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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!
ThinhHo, I created a profile just so I could comment. I've been playing Defenders of the Light for a couple weeks now, and I just wanted to say THANK YOU. I love this campaign. I've tried about 10+ different custom campaigns now, but they're all missing what I really craved, which is to focus solely on hero/unit play. The Founding of Durotar was a masterpiece, and I can never find a campaign that lives up to it. Yours is very well done. OH, and on a side note, that cinematic that plays showing the Blood Feather clan fighting the demon? That shit was EPIC, dude. lol After hearing classical music during the whole game up to that point, then hearing the techno/rock song queue up and the dialogue that ensued?! Craftfully done! I was grinning the whole time. Excellent work all around, and thanks for the hard work.
The mage in Adenvale city need Staff of Renavant to give more infomation but I already sold it, sadly. May I can have it again, or have to replay campaign
The mage in Adenvale city need Staff of Renavant to give more infomation but I already sold it, sadly. May I can have it again, or have to replay campaign
Sadly thats my only complaint about this campaign is the inventory problem.
I would love to just dump any item i find into stash in case it is useful but since we have very limited space we have to either drop a useful item to make room for an item that isnt too useful or leave it there.
And it would be very annoying to transfer back to old map to get it. Sometimes I dropped items in random spot too so I don't remember where it is if i find out its useful later lol.
Sadly thats my only complaint about this campaign is the inventory problem.
I would love to just dump any item i find into stash in case it is useful but since we have very limited space we have to either drop a useful item to make room for an item that isnt too useful or leave it there.
And it would be very annoying to transfer back to old map to get it. Sometimes I dropped items in random spot too so I don't remember where it is if i find out its useful later lol.
You can find that on the murloc map in the top left, you have to use flame strike staff to destroy the trees to get it. Let me know the reward for all of this. Feels like its not worth the effort lol
Exeptionnaly well made campaign for what i have played,i didn't get captivated at such for a long time by a Warcraft3 Custom map or campaign since Tomoraider's Curse of the Forsaken and Rise of The Blood Elves, i have finished the main story with heroes at level 34+ but i haven't done every map (not the most hidden at least). @ThinhHo thank you for giving us this Masterpiece ,it is quite inspiring ,even if is not exempt of kind of errors or bugs of sort.
Waiting with impatience The Second Act
Ever since this campaign was uploaded, I haven't got time to open the World Editor to work on the campaign. My time is really tight at the moment. It's hard to find time to even reply to your messages. Though I have read all of your amazing comments. I thank you greatly for playing this campaign. I'm happy to have created something that you guys can enjoy.
The hidden text below is my reply to @deepstrasz's review on the campaign. If you haven't completed the campaign or if you don't want to be spoiled by even the little things in this campaign, I suggest you not reading the text.
-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?
My Reply Beginning Scene
- That's the nice trick you found there.
Home
- Yes Hao Hao is a product names for noodels.
- Having the other model without the hammer is a small detailed touch that I spent time on making. There is not much significance in doing so but I did it anyway. Losing your hero control group is also a small thing.
- If you are not aware, the reason I don't do complicated abilities with triggers is because of potential bugs. The more complicated the triggers are, the more bugs the campaign has. W3 has its limit. Adding more triggers like these may break the limit of the campaign. So I decided to create just simple abilities which your heroes can use them in synergy with one another. As you have seen, those abilities work quite well in this campaign in many circumstances.
- There's no Blood Mage in the world of DOTL, so having a Blood Mage's abilities won't make him a Blood Mage. Buri's main purpose in term of gameplay is to support Adias as a mana hero in the beginning of the game. Without him, the game would be hard and tedious in the beginning. The Transfer Mana ability makes him unique. Siphon Mana is quite essential for the kind of hero that he is. If I am to change his abilities, Banish is the ability I would change. It's not that useful. However, I couldn't thought of anything better to replace it. Flame Strike maybe too good for him as a support hero. He's not meant to be an full-on AOE in my opinion, while his Flame Strike can decimate the Murlocs in Den of the Murlocs. Chen should be the one who is capable of that. This is not the world of Warcraft so not many things would be the same as you've known. Paladins in this world aren't always Light-oriented and equipped with Light-abilities.
- Yeah you completed quest Dave Munshi. Quests in this campaign is not like the original ones. Not all of them are meant to be completed nor discovered. Dave Munshi is only one of the hidden quests you'd find. When players miss any quest in this campaign, they shouldn't expect to sweat over it. Quests in this campaign are not to-do list like other campaigns. It may only frustrate you if you treat the quests like one big to-do-list.
- I think it also depends on culture to call pop as a father or not.
- Permanent Immolation kills things even Paul! Wow, thanks for pointing that out.
Little Village
- It is intentional to leave Buri with only 3 lvs for his abilities. And you got it right, he is meant to only played for only a while.
