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Destiny of Lordaeron

Heron Presents
DestinyOfLordareon


A Human Campaign


Hi friends, I updated my human campaign, at a level that is quite different from the previous campaign in terms of maps, characters, and abilities.
It is important for me to emphasize that my campaigns are an alternative to the original game, there will be similar things but I will take it in my own directions, maybe it will not be clear at first, but I intend to continue creating more campaigns in which all kinds of connections to the previous campaigns will appear and thus create a new plot of my own.
In the future I will add the extended plot about the game here, which will explain the plot with some more information that is not included in the game itself.




Story


Many years have passed since the war against the orcs, the peace in Azeroth has been maintained for a long time but rumors about the reappearance of the orcs are beginning to gain momentum and King Terenas did not remain indifferent to the situation and decided to recruit his warriors and friends from the other kingdoms to eradicate the phenomenon of the orcs once and for all.
Dalaran aided in the battle with magic, while Admiral Proudmoore of Kul'Tiras sent part of his fleet to destroy the orcs settling in the west.
In addition, the king sent Uther - an old Paladin who returned to fight against the orcs, and was sent with other soldiers towards Quel'Thalas to help the elves against the orcs who also invaded their land as a sign of revenge for helping the humans.
Following the destruction that the orcs carried out in the villages, most of the bandits hiding in the forest took advantage of the situation and looted the people.
To that end, the king sent his son - Prince Arthas and his men to deal with the bandit problem.
Arthas took with him his good friend - Captain Falric, and together with his soldiers they went towards the town from which they received a report about the bandits.







Change Log


As I mentioned above, the campaign will look quite different from the previous one with certain changes such as:

- The level of the heroes will reach 10 and not 15 as it was. (In the future, when I do a second campaign for the same race, I will raise the level to 15)

- I added another chapter to the game. (This will add more interest and explanation to the plot)

- I removed Gryphon Knight and added two new units - Gryphon Raider and Pegasus Knight.

- I added a prologue and an epilogue.

- In the campaign, it will not be possible to control other races such as the elves and dwarves, but there will be a possibility to hire certain warriors.

Of course there are more changes but this is just a small example. In the future, if there are things I need to update, I will also upload the plot here, maybe it will help to understand the campaign better.











Screenshots



Human01.jpg

Human02.jpg

Human03.jpg

Human04.jpg

Human05.jpg

Human06.jpg
Human07.jpg










Credits


Many thanks to @LISBOAH , who reviewed the campaign and corrected the grammar problems in the campaign.
And of course thanks also to Blizzard Entertainment, who brought us this amazing game!!!
And to all the people who spent hours on their creations, whether it's creating campaigns that inspired me to make my own campaign or creating characters and icons that helped me improve the campaign, thank you all so much!!!

SuPa, Ujimasa Hojo, bakr, johnwar, Himperion, Tauer, Em!, Kuhneghetz, Infrisios, Mike, Sliph-M, Lord_T, -=Emergenzy=-, Direfury, Tranquil, PROXY, AndrewOverload519, GreyArchon, General Frank, IamMclovin, Norinrad, Elenai, armel , MatiS, Mc!, JetFangInferno, ,MassiveMaster, Ket, perfjert, 67chrome, Tauer, FrIkY, kangyun, loktar, Stefan.K, PeeKay, Mr.Goblin, SinisterX, Sellenisko, CRAZYRUSSIAN, Frankster, Dark_Dragon, Darkfang, NaserKingArthas, Sclammerz, Edge45, The Panda, UgoUgo, paladinjst, NFWar, Eagle XI, Windrunner29, Sin'dorei300, eubz, Heinvers, Shar Dundred, Turnro, tomoraider, Warseeker.


If I missed someone, please PM me and I'll add you.







Important Information


- Can't skip cinematics. I'm still trying to learn how to do this, but I'm having trouble with the trigger. (I would appreciate help with this).

- There are characters that will have certain problems with them such as lack of portrait or lack of attachment points.

- There is a problem with the special effect - Darksummoning, even though I put a command in the trigger, it doesn't go away. (chapter 7).

- In this campaign the prologue and chapter 1 will be open, the prologue briefly recounts the events that happened before the plot of the game. But since you can't skip, you can start straight from chapter 1.

- There might be a problem with the skin I added. For example in chapter 3 - I created Jennalla with the High Elves skin but when LISBOAH tested the campaign, the skin didn't work and it showed him the model as Night Elf.





It is important for me to note that I intend to continue with the creation of the campaigns, I really like the possibility of letting people experience my creation. So if you've liked my campaigns so far, feel free to support me by donating here.

---DONATE---





Feel free to report any bugs, tips or suggestions!
Contents

Destiny of Lordaeron (Campaign)

Reviews
If i could rate the gameplay i would have given it 4/5 stars but the horrible balance,plot holes and horrible grammar killed it.From gameplay,terrain and technical side it's a very good campaign and i must say that story got some potential for a...
Morris
Firstly, you need to improve your thread's description, add screenshots and explain the differences from the original campaign. I understand that you are not good at English so I won't address that problem but you can always find people good at it...
deepstrasz
Previous version (before 11/09/2017) comments: This is more like a remake of RoC than an actual parallel universe story. I think there might be authors missing from the credits list. Check your resources with this: Resources...
Level 14
Joined
Mar 27, 2015
Messages
203
Played on 1.27.

