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In the latest update (version 0.54) of the campaign, the original version compatible with Warcraft 3 versions 1.26 and 1.27 has been restored and updated. This allows players using version 1.27, who were unable to play version 0.49+ of the campaign previously, to enjoy all the new content from start to finish without encountering crashes. Additionally, a campaign file edited and fixed by a 1.29 editor has been included for players with version 1.29+ of the game.
1) Download the correct campaign file for your game version
2) Place the file into your My Documents/Warcraft 3/Campaigns for game v1.29+ or [Your Warcraft 3 Directory]/Campaigns for game v1.26 & v1.27
2) Don't rename the campaign file longer than it was dowloaded (shorter is fine) or map transition may not work
3) Keep your save file names short to ensure map transition works smoothly
4) Play the campaign
Inspired by The Founding of Durotar Campaign, yet unsatisfied by how short but fascinating the campaign was, this campaign aims to create a bigger world with more areas and various styles of gameplay. Note that the campaign followsnoneof the Warcraft or World of Warcraft lore. It takes place at a different world despite using the names of some of the same characters in Warcraft.
This campaign was first developed based on the idea of gameplay and exploration. Even though the Rexxar Campaign was amazing, it was kinda short for my taste. For the longest time, I have always wanted to create a campaign like that but bigger and more diverse in term of gameplay. My first thoughts were to make as many maps as possible. Therefore, more play-styles can be implemented such as regular RTS games, defense games, arena games, puzzles, MOBA, mini-games and many more, into only one single campaign. And here it is, this RPG campaign is the result of that.
Campaign in the style of The Founding of Durotar with many unique elements Defenders of the Light aims to provide something beyond the experience of the original Warcraft 3 and the Founding of Durotar. It has many unique minigames and contents that you may get pleasantly surprised about. It may look like a typical Warcraft 3 campaign at the start, but the changes only show themselves gradually the deeper you dive into the campaign.
An original, beautiful and impactful storyline which was written to touch your heart Growing up, I always love the kind of stories that realistically portrait the characters as real human beings, with goodnesses and flaws. Therefore, I created this story with the same mindset in mind. Great movies and games successfully touched my heart in the past. Great works of art always give me the experiences I could never forget. I hope Defenders of the Light will do the same thing to you.
More than 16 playable maps for Act I and more than 12 playable maps for Act II After completing The Founding of Durotar, I was a bit disappointed of how few the maps are, and also got even more disappointed in the later Acts that the number of maps not only shrinks but the story also becomes more linear. I created this campaign not with the intention to surpass The Founding of Durotar. I only created what I wanted to play, something bigger, something I could enjoy a lot more. Unlike the map layout of The Founding of Durotar, which has one main map and some submaps around it, the maps in Defenders of the Light do not structure the same way. You'll know it when you play it.
Custom units and custom AI, adding new layers of complexity and skills on top of the original Warcraft 3 If Warcraft 3 is made simply for RTS, then the original unit attacking patterns (move, attack, cast spells) are fine with me. However, RPG formulas require the game to be more complex and compelling. Defenders of the Light starts out like any a typical Warcraft 3 campaign with normal units doing what normal units do in Warcraft 3. It gets more complicated as time goes on as it will require more control on your part. You will see the full result of my vision with custom units and AIs in the Second Act.
Many unique boss fights. Many of them are difficult yet memorable Beside the story, the boss fights in this campaign will be the most memorable feature you'd ever experience. I was so proud of creating the bosses in the second Act. They are challenging, beautiful, phenomenal and most memorable.
Map transition system - Most maps can be traveled back and forth This feature itself is quite rare of a feature for a custom campaign on HIVE. To me it's quite hard to find a campaign like The Founding of Durotar that utilizes the map transition system. Most campaigns have you play from one map to another without coming back to the previous maps to progress with the story. Defenders of the Light does that which makes it distinctively an RPG campaign. With this system, you can do some interesting things with it that other campaigns cannot.
This campaign was initially created for game versions 1.26 and then 1.27, ensuring compatibility and stability between both the game and map versions. If you are using either 1.26 or 1.27, this version will provide the best and most stable experience.
For those with Warcraft 3 version 1.29+, this update (version 0.54) is tailored for you. While the edits and fixes were made with a 1.29 editor, the base campaign and map files originate from 1.26 & 1.27 editors. Despite numerous efforts to eradicate bugs and crashes in this latest update, I cannot guarantee a completely crash-free experience. If you do encounter any issues, please let me know so I can address them more effectively in future updates.
This version, tailored for Classic Reforged, was originally developed using game version 1.36 and has been recently updated under version 2.00. The focus is on rebuilding Act I from the ground up to deliver a stable campaign experience. Classic Reforged introduces exciting features like item stacking and enhanced triggers, significantly elevating the gameplay experience. I'm thrilled for players to dive into these improvements and discover everything Classic Reforged has to offer.
"Elwynn Forest" by Jason Hayes
"Laurence, the First Vicar" by Tsukasa Saitoh
"Don't Turn Back" by CO.AG Music
"Far Horizons" by Jeremy Soule
"The Ancient Dragon" by Motoi Sakuraba
"Gothic Dolls" by Derek & Brandon Fiechter
"2Volt" by Hiroyuki Sawano
"Come On!" by Yoko Shimomura
"Firelink Shrine" by Motoi Sakuraba
Arceus Battle Theme Remix by Luigigigas
Jaina Theme by Neal Acree & Russell Brower
"Darklurker" by Motoi Sakuraba
"Lady Maria of the Astral Clocktower" by Yuka Kitamura, etc.
"Dalaran Halls" by Neal Acree & Russell Brower
"Holy Warriors Oath" by Neal Acree & Russell Brower
"ət'æk 0N tάɪtn" by Hiroyuki Sawano
"Nashandra" by Motoi Sakuraba
"Haunted" by Tales Of The Forgotten & Steph Kowal
"Oblivion" by Baptiste Thiry
"Dependent Weakling" by Keiichi Okabe
"XL-TT" - Hiroyuki Sawano
"Gehrman, The First Hunter" by Ryan Amon, etc.
"偽書ト世界" by Keiichi Okabe
"鏖殺ノ予感" by Keiichi Okabe
"Mourning" by Keiichi Okabe
"False Knight" by Christopher Larkin
"The Sound of the End" by Keiichi Okabe
"Gods Bounded by Rules" by Keiichi Okabe
"Dispossession (Piano)" by Keiichi Okabe
"Sir Alonne" by Yuka Kitamura
"Faltering Prayer" by Keiichi Okabe
"Surge of Power" by Yoshino Aoki
SFX Boing2 from Mario and Luigi: Superstar Saga
SFX Monster Growl by thecheeseman
SFX NotEnoughMineral from Starcraft II
SFX Toxic Goo by Mike Koenig
SFX GehrmanAttack01 from Bloodborne
SFX ff7victory from Final Fantasy VII
Changelog
v0.58 12/02/2024
v0.54 05/06/2024
v0.52 11/09/2022
v0.49 10/13/2022
v0.46 04/04/2021
v0.45 03/25/2021
v0.41 01/08/2020
v0.39 12/23/2019
v0.34 04/12/2019
v0.33 10/26/2018
v0.32 08/23/2018
v0.31 08/19/2018
v0.30 07/21/2018
v0.29 07/16/2018
v0.28 07/15/2018
v0.16 08/12/2017
v0.14 08/02/2017
v0.11 07/27/2017
v0.10 07/26/2017
General Changes/Fixes
A new campaign file built from 1.36 to 2.00 is now included (Act I only)
Fixed music not playing after map load in DOT129
Fixed music in DOTL129 not repeating or playing songs at places not intended
Intro minigame can now be skipped
MapIntro Now the game will tell you what difficulty you have selected upon starting the campaign
Added a few new items and improved some others
ACT I Changes/Fixes
Map1 Reiner now sells Ankh of Mijora
Map3 Rearranged The Biggest Murloc location to prevent cheesing (DOTL127|DOT129)
Map3 Fixed terrain so mercenaries no longer get stuck after purchasing (Only applies game version 1.27 of the campaign)
Map3 Buri can now also activate Resurrection Stones
Map3 Buri can now activate ToCity Q cinematic (not Darak)
Map3 Buri can now activate Hint HesABandit
Map3 Buri can now activate Corruptor Cinematic
Map3 Adjusted Murloc Mutants to the correct size in DOT200
Map4 Buri can now also activate Resurrection Stones
Map4 Added DropTableTroll to troll creeps
Map4 Buri can now rescue the shipyard
Map4A Fixed a bug where a dummy purchased item is on the ground if Darak is already full
Map5 Fix Catalyst of the Swarm map5 reward DOT136
Map5 Remove player’s and enemies’ skeleton and zerglings upon victory or defeat in Hide and Seek quest
Map5 Remove Q hotkey in tooltip for Carrion Swarm ability (200)
Map5 Buri can now also activate Resurrection Stones and many other events on the map
Map5 Changed name of Goblin Storehouse to Item Shop
Map5 Adjusted spawn packs so that all creeps start with there x2 versions
Map7 Added a single tree to block off the Orb of Dankness drop until players figure out how to destroy the tree block (DOT127)
Map7 Buri can now also activate Resurrection Stones
Map7 Added a new Hint Under-leveled
Map9 Fixed Rescue cinematic where a guard just stands there
Map9 Fixed Hint ElvenVillage so that NPC no longer mentions elven village in dialogue
Map9 Fixed and improved quest The Mathematician's triggers so now player can actually complete it
Map9 Changed unit data for sheeps so that they don’t get exploded by players
Map9 Fixed and improved quest See the Sheep’ triggers
Map9 Updated Quest Sheep’ rewards
Map9 Reduced reduction factor of Quest Sheep to 0.04 (from 0.05) and start initial reduction time as 1.5s, while slightly change the time formula so - sheeps now won’t change as fast
Map9 Improved quest Shade’s triggers
Map9 Reworked Quest Info so that button selection is different
Map9 Improved Quest Weed Collector triggers for consistent weed spawning
Map9 Improved Alternate Gameplay armies’ AI
Map9 Improved Ghostly Archmage event triggers
Map9 Added Resurrection effect to spawned Spider Crab Shorecrawlers during Uca Major boss fight
Map9 Remove Musko ability hotkeys in tooltips DOT200
Map9 Add more time when Alakazam would appear in case players transfer from another map with newly Darak
Map10 Fixed the bug where Arcane Vault is not selling Wand of Mana Restoration, Royal Armor and Holy Armor (Only applies game version 1.27 of the campaign)
Map10 Stopped day/night cycle from resuming after certain cinematics
Map11 Reworked Music Circle/Memory Quest triggers and rewards
Map11 Replaced many tomes on the map with gold coins
Map11 Improved the terrain of the map for DOT136 only
Map11 Added a new Hint Save at the end of the dungeon DOT129 & DOT136
Map12 Fixed a bug where the exit door may be closed if players skip cinematic
Map14 Increased creep respawn time to 280s (from 220s)
Map14 Buri can now also activate door passwords and footswitches
Map14 Increased Sea Giant puzzle password fragment's drop rate to 47/65/33 (from 42/60/28)
Map14 Increased Warlock puzzle password frament's drop rate to 71 (from 66)
Map14 Adjusted internal numbers for minigame Phoenix Egg so that all game difficulty share one difficulty for this minigame
Map15 Improved hotkeys for units of the maps
Map15 Player now has researched orc upgrades in their mercenaries as well
Map15 Reduced tome drop chance in half
Map15 Increased Lizard Egg drop chance to 5% (from 3%)
Map21 Adjusted icon position for Imbued Holy Light +1 and Imbued Holy Light +2 in shops
Map21 Fixed Arthas’ Talk-To-Me effect still on his head if player choose “no” to starting mission
Map21 Increased creep respawn time to 320s (from 150s)
Map21 Fixed Player 5 (undead)’s AI on DOT136 by incorporating triggers for AI instead of just AI script
Map21 Change Gar’thok’s line. He’s no longer waiting for the Warchief but Muradin and Drek’thar instead.
