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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!
If you don't like it, then skip it.
Judging by your tone you would have figured out everything without it, so you just wasted your time for nothing.
Don't complain about something you didn't need to put yourself through.
He gave more than enough hints to skip it, if you wished to do so.
If you don't like it, then skip it.
Judging by your tone you would have figured out everything without it, so you just wasted your time for nothing.
Don't complain about something you didn't need to put yourself through.
He gave more than enough hints to skip it, if you wished to do so.
He gave me hints that I could skip it, yes. And what's it worth that in hindsight I noticed it didn't tell me anything worthwhile? It needs to say something like "if you're remotely familiar with RPG's, just skip this".
If I skipped it and it turned out it actually had useful information and I'd be here complaining that I don't understand some mechanic on the map I bet you'd be RTFM-bashing me instead.
-you can quickly take the potion of lesser healing after placing it on the circle
-nice touch with the dummy items as being actually references to HiveWorkshop mappers
-from what I understand Hao Hao is a product name for noodles?
-the CTRL+1 (control group) is lost after the first quest; you could have just disabled the spells and enabled them afterwards instead of replacing the hero with another unit copy. I don't remember him being without the hammer so I don't really see why even have the need for another unit. The damage is useless anyway because you don't need it for the first quest.
-Adias' spells are pretty regular. Storm Bolt has its icon edited for some reason even though the spell is the same except for mana cost. You could at least edit them with triggers to make things more interesting and not repetitive. I mean Storm Bolt and Healing Wave are a big part of the Rexxar campaign. Or you could import custom made ones: Spells | HIVE
-Buri is basically the Blood Mage... also, hasn't he got an ultimate? Why need to use two spells for mana transfer when you could use siphon mana for that too? Not quite suitable for a paladin, these spells are. For one following the Light that is. Also, Flame Strike's icon, changed but not the spell too.
-completed quest: Dave Munshi? But I haven't even started it. I just met the dude.
-why is Tommy calling Adias pop? That means father
-permanent immolation kills things even Paul
-centaurs in Lordaeron/Azeroth?
-now I realized that Buri only has 3 levels for spells while Adias 8 and 3 for the ultimate. Buri is supposed to be played with for a while then.
-I think Vicar did not have a yellow ! over his head before meeting the footman.
-maybe you should mention as a game text what the reward is from quest characters? I think Vicar gave gold but I didn't see any indication other than the value up top.
-NPCs could have the ? over their heads after the requirement is done and the protagonist needs to return to them.
-only Adias can give the vial. That's a bit annoying.
-still have to find the chicken. I assume it's in the south level; oh, it's the one from Dave but I thought it was roasted or something; it's like they're eating it raw; same, only Adias can give the chicken even if the trigger asks when the item is on another hero
-I refuse to kill the dogs! What the hell man!? What kind of stupid quest is this, out of the blue with no proper reason? If you hate them, it's your problem, not the player's; at least make them rabid (attacking enemy units) that you have to kill because they are a danger to the village
-after the scene with Akiba and the lost city, Buri was instantly moved to the start of the level
-the statue protection doesn't work all the time; the zombies might come near the generator and stay a while fighting then return to the place they came from; yeah, the statue is pretty useless, it even changed facing after game load to 300 something degrees.
-Buri is quite annoying for a melee hero with such low hit points, especially with Death Coils everywhere
-Lightning Storm=Starfall; a large area (description) makes you believe you select where to cast not that it's around the hero
-the necromancer complete? I don't remember having that quest from anyone
-the orb of corruption does not lower armour if carried by Darak
-so, you're a StarCraft (II) fan? Two Easter eggs in the same map
-well the problem with the circles is that they are waygates; you should have made them like in the dungeon because in dark wood you just have to click somewhere on the map and the hero knows through which circle to go to get to Assan
-survive for... but you don't get full hp... actually, it doesn't quite matter with so many zerg
-hurt undead by normal means? Or the undead used magic to injure Assan?