This is my second time playing this campaign. The first time I finished it (then I seem to have been very patient), I remember some things. However, now I was unable to find 2 of the three plants in the Prologue. I know where they are but now they are gone: at the fountain and the stone golem - the red flower; in poisonous spiders - the mushroom; murlocs - the third plant.
1. I collected all the missions
2. I went to perform them (in a scrambled order)
3. Cheats don't work
4. I can't continue because the levels are not open

I couldn't finish Rise of the Damned because of Level 9 and March of the Horde v1.2 (because I'm not that good player). I don't know how fair it is to want all levels of these campaigns to be open so that weaker players can skip the level that makes it difficult for them and more importantly to skip this absurd behavior of Level 9 in Rise of the Damned. Playing a campaign for a whole day or several days and finally not being able to finish it is pretty frustrating to say the least. Under these conditions, what should I expect from your latest campaign?

In general, I'm not particularly capricious, pretentious and I don't give up too quickly, but I get quite nervous when I have to redo the whole level because of a trifle or because the level requires skills that I don't have. If you can't or don't have time to fix the glitches in your games make all campaign with open levels.

I'm not sure how realistic my assessment of your first three campaigns will be. It's somewhat deserved, somewhat not. I give it based on what I've played and experienced:
1. Destiny of Lordaeron - 1
2. Rise of the Damned - 2 (played on 1.30 twice)
3. March of the Horde v1.2 - 3 (played on 1.30)
Hi, I'm glad you wrote this to me because I'm going to go through the campaigns and change the difficulty there, I'm currently doing it in my last campaign and after I upload it I'll go through the rest.

And by the way, don't tell yourself you're not a good player... it's just a matter of time and experience, that's all :thumbs_up:
 
Level 14
Joined
Jun 22, 2020
Messages
213
It's actually a pretty good campaign. It has everything: nice items, custom units, good and varied terrain, interesting and varied levels, enough prerequisites to restart some levels, some minor errors that do not interfere with the game.

After reading here where to find the three plants I decided to do a playthrough. I don't know if Wc3's master setting of Hard difficulty affected the campaign in any way, but the game gave me a good dose of action, and my memory of it was that it was pretty easy. Looks like I'll have to go through your other 2-3 campaigns again if the two problematic levels don't stop me again for a long time.

What this game forced me to notice is how standard the character dialogue is in most campaigns I've played with the exception of three. The dialogues are so dry, the same, standard. Generally everywhere the characters lack originality in their lines. I lack dialogues that express the character of the Hero and his attitude to the events in the game. For example, the Bad Hero expresses himself in such a way that you feel his hatred and hatred in his every line; The character with a soft character should express himself somewhat softly - unobtrusively and the player to feel it; The hero who is wise to express himself through wisecracks, etc. Let it be your Arthas, your Uther, your Jaina, etc. the way you imagine them to be - the way you imagine them speaking and not the same ones from Wc3. Take us even deeper into the game. Again, this applies to 97% of the campaigns I've played so far, it's just your game that made me realize this.

And here, of course, there is a lot of room for improvements and for continuation. The game runs great at 1.30 as well. Good first job. Thanks for sharing.
 
Level 14
Joined
Mar 27, 2015
Messages
203
It's actually a pretty good campaign. It has everything: nice items, custom units, good and varied terrain, interesting and varied levels, enough prerequisites to restart some levels, some minor errors that do not interfere with the game.

After reading here where to find the three plants I decided to do a playthrough. I don't know if Wc3's master setting of Hard difficulty affected the campaign in any way, but the game gave me a good dose of action, and my memory of it was that it was pretty easy. Looks like I'll have to go through your other 2-3 campaigns again if the two problematic levels don't stop me again for a long time.

What this game forced me to notice is how standard the character dialogue is in most campaigns I've played with the exception of three. The dialogues are so dry, the same, standard. Generally everywhere the characters lack originality in their lines. I lack dialogues that express the character of the Hero and his attitude to the events in the game. For example, the Bad Hero expresses himself in such a way that you feel his hatred and hatred in his every line; The character with a soft character should express himself somewhat softly - unobtrusively and the player to feel it; The hero who is wise to express himself through wisecracks, etc. Let it be your Arthas, your Uther, your Jaina, etc. the way you imagine them to be - the way you imagine them speaking and not the same ones from Wc3. Take us even deeper into the game. Again, this applies to 97% of the campaigns I've played so far, it's just your game that made me realize this.

And here, of course, there is a lot of room for improvements and for continuation. The game runs great at 1.30 as well. Good first job. Thanks for sharing.

By the way, I am updating the campaign from the beginning, in terms of dialogue, maps and abilities, so there is something to look forward to.
 
