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, designed for classic Reforged, is not yet available. Development is focused on creating Act I from scratch, with the goal of ensuring a stable campaign file to prevent crashes. Classic Reforged boasts several new features, such as item stacking and trigger improvements, which enhance the game's overall feel. I'm eager for classic Reforged players to experience these enhancements.
"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
v0.54 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
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 you still encounter after 0.54 update, please let me know.
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 King of Edenvale, the opponent hero sometimes just freezes and does nothing.
In Fallen Lords, one of the bosses sometimes just freezes and does nothing.
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 0.54 of Defenders of the Light added the legacy campaign file DOT127 (compatible with game version 1.26 & 1.27) and campaign file DOT129 (compatible with game version 1.29+) while removing file DOTL131. With the return of the campaign file compatible with game v1.26 & 1.27, players can experience the campaign from the beginning to the end again without encountering any crash. Many trigger clean-ups and bug fixes have been done for DOT129 as well to hopefully eliminate game crashes that were previously reported.
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!
Played the intro and the Family's Ingredients quest. Would play more, but it's very late and I'm tired.
From what little I played, I can see this is a very well crafted campaign, absolutely wonderful. The first quest is simple, but very different from what you'd usually expect from a Warcraft map, so it feels fresh.
However, I have 2 small things to point out:
- The intro/tutorial has a bit too much talking (as the intro itself points out). I noticed you tried to remedy it a bit here and there (winding path), but I suggest tweaking it some more, especially because the first cinematic on Act I is somewhat long too (though very well made).
- There were a few grammar mistakes. Very few, but I think I should point it out. I saw a couple on the second half of the intro (I remember one on the corridor before the part where you talk about armor, with the nerubian, water elemental, etc).
Out of curiosity: On the Family's Ingredients quest, I managed to spend only 80 gold and buy the 120 gold item with the merchant, but the merchant has a 145 gold item, suggesting you can save even more gold. Did I miss something? I passed through all 7 sellers and chose the cheapest ones.
Out of curiosity: On the Family's Ingredients quest, I managed to spend only 80 gold and buy the 120 gold item with the merchant, but the merchant has a 145 gold item, suggesting you can save even more gold. Did I miss something? I passed through all 7 sellers and chose the cheapest ones.
- Transitioning to another map with at least one of your hero being reviving will crash the game.
~could instantly reviving (trigger) the heroes before level transition solve this? - 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.
~there should be regions in places like those to move creeps to proper places if they enter those regions - 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.
~could be because of items. You should pick them all up and remove them before level transition - In Blood Feather, the Circle of Power may disappear (visually) after a game is loaded.
~did you use the animation vertex colouring/transparency trigger on it? You could make it visible once the game is loaded (game->a game is loaded) after storing it as a variable when the game is saved - 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.
~weird, are there any periodic triggers which act on the heroes? You should turn those (the respective ones) off once a hero dies - In King of Edenvale, the opponent hero sometimes just freezes and does nothing.
~there's surely a problem with a trigger not running either because of a bolean, integer or whatever you've used to make the trigger run; try using game text messages after conditions and such to trace where the issue happens (in which trigger or part of that trigger) - In Fallen Lords, one of the bosses sometimes just freezes and does nothing.
~same as above - Although some cinematics are not meant to be skipped, skipping some skippable cinematics may not work properly or may break the game.
~that should not really happen. Try tracing the triggers with text messages so you'll know when it happens - Some tooltips are not fully displayed.
~for items, spells, units? That shouldn't be though unless you've used an external editor or some other way to write them?
I'll be playing it in the near future and will edit this post.
I've been looking forward to this for a very long time! I played it a bit and so far the campaign looks promising and the story sounds intreseting.
Will write a full review when I finish it.
- 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.
- Transitioning to another map with at least one of your hero being reviving will crash the game.
~could instantly reviving (trigger) the heroes before level transition solve this? - 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.
~there should be regions in places like those to move creeps to proper places if they enter those regions - 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.
~could be because of items. You should pick them all up and remove them before level transition - In Blood Feather, the Circle of Power may disappear (visually) after a game is loaded.
~did you use the animation vertex colouring/transparency trigger on it? You could make it visible once the game is loaded (game->a game is loaded) after storing it as a variable when the game is saved - 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.
~weird, are there any periodic triggers which act on the heroes? You should turn those (the respective ones) off once a hero dies - In King of Edenvale, the opponent hero sometimes just freezes and does nothing.
~there's surely a problem with a trigger not running either because of a bolean, integer or whatever you've used to make the trigger run; try using game text messages after conditions and such to trace where the issue happens (in which trigger or part of that trigger) - In Fallen Lords, one of the bosses sometimes just freezes and does nothing.
~same as above - Although some cinematics are not meant to be skipped, skipping some skippable cinematics may not work properly or may break the game.
~that should not really happen. Try tracing the triggers with text messages so you'll know when it happens - Some tooltips are not fully displayed.
~for items, spells, units? That shouldn't be though unless you've used an external editor or some other way to write them?
I'll be playing it in the near future and will edit this post.
They are activated. I also get the "Hints" and the messages for path unlocking ... But every interavtion with a npc just pings the map and i have to read the message in the log. Cinematic messages function well.
From what little I played, I can see this is a very well crafted campaign, absolutely wonderful. The first quest is simple, but very different from what you'd usually expect from a Warcraft map, so it feels fresh.