-I've used a Kochuba (?) herb before meeting the Shaman. I hope there are enough for the quest
-shouldn't your heroes be restored after each battle in the arena vs the ghost warriors? (also, you could make them transparent with change unit's vertex colouring trigger); it's not like that makes you play with each separately while the others regenerate because those out of the area are paused
-Anub'arak should cast Locust Swarm earlier not when nearing death
-problem is Thrall is really weak (doesn't summon wolves); I think you should make the heroes stronger; Uther is the best of the first three only because of the 45s Divine Shield
-so, it's the same heroes each time depending on your heroes? Oh... you have to play with the same hero in a row but it's a pain to wait for regeneration each time.... plus, I don't remember having been told about this; or not? It's just random? I'm confused...
-you don't have to also kill Rexxar's summons to win the fight
-if one of your heroes (example Darak) dies in the hero vs ghost hero challenge, the fight should immediately end (even if the spirit wolves are still there?)
-so I don't get it, this challenge is only for experience?
-the tauren doesn't have reincarnation
-oh yeah, music played through music channel please including the orc theme (I don't remember if it was here or in the barrows when meeting the orcs)
-those shades are horribly annoying mostly because they respawn; now I got to use one slot for the invisibility detecting item if I can remember where the shop selling it was... good thing, I just ignore them and run past; I usually storm bolted the ones that didn't respawn in previous maps; many things are ok if you have the right level to resist
-the ! over the living tree is horizontal
-why make it so that players select the units with the ! while one of their heroes is near them for interaction instead of just coming near them; to interact again, you have to leave the region/get a bit away from the NPC and come back again to it
-living tree quest completed? I had not discovered it yet. Who was supposed to give it? I met the tree though... Well, it should have appeared after speaking to it
-so, you're just supposed to kill the Maiden of Pain during the day without the unit attacking to get a tome? I thought it might have been a quest, some interaction, I don't know...
-you can see the enemy in the darkness if the healthbars are on and/or move the mouse over them and/or press F10; chain lightning them and they don't come to the heroes in the light but only some; or Darak might attack them bringing them to you
-from what I can see, an issue with the respawning system is that enemies appear in greater numbers in time
-during the meeting with Kaleo, the heroes moved and should have stopped; they were touching the golem
-not too nice to not be able to finish the lil' map in one go; basically you finish part of the map, then have to return later when you're stronger; it's a bit annoying if you have to remember this since quests are not ported on every map (which is good in terms of not cluttering and confusing the player but might make you forget about those in some maps if you don't note them somewhere)
-trial and error, can't dodge turtles especially if it's night and they follow the ship until it sinks
-makruras stun for too long. I don't have time to heal Buri... even with the three heroes, the stun is annoying because the Makruras also summon multiple units and imagine fighting more than one abomination at once... the trick is to fight them either alone or with Darak and a melee hero only but they might still stun and summon before dying; well, you could always kill them fast with spells if you have enough mana; wait... there's a cooldown before they do it but you have to be extra careful to the abolish magic FX to realize when to move back
-I don't think they knew of stroke back then
-boats move too slow; it's a waste of time
-flying palms, sea cliff living ones (see pic)
-well, keeping one hero on the switch not only makes you lose manpower but more importantly experience; the bigger annoyance is the distance between the switch and the place to go to; because of this, it's better to let your heroes die to get them to the points together
-should the gargantuan sea turtles have 20/200 mana in the middle zone/temple/fort?; one of them had, that which was right at the entrance to the right
-by the way, you should remove/change the armour and damage type texts if they don't follow Warcraft III's
-permanently opening the two gates got me thinking you can feed the statues with all heroes at once
-the whole of the statues room should be visible because it's a waste of time to get to the edges to see if any egg is spawned there
-it's annoying that the upgrades are outside where the enemy is...
