other than the flesh weaving mechanic, it's pretty much standard stuff (increase lumber harvesting amount upgrade, regular tower and item shop, Cannibalize etc.).
The boni could have been shown as dummy passive abilities on units.
An issue is that you lose a unit's attack and stat details once it carries a body.
There are some model bugs, the upgrade scaffolding of the main building appearing on the Fallen Baroness for some reason when it was being upgraded.
Something also happens when selecting units, their level status under their name being updated each time.

It's a nice idea overall but very much imbued with standard abilities and mechanics.

Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules

M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/




Would you mind sharing some gameplay feedback other than graphics taste? I feel 3 stars only for that alone is quite distasteful.
Thanks for the review. Map has been updated.

Addressing the things mentioned above.
  • The extra units were a remnants of testing and have been removed.
  • The reason I used all base items was because I felt the ones I used matched the faction thematically and I do not believe the vampiric potion or orb of slow can be obtained in melee. (I could be wrong)
  • Changed flesh weave base ability allowing you to see stat panel and allowing ability description to display the current bonus.
  • I believe the upgrade scaffolding is a error in the HQ building's model. I do not have the skillset to fix that.
  • The revealed unit level is not native. I imported a UI skin to show the unit level. I don't know if the Level status updating every selection is how its meant to be or an error in the trigger that came with the skin.
 
Hello, I want to ask you about a problem. I don't know why, my Custom Race: Cult of the Flesh Weavers can't display the text, including the text boxes of the related descriptions of skills and arms are all empty. I don't know what is the situation, I don't have this problem in your other maps.
 
Hello, I want to ask you about a problem. I don't know why, my Custom Race: Cult of the Flesh Weavers can't display the text, including the text boxes of the related descriptions of skills and arms are all empty. I don't know what is the situation, I don't have this problem in your other maps.
That a weird one. I downloaded and tested the map and everything's fine. Are you using a custom font? Only time I've had that happen to was when I was messing around with them.

I will be releasing a update in a week or 2 so containing Changes to the hero abilities and the Weave system as well as restoring the Nosforto and adding a werewolf unit and Hero.
 
That a weird one. I downloaded and tested the map and everything's fine. Are you using a custom font? Only time I've had that happen to was when I was messing around with them.

I will be releasing a update in a week or 2 so containing Changes to the hero abilities and the Weave system as well as restoring the Nosforto and adding a werewolf unit and Hero.
Forgive me for taking so long to reply, but I can tell you what font was used.
 
Oh... At last, I managed to play this custom race without the game crashing or other issues.
Played as Vampires, like them but hey - forced unit owner change is not a good way to showcase "vampire hunger", IMO? Maybe making them weaker or receiving additional DMG could be tricker than... Killing your own units thus wasting resources into nothingness.

Overall thematic is kinda cool and smooth - I like that horror story vibe and bonus point for you for using Drustvar stitched creatures as Warcraft example of this race. Maybe adding more witches or even drusts could inspire you to create another tech tree for this race?

Recommend this race to anyone who wants to play 2 different techtress, feel horror and undead vibes without Arthas or Nerzul, and fans of Vampire: The Masquerade.
Like.
 
Oh... At last, I managed to play this custom race without the game crashing or other issues.
Played as Vampires, like them but hey - forced unit owner change is not a good way to showcase "vampire hunger", IMO? Maybe making them weaker or receiving additional DMG could be tricker than... Killing your own units thus wasting resources into nothingness.

Overall thematic is kinda cool and smooth - I like that horror story vibe and bonus point for you for using Drustvar stitched creatures as Warcraft example of this race. Maybe adding more witches or even drusts could inspire you to create another tech tree for this race?

Recommend this race to anyone who wants to play 2 different techtress, feel horror and undead vibes without Arthas or Nerzul, and fans of Vampire: The Masquerade.
Like.

Replayed it again, now as Cult of Flesh Weavers.

Will update review a bit later, but I can say that cultist race is stronger than vampire-one.
 
Replayed it again, now as Cult of Flesh Weavers.

Will update review a bit later, but I can say that cultist race is stronger than vampire-one.
Thank you. Funny im working on update 2.2 right now. I'm Fully spreating the factions with their own Buildings, Heroes, Workers, Casters and Upgrades. It has a new map with a custom tileset.

The vampires now have 3 Mechanics.
  • Sanguination: Cumulative blood loss during a fight can make certain vampires go into blood rage, increasing their ferocity while weakening their awareness. Blood rage: now now has 15% chance to active under 30% Hit-points gaining 75% attack rate and 25% movement speed.
  • Sunlight Hypersensitivity: The vampires are extremely sensitive to the sun and its inherent holy properties. Upon its touch to both their physical strength and senses are dull. Longer sight range at Night then Day. Night hit-point regeneration. Reduced maximum hit-point during the day and increased at night.
  • Blood Vials: The vampires do not only feed in battle but also collect blood for the Household to use to cast powerful abilities. The Hemomancer caster can shich between vials and mana to cast abilities

Flesh Weaving now only effects Stitched units.
I'm thinking of reworking how the Flesh Weaving Mechanic works.