However, I have 2 small things to point out:
- The intro/tutorial has a bit too much talking (as the intro itself points out). I noticed you tried to remedy it a bit here and there (winding path), but I suggest tweaking it some more, especially because the first cinematic on Act I is somewhat long too (though very well made).
- There were a few grammar mistakes. Very few, but I think I should point it out. I saw a couple on the second half of the intro (I remember one on the corridor before the part where you talk about armor, with the nerubian, water elemental, etc).
Out of curiosity: On the Family's Ingredients quest, I managed to spend only 80 gold and buy the 120 gold item with the merchant, but the merchant has a 145 gold item, suggesting you can save even more gold. Did I miss something? I passed through all 7 sellers and chose the cheapest ones.
Thank you for playing @Niethar. I agree, the intro and the first map have a lot of talking. However, delivering the story and the characters at this point is very important. To the gameplay stand-point, shortening it would be better. However, I would sacrifice the gameplay for the character development in this map. This is the longest cinematic that players have to watch anyway and they can skip if they want. Thanks for pointing out the grammar mistakes, I'll take a look at those for future updates.
About the Ingredient quest, yes, there's a secret seller.
Hi JinJang, don't tell me you created your account just for this.
Yes, Thịnh Hồ is my fullname but "Rau Den" is not what you're thinking of. It's one of the vegies in we have in Vietnam: Rau Dền
I named it Act I instead of Chapter I because this is not a map/mission that you look at at the campaign screen. That is a bunch of maps, a campaign in one single button.
I would never have recognized where you're from with that username of your ha! Great to hear. I'd like to here from you while you're playing this campaign.
They are activated. I also get the "Hints" and the messages for path unlocking ... But every interavtion with a npc just pings the map and i have to read the message in the log. Cinematic messages function well.
I can't pinpoint exactly what the problem is. All of the testers and myself never encountered this problem. I'm sorry to say that you have to read the Log for now. I'll let you know if I figure out what the problem is.
I've been looking forward to this for a very long time! I played it a bit and so far the campaign looks promising and the story sounds intreseting.
Will write a full review when I finish it.
Wow, I didn't know you were looking forward to playing this. To so you know, your campaign Legacy of Lordaeron is a great campaign. It is a faithful adaptation to the original Rexxar Campaign. It is the one and only that I have ever seen that was inspired by Rexxar campaign. I've never seen any other campaign like it.
- Transitioning to another map with at least one of your hero being reviving will crash the game.
~could instantly reviving (trigger) the heroes before level transition solve this? - 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.
~there should be regions in places like those to move creeps to proper places if they enter those regions - 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.
~could be because of items. You should pick them all up and remove them before level transition - In Blood Feather, the Circle of Power may disappear (visually) after a game is loaded.
~did you use the animation vertex colouring/transparency trigger on it? You could make it visible once the game is loaded (game->a game is loaded) after storing it as a variable when the game is saved - 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.
~weird, are there any periodic triggers which act on the heroes? You should turn those (the respective ones) off once a hero dies - In King of Edenvale, the opponent hero sometimes just freezes and does nothing.
~there's surely a problem with a trigger not running either because of a bolean, integer or whatever you've used to make the trigger run; try using game text messages after conditions and such to trace where the issue happens (in which trigger or part of that trigger) - In Fallen Lords, one of the bosses sometimes just freezes and does nothing.
~same as above - Although some cinematics are not meant to be skipped, skipping some skippable cinematics may not work properly or may break the game.
~that should not really happen. Try tracing the triggers with text messages so you'll know when it happens - Some tooltips are not fully displayed.
~for items, spells, units? That shouldn't be though unless you've used an external editor or some other way to write them?
I'll be playing it in the near future and will edit this post.
Wow, some of the suggestions are very helpful. It may help solve the problems.
- Reviving heroes before transitioning is a great idea. It can definitely be done. I just need to examine if there's any other triggers that can interfere with this before implementing it.
- About units spawning behind rocks and trees I know the problem and how to fix it. I just need some exact locations where it happens.
- I may have used the coloring trigger on the Circle of Power. That's a great suggestion, I'll take a look into it.
- About the boss being frozen, it can be the triggers, which I checked and didn't find anything. I need more testing and find out the exact problem. It is not game breaking however. Due to it, sometimes players have more breathing room.
- The game-breaking-cinematic-skipping problem only happens with my friend who tested it in patch 1.30. Nobody got this issue. I'm 95% certain that it's due to the patch.
- Tooltips getting cut off is also the patch 1.30 problem. Many people have reported this issue from the patch.
Thanks @deepstrasz.
Spinach - Wikipedia Is it that (used Google translator)? I didn't know what it was supposed to be. Searched on Google but how you wrote it now gave me results, how it's in the game didn't give me much.
- About the boss being frozen, it can be the triggers, which I checked and didn't find anything. I need more testing and find out the exact problem. It is not game breaking however. Due to it, sometimes players have more breathing room.
Happens to me too in a map. I still have no idea what causes it. I traced it but it's weird that it happens. I even have a periodical trigger that checks every 0.1 seconds but it still can happen for some reason. I'm using 1.29.2. I can't say it's a patch version bug because I don't know if it would work properly on a previous version since I can't downgrade the map anymore once saved on 1.29.2.