-"farming" simulator, so much gold for upgrades for a potion of mana after keeping the statues fed all that time in the countdwn? I understand that if you don't finish in time but... Another great quest; this wouldn't be that bad if players wouldn't have to actually spend that much gold on it... anyways, I'm not gonna waste time on it any more; if you like gambling, good for you, I hate it; when I design a game, it's not for people to waste time but relax, have a good time but of course, gamblers will have a great time
-if you reset the camera accidentally with DEL/DELETE you can't put it back up (statues room)
-instead of Quests (title) the level name should be written there.
-you can use Solaire to get past Balaro and get the items in the back
-not sure if bears should be in the centaur camp or not
-when Edenvale folk talk to the heroes about the Sasquatches, there's one shot that shows the roof of a house as the main interest of the camera. It wouldn't be that bad if it didn't last so long and also being able to see through the roof.
-the items from Solaire should drop after the unit changes ownership
-I was leaving but I was welcomed to Edenvale
-how can Adias see the pressure plate? Over the gate?
-I think you need to set the undead units to neutral so their level will show when clicking on them too.
-sometimes creeps just run somewhere else during fights.
-what does Alpha mean on mercenaries? Are thee stronger versions or? I think they're like the WoW elites?
-thank the creator for mercenaries as they make things faster
-killing the corruptor won't make Balaro step aside
-some buffs are shared by more items like the Healing Salve's with Life Gem's although not both items are non-combat consumable
-dungeons are a pain without mercs
-I suggest notifying the player of the recommended level/power for each map
-would be nice for units to also have QWERT hotkeys for their spells
-not gonna burn Buri's body? What if he gets raised? Actually, why didn't they raise him?
-optional quest completed: Find Buri. It wasn't even discovered
-I hope Insurgent isn't Talia...
-Chen was teleported to the north of the map after finding Buri; the first time it did not happen
-first time I engaged the murloc boss it attacked and only after some time ran south; after load it ran from the start; that murloc is awfully annoying... running from north to south and the other way around without engaging for more than a few seconds; maybe it wouldn't be that bad if there weren't any other murlocs spawning constantly plus that killer poison... even with three heroes Darak may die because of the poison and the murloc escape due to very fast movement speed and regeneration; I had to use many summoned units to trap the creature and of course storm bolt; there was no shortcut made, the trees in the south where the gold was, were still there
-after finishing the mathematician's quest, another calculation appeared and then it told me I was too slow and that I lost
-wonder how those ships got there with all those bridges
-what about a packhorse instead of a static stash?
-creatures in the barracks should be placed in strength order. For instance, the Abomination is much more stronger than the centaur
-intended or not, experience is shared between the heroes if they are close enough while one of them engages in the arena; plus you can use Buri to cast stuff from behind the ring wall
-buffs should be removed and spells reset after an arena fight
-kept Buri on the runes and chose the monster, the text said it was a battle for two but Buri wasn't ported to the arena; maybe it only works on betas? Nope, same thing...
-heroes die in the arena; shouldn't they just reset and the player lose gold?
-shouldn't the Holy Order avatar spawn with full mana?
-after finishing the arena quest on alpha, betas don't give you any gold for winning; might it be because the avatar kills the units?
-I suggest only updating the crab meat number in the quest log; it's annoying to cover the screen with quest messages
-one of the sheep remained green after the 4th round... even after a new game; playing this during the night is ill advised; it's quite a pain much like the one with mathematics; a problem is that they appear too fast and maybe it would not be much of a problem if other colours would not appear at the same time too because they distract; the green one turned white when it was its turn to become green again; the trick is to look in the middle and use the peripheral vision at least it works most times; the last two are horror; wasting so much time for an ankh and a potion of mana? Really? What a rewarding quest...
-Musko has Healing Wave too? Is he a Paladin, or Holy/Light Order trainee too?
