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Demon Crossing-ReforgedFactions 2.05

Reforged Factions by Garbaroz

Visit project page

Reforged Factions - Chapter 2: The Burning Crusade


Step through the Dark Portal and be prepared for battle!

My second bundle of custom playable factions: Illidari, Burning Legion, Fel Horde, and Watchers.
They are all inspired by the original RoC and TFT campaigns and WoW lore, and every faction comprises different races, just like the Horde and the Alliance.
Select Human to be able to play as Illidari, Undead for the Burning Legion, Orc for the Fel Horde, and Night Elf for the Watchers. A menu then appears at the start of the game for choosing the specific faction. Custom factions from the previous chapter are available in this map as well. Custom factions can be selected only by actual players, not computers.

Credits and resources: all the custom factions are created by me (Garbaroz). I used Blizzard's Demon's Crossing map as a container, but feel free to export my custom factions to other maps too, just remember to give credit! Despite the tons of awesome models and icons available on the Hive Workshop, I decided to use only in-game resources and model-stacking tricks for this mod. This makes the map lightweight, and it is sufficient to export triggers and object data to add my custom factions to another map.

Fourteen more factions are planned for future release, divided in several chapters following the conceptual order of WoW expansions.

New factions


Illidari

The formidable coalition of Blood Elves, Naga, and Broken Draenei that was assembled by Illidan for the conquest of Outland in the TFT campaigns.
  • Synergy: units of the three different races cooperate very effectively, dealing more damage when fighting together
  • Naga units can swim, submerge, and regenerate their health faster
  • Draenei units can hide at night
  • The Temple of Abysses (tier 3 town hall) can invoke earthquakes at very long distances
  • The Blood Mage Kael has learned how to use fel power to placate his addiction to magic and to heal troops
  • Heroes: Darkslayer, Demon Hunter, Sea Witch, Blood Mage
Burning Legion

The terrifying army of demons whose invasion was stopped by Night Elves, Orcs, and Humans at the end of RoC, now preparing to strike again.
  • Cabalists can summon buildings and gather gold like basic workers, but they are also effective spellcasters
  • Lumber is gathered by Felguards
  • Demonic troops are summoned from Hell Gates and Nether Portals at the cost of mana
  • Blood Pools (food buildings) can be upgraded to Felfire Pits, which can be used to transform Felguards and Fel Stalkers into more powerful units
  • Sky Barges can transport troops
  • Death Coil heals Demon units, whie Holy Light damages them
  • Heroes: Diabolist, Destroyer of Worlds, Pit Lord, Dreadlord
Fel Horde

The army of Fel Orcs who served the Pit Lord Magtheridon, until Illidan defeated him in the TFT campaign. Thought to be dead, the Pit Lord is found to be still alive in WoW-TBC, where he is kept as a source of fel blood by the same Fel Orcs he once ruled.
  • Magtheridon can shed his blood to heal the troops, and the Felblood Infusion upgrade can be researched to increase the HP of all Fel Orc Units
  • When a Fel Orc kills an enemy unit, it gets Taste for Blood, becoming temporarily faster but also more vulnerable
  • Warlocks, Chaos Towers and Voidlords deal chaos damage
  • Slave Masters can sacrifice ensnared enemy units to gain attack and regeneration bonuses
  • Demon and void units are damaged by Holy Light, but Fel Orcs are not
  • Heroes: Warmonger, Pit Lord, Blademaster, Fel Beastmater
Watchers

The former jailers of Illidan, led by the Warden Maiev. In Wow-TBC, Akama betrays his master and allies with them.
  • Watchers don't entangle gold mines; instead, gold is gathered by Laborers
  • Pathfinders can spy on enemies and detect invisible units
  • Amazons can ride Chimeras
  • Scrollkeepers and Herbalists, rather than shops, can sell scrolls and potions wherever you need
  • Use the Sentries' Crystal Cages to capture your enemies and bring them to prison
  • Heroes: Warden, Elder Sage, Vindicator, Priestess of the Moon