Map22 Fixed transition facing of heroes upon transitioning from Longpass Valley
Map22 Decreased Material Reinforcement cost to 75 (from 150) with increment of 25 (from 50)
Map22 Fixed Bounty not given (even though shown) after Reinforcement Cinematic
Map22 Create triggers that give bounty
Map22 Bio-Steel now regen 2hp/s (from 1hp/s) for buildings instead and reduced cost to 350 (from 400)
Map22 DOT129 and DOT136 will execute a modified AI script for player 2 (orcish horde)
Map22 Fixed crash in DOT136 a while after Reinforcement Cinematic (I think from P2AI script)
Map23 Reduced the amount of tomes of power given to heroes when the final boss is defeated to 1 (from 2) (127|129|136)
Map23 Fixed sounds that don’t work when obelisks are destroyed
Map23 Fixed the final battle music for DOT129 and DOT136
Map23 Reduced the volume of MUSC The Ancient Dragon to 70% of its original volume
MapC1 Fixed and Improved triggers of the map
ACT II Changes/Fixes
Map17 Fixed a bug where killing Makrura Abominations in the swarm area does not update quest (DOT127 & DOT129)
Map17 Reduced wait time in Hint Novel Q to 0.8s (from Campaign Secret delay) so that novels can be read right away right after the hint is shown
Map17 Fixed killing Makrura Abo not updating quest
Map26 Fixed Main Quest Failed ??? during Sira section before the boss
Map26 Fixed Quest Rescue Update being queued up after completing Adias’ section
Map26 Remove all rescuable units after Adias’ section
Map26 Remove priest after Chen’s section
Map26 Fixed QuestCollectorUpdate so it displays the quest update message correctly for Sira’s upgrade pickup
Map26 Fixed the description of the item Torn Paper so Blue generator can be next to Green to solve the puzzle
Map28 Removed texts when Magnataur cast his moves
Map28 Fixed Quest Failed message display when failing Magnataur fight
Map28 Adias and Chen has their health restored to 100% upon completion of holdout section to prevent death right before cinematic
Map29 Every trap footswitch will have sound and will not be muted if activated too frequently
Map30 Fixed Phase change music
Map30 Improved the Phase2 Q Cinematic
Map40 Extend max spawn pack number to 66 (from 50)
Map40 Updated FX for Kaboomer’s death from Objects\Spawnmodels\Demon\DemonLargeDeathExplode\DemonLargeDeathExplode.mdl
Unit Changes/Fixes
Avatar of Judgement Fixed and adjusted the unit's Mana Transfer so that 1 point of the avatar becomes 0.9 mana of target (from 0.66 but description said 1.8)
Avatar of Judgement Increased Mana Shield's damage absorbed per point of mana to 7/11/16 (from 3/5/7)
Adias Increased Holy Order ability cooldown to 318 seconds (from 280 seconds)
Avatar of Judgement Improved Mana Transfer’s description so that players know exactly how much mana is transferred
Murloc Mutant Adjusted Hotkey for the murlocs’ Cripple to E
Earth changed Pulverize ability icon position to (1,2) (from 0,2)
Map3 Reduced The Biggest Murloc’s attack base damage to 199 (from 299)
Map4A Fixed trigger so that each Sunken monster has an equal 25% chance of casting fire orb
Map11 Changed model of Dwarf Riflemen to Human Riflemen
Map12 Changed models of Dwarf Riflemen to Human Riflemen
Map13 Decreased AOE damage of Kaleo during each phase change to 100 (from 300)
Map13 Kaleo now has 0 mana in DOT136
Map13 Removed AI Guard position for Kaleo
Map13 Kaleo’s Doom Drop no longer costs mana in DOT129 and DOT136
Map13 Reduced max pack spawn numbers for Arachnathid by 2 for each pack
Map13 Increased Arachnathid’s spawn interval to 5s (from 2.5s)
Map14 Changed Fel Orc Warlock Drop to Medallion of Shamanism (from Catalyst of the Swarm) DOT136
Map15 Rescaled Quillboar (x4) to Quillboar (x2.9)
Map15 Increased creep respawn time to 380s (from 240s)
Map15 Changed Quillboar Hunter (x6.1) drop to Inferno Stone (from Tome of Agility)
Map15 Remove Pillage from Mercenary Grunt
Map21 Rescaled some undead units and fixed their scaling data display
Map21 Fixed Jimmy now drop 400 Gold Coins as he was initially intended to
Map23 Changed models of Dwarf Riflemen to Human Riflemen
Map24 Changed models of Dwarf Riflemen to Human Riflemen
Map26 Hide Orb’s HealthBar during Maleet’s boss fight
Map27 Make sure the boss stop moving before casting circling arrows
Map27 Prevent the boss to cast spell if it is cycloned
Map27 Fixed a bug that causes crash during the boss fight if Chen is the only hero alive in DOT129
Map30 Improved Chasing Glaives’ AI
Map30 Improved the boss’ AI so that they does not cast Glaive Thrower on their own
Map30 Improved the terrain so the boss can cast Glaive Thrower pass the mushroom trees if they’re near the edge of the arena
Map40 Serpent Knight’s Voidwalkers are no longer targettable
MapC1 Removed AI Guard position for Kaleo and slightly improved his AI
MapC4 Improved Chasing Glaives’ AI
MapC4 Improved the boss’ AI so that they does not cast Glaive Thrower on their own
Item Changes/Fixes
New Item Golden Amulet (Hard Difficulty)
New Item Rahandir Axe
New Item Shield of the Lion (Normal & Hard Difficulty)
New Item Scepter of Eternal Flow (127|129|200)
Item Bloodfeather Heart can now be activated to restore 500 hp to nearby units and drain 500 mana (127|129|200)
Item Cleansing Shield increased hit point absorption per mana point to 6 (from 2.5)
Item Critical Stones now reduces Strength by -0/-1/-2/-3/4
Item Dark Wood Totem improved description
Item Dark Wood Totem Reworked the triggers of how it is purchased to make sure the item no longer disappears upon purchase
Item Mana Rush/Surge implementing with Bloodfeather’s Heart (127|129|200)
Item Mana Rush added other healing items into its effect (Lifegems, Health Elixirs,etc.)
Item Mana Rush increased price to 1600 (from 900)
Item Mana Surge added other healing items into its effect (Lifegems, Health Elixirs,etc.)