Spinach - Wikipedia Is it that (used Google translator)? I didn't know what it was supposed to be. Searched on Google but how you wrote it now gave me results, how it's in the game didn't give me much.
Happens to me too in a map. I still have no idea what causes it. I traced it but it's weird that it happens. I even have a periodical trigger that checks every 0.1 seconds but it still can happen for some reason.
It is possible that the bug is internal. Maybe the triggers somehow interfere with the internal processing of the AI which causes the problem. It's hard to explain.
The campaign is absoletly marvelous! Cool heroes, a lot of cool ideas and good story as an addition. You got right after I got this Greed achievment and a ring. But unfortanately I may have to wait for another update to replay this - game crashes after I leaving The A City for a Wood location.
The campaign is great overall. But there are some things i want to point out:
1. Maps are huge. This is awesome! But its so dull to move around without some fast travel system, like teleportation to reincarnation stones or horses. Chen wouldnt mind donkey I think!
2. Constantly respawning enemies are annoying! I wanted to break my keyboard in Murloc's Den. But now I know there is another way around. Would be cool if instead of constant respawning they will stop respawning after completing some quests or killing the Boss. I guess noone really wants to grind levels on monsters when there is so questing.
3. Heroes inventory is not enough! Would be cool to have backpacks like in some other campaighns, since so much items in the game.
But its still one the best first realeses of campaigns i played. Keep up the good work!
P.S. How many level on memory test? Is it Endless. I gave up after 13th.
Actually i spent only 2h on this campaign don't have much free time.
If you add item boot of speed in the begining it might be better to switch map in my opinion, so happy to see that Vietnamese have a campaign in Hive ^^
Depends which quest requiring the meat you're on.
In one of them you have to kill a giant crab that has 5000 hp. He is located on the bottom left of the map.
If you're not on that one then it's a bug.
Actually i spent only 2h on this campaign don't have much free time.
Nếu có item boot of speed ban đầu thì chạy map đỡ khổ hơn đấy bác, thật hào hứng khi thấy có người vn làm campaign trên này ^^
I tested the campaign more than 60 times at this point and the spawn system always work properly. The first answer that came to my mind when I saw your question is that you're using cheat in the campaign. Cheats make the campaign unstable. That may have stopped the crabs from spawning. If it is not the case, please let me know.
The campaign is absoletly marvelous! Cool heroes, a lot of cool ideas and good story as an addition. You got right after I got this Greed achievment and a ring. But unfortanately I may have to wait for another update to replay this - game crashes after I leaving The A City for a Wood location.
I'm so glad to hear that from you buddy. I don't remember having any Greed achievement in the campaign. Also what map are you refering to for "The A City" and "Wood location"? I need to pinpoint where it happens so that and can look into the triggers. Does the "The A City" mean the outer Dark Wood (connected to Shimmer Coastal) and "Wood location" mean the inner Dark Wood?
I'd like to address the points that you made below. They are excellent points by the way.
1. Maps are huge. This is awesome! But its so dull to move around without some fast travel system, like teleportation to reincarnation stones or horses. Chen wouldnt mind donkey I think!
@Championfighter25 also said the same thing when testing. I can see that you're a progressive player who wants to make progress when playing campaign like this. So skipping random creeps is better than going through them for you. I'm a "grindy" player and I love the slow "grindy" nature of RPG games. Having too many fast-travel and teleportation systems break that feel of the game for me. For people who wants to make progress like you, if you're throughout and lucky, you'll be able to buy the Staff of Teleportation which allows you to teleport your hero anywhere you'd been to. The cost of this is one of your heroes' inventory slot.
2. Constantly respawning enemies are annoying! I wanted to break my keyboard in Murloc's Den. But now I know there is another way around. Would be cool if instead of constant respawning they will stop respawning after completing some quests or killing the Boss. I guess noone really wants to grind levels on monsters when there is so questing.
This is the core idea of Rexxar campaign actually and I want to keep that. I also improve a lot on that system. It seems like you had a different mindset playing through this. Rexxar campaign is for casual players, there's nearly no punishment when your heroes die. The resurrection stones in that campaign are so close to one another so you don't fall behind when you die. The resurrection stones in this campaign is fewer and farther away. There are reasons for that.
1) When the stones are far away, you'll be punished when you die. You have to fight through the enemies you fought before to get back to the point where you die. So one of the first lessons players should learn is that they're not supposed to die so often. If they do, then they'd get frustrated which you did.
2) Every time players die, they should learn something from the game. They should ask themselves the reason they die so that they don't make the same mistake again. The reasons usually come down to these:
- Their heroes are too weak, too under-leveled. When they know that they've perfectly execute the synergy of their heroes' abilities (or when they know that they did their best with their playing capability) and still die. That means they're under-leveled. (This is the most common reason)
- The enemy that they died to requires a better strategy to be defeated. They need to understand the enemies' strength and weakness as well as their heroes' in order to get through them. Maybe it's the kind of enemy that require AOE spells to clear them out. Maybe it's the kind of enemy that you need to focus them down. Or the kind of enemy which requires specific item composition to counter their existence. You'll a lot of enemies like these in this campaign. In Rexxar campaign, you sweep through enemies with ease (especially in Act I). In this campaign, enemies, even the simple ones, can kick your ass, unless you figure out a way to counter them.