- Buri should be able to give the Vial as well in the next version.
- The Doggy Exterminator quest is totally optional. You don't have to do it. It's even hidden. I made this quest because I felt like making it for fun. I wanted to see how many people would be able to find this quest, or complete it. Every playthrough is different and hidden things like this should bring different experiences to different players. You don't have to like it and you don't have to do it.
Dark Wood
- Like any other maps, I noted all of the bugs that you mentioned. They will be fixed in the next update.
- The statue doesn't protect you actually. Adias just basically told players to avoid the houses and stay close to the statue so that players don't aggro the zombies. It seems like I didn't make it clear enough for you.
- Orbs doesn't work on Darak sometimes when he already carries other orbs with other effects. This is the limitation of the engine and I can't do much about it.
- I'm not a fan of Starcraft. It's just the game I spent the most time with when I was younger. It is also made by Blizzard so may as well give it some credits here.
- You're right about the Circle Gateways. It would require some triggering but it's definitely doable to make them like ones in the dungeon.
- Yeah Undead can be hurt in this campaign. The physical pain they experience is significantly lesser than the livings experience though.
- If players use too many herbs and there are not enough for the quest, then it's their fault. The quests are not all designed to be completed anyway. Depending on how you play it you may have to abandon some quests in the game.
- I could have made heroes to be fully after the ghost battles. However, I didn't want players to abuse the system too much by using the same hero again and again.
- The AI of the Dark Souls are entirely the orignal game's basic AIs. I didn't trigger their AI in this case. This is an optional thing and I didn't want to spend to much time on it programming what abilities heroes should use at what time.
- The Dark Souls heroes are totally random each time and yes it's only for experience.
- I have all music playing through music channel. None of them is played through sound channel. I don't know where and how you got this info from.
- Yeah, the shades are annoying. Some optional maps are annoying too and they are meant to be difficult, annoying and frustrating. They are not meant for casual players who just want to run pass everything. I made maps like this with the Dark Souls mentality in mind. They maps are meant to be hard and tedious just like the Dark Souls series. They are meant for gaming masochists like me.
- About the horizontal ! on the living tree, I tried but couldn't fix it.
- Living Tree quest completed! Yes, it's a hidden quest.
- Yeah, the Maiden of Pain attacking back is a nice touch. I'll consider it. The unit's purpose is only for the tomes.
Glowing Cave
- There might be a bug with the spawning system in this map. I'll take a look into it. The spawning system always has a limit of how many units to spawn in certain areas without over populate those areas.
- The hereos were touching Kaleo during the cinematic? Haha. They must been on queue commands or something. I didn't get this during my playthrough. And yeah, the issue you mention can certain be fixed.
- Yeah this is one of the tedious optional maps if you wonder. Frustration is expected.
Lonely Island
- I agree, the Turtle-dodging system is not perfect.
- YEAH HAHAHA, Makrura Abominations, my favorite custom unit in the game. The stun is long but it's not overpowered. I believe you've found out the trick to fight those guys. Moving away before they cast the stunning spell is the best way to deal with them.
- The switches are annoying and the map is meant to be that way anyway.
- Gargantuan Turtles with mana? Was it intentional? I don't quite remember. Need to check that out.
- Armor/Damage types are the same as the original, the only difference is the Damage Reduction.
- You're right, the whole room should be visible.
- I may reduce the cost of upgrades for the statues. I didn't test this as much so they, as you say, can be greatly overpriced.
- Putting the camera back up... uhm, good idea.
Shimmer Wood
- Aha, using Solaire to get the items in the back of Balaro is quite clever. You don't have to kill Balaro by doing this.
- I'll make the items from Solaire drop next time when the unit changes ownership.
- I thought I et the undead units to neutral with their level displayed. Will check that again.
- It's normal for creeps just run somewhere during fights. It's part of the roaming system.
- When a unit has alpha besides its name, it's two time stronger than the original version. All creeps in the campaign used to have Alpha, Beta, Delta behind their names but I removed them. Players should now notice the difference in creeps' power by their level.
- You're right. It would be nice for all units to have QWER hotkeys for their spells. However, making QWER hotkeys for all units in the campaign requires time and effort. I don't have enough of those factors, so I only applied QWER to the most important units in the campaign.
- Not gonna burn Buri's body? Hah, you're right! I forgot about that. I guess you can safely assume that Adias bring Buri's body to his family later.
- I can see why Chen was teleported to the north of the map after finding Buri. I'll check the triggers and see if I can fix this.
Murloc Caves
Wow, you figured out the way to kill the Emperor! When I created this boss fight I know that it would be an annoying boss fight. That's why it's annoying and optional.