2.3 will have new faction. It will either be Order of the White Birch. (Nature/Holy Order of Living Human Faction) or Denizens of The Dread-weald. (Shaapeshifters, Evil Fae, Rotting Ents.)
 
I wanted to tell you that you need more units, again, but after playing your maps I can see that this is your standard for a playable custom race.

Vampires
  • I would like something different instead of Ballista, it is kind of too generic
  • Mistress needs some abilities and also model looks unfiting, kind of anime-like
  • Deacon of Blood model also looks funky

Cult
  • Extemely buggy all around
  • Vulture needs need model, current one has no attack animatons
  • I feel like Lycan has nothing to do with race theme and design

But, I really like idea behing this map. It just needs some qualiy of life improvements. I am really hoping you will actually continue working on this map, and actually finish planned races. This horror theme is amazing. Reminds me of Innistrad plane from Magic.
 
MogulKah, thank you for the review.

The Dreadweald is my background project that I work on in little bursts and in between projects. To surmise my idea is it is the meeting of Faewilds, WH Beastmen, Innistrad and Crusades.

I forgot that the Innistrad plane from Magic was a thing. The Church of Avacyn is rather similar to what I plan for the crusader faction. My lore was that the goddess of the sun/light they worship ripped a path open to dreadwield for them to chase after fleeing evil, but once they crossed over, they unknowingly fell under the influence of her dark twin.

~10 units and 3 heroes is the standard I am most comfortable with. When I try going beyond that in development, I tend to grind to a halt, as I have a harder time coming up with creative ideas and ability kits. I justify the standard to myself as it was the standard for Reign of Chaos, and I can always expand the roster in future updates.

For the vampire
I was originally going with a cannon, but I wanted to use that for the crusader faction and felt that while kind of basic, the model fit the rest of the model aesthetically.
The mistress model, from what I understand, is ripped from Touch Light. I plan to commission a similar-looking wc3 model in the future.

For the cult
I’ve become aware of its buggyness. I replayed recently, and a lot of the triggers/abilities that were working fine are either broken or not functioning as intended. I don’t know if it was an update or upload issue. I am looking into pushing hotfixes when I get some spare time.
The Lycan was a part of the 4 heroes from the original base map that this project evolved from. I feel that it fits alright, but that might be developer bias talking.

There is a image of the Evergreen Court building layout. That's all the work done at the moment. I’m currently trying to decide if I want to keep just the nature fae aesthetic or add branching tech where you either get elder or corrupted variants of units.

Here's the current base lore the Evergreen Court

"In centuries passed, when the Cataclysm tore through the world and left kingdoms in ruin, the native Fae sought not only to preserve the forest, but to endure. From the heart of the oldest wood, they bound their magic to the Heart Tree, weaving a barrier of light and life across the Greatweald. The ritual held back the chaos and sealed the forest away from the worst of the devastation. For a time, the boughs flourished, and green shadows stretched unbroken beneath a ward of shimmering radiance.

Yet such salvation was not without cost. The weaving of the barrier drained the wild gods into uneasy slumber and thinned the Fae’s ancient power. What had been eternal became finite, and what had been effortless demanded constant sustenance. The Heart Tree endured, but it hungered.

So the Fae turned to the mortal tribes who dwelled at the forest’s edge. They came not as conquerors, but as patrons bearing gifts and promises. Protection from the horrors beyond the veil was offered, along with fertile harvests and lives untroubled by plague or famine. In return, pacts were sworn — bonds of blood and breath that tied mortal lineages to the will of the Court.

Generations passed, and the bargains deepened. Vitality flowed quietly into the Heart Tree, sustaining the barrier and restoring what the Fae had sacrificed. The tribes prospered, yet their children were born changed, marked by luminous eyes and bark-kissed skin, their voices carrying the hush of wind through leaves. Mortal and Fae lives intertwined until distinction became difficult to name.

Now the Evergreen Court stands as both guardian and creditor of the Greatweald. The barrier still glows, though its light is no longer without shadow. Some call the Court saviors who preserved the last true sanctuary of the old world. Others whisper that the forest’s protection is paid for in inherited breath.

And beneath the rustling canopy, where roots coil deep around ancient promises, the Heart Tree continues to drink — patient, watchful, and never fully sated."
 

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This one is EXCELLENT!

I've tried both factions and I love them both.

The vampires are so unique, I love how their abilities is all about healing while fighting.
Would be nice if more basic troops could get a "Bleed" effect, at least for late-game, Tier 3 that is.

The Flesh Carvers are also fantastic, I love how it's a grotesque and macabre amalgamation of various corpses, their whole idea being cannibalism and tanking damage.

The heroes I've tried are Baroness and Butcher, they were both good, more so the Baroness than the Butcher.
It's strange that the Butcher is Agility, he really looks more fit as Strength.

I've also quite liked the map, and the creeps in it are FANTASTIC!

All in all, this may be your best racemod yet, Collector of Blood & Rot. :peasant-cheers-back:
 
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