- Murloc's Den is one of the maps that teaches you your heroes are under-leveled and you should run away. You need about 3 heroes at lv15 to properly go through this map. I hope you can learn something from the lines above so you can apply it to other maps as well.
Oh, and I love grinding levels on monsters even though there's no questing
Some people suggested the backpack system before. I have to say I'd love to do that as well. There're so many items in the game. When you have more of them at your disposal, it'd be easier for you to create good item combination for your heroes. However, the complicated configuration of a backpack system may interfere with other systems in the game. Especially when transtitioning to different maps is a major feature of this campaign, it's even harder to implement the system without any bugs. Although I'd love to have the system in the game, I chose to not having it to have a stabler campaign.
If you add item boot of speed in the begining it might be better to switch map in my opinion, so happy to see that Vietnamese have a campaign in Hive ^^
Haha, good to hear. Boots of speed give you a negative buff in this campaign. Having speed means giving up another stat of your heroes, unless you can find another item to compensate for the reduced stat.
However, the complicated configuration of a backpack system may interfere with other systems in the game. Especially when transtitioning to different maps is a major feature of this campaign, it's even harder to implement the system without any bugs. Although I'd love to have the system in the game, I chose to not having it to have a stabler campaign.
This is the longest cinematic that players have to watch anyway and they can skip if they want. Thanks for pointing out the grammar mistakes, I'll take a look at those for future updates.
On the edenvale city level how do you get past that magic barrier? I used iseedeadpeople cheat to see what was pass there and there was a portal. I already did all side quests on the map so not sure what I need.
Btw I beat the murlocs with only two heroes level 7. It was tough but fun. Especially that murloc boss, not the emperor but the other one who did 300 dmg. Was tough. I had to use spells to beat him since his regen was so high took me a few tries and I was fortunate I still had an item that recovered mana.
I also saw a few items blocked by trees like a mana stone, wonder how its possible to reach them.
I like the map so far, only complaint is a lack of a storage/backpack system like someone else mentioned.
It was a nice touch to have two people who gave side quests also be villains too. I killed that bandit and mage haha.
I just arrived to Evandale city and I wanted to give some feedbacks for my gameplay experience.
I really like the campaign so far, quests are original, exploring the map is rewarding, the item system looks nice, the plot seems interesting and there's also easter eggs (the bear!).
Nonetheless there's a few things that bother me:
- I'm currently playing on hard difficulty and, contrary to what the tutorial implied, it's quite easy.
Maybe I got lucky but in the previous map I early found a mercenary camp and hired powerful mercs who can easyly kill any creeps.
Of course when my heroes were alone (ie when I entered the den of the murlocs), they were absolutely murdered.
-I think creeps respawn too quickly (1 minute or so). Overall I dislike that respawn mechanic which makes the game annoying
I know it's inherent to that kind of campaign but that's just my opinion.
-Also, the rewards for completing a sidequest are disappointing (I can't even rember what the demonlord drops and what's the point of getting a dog who can't even attack? )
-We souldn't have vision of the Evandale city's map, it's very hard to explore a map which is already revealed (and this one seems to have a lot of optional quests)
Anyway ThinhHo did an amazing job, and I'll continue my playthrough tomorrow.
The problematic thing is the trigger which you have to move the backpack unit to your heroes very frequently. This trigger must work in the background. This adds another layer of complexity to the trigger configurations. When there are too many triggers that run in the background, the game becomes unstable.
Btw I beat the murlocs with only two heroes level 7. It was tough but fun. Especially that murloc boss, not the emperor but the other one who did 300 dmg. Was tough. I had to use spells to beat him since his regen was so high took me a few tries and I was fortunate I still had an item that recovered mana.
On the edenvale city level how do you get past that magic barrier? I used iseedeadpeople cheat to see what was pass there and there was a portal. I already did all side quests on the map so not sure what I need.
If you have tried @Championfighter25's suggestion and you still can't get pass that, I'd suggest you to come back to that gate multiple times as the story progress.
Are you talking about one of the items in Shimmer Wood? I don't recall putting any Mana Stone in that map? You talked about the Mana Stone in Den of the Murlocs right?
The campaign difficulty is progressive. It gets harder and harder over time. I'd love to hear more from your experience when you got further into the game.
-Also, the rewards for completing a sidequest are disappointing (I can't even rember what the demonlord drops and what's the point of getting a dog who can't even attack? )
The rewards of this campaign are not consistent. A lot of those sidequests were made for variety, not for good items. Sometimes you get nothing at all but just a piece of story. Don't expect the rewards of the quests to be awesome. All of them are very inconsistent and they were all created for gameplay purpose. Also don't expect powerful items like in the original game. A lot of items in this campaign will throw you off with their negative sides. It's hard to tell which one is "very good". You have to figure out the best item composition for your heroes by combining the items you came across in the game. Some items only have positives and they are truly good items.
-We souldn't have vision of the Evandale city's map, it's very hard to explore a map which is already revealed (and this one seems to have a lot of optional quests)
Thank you buddy. I'd like to hear more from you in the future as you play through the campaign. I'd love to hear your impressions, your suggestions, tips and bug reports as well if you can find some.
Wow, I didn't know you were looking forward to playing this. To so you know, your campaign Legacy of Lordaeron is a great campaign. It is a faithful adaptation to the original Rexxar Campaign. It is the one and only that I have ever seen that was inspired by Rexxar campaign. I've never seen any other campaign like it.