Item Mana Surge increased price to 2500 (from 1800)
Item Mana Surge reduced mana restored when using healing items to 120 mana (from 150)
Item Mana Surge improved description
Item Orb of Dankness Fixed the item's ability so that it increases Agility by 10 (was -10Agi) (DOT127)
Item Potion of Absolution now increases Int by 2 and regenerate hit points for 2000 and 500 mana for 90 seconds Item Potion of Lesser Restoration Fixed name from Potion of Lessser Restoration
Item Soul Redemption now adds 180 mana to the hero and improved description (127|129|200)
Item Sturdy War Axe now reduces Agility by 1 (from 0)
Item Young Grass Dew fixed item description to “reduces maximum health by 100” (from “reduces maximum health by 10”) in DOT127
Item Young Grass Dew fixed icon not appearing in DOT127
General Changes/Fixes
Rollback update from the original campaign file created from game version 1.26 to campaign version 0.54 (from 0.46)
Cleaned up some transition triggers and fixes some bugs to hopefully remove transition problem for game version 1.29+
Added minor improvements and bug fixes across the campaign
Forced Subtitles on for all maps
Reduced Darak's Shadow Wolf’s baseDmg by 10% to 9/16/23/31/38/45/52/59/62/66/68/71/75/77/80 (from 10/18/26/34/42/50/58/66/69/73/76/79/83/86/89)
ACT I Changes/Fixes
Map1 Reiner now also sells Ankh of Mijora
Map2 Fixed QuestFountain cannot be completed consistently
Map9 Improved and refined triggers of QuestSheep
Map10 Limit Holy Armor to 1 (from 3)
Map10 Limit Royal Armor to 2 (from 3)
Map12 Improved triggers and refined AI
Map12 Changed Mana Enhancer quest icon
Map14 Updated rewards in quest to the correct Item arrays
MapC1 Improved AI of Arthas
ACT II Changes/Fixes
Map19 Increased Parasite’s damage per second of Naga Enchantress to 25 (from 5)
Map19 Increased Parasite’s cooldown of Naga Enchantress to 18 (from 10)
MapC4 Added ending mini cinematic
Item Changes/Fixes
Item Arcanite Armor improved description
Item Ankh of Mijora now also adds 1 Intelligence
Item Belt of Power improved description
Item Blood Ring increased damage taken from normal attacks to 12 (from 10)
Item Catious Ring improved description
Item Catious Ring increased cooldown to 45s (from 15s)
Item Gem Of Regeneration improved description
Item Harvestor improved description
Item Holy Armor improved description
Item Kaleo’s Magic Shield improved description
Item Kaleo’s Magic Shield buff time to 45s (from 30s) and increased cooldown to 80s (from 70s)
Item Orb of Darkness +1 now drains mana for 0.5 mana/s (from -0.7/s)
Item Orb of Darkness +2 now drains mana for 0.9 mana/s (from -1.4/s)
Item Oriental Talisman reduced mana regen to +0.3/s ( from+0.4/s)
Item Scroll of the Monster adjusted stock start delay to 0 (from 440)
Item Scroll of the Monster increased buff effect to 20s (from 15s)
Item Shaman Totem improved description
Item Soul of the Dammed improved description
Item Teandre’s Armor Core improved description
Item Tenandre Armor Core now reduces Agility by 14 (from 12) while increases mana regen by 0.28/s (from 0.9/s)
Wand of Companionship improved description
General Changes/Fixes
Added a new campaign file DOTL131 for version 1.31 of the game
Expanded some maps in Act II with new areas, enemies and quests
Added a new map
ACT I Changes/Fixes
Map8 Stop exp gain when heroes reach the total level of 78
Map23 Changed Anduin name to Lothar in final cinematic
Map16 Fixed a bug that made Stalkers neutral after a certain cinematic
Map16 Quest Lost Brothers is now an optional quest
Map16 Now the first major boss can be skipped by going through a different area
Map17 Remove Kil'Nadak talky at the right times, hopefully
Map17 Prevent players from proceeding with certain quests when there's only Chen in the team
Map17 Fixed a bug where Emissary doesn't disappear if skipping Missing Cinematic
Map19 Improved terrain, expanded map, added new enemies and events
Map26 Shorten ThinhHo's dialogue, it's too long
Map40 Imrpoved terrain, expanded map, added new enemies and events
Map40 Summons deal half damage vs Serpent Knight
Map40 Players are now free to travel to the northern area without activating certain quest
Item Changes/Fixes
New Item Admiral's Hat
New Item Charm of Experience
New Item Drek'Thar's New Spellbook
New Item Faceless Scale
New Item Gem of Thunder
New Item Shadow Veil
New Arcanite Armor
New Vampiric Gauntlets
New Warchief's Blessings
Item Absorbing Hammer now +8 damage (from +5), 8% (from 5%) chance to do 300 bonus damage and stun for 1 second while -15% attack speed
Item Alleria's Flute of Accuracy increased attack damage to 15% (from 10%)
Item Armor of Agility now increases armor by 6 (from 5), increases Agi by 12 but reduces max health by 175 (previously reduced Str by 6)
Item Catious Ring reworked now can cast to permanently add 30 gold to your bank. Adds +2 to all stats but takes double damage from melee attacks
Item Charm of Maneater now increases damage by 17 (from 20), 17% chance (from 18%) to deal 33% (from 20%) of your damage, -7 Agility (from -8)
Item Defense Charm now blocks 6 damage (from 3) from incoming attacks
Item Doom Gauntlets now deals 666 damage (from 600) and cost 170 mana (from 20)
Item Duelist's Gauntlets now +0.4 mana/s (from 1mana/s), +8 dmg and -100mana
Item Enchanted Grapspango now -75 mana (from 125) and +200 hp
Item Footman Shield now +4 armor (from 6), has 25% chance to block 8 damage from melee attack (from none), removed -5% movement rate
Item Frostguard now reduces Int by 7 (from 0) beside +5 damage and +5 armor
Item Light Sanctum now enchants Staff of Holy Light healing power and also heal's the caster for 250 hp (from 200) when used together in the same inventory
Item Mana Enhancer now activates to increase attack damage by 10% (5 damage previously) when the Hero's mana is higher than 300 (from 200)
Item Medal of Pride now +5 armor (from 3) and -2 Str
Item Mindstaff reduced mana regen to 0.6 mana/s (from 0.75)
Item Orc Shield now +4 armor (from 5), has 30% chance to block 8 damage from ranged attack (from 5 damage)
Item Periapt of Vitality reduced health bonus to 125 (from 150)
Item Ring of the Necromancer now has -0.3 mana regen aura (from -0.5) while +3 Str, +5 Int, +3 Agi
Item Soul Redemption now reduces Int by 6 (from 8) while restoring 5% mana of the Hero with each kill
Item Spear of Crystal Rain now no longer deals friendly fire, and increases damage by 5 (from 2)
Item Staff of Teleportation now has 90 second (from 20) cooldown
Item Staff of Holy Light now can cast to heal 250hp (from 200hp) and increases hp regen for friendly units by 0.5hp/s
Item Staff of the Revenant now increases damage and armor by 3 (from 2)
Item Talisman of Evasion now reduces armor by 6 (from 0)
Item Thunderlizard Diamon now deals 150 intial damage (from 100) and deal 28% less damage (from 25%) with each bounce
Item Vindicator's Belt now reduces Intelligent by 16 (from 20) while +10 Str and +10 Agi
General Changes/Fixes
Fixed some major annoying bugs that stop playing from proceeding
Added a ton of new items, improved and balanced old items
Balanced and improved many boss fights, making them more challenging
Challenge Map: One Woman Army
ACT I Changes/Fixes
Map5 Updated Drop Tables for Skeletal Champions, Firecaller Shades, Sludge Monstrosities, Necromancers
Map6 Updated Drop Tables for Necromancers
Map6 Limited XP received from defeat the Dark Souls
Map8 Reduced chances of dropping items from enemies
Map9 Made all Sheeps invulnerable so players cannot kill them during minigame
Map9 Replaced Alad's Hood of Cunning requirement with Cerulean Talisman
Map14 Updated Drop Tables for Stalker Abominations, SpiderCrab Leviathan
Map14 Updated Minigame Rewards, you can no longer receive tomes as rewards. Only items now.