Other factions


Syndicate

The infamous criminal organization from the fallen kingdom of Alterac, encountered by Arthas in the first chapter of the RoC human campaign, and now still fighting against his minions.
  • Many units can disguise themselves as villagers and Ballistas can be camouflaged to become invisible to enemies
  • Disguised units can steal items or gold from enemies, with the risk of being detected
  • Farmers can turn into Bandits at a tier 2 townhall
  • Farms be converted into Black Markets to buy and sell items
  • Nags can be used to collect gold faster or as mounts for Enforcers
  • Heroes: Assassin, Alpha Gnoll, Conjuror, Fallen Noble
New Horde

Sylvanas' Forsaken joined the Horde after breaking free from the Scourge, followed by the Blood Elves at the start of the Burning Crusade, and took control of the northern Eastern Kingdoms.
  • The Forsaken can regenerate health on blighted terrain, but Blood Elves can not. Blight is spread by Death Towers and Forsaken Hideouts
  • When dying, units leave behind an Epitaph, which grants an attack damage bonus to nearby units still alive. The bonus increases with subsequent deaths
  • Holy Light and Death Coil are both available as hero abilities to heal Blood Elves and Forsaken respectively
  • This faction relies heavily on spellcasters
  • Heroes: Dark Ranger, Paladin, Blood Mage, Dreadlord
Barrens Marauders

A loose, temporary alliance of Harpies, Centaurs, and Quillboars to oppose the advance of the Horde aided by Rexxar in the Barrens, but each race fights to prevail over the others as well.
  • Quillboar Thornweavers can create buildings and harvest gold by manipulating giant thorny vines. Make them plant Thorny Vine Roots next to a gold mine to entangle it
  • Ceantaurs have fast land units and their Drudges can harvest wood
  • Harpies have flying spellcasters and flying stealth units
  • The resurrection stone (altar) can be transformed into a throne for one of the race-leader heroes. This gives an attack bonus to all units of the corresponding race
  • Pack Kodos serve as mobile item shops and drop-off points for lumber
  • Animal Cages (food production buildings) can trap enemy land units
  • Heroes: Centaur Khan, Quillboar Chieftain, Harpy Queen, Lightning Revenant
Dark Horde

Some of the orcish clans, as seen in the Human and Orc RoC campaigns, remain faithful to the old ways of the Horde, along with their Ogre and Forest Troll allies.
  • Warlocks and upgraded Watch Towers can deal chaos damage
  • Slave Masters can take enemy units hostage. Hostages can't attack, and provide protection to their captors
  • Slave Masters can also set hostages free for ransom, or sacrifice them to their demonic masters to gain attack and regeneration bonuses
  • Pig Farms (food production buildings) can summon Raging Boars
  • Ogre units can take a nap to recover health
  • Dominate the skies with mighty Red Dragons
  • Heroes: Ogre Lord, War Master, Dark Seer, Blademaster
Corrupted Ancients

Satyrs have spread their curse across Felwood, and twisted its once-noble inhabitants into fiendish aberrations. They are sworn enemies to the Night Eves, as seen in the RoC campaign.
  • Corrupted Ancients can take root only on blighted terrain, which is created by building Corrupted Moon Wells and Altars of Sacrifice, or by detonating Corrupted Wisps
  • Corrupted Moon Wells can be upgraded into Defiled Springs or Polluted Dwellings to access new troops and upgrades
  • Polluted Dwellings also generate Murloc corpses, which can be collected and transported by Sludge Monsters
  • Sludge Monsters can destroy enemy lumber gathering buildings to create Treants, and can take possession of basic Night Elf buildings (Ancient Protectors and Ancients of War)
  • Murloc units can swim
  • Heroes: Hellcaller, Corrupted Keeper, Dreadlord, Death Revenant
Defenders of Hyjal