-funny thing is that there were no bandits soth before
-make sure to have units invulnerable like the sheep just in case any player decides to randomly kill NPCs
-the green gateway on the minimap should appear in the north after the magic line markings appear
-Musko is on a horse but the character's movement speed is average, slower than the other heroes' with boots of speed on otherwise it'd be the same, I think
-honestly the bandits are so weak you don't even need healing unless you're a lower level of course but well until you reach this place, you're pretty stuffed up. The bandits should all attack together, instead they can be drawn few by few
-why not make the key from Thompson a variable so you'd not have to waste space carrying it?
-same with the delicious crab food... man this is annoying to have to exchange the item using the stash
-weird that they'd waste time on tests instead of hastily going to search for the king
-"The light is with us! I curse you!"
-they're sacrificing their own soldiers?
-Elmrom looked as if he was actually waiting there but he should have not because finishing the trial isn't waiting
-I was on round 5 for the door-circles puzzle and failed it but the doors opened; actually, you only need to select the first circle, the door opens and then it doesn't matter if you fail
-the Pandaren is the weakest of the heroes; doesn't use mana at all...
-the key of the optional quest doesn't work anywhere unless it's in a place I can't reach yet for some reason; the secret key is used on the doors for the generators at the start of the level but those doors I've destroyed before...
-oh... but how're you supposed to know the generators in the beginning of the level will become vulnerable? Hopefully you can destroy them in time without the avatar
-some elevators (with magic barriers) are bugged; you can get off them while they're higher than others (see pic); there are more than 1; or is that the reverse way they're supposed to work? But sometimes you can walk on those which are on the same level; this is confusing; I just did a clicking fest to get out of there; feels pretty useless that you don't get anything but a "shortcut" to the north of the map; plus, it would be faster not to do the puzzle
-ok, but the treasure is protected by a barrier; do I need to return to this level with something? Actually, you can just pass through it
-many rooms in this map could look prettier
-fighting Arthas isn't quite hard if you attack the hero fast enough not to shoot the big damage spell again
-that level's minimap looks like a lion. Stormwind!?
-do you get anything out of that not saving the game achievement?
-right, waste more time sending a letter; as if no one else could...
-would make for replayability: deciding which hero to choose not having the Pandaren automatically
-not all heroes were present in the dungeon trials by the way
-right, so there's no one else but guards and soldiers to send for a piano fixer
-I hope you've credited the doodad paintings (Easter egg images)
-did you make the throne room map or is it a template. It's really lovely!
-you could change the hue of some icons to differentiate them, example: cloak of flames and fire
-no info in the library ?
-fighting the heroes in the dungeon again after the trial!?
-the grunt should not decay during the scene
-these blacksmiths or artisans or whatchamacallit are in places with high danger; the other one in the Dark Wood with the undead...
-why use the same doodads (barrels), some being invulnerable, some not? I suggest a different model or hue for differentiation
Tojara is weak
-while fighting the tentacles, the camera is annoying because it's locked and you can't really see too well
-what about south and north grunt in the leaderboard; i know it's pretty obvious but still D:
-those sunken monsters shouldn't regenerate so fast... the battle is quite annoying at first because the place is cluttered: wolves+sludges and Darak gets hit easily by the tentacles and sunken monsters but once you kill the first 1-2 monsters, it gets soft; trick is to kill the tentacles quick and shock the sunkens
-the kraken(s?) (or whatever it was supposed to be) wasn't supposed to be sent by the undead (team name) I guess since Insurgent said the Fire Demon shouldn't have killed so many orcs
-Fury Dash is useful; it's not like you have to run after someone/something; I suggest it increase attack speed instead
-the hidden hydra in the north is weaker than the one in the south so it's only for the bullet that you'd get the trees down... I don't use bullets anyway because of insufficient inventory space and because they'd be too powerful; might as well put a stronger creature there that fits the forest theme
-Duplicate name/unit and lookalike (even size) level 9 Thunder Lizard but with different stats? Same with those levelled 13
-those lizards are too many from the start
-you can get through doodads to pass to the western exit from the nearby eastern orc camp (see pic)
-I suggest respawns be greater in number depending on hero level not on how many times you've killed the spawned; but yeah, they also spawn too fast in some places too
-can't have mercs and sappers at the same time... Well, I only use the sappers for the trees anyway... don't think anyone uses them to kill units
-should thunder lizard eggs still drop after you've found one?