Map15 Reduced the amount of Barrows Fel Stalkers on the map
MapC1 Added new items into the map
MapC1 Fixed Beating-the-map-with-no-item achievement not working properly
ACT II Changes/Fixes
Map16 Added an Item Shop
Map16 Changed all wild creatures' team color to black
Map16 Improved Rescue Cinematic
Map16 Implemented cheat to unlock One Woman Army
Map17 Fixed wild creatures being hostile towards the others
Map17 Changed all wild creatures' team color to black
Map17 Fixed quest requirement description for Grendel Quest
Map17 Updated Priest' icon
Map17 Updated item description for Bladebane armor in Datum's Armor Shop
Map19 Fixed the projectile of Grand Cannon ability, now it's visible again
Map19 Fixed a bug that stop players from rematching with the Mammoth Hurler
Map20 Adjust level/exp gain for heroes to be consistent with the rest of the maps
Map25 Lowered the chance to get to item room
Map26 Remove Priest after Chen section
Map26 Any Charged-class items picked up from Sira is dropped upon pickup
Map26 Footmen can no longer be rescued when entering Sira's section
Map28 Fixed a bug when audience units duplicate after failing the fight with Reika
Map28 Removed the neutral Snow Arachnathid
Map29 Fixed Channeler challenge so that players can consistently proceed after defeating the golems
Map29 Fixed the bug that makes player unable to proceed after defeating the Serpent Knight
Map29 Depending on where you enter the map from, different resurrection stone is activated
Map30 Increased enemy health percentage to 70% (from 60%)
Map40 Move marketplace icon on the raider
Map40 Kurt's dialogue no longer appears once he becomes hostile
Map40 Scale Jorge's model to the correct size
Map40 Created a new minigame and minor events
MapC4 Challenge Map now unlocks properly and new contents were added
Unit Changes/Fixes
Updated new Dummy Unit model to avoid certain crashes or gameplay bugs with 1.30+
Map4A Reduced base hp of Sunken Monster to 1400 (from 2000)
Map16 Increased base hp of Fire Demon to 15590 (from 14173)
Map16 Fire Demon and nearby minions gain temporary armor if player casts Storm, Earth and Fire
Map16 Fire Demon now correctly targets Storm, Earth and Fire if they are summoned
Map16 Feral Spirits, Storm, Earth and Fire only deal half of their damage when summoned against the Fire Demon
Map16 Fel Stalkers no longer has mana
Map17 Fel Stalkers no longer has mana
Map20 All Mercernaries' abilities are not binded with QWERTY
Map26 Quillboar Ritualists no longer randomly lose health during battle
Map26 Mammoth Ravagers should now chase Sira indefinitely
Map27 Improved AI, moveset and attack pattern of Spider Monster
Map28 Most summons only deal half of their damage when summoned against the Giant Magnataur
Map28 Giant Magnataur now correctly targets Storm, Earth and Fire if they are summoned
Map28 Reika now correctly targets Storm, Earth and Fire if they are summoned
Map28 Corrected buff's name of Nerubian Deathcaller to Slow Aura
Map28 Improved the AI of the Arachnathids during the holdout section
Map30 Increased base hp of the Guardian to 23220 (from 18574)
Map30 The Guardian now correctly targets Storm, Earth and Fire if they are summoned
Map30 Most summons only deal half of their damage when summoned against the Guardian
Map30 The Guardian can no longer be targeted by Storm's Cyclone
Map30 Refined The Guardian's triggers so that it no longer bursts out random attacks, hopefully
Map31 Slightly improved the AI of the boss
Map31 Improved the boss' dash effect
Map40 Increased base hp of Serpent Knight to 19500 (from 15000)
Map40 Most summons only deal half of their damage when summoned against the Serpent Knight
Map40 Increased Spell Damage Reduction of Serpent Knight to 60% (from 50%)
MapC1 The Guardian should no longer bug out trying to cast spells from afar
MapC4 Fixed MidGlaive move of the Guardian
Item Changes/Fixes
Map20 Fixed item stacking
Map26 Fixed item stacking
New Item Blue Flame Staff
New Item Cerulean Talisman
New Item Deep Gem
New Item Dual Crusader
New Item Exo Joint
New Item Emerald Gem of Health
New Item Fading Scarab
New Item Fel Eye
New Item Fireland Trinket
New Item Gem of Regeneration
New Item Harvestor
New Item Holy Armor
New Item Hydra Ring
New Item Invisibility Cloak
New Item Kaleo's Power Fists
New Item Mammoth's Gem of Power
New Item Misty Ring
New Item Orb of Dankness
New Item Oriental Talisman
New Item Poison Dagger
New Item Rock Slinger
New Item Sacred Rune Blade
New Item Scepter of Caquilus
New Item Shaman Totem
New Item Shield of Retribution
New Item Silver Hammer
New Item Soul of the Damned
New Item Soulborne Talisman
New Item Staff of Closure
New Item Staff of Solitude
New Item Steel Hammer
New Item Talisman of the Sun
New Item Teandre's Armor Core
New Item Viridian Medallion
New Item Weed Charm
New Item Young Grass Dew
Item Barbossa's Lullaby increased drop rate to 4% (from 2.5%)
Item Bleed Stones fixed the items' buff description
Item Catalyst of the Swarm increases casting mana to 90 (from 80)
Item Claws of Attack +3 now decreases maximum mana by 20 (from 25)
Item Claws of Attack +6 now decreases maximum mana by 40 (from 50)
Item Cloak of Flames now reduces 1hp/s
Item Cloak of Fire now reduces 2hp/s
Item Cloak of Blaze now reduces 4hp/s
Item Crown of the Deathlord fixed item description
Item Deadman's Chest increased drop rate to 4% (from 2.5%)
Item Edken Amulet increased mana cost to 140 (from 120) and cooldown to 40s (from 30s)
Item Flame Strike Staff decreases cooldown to 145 (from 180)
Item Frontliners now reduces mana regeneration to 2mana/s (from 3mana/s)
Item Frost Spear added item description
Item Headdress now increases hit point regeneration for nearby allied units by 4 (from 2)
Item Healing Wards now only comes with 1 charge (from 3)
Item Health Boots decreased mana drain to 0.5mana/s (from 1mana/s)
Item Killmaim now reduces armor by 30 (from 40)
Item Life Leech now reduces damage by 40 (from 50)
Item Maneater's Finger increased drop rate to 4.5% (from 3%) and no longer reduces Agility by 5
Item Mammoth Belt now decreases Intelligence by 10 (from 12)
Item Magic Ivory now decreases Intelligence by 12 (from 15)
Item Makrura Emblem now decreases Strength by 10 (from 12)
Item Makrura Magic Shell now decreases Strength by 2 (from 3)
Item Noxious Dagger now deals 20 damage (from 10) per second for 50 seconds and now effects non-organic and hero units
Item Orb of Darkness +1 now drains mana for 0.7 mana/s
Item Orb of Darkness +2 now drains mana for 1.4 mana/s
Item Seimos' War Axe fixed stunning duration of its bash 10s(units)/5s(heros) (from 5s/10s)
Item Shard of Lightning now restores mana when Darak starts, instead of finishing, casting Chain Lightning
Item Scroll of the Monster updated icon
Item Sundering Glaive reduced casting mana to 280 (from 300)
Item Steel Dust now restores 38 mana (from 35)
Item Steel Crown now activates when Adias starts, instead of finishing, casting Storm Bolt
Item Steel Dust now activates when Adias starts, instead of finishing, casting Storm Bolt
Item Tempering Glaive reduced casting mana to 189 (from 200)
Item Tenebrious Armor now decreases mana regen by 1.7 mana/s instead of reducing 350 maximum mana
Item Tough Armor now decreases mana regen by 1.2 mana/s instead of reducing 200 maximum mana
Item Void Stone decreases mana regeneration to 0.6mana/s (from 1.0) and its purchase is limit to 2
Item Zero Eclipse now increases ranged damage by 35% (from 25%), reduces mana capacity by 200 (from 400) and decreases mana regen by 1mana/s (from 4mama/s)
- Fixed a major transition problem caused by entering Abyssal Swarm.
- ACT II PUBLIC RELEASE!
General Changes/Fixes
Stashes are now automatically available in most maps
Many fixes and changes in items
Fixed and spawning and reinforcements in Act I final boss
ACT I Changes/Fixes
Map3 Merc Camps now only have lower leveled units available
Map3 Chen and Darak are no longer moved at strange locations after Loss Cinematic
Map4A Synchronized cinematic with music
Map5 Stash is now available at ResurrectionStone
Map5 Removed True Sight from Shade Firecallers
Map5 Fixed Necromancers can't raise dead ver1.29+
Map6 Stash is now available at outpost
Map6 Fixed Necromancers can't raise dead ver1.29+
Map6 Removed True Sight from Shade Firecallers
Map10 Other heroes now raised level to 10 (from 5)
Map13 Stash is now available at ResurrectionStone
Map14 Stash is now available at ResurrectionStone
Map21 Fixed Necromancers can't raise dead ver1.29+
Map23 The number of Unholy Titans in phase 2 should always be higher than 0
Map23 Litmitd the number of reinforcement units available at a time
Map23 Synchronized final cinematic with music
ACT II Changes/Fixes
Map16 Reduced damage of some allied units by 30%
Map17 Improved the Northern terrain
Map17 Reduced Health of Resurrected Barrows Fel Stalker
Map17 Added Food to Rescue Cargo units
Map17 Thunder Lizards' Slam ability are scaled to their appropriate levels now
Map17 Changed Mina's name to Liz
Map19 Stash is now available at ResurrectionStone
Map19 Added a Warning before the mission
MAP20 NEW MAP! (Act II)
Map25 Stash is now available at ResurrectionStone
Map26 Stash is now available at ResurrectionStone
Map26 Sira Upgrades quest complete prior to completion fix
Map26 Sira Health starts with 1800 Each upgrade adds 150
Map26 Rebalanced Chen, Darak and Adias sections
Map26 Fixed no talky on Mathong after pickaxe
Map26 Made allies invulnerable
Map27 Stash is now available at ResurrectionStone
Map28 Stash is now available at the outpost
Map28 Increase Attack dmg of Polar Bear to about 200
Map29 Stash is now available at ResurrectionStone
Map29 4 golem holdout are replaced to be hp balanced
Map29 Removed RunedGolem in CineBoss Victory Cinematic
Map29 Boss2 now boss summons skeleton instead