Furbolgs and Dark Trolls appeared as recruitable units in the Battle of Mount Hyjal against Archimonde. Aided by the green dragons, they are still healing and protecting their land.
  • Food is not produced by a specific building. Instead, it can be produced by most buildings with the Food Stash upgrade
  • Dark Trolls can hide and regenerate their health quickly during the night
  • The World Tree Sprout can restore cut trees in its surroundings and increase the defenses of units and buildings
  • Dream Walkers and Green Dragon Whelps can shift in and out of the Emerald Dream, and the High Priest can use it to Banish units
  • Heroes: High Priest, Shadow Stalker, Elder, Keeper of the Grove
I also applied some purely cosmetic changes to the original Blizzard factions to account for new allegiances. All their game mechanics and AI are unaltered.
  • The original Night Elf faction is renamed Sentinels to distinguish it form the Watchers, and uses Tyrande and Malfurion as heroes
  • As the Blood Elves have joined the Horde, elven units in the Alliance have been replaced by their corresponding Human counterparts
  • In the Undead Scourge, Banshees and Dreadlords have also been replaced by new equivalent units, reflecting the events of TFT
  • Thrall and Samuro are used as heroes for the Horde, as the generic Blademaster and Far Seer are used by the Dark Horde


V1.01
-Fixed Corrupted Wisps training from Corrupted Tree of Life
V1.02
-Corrected Corrupted Tree of Life upgrade costs
-Corrected Hellcaller regeneration type to only on blight
V1.03
-Fixed training limit for New Horde Paladin to 1
-Corrected damage bonuses for Roar (War Master)
-Removed shop requirement for Backpack upgrade
-Fixed Tiny Great Hall in Dark Horde Voodoo Lounge
-Changed Red Dragons attack 1 type to magic
-Changed Mauler and Slave Master requirements
-Cosmetic changes: Warlock upgrade icon, Troll Berserkers and Shadow Stalker projectile
V1.04
-Fixed victory/defeat conditions for multiplayer
V1.05
-Set resources cost to 0 for first hero
-Goldmines are now entangled/haunted from the start
-Corrupted Wisps can now generate blighted terrain when exploding
-New ability for New Horde: Avenge the Fallen
-New ability for Syndicate: Pick Pocket
-New Abilities for Dark Horde: Take Hostage, Ransom, Demonic Sacrifice, Cut Down
-New ability for Corrupted Ancients: Seeping Blight
-Death Revenant can now summon more Skeleton Archers
-Reorganized units and upgrades in buildings (Syndicate Ballistas, Dark Horde upgrades)
-Added shop items: World Tree Seed (Hyjal), Orb of Chaos (Dark Horde)
-Fixed item availability bug in Emporium
-Removed lumber cost from Drudges and Marauders Tent
-Dark Horde Fel Infusion renamed Fel-Infused Weapons and limited to ground targets
-Added Resistant Skin to Wildkins and Dreamwalkers
-Updated Anti-magic Shell and Possession to current Blizzard patch
-Reduced Pulverize damage for quillboar Barbarians
V1.06
-Corrected values in caster upgrades of Desecrators and Windhowlers; increased Emerald Fireball power and mana cost
-Corrected tooltips for Impaling Bolt, Dark Horde weapons and armor upgrades, Assassin's Mapping (renamed Reconnaissance)
-Applied weapons and armor upgrade bonuses to all Corrupted Ancients' summoned skeletons
-Halved Impaler's attack damage and cooldown
-Removed unused abilities and upgrades
V2.00
-Introduced 4 new factions: Illidari, Burning Legion, Fel Horde, Watchers
-Changed effect of the Green Dragons' Emerald Flame and substituted Corrupted Dragons' Corrosion with Disease Cloud