-the warlock in the middle of the other two turned itself into a fel beast and died quicker or did it happen after it died, I couldn't tell because it happened very fast because I've cast Acid Bomb on the warlock?
-the shimmerweed just appears from out of nowhere, it moves from region to region or it was there near the two warlocks to the southeast all along? I found it where the lizards immediately northeast from where the last warlock was after I killed the unit (the second warlock from the west to the east)
-there's an issue with orbs on Darak; now, not even the one of darkness works anymore...
-worth it, Drek'thar said, right... it's just a useless healing potion, not even a permanent stat giving tome. And no, it wasn't one of the most time eating quests. That's for the Lonely Island's
-small units (like the Shaman and Witch Doctor) can get through doodads (see pic); they can get through most if not all of these rocks on the map
-do the eggs and shimmerweed found gather somehow for the player not to get one of each then go to Drek'thar but to be able to create more potions at the same time?
-I suggest different colours for runes so you won't either click them by accident thinking it's healing or mana or waste time hovering over/clicking the runes to see what they are; it's annoying when you accidentally get spirit link on low hp mercs like sappers, shamans etc.
-blind eh? That's why they keep shooting mana burn?
-maybe a faster way to travel between maps (directly from here to edendale) with zeppelins?
-wait a minute, there are only 8 levels in the hero spell descriptions but actually more to choose
-now, I really am angry for wasting 9k gold on the statues...
-Arthas chain lightning, for real?
-Lord Wood is running all over the place; found him again fighting Sasquatches and ran again somewhere to through the undead base in the southwest; he came back with a group and killed the bastard; wait, this one was level 3; afterwards the other one with level 9 came back and killed that one too... third level Laron Wood again. Do they die and revive at an altar? It could be an issue with that because the hero might be summoned again instead of revived? I don't know...
-after the meat wagon zone you can go west through the trees toward north and do your stuff while the wagons remain there; of course the same undead come from time to time (see pic); not to mention you could potentially do this with sappers too; went my way and killed everything beforehand
-hehe, they're actually rebuilding, not for long! "Purge!"
-Laron Wood without an army doesn't know what to do, moves aimlessly from a direction to the other; happened in the main undead base
-treants belong to the undead?
-shouldn't the requirement be for Musko and/or Arthas (depending on which you choose) not to die too? Or are they also revived for the AI?
-Arthas did not leave all the artifacts I've put on the hero
-too bad there's no stash here; it's a pity to lose those items which you could put on a future hero but well, I guess the player'll have to let go; taking one at a time to edenvale would be...
-why do Rum for a Friend and Broken Piano appear on every map?
-shouldn't enemy towers give you more gold? They don't give at all :|
-I was doing quite fine, the titans I could have handled on and on, at least I think
-Arthas didn't say anything to Adias after finishing the titans quest (hide and seek completed too)
-indeed, Gryphons require a Castle to be trained
-so titans give me +300 but I don't get it? What's this? Actually, I'm not getting any more money even though +gold appears after I kill enemies... (maybe because I've trained one demolisher and researched its upgrades!?)
-should make the titans another colour on the map as they can be confused with the orcs when they go out of their base
-you can reach Glearing Shore by just running through their base; I thought you'd have to finish them here first and then be able to go there
-Arthas was daydreaming or did the titans just appeared out of nowhere? Because if they did, every hero could die like that...
-the artillery units can hit the Akiba wards
-I hope I can go back to finish some other optional quests I've left like the one with the molten boss in the dark cave level (dark wood submap)
-last StarCraft (epilogue) II level much ?