Map29 Blade Challenge 02, removed Locust ability
Map29 Fixed HealthDrainArea
Map29 Turned Off GiantChaosGolemDies, remove Cast Iron Token item
Map29 Replaced Golem Patrols with instakill Glaives
Map29 PatrolGlaives (left) removed 2. ended up 2 instead of 4
Map29 Added NPCs and Optional Quest(s)
Map29 Improved Boss01End Cinematic
Map29 New Boss and new area
Map30 Stash is now available at ResurrectionStone
Map40 Stash is now available at the outpost
MapC4 Removed Mana and Increase cooldown of Fan of Knives
Unit Changes/Fixes
Adias Avatar of Judgement reduced attack range to 900 (from 1000)
Adias Avatar of Judgement Increased Cooldown for AOE Ability to 8s (from 5s)
Adias Increased Cooldown of Holy Order to 280s (from 220s)
Adias Adjust Avatar of Judgement's dmg in ability's description
Adias Avatar of Judgement reduced speed to 280 (from 320)
Darak Reduced damage scaling of Spirit Wolves in the later levels
Item Changes/Fixes
Item New Item Swordman's Crest
Item New Item Frost Spear
Item New Item Killmaim
Item New Item Tempering Glaive
Item New Item Manathirst Wand
Item New Item Frontliners
Item New Item Shamanic Armor
Item New Item Rune of Strenth
Item New Item Mammoth Belt
Item New Item Makrura Emblem
Item New Item Makrura Magic Shell
Item New Item Maneater's Finger
Item New Item Deadman's Chest
Item New Item Barbossa's Lullaby
Item New Item Zero Eclipse
Item New Item Steel Dust
Item New Item Steel Crown
Item Removed Ring of Greed from Hard difficulty
Item Wraith Band Reduces Int and Str Buff to 2 (from 3)
Item Warrior's Bracer Reduced Agi and Int Buff to 2 (from 3)
Item Null Talisman Reduced Str and Agi Buff to 2 (from 3)
Item Arcanite Token now costs 140 mana to use
Item Greater Kochura Incense Increases Mana Reduction to 450 (from 350)
Item Scroll of Speed Increased duration to 45s (from 10s)
Item Khadgar's Pipe of Insight is now available in Map20
Item Khadgar's Gem of Health is now available in Map20
Item Gloves of Haste now reduces attack damage by 6 (from 3)
Item Bladebane Armor now reduces Int by 2
Item Crown of Kings now reduces hp and mana by 150
Item Medallion of Courage now reduces Agi by 2
Item Warsong's Battle Drum now reduces wearer's dmg by 5
Item Primal Essence now reduces armor by 5
Item Soul Redemption now reduces Intelligence by 8
Item Deep Sea Sceptor now costs 120 mana to cast (from 85)
Item Pendant of Energy now reduces health by 50
Item Pendent of Mana now reduces health by 85
Item Royal Armor reduced armor increasement to 18 (from 20)
Item Rusty Mining Pick reduced chance of stun to 10% (from 15%)
Item Charm of Maneater now has 18% to deal 20% normal damage and reduces agility by 8
Item Health Boots now reduces mana regen by 1 mana per second
Item Headdress Increase Hit point regen to +2 -5 (from 1)
Item Seimos' War Axe only stuns Heroes for 5 seconds (from 10)
Item Firehand Guantlets now reduces damage by 10
Item Wand of Mana Regeneration no longer provides 100 mana bonus
Item Limit Seimos' War Axe to 1
Item Limit Arcanite Shield to 1
Item Ashborn Flower Change description
Item Life Sucker change name to Life Leech
Item Cleansing Shield now increases mana by 100 (from 200)
Item Flame Strike Staff now costs 50 mana to cast
Item Crown of the Deathlord now reduces Intelligence by 6
Item Helm of Battlethirst no longer increases strength by 4
Item Murloc's Goop now slow enemy's attack for only 3s (from 20s) and reduces armor by 10
Item Ring of the Necromancer reduced mana regeneration for nearby units to 0.5mana/s (from 0.25mana/s)
Item Ring of the Necromancer reduced Intelligence bonus to 5 (from 8)
Item Kochura Incense now increases mana regen by 30% but decreases hp regen by 3hp/s
Item Greater Kochura Incense now increases mana regen by 60% but decreases hp regen by 6hp/s
Map7 Replaced Manual of Health Ground Pickup with Manual of Health +20
Map9 Replaced Manual of Health drop with Manual of Health +20
Map11 Replaced Tome of Strength drop with Rune of Restoration
General Changes/Fixes
Act II Intro Map is available
Increased time before creeps respawn on most maps
Implemented Novels
Map25 Decreased Help Room Chance
Map28 Edit Terenas Cinematic
Map31 Increased Blink mana cost to 35 (from 25)
Map31 Updated Credits
Unit Changes/Fixes
Adias Reduced Avatar of Judgement base damage to 47/81/121 (from 78/135/202)
Sira model no longer has long ears
Map26 Create appropriate colors for Power Generators Green/Yellow
Item Changes/Fixes
Item New Item Phoenix's Blue Feather
Item New Item Sundering Glaive
Item New Item Novel: Seimos
Item New Item Sacred Rune Blade
Item New Item Stout Shield
Item Reduced Wraith Band, Warrior's Bracer, Null Talisman's bonus stats to 3 and 5 (from 3 and 7)
Item Removed Health Booth from Zheidland Armory
Item Replaced Crown of Kings from Moka Quest with Stout Shield
ACT I and General
General Changes/Fixes
MapIntro Fixed some grammar mistakes
Map3 Removed Lots of Tomes of Intelligence/Strength/Agility
Map3 Solaire now drops any items he carries after completing the quest
Map4 Add stash into Shimmer Coastal for purchase and use
Map5 Removed some Tomes of Intelligence/Strength/Agility
Map9 Make Ghostmage invulnerable
Map11 Chen uses Breath of Fire when his hp is less than 40% instead of 30%
Map11 Mini Bosses and Voidwalkers no longer respawn
Map11 FlameStrike areas are off after unlocking the final doors
Map14 Remove summons for Staff of Teleportation exploit
Map15 Remove victory cinemtic if the quillboar defense game is replayed
Map15 Kodo beast cost no gold
MapC1 Button is now visible after activation
Unit Changes/Fixes
Adias' Judgement Strike buff now has the right icon
Chen Changed name of Berserk to Drunken Furry
Chen Drunken Furry reduced base mana to 65-100 (from 85-130)
Unit Fel Stalker removed Mana Burn ability and change attack type to Normal (from Chaos)
Insurgent Changed model
Item Changes/Fixes
Item Primal Essence can only be obtained twice in Act I and once in Act II now
Item Vindicator Belt can only be obtained once in Act I now
Item Cloak of Fire can only be obtained once in Act I now
Item New Items Small/Medium/Large Health Elixir
Item Scroll of the Beast now increases Attack Damage by 50% and lasts 30s, AOE Area is 400 (from 500)
Item New Item Scroll of the Monster
Item New Items Small/Medium/Large Mana Elixir
Item Blood Ring has a new icon
Item Piercing Armor fixed description
Item Spear of Crystal Rain Increased Mana Cost to 110 (from 65)
Item Murloc Staff now costs 85 mana (from 0) to cast
ACT II
General Changes/Fixes
Map16 Fixed An Uninvited Guest quest with questreq and discover
Map16 Fixed Demon run somewhere else in cinematic
Map16 Change Items Sold from Reiner's Shop
Map17 Add Stash as reward after completing Thrall's quests
Map17 Reduce number of Stalkers in the initial packs
Map17 Adjust allied heroes' stats, item and hp
Map17 Remove rock chunks blocking way to Mold Valley
Map17 Turn on Mold Valley transitioning
Map17 Choose the right items for Camp Shop
Map17 Reduced hit points and damage of Quest Rescue's unit
Map17 Added Shaman, Footman, Knight and Priest into Barracks with better description
Map19 Earth, Storm, Fire now disabled and enabled properly for quest
Map19 Mammoth 2nd and 3rd fight has no more unrelated cinematic
Map26 Remove Optional quest rescued unit going into Sira's session
Map26 Designate custom respawn for supporting units in Adias' session
Map28 Removed Tome of Intelligence and Tomes of Strength
Map29 Fixed platform puzzle bug
Map29 Fixed some pathing issues
Map31 Replaced Light Strike effect with Mythic's one
Map34 New Map Added
Map40 Added Cloak of Blaze crafting quest
Map40 Fix boss loses color after restart
Map40 Make player treat creeps as neutral during cinematic
Unit Changes/Fixes
Unit Giant Magnataur increased base health to 22000 (from 18000)
Map28 Increased Magnataur Normal War Stomp to 650 (from 400)
Map28 Increased Magnataur Hook War Stomp to 450 (from 150)
Map28 Increased Reika's Surrounding Wave to 500/620/740 (from 500/580/660)
Item Changes/Fixes
Item Cloak of Flames can only be obtained once in each shop in Act II, but can be dropped from enemies
Item Changed Life Sucker's description
Item New Item Magic Ivory
Item New Item Life Sucker
Item New Item Belt of Power
Item New Item Blue Tearstone Ring
Item New Item Kaleo's Magic Shield
Item Enchanted War Axe changed name to Seimos' War Axe
Item Medallion of Darkhaven decreased life bonus to 400 (from 500)
Item Belt of Power Change stats 6% (from 5%) and 1000hp random dmg (from 450hp)
Item Cloak of Flames can only be obtained once in each shop in Act II, but can be dropped from enemies
General Changes/Fixes
Revamped Level Cap system
Map1 Removed awkward long pause in cinematic
Map2 Fixed Buri can't activate quests
Map3 Ancient Sasquatch now drops Tome of Agility instead of Tome of Knowledge
Map4A Now can skip long cinematic
Map9 Fixed Buri not activate some minigames
Map11 Removed awkward long pause in cinematic
Map11 Added some more rewards into Memory Circles minigame
Map14 Fixed Buri can't activate contraptions
Map14 Makrura Abomination's ability now works on Buri
Map23 Now can skip long cinematic
MapC1 Added Spiky Plate, Tenerious Armor and Noxious Blade to Item Shop
Unit Changes/Fixes
Hero Chen Earth's Spell Immunity is replaced with Hardened Skin with IgnoredDmg: 12/22/30
Hero Chen now has a new ability Bererk - boosting attack speed but Chen takes more damage
Hero Chen Drunken Brawler now only has 8 levels
Item Changes/Fixes
- Item Frozen Core now reduces wearer armor by 10
General Changes/Fixes
Heroes gain only 25% experience from kills after one of them reaches lv22.
Buri’s Banish ability has been replaced by Holy Heal – a self-heal ability which works like Clarity Potion.
The terrain of Longpass Valley has been improved. It looks prettier now.