-Removed Disease Cloud from Sludge Monsters and fixed its graphic effect for Plaguebearers
-Limited max number of hostages to equal the number of Slave Masters for the Dark Horde, and changed the graphic effect of Demonic Sacrifice
-Replaced satyr Hellcaller's Wildkin Form with a Doom-like ability to avoid team color changing bug
-Fixed level requirement for hero ability Dominate
-Reduced cost of Steel Armor for factions that have 2 armor upgrades instead of 1 like Orcs
V2.01
-Increased Legion buildings' max mana (500), mana regen rate (3.5) and initial mana (200)
-Reduced lumber cost for Illidari weapons and armor advanced upgrades
-Made Syndicate's Horse Riding available without upgrade
-Raised required townhall tier to 3 for Barrens' Envenomed Arrows, Fel Horde's Envenomed Weapons, and Legion's Ignition upgrades
-Added missing upgrades: backpack for Illidari Mirmidons and Ultravision for Hyjal Dream Walkers
-Added Prioritize to Nightmare Drakes and corrected their attack distance
V2.02
Reduced Watchers' Laborers gold harvest cap to 15
Increased Temptresses and Succubi attack rate, attack range, and HP
Reduced Kael's Source of Power area of effect scaling with level
Added failsafe trigger system for Crystal Cage and Take Hostage abilities
V2.03
-Scaled up slightly cosmetic fel features for Fel Orc townhalls and barracks and added a green fire effect to their altar
-Changed missile models for upgraded Chimaera Riders attack (Corrosive Arrows) and Magtheridon's Blood Sacrifice ability
-Subtituted Magtheridon's Howl of Terror with Fel Slam
-Changed Diabolist portrait
V2.04
-Fixed Blood Sacrifice issue (not healing)
-Changed name and appearance of Fel Slam to Consumption
-Increased HP and damage of Temptress/Succubus and Fel Hunter/Fel Stalker by roughly 10%
-Changed overlapping hotkeys for Herbalists and Scrollkeepers
-Corrected Legion War Cry's tooltip
V2.05
-Fixed Path of Crime trigger
-Corrected resource costs displayed for advanced units in Legion's Felfire Pit
-Replaced Faerie Fire with Simulacrum for Watcher Disciples and improved Pathfinders' Track ability
-Dark Horde changes:
-Renamed as Old Horde Remnants, updated faction tooltip, and removed Dark Horde-related hero names
-Replaced Brute Strength with Battle Prowess for Warriors and added Horde Battle Standard ability
-Replaced Heal and Inner Fire with Dark Mending and Voodoo Consecration for Voodoo Priests
-Replaced Unholy Frenzy with Summon Spiders for Warlocks
-Replaced Lightning Shield with Death Rune for Ogre Magi
-Renamed Far Seer as Dark Seer and changed spells: Forked Lightning, Far Sight, Lava Spawn, Inferno
-Replaced Wind Walk with Shadow Walk for Blademaster
-Replaced Endurance Aura with Command Aura for Ogre Lord
-Introduced model change for Mauler when researching Unholy armor, from unarmored to armored
-Changed Troll Axethrower model
-Fel Horde changes:
-Replaced Brute Strength with Endure Pain for Grunts and slightly increased their damage and HP
-Replaced Firebolt with Fel Firebolt for Warlocks
-Replaced Wind Walk and Critical Strike with Shadow Walk and Cleaving Attack for Blademaster
-Replaced Cleaving Attack with Merciless Strike for Magtheridon
-Changed Felblood Infusion icon
-Defenders of Hyjal changes:
-Moved Curse to tier 1 in place of Heal for Shadow Priests and added Voodoo Consecration for tier 3
-Replaced Emerald Firebolt and Inner Fire with Revivify and Sanctuary for Dream Walkers
-Changed requirements for Dream Walkers and Dragon Roost
-Changed town hall names
Previews
Contents