-bested by some infernals? Heh... and I even thought they died too
-OK, so you can't turn back, it's over; it'd be good to get the heroes back to edenvale and let the player finish all that there is to and then somewhere in edenvale you could click to finish the act; I don't remember being notified that this level will not enable you to return
-or I guess Arthas knew the destiny and did not do anything against it?
Would have been much better if this were an original story than an altering of Warcraft III's...
It's not too late to change names... places already have different ones.
Many sparks of genius; a solid max rating from me.
Approved.
EDIT: Forgotten to approve, sorry.
Also forgot the pictures...
Would have been much better if this were an original story than an altering of Warcraft III's...
It's not too late to change names... places already have different ones.
He just uses some Warcraft names for supporting characters.
Other than that, this campaign has absolutely nothing to do with Warcraft lore.
He says so in the overview part of the description.
I'm still not clear on what you're talking about. Now I know that you play on Hard difficulty because you got Ring of Greed. You leave Edenvale City after the Edenvale Dungeon right? And was that when the game crashed?
Also what Warcraft 3 version are you playing the campaign on?
Yes, I'm leaving Evendale City (not Evendale Palace) after finishing main quest and piano quest in Evendale Dungeon. Now my main quest is going to Barrens, but everytime I try to leave Evendale City for Shimmer Wood I get a crash in a loading screen. I am also playing on 1.29 patch.
It does in many ways, there's similarity all over: orcs, humans, undead, demons. Fight of orcs and humans, then alliance between them, the undead and demons together vs the orcs and humans together (sure, no nelves but still).
Such similarities are also present in other HiveW popular campaigns but there at least names are different with characters being as original as possible. Here, Arthas is still arrogant as in Warcraft III, and so on.
I'm about to start the mission where we have to escort the caravans. My heroes are at level 20
The difficulty is not overhelming so far: the more annoying creeps I've encountered were the shades in the dark wood (their spells were very powerful and they were only level 8) and the giant turtles who like hunting down my boats.
I 've only been smoked in the glowing cave but my heroes were only at level 12
Here's the sidequest I wasn't able to complete yet and any help is welcome
- precious information: I think that quest lacks of description: we don't know the name of the items the mage will need later and it's very confusing. As soon as I get a new item I'm always wondering if I should keep it or not. I'm currently looking for an abomination axe.
- herb collect: the herbs spawn randomly (we can see their shadow) and my current record is 12, even though I gave my heroes items to increase their speed. I think I only have to try harder.
- the big murloc: according to the mage I need a fire strike staff to destroy the big mushrooms and I have no idea where to find it.
- lonely island: I couldn't find the password for the doors but now I know what to do.
yep, someone gave the solution earlier and thanks to your review I know the purpose of the maiden of pain.
I'm drawing near the end of the campaign and I don't want to miss anything, also with the amount of hidden optional quests, this campaign really needs a walkthrough.
I think you're talking about the crabs in the Edenvale City map?
Go to the left part of the Edenvale city map, there you'll find the crabs, and you can kill them for their meat. (If you're doing that optional quest)
Make sure you have no cheat enabled since that prevents them from spawning.
I think you're referring to the rock chucks in shimmer wood?
In one of the bandit camps on the same map there is a lever. Find it, hit it, and the chucks will after that break.
I think you're talking about the crabs in the Edenvale City map?
Go to the left part of the Edenvale city map, there you'll find the crabs, and you can kill them for their meat. (If you're doing that optional quest)
Make sure you have no cheat enabled since that prevents them from spawning.
I think you're referring to the rock chucks in shimmer wood?
In one of the bandit camps on the same map there is a lever. Find it, hit it, and the chucks will after that break.
1) Yeah, the intro is too tedious and you could cut down on the pain by leaving your design philosophy rants out of it. Ask yourself, what does the player need to know vs. what do you simply feel like sharing about your development efforts, and cut the latter part out and put it in this description instead. I think you could have removed the whole thing out, really. The only thing I needed to know was item stacking (if even that), the rest I would have found out without thinking you're a moron for not giving me a heads-up. And you could tell that without forced dialogues too. Maybe just tell us, in massive caps, skip the intro unless you're a total newbie.