I tested the campaign more than 60 times at this point and the spawn system always work properly. The first answer that came to my mind when I saw your question is that you're using cheat in the campaign. Cheats make the campaign unstable. That may have stopped the crabs from spawning. If it is not the case, please let me know.
The problematic thing is the trigger which you have to move the backpack unit to your heroes very frequently. This trigger must work in the background. This adds another layer of complexity to the trigger configurations. When there are too many triggers that run in the background, the game becomes unstable.
Yeah, that is a very good item.
I'll nerf it. The bonus speed is a lot more than it should be.
Oh, well, now I'm not sure either.
Wow, this is impressive!!! I never thought anyone would be able to pull it off with only two heroes level 7. Man, you really deserve a medal for this.
If you have tried @Championfighter25's suggestion and you still can't get pass that, I'd suggest you to come back to that gate multiple times as the story progress.
Are you talking about one of the items in Shimmer Wood? I don't recall putting any Mana Stone in that map? You talked about the Mana Stone in Den of the Murlocs right?
Hey, the mage is a good guy haha XD
The campaign difficulty is progressive. It gets harder and harder over time. I'd love to hear more from your experience when you got further into the game.
The rewards of this campaign are not consistent. A lot of those sidequests were made for variety, not for good items. Sometimes you get nothing at all but just a piece of story. Don't expect the rewards of the quests to be awesome. All of them are very inconsistent and they were all created for gameplay purpose. Also don't expect powerful items like in the original game. A lot of items in this campaign will throw you off with their negative sides. It's hard to tell which one is "very good". You have to figure out the best item composition for your heroes by combining the items you came across in the game. Some items only have positives and they are truly good items.
It makes sense. I'll consider it.
Thank you buddy. I'd like to hear more from you in the future as you play through the campaign. I'd love to hear your impressions, your suggestions, tips and bug reports as well if you can find some.
Yes in the den of murlocs. I just found out how to destroy the trees though nevermind
Just one thing I noticed. Armor seems to be very very nerfed. As of right now its not really worth carrying any gears that give only armor. The damage mitigation is laughably low. Even 20 armor does almost nothing. You are better off getting more hp or more stats.
Spent about 20 minutes at the memory test and i actually don't know how to do the mission. It said click on the circle in order but everytime i click and game over, and i don't really know which one was lit first, all circle is blur which is hard for me to know.
Too many healing even play on hard difficulty! (potion, healing wave, fountain, roast, rune...)
The Reiner shop guy isn't invulnerable ( buy all of his stuff then kill him )
Wizard not fight me back when i use Storm Bolt or Flame Strike on him
When i killed the Wizard with Buri and mercenary creeps then move Adias to him, the cinematic start and we talk with a dead body, and everytime he said the item have a circle on it. That 's weird! He even said " We judge people too fast without knowing about them" ^^
When the Corruptor is killed, blight should be remove and the forest should be normal again like NE campaign when Malfurion kill the banshee.
Tunnel teleport point should be at the edge, don't need to move the unit inside of the tunnel.
Sasquatch drop too many runes
The fountain in the middle also have too many runes even though creep are easy to clear. I suggest you to halve all of the healing stuff to make this map more adventurous( should replace it by tomes maybe).
Each quilboar drop a spirit link( 3 charge), kinda broken lol.
Marine in the village?
Damn this map is crazy, murloc keep spawning, poison attack draining hp, the only aoe is flame strike but countered hard by ensnare and in the fight i always surrounded by the small murloc. They even have towers which need 3 FS and a few hit to destroy. I don't know the guy beat this map with lv7 hero somehow did it but both my heroes are lv9 but still so squishy, Murloc Ritualist drop nothing upon death (not even a healing salve) i have to cheat some gold to buy potions because this cost me a lot of time to wait hero regen. Maybe just because i'm bad but this need to be improve.
No tower, no guard at the gate? ( no gate too)
A lonely statue at the bottom left should add unit, building or sth
Some optional quest don't need a cinematic, a few sentences is enough
The only way to kill gimmy shade is cheat right? i have a idea that use invi potion to stun him but don't know is it work?
I'm a paladin, Defender of the light! not the guy who clean the road just for a few buck!
I'm still do for money lol , and time still run when i'm in cinematic.
Should be a ping on minimap immediately when cinematic end
Only a few tree on the beach and it look not so natural
Why the other heroes hide in the corner?
After finish crab quest, in the cinematic Adias not stand there but run away :V i think this happen bc he was in multiple action (shift)
Final unit test is impossible (3k hp and 100 chao dam+Slam)
Buri have -1 armor when he at lv10, is this a bug or sth bc i remerber he was 1 armor at the beginning
The Garithos guy ( don't remember his name) should be at max lv or lv10 cap bc he stole my exp
why the armor lost so much value? and health increasing each lv not so impressive, your heroes is nothing more than a knight with skill in normal game and thus item drop is not what i 've expected for. At least drop a unique item when kill the Corruptor.
You should ask Turnro about backpack, his campaign allow me to carry 6 more item at the begining and even switch to another map. Or if you don't want backpack feature on this campaign, i
recommend to have some item combination, don't need too complicated or overpower, just simple as Mantle of intelligent x2= Robe of Magi or Robe of Magi+Boots of Quelthalas+Belt of giant strength= Crown of King, that would be cool
A very unique and entertaining campaign I have ever seen, just like I expected it! I've had pretty much fun playing it. I've just finished it on Normal difficulty (I played it on patch 1.29.2). I managed to complete the main story but I haven't been able to finish all of the side quests though. Anyway, Here's my review and the list of some bugs I've encountred in some maps during my playthrough in this campaign :
(Little Village)
- Buri can't give away the chicken to Amie. Only Adias can.