Demon Crossing-ReforgedFactions 2.05 (Map)

Reviews
deepstrasz
There's some nice ideas of trying to go the real altered melee way but overall it's a mingle of regular Warcraft III abilities, units and factions, the gameplay being rather very much the same. Borderline Simple. Approved. If you want more reviews...
While I wait for some feedback on chapter 2, here are the object and trigger files to import the mod into other maps :wink:
Here's how to do it: open the map you want to play in the wc3 editor. Open the object editor from the panels on top, then click on file inside the object editor (not in the main window), then click import all object data and select the .w3o file. Then open the trigger editor panel and do the same to import the .wtg file for the triggers. This is sufficient, at least for single player, but I suggest also to set Game data set = Melee (latest patch) in the Scenario > Map options editor menu to play with the latest wc3 patch. Finally, save it in your maps folder and enjoy!
 

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Definitely enjoying these new additions!

Demon gold harvesting is very strong, albeit this is compensated by their harder to adjust faction (only faction I have a hard time getting clean win in one attempt for 2.0)
Temptress is probably the weakest unit I have ever seen. Headhunter still fares MUCH better in comparison. I rather have them have Headhunter like stat rather than that evasion ability.
Seeing Temptress both on Fel Horde and Demon Legion feels weird, I think Fel Horde can go with a Crossbowman or thrower or something else...
Not sure if I'm seeing things wrong, but I think some of the Illidari auras doesn't stack proper with each other? Need to double check that one myself...
Kael's third ability feels quite strong, probably because it stays next to original abilities and the scaling feels different
Watcher gathering is as strong as demon, and they can wield their economy better, which at this point I'm not sure if it is overpowered. Probably 15 is a better spot?
Crystal Cage might have their victims slain inside or just fail to capture and it sits there with a green icon which is actually a devour ability? I think
will give a better view on this particular issue

If I had to pick between the four new factions, Watcher will be my favorite. Burning Legion was supposed to but I think they're somewhat hard to wield until fully mastered, similar to 1.0 New Horde. Watcher has some creative ideas with mobile shop and crystal cage. Burning Legion mana training system is probably the most creative one in this chapter.

I have compiled both 1.0 and 2.0 factions in this playlist: Reforged HD Factions by garbaroz

EDIT:

Almost forgot, @Malmgrev loves the crystal cage concept and appreciates the 2.0 release :D
 
Super thanks @Daffa for the feedback! I was indeed a bit worried about the balancing, especially for the legion. In fact, I increased already the mana regen rate of their buildings in 2.01, I'll toughen up the temptresses too. They are also in the fel horde (with slightly different skin, ability and name) because I decided to use only in-game resources, and there are no other fel orc models in reforged, unlike wc3 classic. Lorewise, succubi are warlock pets, just like fel hunters and voidwalkers, which are also in the fel horde.
I also tried already to make a failsafe trigger for the crystal cages issue, but didn't succeed yet, I'll put myself to it again, and will recheck the illidari auras and the other balancing issues too.
Ah, and big thanks for the videos too!! Very much appreciated

How can I import to others maps buddy?
I added an explanation in the original post now, so everyone can see it immediately when downlading. Let me know if it's clear enough!
 
Very well done, looks great! I love the demon summon system, new birth animations and more. The factions are once again very well fleshed out.

Some improvements might be in order. Will edit in more but these are some starters.

Fel Orcs:
  • Barracks, Altar and tier1-3 need more fel.
  • Maybe replace Magtheridon howl of terror with a fel stomp ability? Give healing spray new projectile?

Watchers:
-Maybe trigger so chimaera rider shoot an arrow + add an trigger for chain lightning lvl 1 on each attack. Looks lacking right now.

Burning Legion:
- Diabolist hero portrait needs fix (I can also see why you might have chosen to not use a portrait)
 
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While I wait for some feedback on chapter 2, here are the object and trigger files to import the mod into other maps :wink:
Here's how to do it: open the map you want to play in the wc3 editor. Open the object editor from the panels on top, then click on file inside the object editor (not in the main window), then click import all object data and select the .w3o file. Then open the trigger editor panel and do the same to import the .wtg file for the triggers. This is sufficient, at least for single player, but I suggest also to set Game data set = Melee (latest patch) in the Scenario > Map options editor menu to play with the latest wc3 patch. Finally, save it in your maps folder and enjoy!
There is an error every timer i try that Buttom Press and PathOfcrimePath get disabled everytime
 
Thanks for the feedback @Malmgrev ! I agree with most of the cosmetic changes you suggest, although I am not sure I can make them all work without modified models... let's see what I can do!
Solving the birth/stand work/death particle issues is a tough one without importing models.
 
Very well done, looks great! I love the demon summon system, new birth animations and more. The factions are once again very well fleshed out.

Some improvements might be in order. Will edit in more but these are some starters.

Fel Orcs:
  • Barracks, Altar and tier1-3 need more fel.
  • Maybe replace Magtheridon howl of terror with a fel stomp ability? Give healing spray new projectile?

Watchers:
-Maybe trigger so chimaera rider shoot an arrow + add an trigger for chain lightning lvl 1 on each attack. Looks lacking right now.