Edenvale City
- A packhorse is even more complicated than a static stash. Would it be invincible? If it dies, keeping all your items for map transfering is quite complicated. The stash system is just spiral up into oblivion. The best thing I can think of for the stash system is that I can add another stash. So now players would have 2 stashes to transfer items between maps instead of only one. It would require a lot of triggering but it's safe to do this.
- Yes experience is shared. We can remove buggs and reset spells in the future version after an areana fight.
- I think I haven't incorporate Buri into the Unit Testing minigame so the modes may not work with him proberly.
- The Holy Order avatar shouldn't spawn with full mana. With the mana transfer ability, players can abuse it to restore Adias' mana every time the avatar get summoned.
- All testing units should give you gold just like any creeps would do even after finishing the arena quest.
- One of the sheep remained green after the 4th round? Wow, this must have happened because the game engine reaches its limit. Sometimes the game cannot go through all of the triggers proberly causing problems like this. It's unfortunate but I can't do nothing about it. The final reward of this quest are not the ankh and a potion of mana. The final reward can only obtained if you complete round 50 of this minigame. As I said, this quest is optional. It may not be for everyone as not everyone has the ability to do it. You may ask how the hell we can reach round 50. It's possible. One of my friends reach round 40 in his second try.
- Yeah, I didn't notice that the sheeps were vulnerable. I'll make them vulnerable in the next update.
- You're right, the bandits are really weak. Maybe we should replace with the alpha (x2) version.
- Making the crab food and the musical core as variables are better than making them as items. Simple but effective, I like it. I'll do it in the next update.
Edenvale Dungeon/King of Edenvale/Throne Room.
- "The light is with us! I curse you!" Huh? I don't get it. Do we have this line in the campaign?
- It's a game after all, so the boss may look like he/she is waiting for you.
- The door opens after you finish round 4. Players can keep playing beyond that point if they want to.
- Chen sometimes would use his mana when he's low on hp. He also uses a potion of healing when you fight him. It would be fun fighting him without item on Adias. I know I made this fight quite simple and it's intentional. The main fight is after him.
- The doors which you destroyed at the start of the dungeon should be invulnerable. I'll fix it in the next version.
- The elevators with magic barriers are not bugged. The pathing of the elevators are supposed to be reversed in someway. I know I changed the numbers in the triggers to "reverse" them but I stil don't know how they work exacty in practice.
- Yes Arthas isn't really hard if you find a way to fight him. You figured it out. Congratulations! One of my friends use hit-and-run on Arthas.
- I intentianlly painted a minimap that looks like the lion. Stormwind, yes, a preference. I did it mainly for artistic purpose haha.
- You don't get anything out of game achiecement btw. The only thing you get out of it is the achievement itself.
- The problem with multiple options of heroes to choose from is that you can't build a good story for them. Chen plays an important character in the story so we can't replace him with anone else.
- The heroes which weren't present in the dungeon trial you can assume that they were already defeated.
- I made the throne room map. It is one of the last maps that got reterrained before public release so it's quality is pretty high. My terraining skills definitely improved after terraining more than 2 dozens maps. When you see parts that look ugly in this campaign, you know when the terrain was made.
- Hues for Cloak of flames and fire? Nice. Thank you. I'll do it.
- I thought of putting info in the library as well. However, after putting everything I needed in there, I found out that there weren't much room left for info.
- Fighting the heroes in the dungeon again after the trial was meant for gameplay purpose even though they are technically no longer in there.
Shimmer Coastal
- You're riht. The grunt should not decay during the scene. That's why the scene always seemed weird to me.
- I'll use different names, color for the barrels which are invulnerable.
- Tojara is a minor boss.
- The Sunken Monster wasn't sent by team undead. I just classified it as an undead enemy.
- Your wolves will gain an ability to increase attack speed when Darak's ability reaches level 8.
- The Light bullets are powerful but they are limited in supply. You're right I can put a stronger creature there. I'll consider it.
The Barrows
- The number of lizards will throw people off at first. Targeting the strong ones in the clusters is the trick to deal with those lizards. When the strong ones are down, the rest are just pieces of cake.
- I didn't set the respawn to be greater in number. I wonder if this was a bug.
- The thunder lizard eggs should still drop after you've found on.
- About the Warlock in the middle, I can't answer your question because I don't know either.
- The Shimmerweed is really random. It also moves, yeah.
- This map was reterrained right before public released so the pathing at some areas are not fully blocked. That's why units can just go through the doodads. I'll spend more time on blocking the pathing on this map.
- You can get a lot more eggs and shimmerweed. The game will store them as variables so that you can create more potions in the future yes.
- I thought of other fast traveling systems for the campaign as well but I like the slow pace of this genre and I wanted to stay true to that.