Detailed Changes/Fixes
Map1 Sellers, Paul and Reiner are now invulnerable
Map2 Buri and other heroes should be able to give the Vial
Map4 Grunt no longer decays when he dies in cinematic
Map5 Disable Chen dialogues if he's not there
Map6 Cairne now has Reincarnation
Map6 Thrall now can summon wolves
Map6 Increased creep respawn time to 200s (from 110s)
Map7 Disabled Invisible Bridge
Map9 Make Sheep invulnerable
Map9 Fix Buri bug in Unit Testing System
Map9 Increased the difficulty of Bandit Quest
Map9 Delicious Meat is now stored as variables instead of item
Map9 Chamber Key and Musical Core are now stored as variables instead of items
Map9 The game now clears text messages for Spider Crab meat updates
Map9 Extended the time Ghostly Archmage appears till 10:00PM (was 9:00PM)
Map9 Make Neutral heroes invulnerable
Map11 Fixed Karim+Boss Door bug
Map11 Double doors to secret item are now invulnerable
Map14 Increased rate of password drop
Map14 Decreased minigame upgrade cost to 300/300/300/200 (from 600/600/600/400)
Map14 Gargantuan Sea Turtle in middle of map can now cast Frost Armor
Map14 Lock camera during Egg Minigame
Map14 Make the whole room visible during Egg Minigame
Map14 Expanded reward roster for Phoenix Egg Minigame to 46 (from 25)
Map15 Blocked walkable paths
Map15 Increased creep respawn time to 240s (from 170s)
Map21 A Stash will be available at the end of the map
Map21 The Undead base now treat Neutral Hostiles as Neutral
Map22 Unrelenting Towers now give 150 gold each
Map22 Gryphon Riders no longer require Castle
Map22 Gryphon Riders increased max hp to 1600 (from 1300)
Map22 Gryphon Riders increased gold cost to 280 (from 250)
Map23 Artilleries can no longer hit Obelisks
Act II Improved final boss fight - final phase
Rum for Friend and Broken Music no longer appear in every map
Unit Changes/Fixes
Hero Buri Reduced Flame Strike's FullDmgDealt to 15/22.5/30 (from 15/26.67/36.67)
Hero Buri Reduced Flame Strike's AOE to 160 (from 200)
Hero Buri Reduced Mana Siphon's ManaDrained to 20/30/40 (from 25/50/75)
Hero Buri Reduced Mana Siphon's ManaTransferredPerSec to 30/60/90 (from 45/90/120)
Hero Buri Increased Mana Transfer's ManaTransferRatio to 1.0/1.3/1.6 (from 1.0/1.2/1.4)
Hero Buri Replaced Banish with Holy Heal
Hero Adias has a new icon
Map3 Remove Alpha/Beta after Mercs' name
Item Changes/Fixes
Item Cloak of Flames/Cloak of Fire no longer deal damage to neutral units
Item New Item Tenebrious Armor
Item New Item Spiky Plate
- Public Release
General Changes/Fixes
Map2 Quest givers now have exclamation mark on their heads
Map2 Empty Vial can be removed from any hero's inventory for quest
Map3 Replaced a Rune of Lesser Resurrection with Rune of Spirit Link
Map3 Removed some boulders for shortcut
Map7 Removed occlusion from some tree
Map13 Added Hint about Lever Keepers
Map15 Shamans are now recruitable during Quillboar Quest
Map15 Added a new cinematic
Map22 Removed Castle requirement for Gryphon Rider Upgrades
Map23 Use no bleed models for Adias, Darak, Chen
Unit Changes/Fixes
Map1 Changed name of Gnoll Hut to Forest Troll Hut
Primal Essence Reduced mana and HP increment of to 150 (from 200)
New Item Defense Charm
New Item Armor of Agility
New Item Piercing Armor
New Item Tough Armor
New Item Battlemage Armor
New Item Cleansing Shield
General Fixes/Changes
- GAME Reduced enemy scaling at Adias lv1/8/17/30/48 from x1/x2/x4/x6/x8 to x1/x2/x2.9/x4.2/x6.1
1X,2X,3D,4D,5D,6D,7D,8D,9D,10X,11D,13D,14D,15D,21D,22X,23X
- GAME Reduced enemy scaling at Adias lv1/17/30/50 with x2/x4/x6/x8 to lv1/28/36/44 with x2.8/x3.7/x4.4/x5.0
16D,17D,18X,19O,20X,25X,26D,27X,28D,29X,30X,31X
Map0 The path to the Resurrection Stone is more visible
Map0 Add difficulty concept
Map3 Replace Fountain of Mana with Fountain of Restoration in the town
Map3 Create shortcut after defeating the Biggest Murloc
Map4 Make the trees/Rocks tighter so that players cannot get through to Tojara
Map5 Make destructibles vulnerable
Map5 The path right below the death knight that we have to kill for the optional quest should be expanded
Map6 Fix Item made with potion, potion doesn't go away but turn infinite use
Map7 Murloc Huntsman now can cast Ensnare on heroes
Map9 Give Chen Delicious Seafood after teleport in Friend quest
Map11 Make destructibles vulnerable
Map11 Replace Fountain of Mana with Fountain of Restoration
Map12 Fix Mana Enhancer now provides 30 armor and 5 bonus damage on Arthas
Map13 Improve Kaleo AI, HP, Damage
Map13 Heroes should be revived at the correct point now
Map14 Remove some trees around the Fountain of Health
Map14 Make it that you would be able to buy boats without having heroes nearby shipyards.
Map15 Increase creep respawn time to 170 (from 110)
Map15 Replace Taurens with Berserkers
Map15 Make destructibles vulnerable
Map15 Make Shamans/Witch Doctors recruitable
Map21 Remove Night Elves
Map22 Add portals on the other side of the map
Map22 After reinforcement, teleport heroes to ReturnSpots
Hero Adias Adjust Mana Cost of Ultimate 200/350/500 to 250/350/460
Hero Darak Adjust Mana Cost of Ultimate 200/350/500 to 200/310/430
Hero Chen Adjust Mana Cost of Ultimate 200/400/600 to 200/280/360
Hero Adias Fix misleading tooltip the number of times Healing Wave bounces
Hero Avatar of Judgement Adjust Mana Cost of Mana Shield 50 to 180/290/405
Hero Avatar of Judgement Fix Tooltip for Mana Shield
Hero Avatar of Judgement Adjust HalfDamage of Judgement 60/120/240 to 20/40/80
Hero Avatar of Judgement Adjust HalfDamageInterval of Judgement 1s to 0.33s
Hero Avatar of Judgement Adjust HeroDuration of Judgement 4s to 0.33s
Hero Buri New icon for Flame Strike
Hero Buri's Flame Strike should no longer work on trees. Change color to blue flame.
Hero Musko Change Frost Armor to Frost Armor (Autocast)
Hero Musko Adjust ArmorBonus of Frost Armor 3/5/7 to 12/20/28/36
Hero Musko Adjust ArmorBonus of Devotion Aura 1.5/3/4.5 to 6/12/18/24
Hero Arthas Adjust ArmorBonus of Devotion Aura 1.5/3/4.5 to 6/12/18/24
Hero Arthas Adjust AmountHealed/Dmged of Holy Light 200/400/600 to 200/400/600/800
Item Fixes/Changes
Item Added tooltip for Blood Ring
Item Fixed Spelling "Sceptor" to "Scepter"
- Act I Closed-Testing Phase B Released
Major Fixes/Changes
The Reliving History event in Edenvale City no longer destroys player's Stash and gold.
Before this update The Abyss and Glowing Cave lose their 'darkness' after a game is loaded, not anymore.
Traversing through the portal in Shimmer Wood should no longer send the player to the campaign menu screen.
Fixed many cinematic bugs in Edenvale City.
Recreated the whole intro sequence of the first map with a new intro quest.
Recreated the quest system for Little Village, Shimmer Wood, Edenvale City. Bringing all of them to Blizzard standard.
Minor Fixes/Changes
Re-organized all import files of the campaign, made it easier to look up a particular file in the imported resources.
Glowing Cave now plays its ambient sound as music instead.
Improve the terrain of Little Village.
Add a new optional quest to Little Village and Edenvale City.
Unholy Titan should continue spawning after reinforcment, until you finish the later map.
Changed food cost of Thunder Lizard Beta in Edenvale City to 1 (from 5).
Recreated the targeting system of Fel Orc Warlock in Lonely Island.
Fixed some typos in the puzzle of Fel Orc Warlock in Lonely Island.
Major Changes
Fixed Hero couldn't gain XP after cinematics for all maps. (caused by the last update)
Fixed over-spawn issue for all maps.
Added loading screen description for all maps.
Created a basic quest-sync system for the main quest.
Added quest logs to several maps.
Improved terrain for maps: Home, Shimmer Wood and Dark Wood (1).
Fixed several dialog/cinematic mistakes.
Added a new mini-boss, quests, a grand puzzle and a mini-game to Lonely Island.
Changed the name of the campaign to 'Defenders of the Light' (was 'Breath of the Light').
Minor Changes
Improved the wraith event in Dark Wood.
Increased the hit points of Dungeon Gates in Den of the Murlocs.
Fixed the uncontrollable stash in Edenvale City.
Preplace some villagers and increase the number of villagers in Edenvale City.
Added some hints, lore and decorations to Edenvale Dungeon.
Fixed the unopenable side-quest door in Edenvale Dungeon.
New SFX boing2 and the song Come On! from Mario and Luigi: Superstar Saga was added to the game.
Fixed the walkable trees in Longpass Valley, players shouldn't be able to walk on top of the trees anymore.
Fixed production buildings not given to player in Stormhaul.
Adjusted enemy level-scaling across all maps.
Unit Changes
Adjusted the size of Centaur Outrunner, Impaler, Firecallers and their derivatives.
Increase the difficulty of the final boss of Edenvale Dungeon.
Nazca Warlocks' Holy Light now heals for 1200 hit points (from 200).
Added proper shadow to Makrura Abominations.
Increased the damage of Faceless One Terror in Glowing Cave.
Increased the ability cooldown of Unholy Titan Controller from 5s to 8s.
Added new upgrades to Advance Gryphon Riders and Super Demolishers in Stormhaul.
Item Changes
Lower the price of Shimmerglaze Roast to 65 (from 100).
Change name of Boots of Speed (3) to Boots of Speed +3.
New item: Rune of War Stomp.
New item: Ring of the Necromancer.
Reduce cooldown of Tome of Experience to 10s (from 30s).