Burning Legion:
- Diabolist hero portrait needs fix (I can also see why you might have chosen to not use a portrait)
mostly done, although some changes are rather subtle. Let me know if you have more improvements on your mind!
But what are the birth/stand work/death particle issues in my mod that you refer to in your other message?
 
mostly done, although some changes are rather subtle. Let me know if you have more improvements on your mind!
But what are the birth/stand work/death particle issues in my mod that you refer to in your other message?
There is no particle effect when something is being trained/research from the building, no particle for birth or death. For birth and death you don't really have an issue as its included mostly in the buildings you use.
 
There is no particle effect when something is being trained/research from the building, no particle for birth or death. For birth and death you don't really have an issue as its included mostly in the buildings you use.
Yes, I made sure all buildings have a birth animation, but many indeed don't have a work animation... I could probably do something with triggers, but more likely directly in the next chapter
 
What races are a planned for next chapter? Northrend right?
Nerubians? Ice trolls? Mercenaries? Would be cool to see you attempt Murlocs or blue dragons as races.
Northrend indeed! I decided to keep nerubians for a later chapter, and murlocs too, but mercenaries and blue dragons will be two of the next four factions
 

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There's some nice ideas of trying to go the real altered melee way but overall it's a mingle of regular Warcraft III abilities, units and factions, the gameplay being rather very much the same.
Borderline Simple.
Approved.


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

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this is good i thoroughly enjoy it. i think the succubi/temptresses are actually a good twist on what traditional ranged would be tbh. i just think they should be buffed coz they are underpowered. like in a 1v1 twice against NE and human my ranged just feels so weak (unless its supposed to be that way). i would imagine HH would stomp them too. alternatively, maybe make them a summon via warlocks or something, and in turn replace the ranged with a more dedicated stronger unit. fel hunters in fel horde feel pretty underpowered when you get them? idk maybe i utilised them wrongly/wrong window. manaburn obv strong but you need to mass them and still they are weak. maybe changed to a summon from warlocks? better/stronger utility that way.

some of the abilities are buggy/dont work. on pit lord (fel horde) eg heal just doesnt heal. i remember in a LTA map, magtheridon/pit lord troops have an ability where they can heal troops (shedding blood) instantly in an AoE. the stomp feels janky too. feels like there is a delay. i see what you were going for though and still really cool.

legion is interesting and i think has a good skill curve. one of the coolest recent factions for BL that feels fresh enough that it isnt boring. im an absolute simp for the diabolist. rexxar but with bad b1tch3s instead of animals. absolute gigachad.

the other factions are very cool. i admire ur work. you make melee enjoyable and have fleshed out factions so instead of me having to look specifically through tonnes of maps, you've alrdy made cool factions to play with (and even to export).

overall insanely cool. just hope the bugs/balance changes are implemented as well. will look forward eagerly to your other releases.
 
this is good i thoroughly enjoy it. i think the succubi/temptresses are actually a good twist on what traditional ranged would be tbh. i just think they should be buffed coz they are underpowered. like in a 1v1 twice against NE and human my ranged just feels so weak (unless its supposed to be that way). i would imagine HH would stomp them too. alternatively, maybe make them a summon via warlocks or something, and in turn replace the ranged with a more dedicated stronger unit. fel hunters in fel horde feel pretty underpowered when you get them? idk maybe i utilised them wrongly/wrong window. manaburn obv strong but you need to mass them and still they are weak. maybe changed to a summon from warlocks? better/stronger utility that way.

some of the abilities are buggy/dont work. on pit lord (fel horde) eg heal just doesnt heal. i remember in a LTA map, magtheridon/pit lord troops have an ability where they can heal troops (shedding blood) instantly in an AoE. the stomp feels janky too. feels like there is a delay. i see what you were going for though and still really cool.

legion is interesting and i think has a good skill curve. one of the coolest recent factions for BL that feels fresh enough that it isnt boring. im an absolute simp for the diabolist. rexxar but with bad b1tch3s instead of animals. absolute gigachad.

the other factions are very cool. i admire ur work. you make melee enjoyable and have fleshed out factions so instead of me having to look specifically through tonnes of maps, you've alrdy made cool factions to play with (and even to export).