Longpass Valley
- Heroes have more than 9 levels but there's a limit of how many characters you can type in a box of tooltip. That's why I can only put 8 levels their. Venkolm also suggestted other ways to write the tooltips including the higher lv abilities. However, the power of the of the higher lv abilities are not solid as Act II's still in development and balancing still needs to be done. The power of heroes' abilities increases a lot less once they are above level 8. They are subject to change as Act II is developed. New tooltips for heroes' abilities will be re-implemented once Act II is completed.
- 9k gold on the statues?! Wow, they need some nerfs.
- Arthas Chain Lightning. Yeah, this is not Warcraft 3 you know. This is Defenders of the Light.
- I need to take a look at the enemy hero in this map. He's kinda buggy I'd say.
- You can go through a shortcut, as you did, leave the wagons behind, kill everything beforehand. That's a nice trick you found there. No complaint, I could have done the same thing.
- Treants don't belong to the undead actually. However, that's the only way I could think of to make the undead not attack the Treants. Because the undead is hostile to Neutral Hostile, they will kill every neutral hostile in their vicinity. Another approach is to make the undead treat neutral hostile as neutral. By doing this, the treants and some other units can belong to neutral hostile.
- Arthas and Musko will be revived just like the other heroes when they die.
- Arthas did not leave all the artifacts you've put on him?! It's either the triggers that I need to take a look at or the game reached its limit again.
- Now that I think of it. It would be better to have a stash in this map.
Stormhaul
- Rum for Friend and Broken Piano are universal quests. They require you to travel to other maps to complete the quest. That's why the quests appear in different maps as well. But you are right, they don't have to appear in every single map. I can remove this in the future.
- I don't quite remember. Can building give gold? Now that you mentioned it, I'll see it I can make them give players gold. 200 each would be nice.
- About Titans not giving out money after you complete the quest, that's really weird. They should continue giving you money. There's not even a trigger to stop them from giving you money. It must be something related to the engine.
- Titans with another color seems like a good idea. I'll consider it.
- Yeah you can just run through the undead base to reach Glaring Shore. You can make it a challenge by destroying all of the building if you want.
Glaring Shore
- The titans were summon by the boss. There can be many explanation for your point. Maybe the boss just wanted Arthas afterall. Maybe Arthas was unlucky when the titans' spawn locations were right next to him. Maybe we can skip through all of the reasoning I just accept that Arthas is meant to die.
- The artillery units can hit the Akiba wards? Wow, that should not happen. Added into to-fix-list.
- You can't go back at this point unless you have a save before this map.
- Your 4 point about Starcraft II last level is not true haha. I thought of this level design from scratch actually, not inspired from anything else. I went through many improvement to reach the gameplay that it has right now. Epic final boss right? I'm curious of how many times you died from this boss.
- Before entering the map, you was notified about this being the last map right? Maybe it wasn't clear enough. In the previous versions, you could return to other maps after the final boss.
- Arthas doesn't believe in "destiny" stuffs. He's skeptical. The prophecy was vague so Arthas didn't know what will happen and deal with them accordingly.
After this, I'll start replying to the rest of your messages. With the limited time that I have, short texts would be better from now on. Replies will be more responsive cause now I can use my phone to reply to messages. Ask me any questions that you have, I'll gladly answer.
That's a cheeky way of getting out of the situation. The remark is not only for a hero rank but also for the almost copy paste of a hero ability roster from the game.
I'm not sure how an English word and it's sense could have a different meaning in another culture? You're saying the English word pop in other countries has other meanings?
- Orbs doesn't work on Darak sometimes when he already carries other orbs with other effects. This is the limitation of the engine and I can't do much about it.
That shouldn't be because you could use the herbs before getting to know about the quest which makes it frustrating and it's a sort of laugh in your face from the author to the player.
That forces player to replay which isn't a good way of creating replayability. Usually you do it by letting a player choose between something and something else but without having to know of it beforehand unless it won't work anymore.
Weird, maybe try another attachment point? Or use special FX on region, I don't know really... Another possibility might be to make the ! a flying unit with Locust ability so you can't select it.
- A packhorse is even more complicated than a static stash. Would it be invincible? If it dies, keeping all your items for map transfering is quite complicated. The stash system is just spiral up into oblivion. The best thing I can think of for the stash system is that I can add another stash. So now players would have 2 stashes to transfer items between maps instead of only one. It would require a lot of triggering but it's safe to do this.
Either make the horse invincible or make the stash item transaction range higher (map wide) but I think if you do this one it affects all item manipulation ranges from hero to hero, shop to hero etc. You could circumvent this by adding an ability to the stash which moves the items from a selected hero to it, say only from the first slot or something like that and the other way around.
- The Holy Order avatar shouldn't spawn with full mana. With the mana transfer ability, players can abuse it to restore Adias' mana every time the avatar get summoned.