- Heroes revive instantly for cinematic sequences if they are dead.
The humming-lady events now work properly in the Dark Wood maps.
The Barrows is now accessible from the start except from the main quest.
Fixed Den of the Murlocs map-transition issue, players can now go back to where they came from.
- Act I BETA released
General Issues
Don't rename the campaign file longer than it was downloaded (shorter is fine) or the map transition may not work
Keep your save file names short to ensure the map transition works smoothly
Transitioning to another map with at least one of your hero being revived will crash the game.
Sometimes enemies spawn behind trees and rocks. Not all of them can be fixed but many of them can be. Just let me know where the spawns specifically are so that I can fix them in future updates.
Sometimes you would see units' shadows on the map without any unit there. They are the unintended by-products from the spawn system. Just ignore them.
Map Specific Issues
In Blood Feather, the Circle of Power may disappear (visually) after a game is loaded.
In Dungeon of Edenvale, game was reported to crash at the end of the dungeon for game version 1.29+ before. If the cinematic at the end is skipped, the crash is negated.
In Glaring Shore, the game may crash if all of your heroes die. I'm not sure if this bug is caused by patch 1.30 or not.
In Zheidland, bugs may occur due to how much contents the map has. Events may overlap on one another which causes bugs. I'd recommend not to rush and activate too many quests/events at once when you are in this map to prevent bugs from occurring
Patch Issues
Version 2.00 introduced some unexpected bugs that we hadn't encountered before, though none are particularly severe. The most noticeable issue involves invisible enemies occasionally replacing existing ones during map transitions. This appears to result from the game failing to load certain unit models properly upon loading a new map. Another issue is the inconsistent scaling of some units in 2.00, causing them to appear either smaller or larger than their intended size.
They were this campaign's testers. I learned that campaign testing is not only about bug finding and bug fixing. They have done a lot more than that. They contributed a lot of suggestions and ideas to develop the campaign greatly. The scripts of the campaign were also rewritten and improved greatly by them. If you see the version of this campaign when it first came out in the Map Developement section in 2017, you may be surprised of the big difference between that version and the version you have now. All I'm saying is that without their help and you guys' support, this campaign may not have happened. I could never have done this by myself. Thanks to all, it is finally here. Thank you very much.
It is not recommended that you read this section due to spoilers. You should only see this section once you have completed the main game. Please stop reading this part if you haven't played the game, it would just be a disservice to yourself.
About Me
Donate
Item Database
Characters
Hello, I'm Tim, also known as ThinhHo on the HIVE workshop. I'm a Mechanical Engineer. Video game has been a part of my life and I take great joy in making my own contents. Red Alert 2, Starcraft were some of my childhood games that defined who I am as a gamer today. I made Starcraft custom maps for quite some time before getting into making Warcraft 3 maps in 2015. Back then I was fascinated by how lovely the graphics of Warcraft 3 were. I dreamt of how cool it would be to make an RPG world out of its editor, yet I was intimidated by how complicated the programming and triggering process worked. Not until I tried picking it up and opening up the maps of the Founding of Durotar...
Defenders of the Light started out as only some customizations of the Founding of Durotar campaign. New units were added, along with new quests, new events, new enemy scaling, etc. The trickiest things to learn were learning to putting together the spawning system and the transition system. Having to figure out everything by yourself with no background in computer science made the hours of trails and errors quite a challenging but very enjoyable process. Hours and hours of iteration led me to being quite skilled in using the World Editor of Warcraft 3
After several simple maps were made with the transition system, I started to think of making a campaign. The story was developed from there. Now we are here, to enjoy this work of art. I hope you will enjoy playing it as much as I enjoyed making it.
You probably have played and watched many works of art that touched your heart and made you lost in thoughts for days, weeks or even months just like I do. Many widely appreciated contents are usually those that make players/viewers contemplate on the true meanings behind their stories. Good games and movies bring along values that make you grow deeper and wiser as a person. I truly hope Defenders of the Light really gives you, even when it's only you, something to think about, to value and to remember just like how other artworks did to you. If this campaign was worth your time and it was something that brought value to your soul, feel free to support me in creating this piece of art by donating here.
Thank you.
Compilation of most items and custom items used in Defenders of the Light
Because of how items are formulated in Defenders of the Light, with both positive and negative stats, it creates a vast possibility of how many custom items can exist in the game. This beautiful visual compilation does not show details of where to obtain the items in the game. It only shows what the item looks like and what stats they have. All items from common, uncommon to legendary are included in here without certain order. Feel free to enjoy yourself with this wall of colorful items.
Information about the major characters in Defenders of the Light.
This information is supplemental and it is written in a way to avoid spoilers in the campaign. Below is the collection of some of the characters in Defenders of the Light. I put so much thoughts into creating them. Their life, their past, their future, their fear and their desires have been developed for a long time until this day. This section should only be seen by people who seek to know more about the world of Defenders of the Light. Please avoid reading through these if you haven't played the campaign.
dark8118 (Youtuber)
I'd appreciate any bug reports, suggestions and tips!
hi.i have a problem.
The light in the circles does not appear.
first time i play with reforged graphics.
second time i play with reroged graphics off...stil the same problem( i use chest to move fast)
i try DOT129.w3n and DOT136.w3n same problem...
Ty! sorry for asking
The best campaign 5* 100%.
u are the best of the best ) cheers.
Campaign versions and Reforged graphics won't do me any good. I heard that some people have reported this problem, and it could be related to the cheats they used.
This campaign has some kind of anti-cheat systems that made some obstacles (like the ones you mentioned) impassable (you appear to be using both unit invincbility and map vision cheats, as seen in the screenshot). If you reload your previous save files without cheats, the campaign will be beatable.
Campaign versions and Reforged graphics won't do me any good. I heard that some people have reported this problem, and it could be related to the cheats they used.
This campaign has some kind of anti-cheat systems that made some obstacles (like the ones you mentioned) impassable (you appear to be using both unit invincbility and map vision cheats, as seen in the screenshot). If you reload your previous save files without cheats, the campaign will be beatable.
There should be no problem about this "memory" mini-game. You have to learn about the order of the lit circles. After they are done lighting up, order Adias Lothan to that "lit circle" based on the memorized order.
In fact, the "particle effects" not appearing on the memory circle is somewhat related to the in-game animation itself. Some models tend to broke with loads in-game, notably the proper construction animations for Undead and Night Elf, as well as various spell animations (like Panda's Fire Breathe). If you see this "bugged in-game animation", you have to restart the computer in order to make those "bugged animations" appear again.
I've run into a problem that causes the game not to load after I've cleared the Panda in the capital dungeon. The game just took forever to load unto the next map
There should be no problem about this "memory" mini-game. You have to learn about the order of the lit circles. After they are done lighting up, order Adias Lothan to that "lit circle" based on the memorized order.
In fact, the "particle effects" not appearing on the memory circle is somewhat related to the in-game animation itself. Some models tend to broke with loads in-game, notably the proper construction animations for Undead and Night Elf, as well as various spell animations (like Panda's Fire Breathe). If you see this "bugged in-game animation", you have to restart the computer in order to make those "bugged animations" appear again.
I can't learn the order because no light from the start...i swap for classic graphic same problem ...i reinstal the game same problem...restart PC...same
I've run into a problem that causes the game not to load after I've cleared the Panda in the capital dungeon. The game just took forever to load unto the next map
You mean "the game stucks after beating Chen"? There should be no problem after passing that boss fight. When you defeated him, the next map will load normally.
Also, try playing this campaign without cheats. Some challenges won't be impassable if you played this campaign with cheats (like the ones in Edenvale, where you have to destroy all prawn-like monsters).
I can't learn the order because no light from the start...i swap for classic graphic same problem ...i reinstal the game same problem...restart PC...same
You mean "the game stucks after beating Chen"? There should be no problem after passing that boss fight. When you defeated him, the next map will load normally.
Also, try playing this campaign without cheats. Some challenges won't be impassable if you played this campaign with cheats (like the ones in Edenvale, where you have to destroy all prawn-like monsters).
Sadly, I have no idea how to solve this problem. Maybe ThinHo can provide an exact reason why this problem is happening?
You mean "the game stucks after beating Chen"? There should be no problem after passing that boss fight. When you defeated him, the next map will load normally.
Also, try playing this campaign without cheats. Some challenges won't be impassable if you played this campaign with cheats (like the ones in Edenvale, where you have to destroy all prawn-like monsters).
Sadly, I have no idea how to solve this problem. Maybe ThinHo can provide an exact reason why this problem is happening?
Ty, the problem solved itself lol, I waited for 15 minutes until the game decided to load into the next map xd, The dungeon map is so heavily loaded I guess that's why the game froze and took sometime to transit between maps.
I can't learn the order because no light from the start...i swap for classic graphic same problem ...i reinstal the game same problem...restart PC...same
If I saw it correctly, then you are clicking too quickly. You have to wait until all the lights are on. You will then be told that you are allowed. But I'm not sure if I recognized that correctly in your short video.
Hi, is the campaign's update to Reforged 2.0 only include ACT 1? Cuz when I downloaded it, it only showed 24 missions. The original campaign file shows I think 36 missions. Can we expect ACT 2 to be also updated to Reforged 2.0 and added to HIVE in the future?
Hi, is the campaign's update to Reforged 2.0 only include ACT 1? Cuz when I downloaded it, it only showed 24 missions. The original campaign file shows I think 36 missions. Can we expect ACT 2 to be also updated to Reforged 2.0 and added to HIVE in the future?
You are right. Reforged version only has Act 1, and can only be playable on the Classic graphics.
The original author won't probably create a remake for Act 2 soon due to the personal reason and (of course) tons of bugs Blizzard introduced in 2.0. patch.