overall insanely cool. just hope the bugs/balance changes are implemented as well. will look forward eagerly to your other releases.
Thanks! Both for your compliments and for reporting these issues, really appreciated!
I found the problem with blood sacrifice, I messed it up in my last update... Now I corrected it, beefed up a bit the weaker demonic units, changed fel slam, and fixed a few other minor issues. Let me know if you find other bugs to work on
 
Thanks! Both for your compliments and for reporting these issues, really appreciated!
I found the problem with blood sacrifice, I messed it up in my last update... Now I corrected it, beefed up a bit the weaker demonic units, changed fel slam, and fixed a few other minor issues. Let me know if you find other bugs to work on
wow that's really cool thanks. good responsiveness and timing. just a couple of things im wondering (also - these are just thoughts/suggestions i never intend to override your vision!)

so dark horde here is rly fun but im a little confused about it. idk how lore accurate you want to be but:

i see its a combination of old horde (w1-w2) and post third war horde. for eg, green skin orcs whereas they would be grey skinned orcs (Blackrock, Black Tooth Grin clans) with the exception of maybe dragonmaw/twilight hammer/shattered hand (minorities). the groups in alterac and lordaeron werent that different. they wouldnt have red dragons - only black dragons as by dark horde point, dragonmaw was dissolved/destroyed and their dragon harvesting was from nefarian. there is also proto drakes/chromatic dragonflight. you could say there are corrupted dragonflights (reds, some others), but they didnt have enough to mass them. the red dragons were few and controlled by demon magic.

voone is smolderthorn, but a lot of other stuff is from w2 era. unless its a hodgepodge w1, w2, and post third war if possible a good way to distinguish it is having orcs be more grey (majority of them were blackrock orcs), black dragons, and more differentiation in abilities and even units coz there is copy paste and some overlap with FH. eg far seer should have demon summoning abilities or more demon-themed abilities to fit the dark horde - hes just copypaste farseer doesnt rly make sense here especially coz they were enslaving the elements and were fighting ragnaros + guldan trained blackrock shamans before the second war they were using fel against draeni in fact the blackrocks were seen as masters of fel magic. they replaced farseers with warlocks and the farseers that remained were very dark shamans. even in w3 campaign we see black rock farseers maintaining demon gates and summoning demons. so i think this should be changed.

if i may go a step further, a possible faction trait (you have one for FH) could be to emphasise how industrialized, militaristic, and calculated the blackrock chads were. fel horde are the bloodthirsty, crazed boys and the opposite of what the blackrock chads are. i feel you could really lean into that. they were far more methodical and heavily armoured. theres a reason why garrosh pardoned them and they were incorporated into the korkron. also fun fact they were the most heavily armoured and well geared of all the orcs. so ig wh fantasy equivalent of black orcs. absolutely mogging tf out of the other orcs. i rly think you can do something here.

Same with warlocks (they have same abilities with fel horde?). imo there is too much double up and it looks a little bit copy paste. yes both DH and FH are closely linked and practiced similar things. but DH were very famous for demon summoning but there is no demons/demon summoning in DH? i think you could differentiate blackrock grunts from horde and FH grunts. too similar. axethrowers are fine, ogres are fine.

potentially, you could also add black dragonkin/dragonspawn as they were the elite fighters of DH. good change, in addition to giving warlocks different agency/summons than FH counterpart. i think its good to make it more unique here.

. also minor point, but you have troll priests chanelling inner fire and light based heals. if we look at hearthstone and wow lore (and even in game), smolderthorn priests, shamans and shadowpriests etc have 1. more demonic influence and 2. more draconinc influence in their voodoo + practice. in fact, their loa was distorted and more darker, and didnt mimic their other cousins. it was more shadow than light (inner fire etc) and even had zuljin as possible war-loa. their shamans also had stronger connection to fire and earth (volcano proximity). cool lore implications here so you could lean into that rather than copy paste. theres so much potential here.

you also have a strong emphasis on raiders/slave masters which is good - could lean into the warg/wolf breeding they had in blackrock coz they were some of the strongest in lore surpassing even warsong.