Well, it has a cooldown but the thing is that the other spells become useless when you'll be using the summoned unit for mana transfer when it already has low mana.
- One of the sheep remained green after the 4th round? Wow, this must have happened because the game engine reaches its limit. Sometimes the game cannot go through all of the triggers proberly causing problems like this. It's unfortunate but I can't do nothing about it.
- I thought of putting info in the library as well. However, after putting everything I needed in there, I found out that there weren't much room left for info.
- Treants don't belong to the undead actually. However, that's the only way I could think of to make the undead not attack the Treants. Because the undead is hostile to Neutral Hostile, they will kill every neutral hostile in their vicinity. Another approach is to make the undead treat neutral hostile as neutral. By doing this, the treants and some other units can belong to neutral hostile.
- Before entering the map, you was notified about this being the last map right? Maybe it wasn't clear enough. In the previous versions, you could return to other maps after the final boss.
You should be able to return to those maps afterwards to finish what there is to. That's how many JRPGs do it but not most I gather. Also, actually, the antepenultimate map is the last and you can't return once you start the mission.
That's a great question!
It will take quite a while before the next chapter gets released. As for the next update, I haven't had enough time to work on it just yet. The next update only fixes some bugs in the campaign. No new content will be added.
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When receiving Cairne as the 4th hero in The Founding of Durotar, I noticed that the RPG formula starts to break from there. The game which focuses heavily on micro now become a macro-focused game. With 4 heroes, you can also spam their skills continuously. It is also hard to find synergy for all of their abilities when you have 4 heroes.
So the maximum number of heroes you would get are only 3 heroes.
A 4th hero can be temporarily added into your hero roster when the mission is a macro-focused one, just like some missions in Act I.
ThinhHo, I created a profile just so I could comment. I've been playing Defenders of the Light for a couple weeks now, and I just wanted to say THANK YOU. I love this campaign. I've tried about 10+ different custom campaigns now, but they're all missing what I really craved, which is to focus solely on hero/unit play. The Founding of Durotar was a masterpiece, and I can never find a campaign that lives up to it. Yours is very well done. OH, and on a side note, that cinematic that plays showing the Blood Feather clan fighting the demon? That shit was EPIC, dude. lol After hearing classical music during the whole game up to that point, then hearing the techno/rock song queue up and the dialogue that ensued?! Craftfully done! I was grinning the whole time. Excellent work all around, and thanks for the hard work.
OH, and on a side note, that cinematic that plays showing the Blood Feather clan fighting the demon? That shit was EPIC, dude. lol After hearing classical music during the whole game up to that point, then hearing the techno/rock song queue up and the dialogue that ensued?! Craftfully done! I was grinning the whole time.
I'm very happy to read these lines. My whole intention for that part was to nail the emotions of players, storytelling and character development to the max level. The part can be considered to be the best part of the campaign and I'm very proud of it. Thank you for giving it the recognition it deserves. I love to see how this cinematic has an emotional impact on people. I'm curious. Why was you grinning during the cinematic? Was it the anticipation? Was it the death? The music?
A note on the song that I used: The song is Attack on Titan - Hiroyuki Sawano which is from the show itself. This is my favorite song of all time. I've listened to this song for more than 1500 times without getting bored of it. It's meaning is powerful and I want to put it into motion through that cinematic of the campaign. The song depicts a fight in which the fighters know that they may die. They fight for their family, their people and their country. The great thing about this song is that the fighters know that they may not make it out of there alive. The important thing is not to stay alive. The most important thing is that they fight whether they win or not. Many people carries this philosophy through life. This philosophy can make them monsters in what they do. They are undefeated because they don't fear death or failure. All they fear is not doing anything.
I agree. That is also my complaint. I'm thinking of putting a second stash beside the one that players already have. This allows them to carry more items through the maps. The system is already there. I just need to add another layer to it. It just takes a lot of triggering to implement.
We haven’t officially tested the campaign with the newest patch. It only has some minor bugs from the previous 1.30 patches. If the newest patch hasn’t changed much. The campaign should work just fine.
We haven’t officially tested the campaign with the newest patch. It only has some minor bugs from the previous 1.30 patches. If the newest patch hasn’t changed much. The campaign should work just fine.
Thank you Ryan, this is one of the best comments that I have seen so far.
I'm very happy to read these lines. My whole intention for that part was to nail the emotions of players, storytelling and character development to the max level. The part can be considered to be the best part of the campaign and I'm very proud of it. Thank you for giving it the recognition it deserves. I love to see how this cinematic has an emotional impact on people. I'm curious. Why was you grinning during the cinematic? Was it the anticipation? Was it the death? The music?