2) It doesn't get better that it continues with a long talk with that boy. Voice acting would make it all nicer, but that's probably a tall order. Would have probably felt much better if I skipped the tutorial.
3) The first puzzle - the very first quest - isn't about using your brain, it's about jotting down notes. I would actually prefer it if the hero knew when he had found the best merchant for an item, and we had more elements like finding the guy hidden in the forest to it instead.
So anyway, got out of the village, met a fellow paladin. Whose skillset seems almost a copy paste from blood mage? The ultimate differs, the rest might even have the same stats. The protagonist has way more levels available to his skills than that guy, which seems odd. At the very least you should rename them so they sound more paladin-ish. He just feels like a blood mage with the wrong model to me.
Also the protagonist's skills seem to leave little room to creativity. I took his Q, then his W, and I can't upgrade either of them until level 4. So I seem to be stuck in a QWEQWEQWE cycle without having the ability to focus much on one of them. While we're at it, tooltip doesn't need to spell out the mana cost, the UI tells me anyway. But, big kudos on making the skills QWER.
However what really made me stop playing (for now anyway) is the constant running around. There's just nothing happening except me waiting for these normal speed heroes to cross a map. Sure there's combat here and there, but I don't feel encouraged to explore when doubling back after a dead end takes forever.
Your English is above decent. There are many maps whose language made me stop playing them. You could perhaps benefit from this though, as I felt you were using would in place of will often.
Oh also, destructibles that aren't meant to be obstacles should die in 1-2 hits. I need like ten swings to break a rock chunk to see if there's any treasure to be had.
Last edit (who am I kidding?): The morning of my departure I was able to kill the friendly family. Is that a whoopsie or an Easter Egg? I killed Tommy and his parents, but I guess that in order to complete the egg hunt I should have bashed Ivan's head in too
Hey man, thanks for the short review. Your comment tells me a lot about yourself and how different we are from each other in our ways of enjoying the arts. As you play through this campaign, you can see how the campaign indirectly shows who I am as a person. It's a piece of art that reflects who I am. All of what you describe above shows us that it would be how you'd make your campaign and how your campaign would represent yourself as a person. I also appreciate that you're the kind of person who strongly point out many little things that can improved. Thank you for playing. I would hope you'd find campaigns which are more suitable to your taste in the future.
- precious information: I think that quest lacks of description: we don't know the name of the items the mage will need later and it's very confusing. As soon as I get a new item I'm always wondering if I should keep it or not. I'm currently looking for an abomination axe.
The items are random. The mage has several options to choose from for every level of items. This quest is only for dedicated players who have the patience and time to discover every little secret of the game. If you don't have enough patience nor time for this campaign, don't sweat it. The abomination axe is a rare drop from the Abominations in Dark Wood by the way if you are still trying to figure it out.
Sorry for the late response, the Flame Strike Staff is sold in Edenvale Dungeon in one of the shops. In fact you can find the Murloc without the use of the item at all.
I don't know how you came to that conclusion seriously. It's creative freedom you use when you create campaigns, you can put anything into it anyway. Thanks for playing it. Did you get past the first quest?
I've never got that problem before. Did you use the Multiple Heroes Mode with Buri? Maybe that's the reason why because I forgot to put him to into the Multiple Heroes list.
Yes, I'm leaving Evendale City (not Evendale Palace) after finishing main quest and piano quest in Evendale Dungeon. Now my main quest is going to Barrens, but everytime I try to leave Evendale City for Shimmer Wood I get a crash in a loading screen. I am also playing on 1.29 patch.
I believe you got one of the rarest bug in the game and there's no way to fix it. Your save game may have been corrupted by your computer. I got this bug in Dark Wood several times(1 out of 12 playthroughs). If you play the campaign again, I don't think you would get that bug.