if you want to really be lore accurate i think its good to consider these things but im in no way telling you how it should be etc its your mod so you do what u like. but i think there is strong potential to make them more different than FH and Horde, while being more lore accurate and making it interesting. i think doing that elevates the faction, shows you respect the lore/attentiveness to detail which is important here.

sidenote: would you ever add brilliance aura or equivalent to forsaken faction?

and also another sidenote: i do try to export your triggers but i get a bunch of errors like PathOfcrimePath. it ends up just CTD when I try to play them.

also lmao i can imagine ur face looking at this going "wtf this dude is a NERD relax". anyway love ur work, would love to see the DH truly realised. i also understand u probably have engine restraints and dont want to use custom models. modding is tedious so respect to u. but custom models would go so hard here. or just make your own.
 
ahahah no, I am actually happy that someone cares enough about my mod to take the time to write me so many suggestions :wink:

I don't want to break the lore too much, but I am obviously not as good a connoisseur of it as you... I take inspiration mostly from the wc3 campaigns, hence the red dragons for the DH, but I have also already planned out all the factions to use nearly all in-game models available: black dragons will be in another one, and anyway I wouldn't know who else to pair the red dragons with. I can try to adjust a bit the skin color of the DH orcs via the editor, but I really don't want to make exceptions to my no custom models policy, it's this challenge that makes it so fun for me to make this mod! It also keeps me sort of focused, otherwise I would want to make even more factions...
Most of the other suggestions for the DH can indeed be implemented, as it was one of my first factions and still a bit shy, it would become more lore-accurate and interesting. But I won't do this as fast as my quick fix of yesterday, I would like to get some other things done first.

Sorry for the issue with path of crime, I already had this problem in the past and it was working yesterday when I tried to export and import the triggers before posting the update. I think I will either change or remove it.

And finally, is your question about the brilliance aura lore-related like the rest or more regarding game mechanics? I am not opposed to it, but I don't see the reason.

Thanks again for loring me up a bit :thumbs_up:
 
@G00nL0rD24 do you think it would it be better to rename the DH as Old Horde or Old Horde Remnants? I will definitely change some abilities, but I can't make the orcs really grey without retexturing, just a bit darker, and the dragon in the red dragon roost model is actually chained, so I really don't see that fitting anywhere else
yes absolutely. old horde remnants is very good here. post second war dragonmaw still had grim batol holdouts where they had remaining some enslaved dragons, and some trolls + ogres. there were several remnants/coalitions after the second war that had some ogres trolls etc. even post second war well into burning crusade or when nerzhul created many portals, we still had some of the 'shadow clans' aka shattered hand, bleeding hollow, and shadowmoon clans among others come through. these allied with local trolls and still had ogres as enforcers/shock troops. i would say old horde remnants is a great name and very lore friendly and if you wanted to, changing it to that is very nice. ty for taking feedback you are a good creator. love ur mods. if you were to change to old horde remnants, then you dont rly need to adhere to the dark horde aesthetic/theme especially with abilities. you can cook here.
 
yes absolutely. old horde remnants is very good here. post second war dragonmaw still had grim batol holdouts where they had remaining some enslaved dragons, and some trolls + ogres. there were several remnants/coalitions after the second war that had some ogres trolls etc. even post second war well into burning crusade or when nerzhul created many portals, we still had some of the 'shadow clans' aka shattered hand, bleeding hollow, and shadowmoon clans among others come through. these allied with local trolls and still had ogres as enforcers/shock troops. i would say old horde remnants is a great name and very lore friendly and if you wanted to, changing it to that is very nice. ty for taking feedback you are a good creator. love ur mods. if you were to change to old horde remnants, then you dont rly need to adhere to the dark horde aesthetic/theme especially with abilities. you can cook here.
Great! Glad to hear this, thanks. I think it would also be more in line with the looser level of lore adherence of other factions, such as the Hyjal Defenders or the Barrens Marauders: plausible but not strictly canon. Then I can get away with green orcs and red dragons, but the points about forest troll shadow priests, orc warlocks/dark shamans, and more differentiation between factions are still valid. So, I will make these changes, and in the meantime I also found already a solution to my buggy Path of Crime trigger.
This means that I should be able to make an update sooner than I thought :goblin_yeah:
 
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