A note on the song that I used: The song is Attack on Titan - Hiroyuki Sawano which is from the show itself. This is my favorite song of all time. I've listened to this song for more than 1500 times without getting bored of it. It's meaning is powerful and I want to put it into motion through that cinematic of the campaign. The song depicts a fight in which the fighters know that they may die. They fight for their family, their people and their country. The great thing about this song is that the fighters know that they may not make it out of there alive. The important thing is not to stay alive. The most important thing is that they fight whether they win or not. Many people carries this philosophy through life. This philosophy can make them monsters in what they do. They are undefeated because they don't fear death or failure. All they fear is not doing anything.
I agree. That is also my complaint. I'm thinking of putting a second stash beside the one that players already have. This allows them to carry more items through the maps. The system is already there. I just need to add another layer to it. It just takes a lot of triggering to implement.
I made the items random each time so that players can't easily cheese the system. They can't also spoil it for others if it's random like this.
I'm glad you enjoyed reading my comments regarding your campaign. Thank you for the background info for the cinematic I referred to, that was very interesting to read! The reason I was grinning while watching it I guess was just excitement. The song set it up excellently and it was just climactic to watch. I had hoped I could watch it again but alas, there's no link for it on the campaign list. I finally "finished" the act, kinda. I got to the level where the demon is in the center of the map, saved my game, but haven't gone back to play the battle, probably because I know that'll mark the end of the campaign for a while. It was a pleasure while it lasted though. Thank you, friend.
IS there ANY way of killing the murloc emperor without cheats? like a strategy to stop those broken venomtrashers spawnin... really helps ... till now it's good,but this one particular fight drives me mad.
IS there ANY way of killing the murloc emperor without cheats? like a strategy to stop those broken venomtrashers spawnin... really helps ... till now it's good,but this one particular fight drives me mad.
You can buy Hunter's Net in The Barrows which can be used to immobilize the Emperor. Without the ability to flee, it goes down fast. You also need to be strong enough to take it down (About lv20+). I cannot guarantee that you will be able to defeat it using this method but it certainly makes the fight a lot easier.
Hey i wanted to report a crash bug i ran into. The NPC that gives the "Pick up all the weeds" quest, starting the quest causes a crash.
Edit: wanted to say that i am playing this on 1.30
Hey i wanted to report a crash bug i ran into. The NPC that gives the "Pick up all the weeds" quest, starting the quest causes a crash.
Edit: wanted to say that i am playing this on 1.30
do you have a list of all of the items that you used in this campaign? Also on Map 14 (Lonely Island) I understand how to get the password bits, but is there a specific order or particular way to type it in? ive been stuck on this for quite a while now. . .
Yo, it's me again, thanks for that tip, now with a question... is the hidden treasure in the dungeon really useful, and if it is, it is in that circle of power mini-game? like the door u open leads there? or ..? that thing is VERY hard... and annoying, as the circle has no dinstictions whatsoever it makes it way harder to remember ...
do you have a list of all of the items that you used in this campaign? Also on Map 14 (Lonely Island) I understand how to get the password bits, but is there a specific order or particular way to type it in? ive been stuck on this for quite a while now. . .
I don't prefer players to have access to the list of custom items in the campaign due to the discovery and exploration nature of the campaign itself. Since you ask for it, I'll upload the file here. However, the file would only last for 1 week on HIVE before it deletes itself. DOTL Custom Item List | HIVE
About the password, you have to piece the password bits together in a specific order to open the corresponding doors.
Yo, it's me again, thanks for that tip, now with a question... is the hidden treasure in the dungeon really useful, and if it is, it is in that circle of power mini-game? like the door u open leads there? or ..? that thing is VERY hard... and annoying, as the circle has no dinstictions whatsoever it makes it way harder to remember ...
I don't prefer players to have access to the list of custom items in the campaign due to the discovery and exploration nature of the campaign itself. Since you ask for it, I'll upload the file here. However, the file would only last for 1 week on HIVE before it deletes itself. DOTL Custom Item List | HIVE
About the password, you have to piece the password bits together in a specific order to open the corresponding doors.
There are many dungeons in the campaign. What dungeon are you referring to? Is it the Edenvale Dungeon?
Thanks a ton for going out of your way for that list. i mostly wanted it for item collection completion. lol
@WarsongWarchief You are talking about the "Royal Dungeon" map right? the minigame was just to get thru to the next obj wasn't it? as far as the ring for the side quest, i didn't keep it around in my inventory for long but it was a nice filler for me.
Is there an act 2 yet or am I just blind? Totally amazing campaign tho. i got my friends hooked on it as well after a long conversation about how much we loved The Founding of Durotar. Lol
Is there an act 2 yet or am I just blind? Totally amazing campaign tho. i got my friends hooked on it as well after a long conversation about how much we loved The Founding of Durotar. Lol
I'm pretty sure there isn't an Act II yet. Btw, with you and your friends loving The Founding of Durotar so much, have you guys played any other campaigns like that (and this one) that focuses solely on hero progression? I'd really like to get ahold of some since I completed this one.