Well, we all know those words mean. Only a true Vietnamese student have so much experience that willing to depict those inside a game. I'm glad actually.
The first quest is very easy, it's just i was eager to buy anything I can without checking the price.
Bring both generators down to low HP, and after that finish them off.
You using a cheat code may have also caused a bug in the map. In that case disable it and repeat the step mentioned above.
If that also doesn't work, you may have to begin the Act from the start.
Thanks for the tips ThinhHo, I think I completed every sidequest (except the weed collector)
nonetheless there's still things that bother me:
- I couldn't find the shade the old mage told me about, it is supposed to appear in evandale city at night and we need 3 powerful heroes
- I didn't understand the purpose of the abyss, is this just endless waves of ennemies (like a survival mode)? or there's something more (edit: ok i figured it out)
I've also found some minor bugs:
- many creeps respawn in weird location (behind trees/rocks, on the top of a hill...). It happens in lots of maps so I can't be very specific (thunder lizard in the barrows, murlocs and centaurs in shimmer wood, ghouls in dark wood's first map...)
- after the cutscene where we found buri's corpse, when I regain control of my heroes they were in different location
- the murloc emperor has a goofy behaviour (like the big murloc in lonely island)
- sometimes when I traded items it was marked as a completed sidequest (calamity ring+cloak of flames, calamity ring+mask of silence) and sometimes it didn't (rusty mining pick-claws of attacks +9)
- the quest "precious information" is completed even though the old mage wants us to bring him another item
Complete the optional quest in the sub-map glowing cave(located in dark wood)
If you've done that, the map will unlock after you've completed the act.
The portal in Shimmer wood leads you to a completely different map called "the abyss"
dam this is fun nice job i have finished yet but still i am having a lot of fun i like how there are those hits that tell you that that is not the way for the story but you can still explore i really like that you can explore with freely and i like that is says just so you are not confused nicely done man
I really don't know, maybe it's a patch issue.
During my playthrough the door automatically opened when I was close to it and using the vision cheat is pointless because you already see the entire map.
It's just a sidequest and if you complete it you can only change the music played in the castle, so it doesn't prevent you from continuing the game
Hi. Just made an account to leave a comment in this thread. This is such a great campaign and I really love the story! But the problem is the game crash when Darak fought the monsters in the boat. It says this:
"This application has encountered a critical error
What should I do? This is the problem with Blizzard or the campign itself? I tried to play it for several times but the result was the same. It kept crashing. I'm so eager to finish this campaign because like I said, this is a great campaign! Thanks!
hi im in the shimmer wood i killed the sasquatch and i dont know where to go next also what is this dark woods i have a totam and i have no idea what dose it do? (there is this place that has a seal like in the mid left i havnt been able to enter it yet)
the only other unexplored areas are: right to the goblin market there is a corrupted path that is a bit visible but not all of it i cant enter it and in the bottom corner under the corrupted area there is a big place which i cant enter either
hi im in the shimmer wood i killed the sasquatch and i dont know where to go next also what is this dark woods i have a totam and i have no idea what dose it do? (there is this place that has a seal like in the mid left i havnt been able to enter it yet)
Hi, thanks for your reply. I tried to reinstall the game and used patch 1.29 instead but it updated itself to 1.30? Do I have to disable my internet connection? Thanks again!
Hi ThinhHo,
Your campaign changed a lot since the first demo until release. You work so hard to improve your terraining and triggers skill. The storyline is more emotions than before.
thx a lot and i spend another half hour to open up the inner gate and playing the litter phoenix egg game where i only can have the potion of less mana, should bring boots of speed next time
if you're still in shimmer woods then you are not in the city but in the town
after killing the sasquatch, there should be a transition (North of the town) which leads to the evandale city map
Can someone help me with the password for the bottom gate where the sea king is. I've been running around killing for a while and still havent figured it out.
Also I regret feeding him hp tomes when he ends up dying later lol
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