The original author won't probably create a remake for Act 2 soon due to the personal reason and (of course) tons of bugs Blizzard introduced in 2.0. patch.
Why are you assuming he won't due to "of course tons of bugs introduced in 2.0"?
2.0 is probably better than most of all the other 1.32+ versions of wc3. Some of the recently introduced issues like portraits showing the original unit/hero portrait might be obvious, but they don't particularly affect gameplay much at all.
Can I confirm if you have actually played wc3 on the latest patch, or are you parroting what other people say about it? Because the issues 1.32+ versions have pale in comparison to having to keep constantly swapping between multiple pre-1.32 patches of wc3.
Why are you assuming he won't due to "of course tons of bugs introduced in 2.0"?
2.0 is probably better than most of all the other 1.32+ versions of wc3. Some of the recently introduced issues like portraits showing the original unit/hero portrait might be obvious, but they don't particularly affect gameplay much at all.
Can I confirm if you have actually played wc3 on the latest patch, or are you parroting what other people say about it? Because the issues 1.32+ versions have pale in comparison to having to keep constantly swapping between multiple pre-1.32 patches of wc3.
I was aware about your statement. Also, you could include the troublesome "missing textures" during the gameplay, but it only appears if you load the previous saves. Also, deepstrasz had even said that certain maps and campaigns can only be playable without issues if you played them directly on the recommended versions.
Anyways, the original author only made this Reforged version of the campaign for better gameplay experience on Act 1.
I was aware about your statement. Also, you could include the troublesome "missing textures" during the gameplay, but it only appears if you load the previous saves. Also, deepstrasz had even said that certain maps and campaigns can only be playable without issues if you played them directly on the recommended versions.
Anyways, the original author only made this Reforged version of the campaign for better gameplay experience on Act 1.
Pre 1.32, loading saves would directly break triggers in 1.31 and possibly 1.30.4. So, texture issues on load save while using 2.00+ is not bad in comparison.
I do not know where Deepstrasz said that, but as someone who only plays campaigns on the latest patch of wc3 nowadays, the only two campaigns I have encountered that do not work on the latest patch are Chosen Ones (might be a font related issue, unsure) and a Tale of Two Brothers P2 (some model(s) in there break on 1.31+).
For all other campaigns, playing on later versions of Wc3 has had no impact on gameplay. Yes, in theory, playing on the patch a campaign is made on is probably best because the author would have tested it on that version so you have some guarantee that there won't be bugs, but there is nothing inside later versions of Wc3 that will break a campaign, assuming it is made using the normal World Editor and does not use memory hacks or anything like that.
Feedback: Defenders of the Light Act I, played on Reforged 2.0 (classic graphics), DOT136, version 0.58.
First of all, i enjoyed the campaign very much and this is the first time i write feedback/review for a custom campaign. Act I is huge and amazing. I had a lot of fun and i'm definitely going to play it again when later acts are released.
The content of this comment is mixed, there are gonna be mostly bug reports (bugs were quite a significant issue, but i was able to experience nearly all of the content), maybe some comments, ideas and questions. I hope it will help you improve the campaign, for all of us who love the 'founding of Durotar' type of campaign.
I chose to divide this text by maps, i think it's easier this way, especially for local bugs. If a map/something isn't mentioned here, that means it's great/i dont have anything worth saying. At the end i will put a part about whole game/Act I. I don't have any screenshots, but i will try to explain the bugs as accurately as possible. Naturally, there will be spoilers so i marked every section as a (potential) spoiler.
- Dark Wood (map 6): In the orc base there is an orc warlock that offers a 1v1 fight with a Cairne type hero. I defeated him multiple times with all heroes and i dont think i got anything from that. Is it only a short side quest with no reward?
Also there is a shaman with a quest. I gave him what he required and additional mana potion and got Kochura Incense (+30% mana regen and -3 health regen). I think there is a stronger version of this item (+60%, -6), what would i get if i didn't give the mana potion to him? (i dont have the right save, so i can't test it on my own)
- The Abyss (map 8): I was able to play it and test my heroes, but there are 2 bugs that prevent me from leaving this place after i die. Every time i had to load a save before entering Abyss, so i couldn't farm tomes or gold or experience.
1st one happened only once - when i died nothing happened, i was stuck with all heroes dead. It might be due to ressurection stone not activating for some reason.
2nd one happened every other time - after i die game tries to load me back to Shimmer Wood, but once it loads and it tells me to press any button and i press it the game crashes. Tried anything i could think of, but i have no idea what to do with that.
- Edenvale (map 9): In Battle of Theramore part i found another 2 strange bugs preventing me from returning.
1st - When i stepped on the foot switch, nothing happened, i'm not sure if it even clicked when i was on it. I reloaded the save before Theramore Battle and i think it fixed the issue.
2nd - After any return trigger activated (foot switch or death of Proudmoore). The game looks exactly like it tries to go into cutscene mode (bottom unit text bar appears, screen goes dark, mouse disappears), but then nothing happens, only music stayed. I waited for a few minutes, reloaded the game few times, nothing helped.
Also the texture of the bear at the bandit camp to the south (main map) doesn't load, i was surprised when i got a ton of dmg out of nowhere.
- Edenvale Dungeon (map 11): I am not sure if the game states at any point that this part has no way out until the player completes it. I felt slightly underleveled there, because i wanted to get 3 heroes asap and then explore everything. But that is only a little problem, since the tough parts can be "brute forced" with resurrection stones or by waiting for mana.
- Glowing Cave (map 13): This dungeon and the boss fight are challenging and exactly what one should expect from one of the hardest and completely optional parts of Act I. However, i experienced an unfortunate bug. I beat Kaleo, get 500 gold and then nothing happens. No item, no cutscene, no teleportation, i am stuck fighting endless waves of skeletons and i can do this all day, but there is no point. When all heroes die, they are correctly ressurected and Kaleo resets, my guess is that somehow the 'Kaleo died' trigger doesn't trigger. Funnily enough, in the Fallen Lords map everything seemed to work fine.
- Lonely Island (map 14): The minigame in the middle felt tough, i figured out i need more speed and bought items and scrolls, purchased all minigame upgrades. I used shift clicking to minimize reaction time and optimize pathfinding, tried different strategies and i can't get past 3 minutes out of 8. Am i missing something or can it be a bug?
- The Barrows (map 15): A small thing here, i unintentionally killed all fel orc warlocks before going to the orc who gives a quest to kill them and after his cutscene he kept repeating some sentences about the quest. If he was supposed to give some reward, i don't think he did.
- Longpass Valley (map 21): 2 questions: Could i do something about the Necromancer on top of the mountain in the middle? He kept respawning and some skeletons were attacking him. Similarly, is there something more to the friendly wolf who joins the party? I couldn't find an answer (unless it's connected to the orcs nearby, i think they all died…).
- Stormhaul (map 22): After the cutscene (i did NOT skip it) in which Muradin and Drekthar arrive some triggers/ai probably bugged. The undead started grouping mostly in the middle and formed a huge blob of units, instead of attacking human bases. The blob moved a little a few times and increased in size, but i don't know any more specific details. Undead titans kept spawning and walking correctly (some got stuck in the blob), but i think their targeting bugged, because they were barely attacking anything near them. Human bases kept producing infinite number of units, but they weren't sending them to attack, forming 2 big blobs of units in 2 bases. Those units moved and attacked only when enemy was close, but then they went back to base. Also it seemed like i couldn't get any more gold from killing enemies/titans.
- About the whole game/Act I: I appreciate the idea of minigames scattered around the Act and boss fights with more than punching each other to death, not everyone enjoys them, but they can always be skipped (although rewards are usually great). Also the need to come back to a location later (like in edenvale dungeon) gives the feeling that a map has a lot more to offer, which is great.
Personally, i think agility should be boosted in some way, it doesn't feel right that 1 of 3 main stats is stated to be nearly useless compared to other 2. In my playthrough i put about 50/60 agility on Chen (all tomes, mixed with every damage boost i could find, so he crits for over 700 as often as he can), but the change in attack speed/armor felt unsignificant compared to how much agility i gave him.
Items: I was sceptical about 'items give positive and negative effects', but it truly makes build crafting more interesting. Nonetheless, as you probably have heard some items are basically only debuffing, instead of giving something in return. An interesting example is in Theramore Battle, where player can buy an item that gives holy light heal and another one that buffs it. It has a huge potential as an idea for more healing sources, but if i did the math right it is less mana-to-HP effective than Adias's Q heal AND it takes TWO item slots. I know items are one of the things you constantly try to balance and it is probably the hardest part of balancing, so remember there is no hate whatsoever.
Replayability: I played only once, but i remember playing Rexxar campaign multiple times and since there is so many different items i want to play it again with the knowledge i have now. Although i prefer to wait until act II and when some bugs get fixed or just hope that i somehow won't encounter them next time.
But wait, there is more! When i escaped Edenvale Dungeon and saw the cutscene and all those heroes around i got an idea. What if after that point the player could choose which 2 heroes he wants to recruit for the journey? It would add a ton of party compositions, spells, builds and replayability! And to make it much easier for the beginning, the game should state that main storyline for the first playthrough is connected to Chen and Darak. This way there is no need to make new cutscenes and lore for those heroes until you decide to do so, because players will already know the story after first playthrough and will probably skip all cutscenes either way. Think about this. I strongly believe it would make a huge positive impact on the gameplay.
Lore: Personally, i enjoy stories very much, i am a fan of Warcraft, Warhammer, Starcraft and many more universes. It is good there is lore, cutscenes and all those heroes with their own stories. Even though gameplay would still be great without it, it feels much more real and entertaining.
And that's all! It took me some time to write this and i tried to be as thorough as possible. Hope it helps. Keep up the good work!
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