Oh, haha. I'm that kind of guy too. Collecting items is what I usually do in RPG game like this. That was the original intention for the items in this campaign too. However, due to the limited inventory system, my future designs of the campaign no longer revolve the idea of item collection.
Is there an act 2 yet or am I just blind? Totally amazing campaign tho. i got my friends hooked on it as well after a long conversation about how much we loved The Founding of Durotar. Lol
Thank you very much for the kind words @JakedaSnak33. Act II is currently in development. The progress is slow as I'm not focusing on it. I can't tell when it will come out though.
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After putting some more thoughts into the campaign, I have some changes I would like to make for Act I. I would like to hear what your thoughts on them are.
Buri's Ability
People say that Buri's Abilities very closely resemblance the abilities of a Blood Mage. I agree. He wasn't meant to be too special. His main purpose is to support Adias, mainly with Adias' lack of mana at the beginning of the game. Although having his purpose in place, I'm still not satisfied with his set of abilities. Mana Siphon and Mana Transfer are the 2 abilities I'd like to keep on him. I don't see how Banish would be useful at all when his other abilities are so much better, so that's the ability I would like to change the most.
So I thought of replacing Banish with a self heal ability called Holy Heal. This ability is like a Clarity Potion. It has 65 seconds cooldown, 75 mana cost and 30 seconds of hp and 75 mana regeneration. Buri's regeneration will stop if he gets hit while being under the spell's effect. The special thing about this ability is that if the regeneration process is completed, Buri doesn't lose any mana at all, the real cost of this ability is only the cooldown time. This ability certainly can change the way players play this hero. Depending on what abilities players pick for Buri, his playstyle can differ.
Buri's Flame Strike ability is too good in my opinion. Chen should be the major AOE hero in the game, not Buri. I did not plan for players to finish Den of the Murlocs with Adias and Buri at all but many people have done it. Therefore, reducing the radius of Buri's Flame Strike and reduces its damage seem like a good choice to me.
Act I's Level Cap
Because I love the freedom of leveling up without being capped unlike the Founding of Durotar campaign, I set no limit for your heroes' level in Act I. It is not a problem in Act I, however. I see that the problem would start to emerge from Act II. When the gap between dedicated players with high-leveled heroes and rush players with low-leveled heroes become too big. At that point, it is really hard to balance the game.
In fact, I really don't like the fact that your heroes's levels are capped.
Instead of doing so, after reaching a certain level in Act I (About level 23), your heroes start to receive only 25% experience compared to the experience your heroes received before. This makes the level gap much smaller when it comes to Act II.
I'm pretty sure there isn't an Act II yet. Btw, with you and your friends loving The Founding of Durotar so much, have you guys played any other campaigns like that (and this one) that focuses solely on hero progression? I'd really like to get ahold of some since I completed this one.
Apparently The Legacy of Lordaeon is really good. Basically a Forsaken campaign in the same style. But sadly unless you have a version of TFT older than 1.30 it is currently unplayable. There is a bug that causes it to crash after the first cinematic. But it has AMAZING reviews
Apparently The Legacy of Lordaeon is really good. Basically a Forsaken campaign in the same style. But sadly unless you have a version of TFT older than 1.30 it is currently unplayable. There is a bug that causes it to crash after the first cinematic. But it has AMAZING reviews
Wow, this is a seriously excellent and epic map. What a breath of fresh air!
I just finished your campaign, almost sad that it's over, so next we'll go back and try and complete some of your really hard optional quests.
There is just so much effort you put into this and it's offering an experience far beyond the quality of even the original WC3 campaigns.
There are so many good things to say about your map:
- Difficulty level, it's not easy, it's hard but a good kind of hard, rewards have to be earned and nothing is taken for granted.
- Story line, there is the main story, which is comprehensive and very well planned, plus the sub-story of Adias's turmoils, which adds to it.
- Level design, much exploration and places to come back to. It's great when you realize that an area is too difficult, but will become manageable later when your characters level up.
- Items, they give you just enough reward, but not too much.
- Length, this game is very long, yet it's quality long. It's not just a grind map, there are story elements that keep the player involved as it progresses.
- Rewards, you've done so well in this aspect. Often players can pimp their characters early to make an easier late game, but you've balanced this so that it encourages players to progress the story in order improve their characters.
All in all, I can really appreciate the tremendous amount of effort you've put into this map, a true diamond in the rough.
Hi everyone. Thanks for this awesome campaign ! Unfortunately I can't play beyond the part with the shaman orc because the game crashes. Could someone help me ? Sorry for my english.