- Centaurs in Lordaeron? That's unusual! (I know it take place in a different world, I'm just referring to the template)
(Shimmmer Coastal)
- Some trees are placed on water which looks kinda weird.
(Shimmer Wood)
- The Centaure Firecaller gives Slow Aura buff that slows my heroes even though he has a Devotion Aura?
- Too many Runes.
- Creeps sometimes leash even when they're attacking you.
- After I returned to place where Buri died. Chen got teleported to a different zone during the cinematic.
(Den of the Murlocs)
- I am also curious to know how to get to those items behind trees. I killed all the Murlocs and destroyed their huts but nothing happens, Buri's Flame Strike ability doesn't work either.
- A shortcut in Southeast would be helpful.
(Edenvale City)
- Funny thing : The timer In that math mini-game can be tricky because one can simple pause the game and calculate like me!
- The Hard difficulty of that math mini-game is bugged?
- General Musko has also a Healing Wave ability which is pointless since Adias already has it.
(Edenvale Dungeon)
- Some gates open when destroying them? Normally, there should be a lever or something if that's the case.
- The Dee See Sceptre doesn't work in this mission? Although, I can summon other minions such as Furbolgs, Golems, etc...
- Gates can be destroyed with Storm bolt?
- I've noticed a bug. When you destroy the two Power Generators before killing the Blademaster the gate won't open.
(The Royal Palace)
- Adias can bypass barrels.
(Lonely Island)
- The Makruras are quite OP and they stun way too often.
(The Barrows)
- Neutrals hostiles units can bypass doodads.
- The Fel Orc Warlocks quest can be completed without speaking to Picolo.
(Dark Wood)
- Why is this map seperated into two parts? Can't you just fuse them into one single map?
(Longpass Valley)
- This level looks similar to the BloodElf campaign of TFT. Although, It has some additional features but they weren't effective since this mission is easy to beat imo.
(Stormhaul)
- The South base AI is bugged the units are just going back and forth doing nothing.
- I can't train Advaned Gryphon Riders. it says the techtree: Castle is Requited
And here's my thoughts on the campaign :
Transition : As a suggestion, It would be a nice to add a dialogue that shows you where the transition takes you whenever you step in a transition zone so we can know where we are heading. Quests : : Apparently, sides quests aren't sync in all levels, you can only see the sub-quests of the map that you are in. It isn't a bad thing though but rather a good thing because It keeps things well organized and people wouldn't be confused about which map is the sub-quest in.
Also, I would like to point out something that was very confusing me : Some quests get marked completed without even being triggered in the quest log, like for example : When you kill that Bandit at the start of Shimmer Wood. The quest get automatically completed. However, when I went to Edenvale City, some guy appointed me about that bandit which is already dead...
Another example : The quest that Drek'thar gives you in the Barrows. Well, before I spoke to Drek'Thar. I spent some time exploring all around the map. till I got to the area where those purple stalkers are. But then after I spoke to him he sends me right back to that place which I already visited to collect Shimmerweed....The point is : Normally, there should be block paths until you pick up the quest. Same goes for the Fel Orcs Warlocks quest... Stash : If I understood correctly, the items you store in the stash can only be loaded in other maps only if you buy another stash in that map, is that right? Creep Respawn : I'd have to agree with the others, the creeps respawn way too fast. I don't have a problem killing some low level creeps that deals less than a 30 - 40 damage, but creeps with more than a hundred damage that respawn every 2 or 3 minutes, that's problematic unfortunately. Sometimes, I just have to make my way with cheats to speed up the progress. Terrain : Terrain is well made in almost every map. Although, I do have some complaints about the size of the maps just like the others appointed out. On the one hand, it is fun to explore new areas and discover new stuff, on the other hand, it's time consuming, especially with those instant respawn creeps. that just kills the fun completetly for me. Story : I must admit. This is the most amazing thing that got my attention in this campaign the whole time! The story is just brilliant and wonderful! Gameplay : All the heroes' abilities are fine. Although, Buri's abilites weren't that uselful, the only ability that he has effective is Flame Strike. Also restoring mana is sometimes useful. But the two other ability are kinda useless imo.
Overrall. This was a great campaign, I really enjoyed it! A lots of efforts have been put it this project. I am very impressed on how it turned out. And I am looking forward to the sequel. 5/5 from me.
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P:S : When you release Act Two, will our heroes be transferred to that act directly or should we restart from Act One? If no, will you make it so that we can have starting heroes with a certain level and items in Act Two just like in Rexxar's campaign?
EDIT : How do I get to the Fallen Lords and The Abyss map? Where can I find the entrance to those maps?
For the first, you must complete the optional quest in the sub-map glowing cave (located in Dark Wood). A bonus map will then unlock after you've beaten the Act.
The portal to the abyss map is located in shimmer wood. You must hit a lever on the same map, that's located in one of the bandit camps.
Considering this:" Also what map are you refering to for "The A City" and "Wood location"? I need to pinpoint where it happens so that and can look into the triggers. Does the "The A City" mean the outer Dark Wood (connected to Shimmer Coastal) and "Wood location" mean the inner Dark Wood?
I'd like to address the points that you made below. They are excellent points by the way."
I didnt buy any items during the very first quest and got Ring of Greed artifact which is the only OP Item I've got.
Im having a crush after leaving Evendale (thought it call Avendele for some reason) city for Shimmer Woods during loading screen. Got no idea why.
That's not good. I've encountered none of the pieces in my quick run to the gates in their region. If this does not happen, it's a small chance for someone to think having to grind to find the pieces there.... It's bad design based on luck which is not fun and might make people lose content. First, I thought the warlock was giving the passwords somehow and I tried those... I've killed lots of creatures near the northern gate and none dropped anything related to any password... The sea creatures in the south don't drop any words but only some white wa floating text appears when they die... wow, now I had ka... It's so random... Until now, this seems the worst luck based optional quest.
Tried writing in chat: kawa and waka because they mean something and tried kwaa and aawk and awak but nothing.
Just one thing I noticed. Armor seems to be very very nerfed. As of right now its not really worth carrying any gears that give only armor. The damage mitigation is laughably low. Even 20 armor does almost nothing. You are better off getting more hp or more stats.
Yes the armor of this campaign loses value due to the nature of the game. Most items in this campaign are meant to provide small improvement to your heroes, not a lot. The best items in the main game can increase your heroes' power in general by 100% for example. I don't nerf the armor. I nerfed the overall effectiveness of all items. Even though you get some of the best items in the campaign, your power should increase only by 20%. The item system of this campaign is designed with a different mindset than the main game. Items in the main game don't have negative stats. When looking at the items in the main game, you can tell right away which item is better. For many items in this campaign, you can't say the same thing. Because all items in this campaign are meant to be "potentially" good. Armor and other items are only valuable when you figure out the best item compositions for them. Here's one item composition for armor build I thought of: Defense Charm, Orc Shield, Magic Shield, Royal Armor, Royal Armor, Tough Armor. This composition can gives you a total of 105 armor and Hardened Skin ability to block incoming damage.
Spent about 20 minutes at the memory test and i actually don't know how to do the mission. It said click on the circle in order but everytime i click and game over, and i don't really know which one was lit first, all circle is blur which is hard for me to know.
It is possible that the video and texture settings on your computer is not high enough so the special effects don't show properly. Another assumption is that the game engine got bugged and couldn't display the special effects. You can try restarting your computer, not shut it down and turn it back on, for the special effects to be properly displayed again.
Damn this map is crazy, murloc keep spawning, poison attack draining hp, the only aoe is flame strike but countered hard by ensnare and in the fight i always surrounded by the small murloc.
This area is not meant for Buri and Adias. It is not imbalanced. People are mostly just underleved when they enter this map. Also Adias and Buri don't have good AOE to deal with the Murlocs in this map. Proceed with the main story and come back another time when your heroes are stronger. Until then, you will have a better chance to win the map.
You should ask Turnro about backpack, his campaign allow me to carry 6 more item at the begining and even switch to another map. Or if you don't want backpack feature on this campaign
It's not that I don't know how to make it. I know that making it would be a problem for the campaign, that's all. It would make the campaign more unstable than before.
I'm still not clear on what you're talking about. Now I know that you play on Hard difficulty because you got Ring of Greed. You leave Edenvale City after the Edenvale Dungeon right? And was that when the game crashed?
Also what Warcraft 3 version are you playing the campaign on?
Oh, that was a bug. If Chen is not there, that banter shouldn't have run. Keep following the main quest, north of Little Village, and eventually you will get Chen.
@ThinhHoYeah you right, today i load the campaign and it show the effect (holy light) yesterday i only see the white circle.Can you give me some hint about the gate with magic wall? Run around map a few times and still stuck at that.
Overrall. This was a great campaign, I really enjoyed it! A lots of efforts have been put it this project. I am very impressed on how it turned out. And I am looking forward to the sequel. 5/5 from me.
Yeah, they are strong units for a normal Warcraft 3 game. For an RPG campaign like this, powerful enemy units should be expected. I'm not sticking to the traditional formulas of Warcraft 3 in this campaign. Makruras are not OP. They are just not normal Warcraft 3 units as you may have expected them to be. Their stun is their gimmick. To fight against them, you have to constantly micro your heroes against the stun spell. A-move against this enemy will never work.
Also, I would like to point out something that was very confusing me : Some quests get marked completed without even being triggered in the quest log, like for example : When you kill that Bandit at the start of Shimmer Wood. The quest get automatically completed. However, when I went to Edenvale City, some guy appointed me about that bandit which is already dead...
Another example : The quest that Drek'thar gives you in the Barrows. Well, before I spoke to Drek'Thar. I spent some time exploring all around the map. till I got to the area where those purple stalkers are. But then after I spoke to him he sends me right back to that place which I already visited to collect Shimmerweed....The point is : Normally, there should be block paths until you pick up the quest. Same goes for the Fel Orcs Warlocks quest...
Yes, this was deliberate. Many quests were designed this way to grant players the freedom to explore, although it seems inconsistent in story telling at times. This kind of design was inspired from the game Dark Souls, one of my favorite games of all time. By the way, the guy in Edenvale City who talks about the bandit Balaro doesn't know that you'd killed the bandit when you were on your way to Edenvale City anyway, so saying what he says makes sense to me.