Hi everyone. Thanks for this awesome campaign ! Unfortunately I can't play beyond the part with the shaman orc because the game crashes. Could someone help me ? Sorry for my english. View attachment 307943
Me too! OP said it's because of the patch. I'm using patch 1.30.1 and can't go back to patch 1.29. Too bad, this is a great campaign and I can't finish it because of this issue :/
Hi everyone. Thanks for this awesome campaign ! Unfortunately I can't play beyond the part with the shaman orc because the game crashes. Could someone help me ? Sorry for my english.
Me too! OP said it's because of the patch. I'm using patch 1.30.1 and can't go back to patch 1.29. Too bad, this is a great campaign and I can't finish it because of this issue :/
Hi @Nergal, yes I'm pretty sure that the bug happened due to the new patch. There's nothing we can do about it at this point unless you play it on the older patches.
Hi everyone. Thanks for this awesome campaign ! Unfortunately I can't play beyond the part with the shaman orc because the game crashes. Could someone help me ? Sorry for my english. View attachment 307943
Hi Guys, agreed, suggest never patching beyond v1.27b. This recommendation is not just for this map, but for virtually everything downloadable.
We had the same issue with Sunken City. To fix this we downgraded to Windows 7 and only patched up to 1.27b. It's been fine since, so could be a patch and not a Windows issue.
Hi Guys, agreed, suggest never patching beyond v1.27b. This recommendation is not just for this map, but for virtually everything downloadable.
We had the same issue with Sunken City. To fix this we downgraded to Windows 7 and only patched up to 1.27b. It's been fine since, so could be a patch and not a Windows issue.
Perhaps keep two copies and play on both sides of the fence. This game wasn't patched for many many years, beforehand all the map makers had a solid version to run from for a very long innings.
Defenders of the Light has been updated to version 0.33. This update was meant to fix many fixable bugs. It barely added any new content into the campaign. If you have played through it, I don’t think you should play through it again. Patch 1.30 is still not recommended to play this campaign with. Here are the list of some major things that has been changed:
+ 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.
Here’s the full list of changes for this update:
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
The changes may not be significant enough to replay the campaign. Please read the changelog first before considering replaying it.
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For anyone who has played the campaign, and if you want to reply to this, I would love to see:
1. What your item combination is and what you think is the best combinations of items you have discovered.
2. Your 3 favorite fights in the campaign. Why?
If you write them down, make sure you put your response into a Spoiler box so that you don’t spoil the game for other people. I love to see your different perspectives on Defenders of the Light.
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Now is for a bit of fun time!
Did you know that the Phoenix Eggs Minigame in Lonely Island rewards you items depending on how long you can last? The longer you last, the better rewards can be. There are 3 items in the list of rewards which are considered to be the rare items. Those 3 items cannot be found anywhere else. Once you've picked up one of the 3 rare items, the quest Well of Treasures will be completed.
In this update, I also expanded the number of rewards that you can obtain to 46 items, including consumables (from 25 items).
Are you playing with v1.30? I've seen others reporting crashes with this campaign who were playing (I think) with versions 1.29 and up. I'm sorry you had to experience this.
Are you playing with v1.30? I've seen others reporting crashes with this campaign who were playing (I think) with versions 1.29 and up. I'm sorry you had to experience this.
Are you playing with v1.30? I've seen others reporting crashes with this campaign who were playing (I think) with versions 1.29 and up. I'm sorry you had to experience this.
Now a little bit of feedback:
- In the map before the last map (arthas forces vs undead) it hppened to me, that I stopped getting any gold from kills or whatsoever (I think the last gold I got was some from the vault-with-gate at the map).
- Also in this map some cloak of flames thing does 50hp/sec (by its description) which is a bug, because on other maps it is 10hp
- Also in this map - I have killed all buildings with catapults and wanted time to explore the map, but the big zombies kept coming ... maybe I expected some type of reward for clearing the map.
- I was unable to find a mask of silence (there are 2 guys near dark woods, that would craft things for you, for one I found it, for the second one nope.)
- I was unable to see a statue moving at midnight
- I did not know what is a priest guy in corner of edenvale doing
- I would apprecite more space in storages
- It would be great to know, what stats will the created items have.
- Poison dagger from murlocs was somehow bugged and did not work (i know about orb stacking effects, not the reason)
- Item system - man, the design decision with minus stats is soo bad. I mean, being a mathematician - to maximize my options in game AND power, it is not a good idea to use items with minus stats. It could work if the inventory would be bigger and people could balance things, but I wanted ALL stats maximized (for example also because str heroes need mana to cast)
The only thing with minus stats I have used was the mana regen -400MP incense, which is hackable, because if you uneuip before casting and then equip again it makes your spells cost so low
... So I was pretty happy with only plus items.
Edit: .. Oh yea I ws plying at 1.30 that can be the case
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