It is a shortcut. However, you need to figure out how to open it. If you figure it out, you'd know how to get the items behind the trees. The North East shortcut is not supposed to be available until you defeat the Murloc Emperor. I'll fix it in the next update.
They were made as 2 separate maps with different purposes. It is possible to fuse them but it would take a LOT of work. I don't think it's even worth it to do so.
This level looks similar to the BloodElf campaign of TFT. Although, It has some additional features but they weren't effective since this mission is easy to beat imo.
They are meant to only defend their base actually. The map was big and there are many AIs on both sides. It was very hard to make efficient AIs for the Alliance.
Transition : As a suggestion, It would be a nice to add a dialogue that shows you where the transition takes you whenever you step in a transition zone so we can know where we are heading.
I saw that you did this in your campaign. For this campaign, the return from doing this is not worth it at this point. At this point, I'll just focus on fixing bugs.
Gameplay : All the heroes' abilities are fine. Although, Buri's abilites weren't that uselful, the only ability that he has effective is Flame Strike. Also restoring mana is sometimes useful. But the two other ability are kinda useless imo.
Buri isn't a main hero. He doesn't even have an ultimate. He is meant to be Adias' support only. He was also added into the campaign recently. Many people complained that Adias had no support and the game is too hard at the beginning with only Adias, so I added Buri. This is a single player campaign so I don't plan for everything to be balanced. Some imbalances are intentional and there are reasons why they are there.
P:S : When you release Act Two, will our heroes be transferred to that act directly or should we restart from Act One? If no, will you make it so that we can have starting heroes with a certain level and items in Act Two just like in Rexxar's campaign?
Your heroes will be transferred to Act II directly with all items. If you start with Act II without going through Act I, your heroes will be defaulted as lv22 with no items. Chen and Darak would have their starting items just like in Act I. In theory, their data would be maintained and transferred to Act II when Act II is released. However, I haven't tested if it works correctly.
That's not good. I've encountered none of the pieces in my quick run to the gates in their region. If this does not happen, it's a small chance for someone to think having to grind to find the pieces there.... It's bad design based on luck which is not fun and might make people lose content. First, I thought the warlock was giving the passwords somehow and I tried those... I've killed lots of creatures near the northern gate and none dropped anything related to any password... The sea creatures in the south don't drop any words but only some white wa floating text appears when they die... wow, now I had ka... It's so random... Until now, this seems the worst luck based optional quest.
Tried writing in chat: kawa and waka because they mean something and tried kwaa and aawk and awak but nothing.
You are right. This is the worst luck based optional quest. Optional maps are hard and tedious in many ways. They are meant for hardcore players. My first tester went through this map without asking me anything but the Warlock. I don't know how long she spent on this map and the other optional ones, but she did it.
I should make the drop rate 100% or something. I can really sense the frustration on your part and it makes sense. I may have to put some more hints in the game for tricky puzzles like this.
By the way, you missed another piece of the password for that door. You got 2 out of 3 pieces.
1) Yeah, the intro is too tedious and you could cut down on the pain by leaving your design philosophy rants out of it. Ask yourself, what does the player need to know vs. what do you simply feel like sharing about your development efforts, and cut the latter part out and put it in this description instead. I think you could have removed the whole thing out, really. The only thing I needed to know was item stacking (if even that), the rest I would have found out without thinking you're a moron for not giving me a heads-up. And you could tell that without forced dialogues too. Maybe just tell us, in massive caps, skip the intro unless you're a total newbie.
2) It doesn't get better that it continues with a long talk with that boy. Voice acting would make it all nicer, but that's probably a tall order. Would have probably felt much better if I skipped the tutorial.
3) The first puzzle - the very first quest - isn't about using your brain, it's about jotting down notes. I would actually prefer it if the hero knew when he had found the best merchant for an item, and we had more elements like finding the guy hidden in the forest to it instead.
So anyway, got out of the village, met a fellow paladin. Whose skillset seems almost a copy paste from blood mage? The ultimate differs, the rest might even have the same stats. The protagonist has way more levels available to his skills than that guy, which seems odd. At the very least you should rename them so they sound more paladin-ish. He just feels like a blood mage with the wrong model to me.
Also the protagonist's skills seem to leave little room to creativity. I took his Q, then his W, and I can't upgrade either of them until level 4. So I seem to be stuck in a QWEQWEQWE cycle without having the ability to focus much on one of them. While we're at it, tooltip doesn't need to spell out the mana cost, the UI tells me anyway. But, big kudos on making the skills QWER.
However what really made me stop playing (for now anyway) is the constant running around. There's just nothing happening except me waiting for these normal speed heroes to cross a map. Sure there's combat here and there, but I don't feel encouraged to explore when doubling back after a dead end takes forever.
Your English is above decent. There are many maps whose language made me stop playing them. You could perhaps benefit from this though, as I felt you were using would in place of will often.
Oh also, destructibles that aren't meant to be obstacles should die in 1-2 hits. I need like ten swings to break a rock chunk to see if there's any treasure to be had.
Last edit (who am I kidding?): The morning of my departure I was able to kill the friendly family. Is that a whoopsie or an Easter Egg? I killed Tommy and his parents, but I guess that in order to complete the egg hunt I should have bashed Ivan's head in too
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