Level 3
Joined
Jan 7, 2019
Messages
20
Woah, a remake after all these years! Well, I guess now my Russian translation is now irrelevant and should be redone
 
Level 2
Joined
May 25, 2021
Messages
5
Amazing campaign, really loved playing it! Keep up the great work, waiting for the next project :ogre_love:
 
Level 28
Joined
Jul 26, 2008
Messages
1,491
Thought I would add some notes I wrote down from when I played this campaign:





Ch1
The introduction was by Medivh was nice.
You even put in a graveyard, like the original blizzard map :).
I like how bandits were wiped out before we even arrived, despite them being the main target at the start of the mission.
The Orcs only take men to sacrifice, not the kids/women?
I only had 4 seconds to pick up the tome of STR that drops from slave master before the end cinematics start playing in.


Ch2
There is a hidden requirement for Falric to be alive for part 2 (rpg against the warlock), but not for part 1 (base building), causing the game to fail the mission as soon as we go to warlock's lair if Falric died in the first part. I was only lucky I guessed this was a requirement, since we get mission failed before it even tells us why we failed the mission.


Ch3
I recommend not giving a passive ability a slow effect. The slow sound from nerve spell by the archers can become super annoying when we have masses of them, and since ranged units are normally best units in game when we have heroes tanking all the damage, I basically heard this passive sound playing all throughout the campaign.



Ch4
Blessed Protection for the clerics is not set to autocast when they are training.

Ch5
Having an AI ally made this mission really good. I only suggest you remove the requirement for them to defend the player in the AI editor, since every time I was creeping neutrals or random undead on my side of the map, the AI would stop what it is doing and come running to me.

Ch6
The excuse for Arthas to stay in Northrend is not that strong, since he only came for the Warlock, but since the Orcs were all killed, I don't see why he would bother staying.

Ch7
This was probably my favourite mission. Once I had built towers on the grass spots inside the base, I just started making them outside the base entrances. There was never a need to make the mage units at all. Would prefer if killing enemy units gave us gold automatically though, instead of players needed to pick up every single coin.

Ch8
The mini defence part at the start of this mission was good. Also, I like the difficulty in this campaign. Hard mode is very challenging, but never impossible. And our heroes become extremely powerful :).



Ch10
I am really hoping we get an AI ally in the future for saving the trolls/ other creatures from the Nerubians. Also, glad you kept the non-hero units back at the start--- in these kinds of timed escape missions, they just die no matter what. Hero Rpg is the way to win.

Ch11
Arthas replies to Muradin's request to leave the sword since it is cursed with quote about needing to save his people, but the Undead never threatened his people in this campaign; he only came to Northrend to chase orcs then find treasure with Muradin.
Baelgun gets angry at Arthas for leaving Muradin to die, but Muradin was willing to travel to a place filled with Undead to find treasure--- he should have known the risks.
Both Zen'thar and the witch walk right past Arthas during the final cinematic. Also, I hope we see more of Zen'thar in the future, since I don't remember seeing him in your other campaigns.


General points
I really enjoyed this campaign. It was a good retelling of the original blizzard campaign with a different story but one that still led to the same end results. I particularly liked how Falric successfully stopped Arthas in the end--- that was a huge surprise. It was nice to have such powerful Heroes at the end of it, since it felt rewarding to have found all the extra tomes / items for our heroes. Also, hopefully in the future, if you make more campaigns, maybe you can consider adding more AI allies to the RTS missions you make, since AI allies can really enhance campaigns a lot in my opinion.


 
Last edited:
Level 2
Joined
Jun 6, 2023
Messages
5
Honestly I wasn't expecting it would be that good. Personally I haven't noticed any grammar mistakes in dialogues, map design is cool (solid 4 or even 5). I liked the idea that every hero has 2 more abilities and new nice 3d model. As for me difficulty of the campaign was just right. The alternative plot of the classic RoC campaign is also great, but the ending is a bit strange, well... to sum it up u have made such an amazing alternative RoC campaign with interesting plot twists, map design and dialogues (btw it would be so cool if u make voice lines with ai). Thank you so much for the campaign, I really enjoyed playing it!
P.S I'm going to play all of your campaigns
 
Level 14
Joined
Mar 27, 2015
Messages
203
Thought I would add some notes I wrote down from when I played this campaign:





Ch1
The introduction was by Medivh was nice.
You even put in a graveyard, like the original blizzard map :).
I like how bandits were wiped out before we even arrived, despite them being the main target at the start of the mission.
The Orcs only take men to sacrifice, not the kids/women?
I only had 4 seconds to pick up the tome of STR that drops from slave master before the end cinematics start playing in.


Ch2
There is a hidden requirement for Falric to be alive for part 2 (rpg against the warlock), but not for part 1 (base building), causing the game to fail the mission as soon as we go to warlock's lair if Falric died in the first part. I was only lucky I guessed this was a requirement, since we get mission failed before it even tells us why we failed the mission.


Ch3
I recommend not giving a passive ability a slow effect. The slow sound from nerve spell by the archers can become super annoying when we have masses of them, and since ranged units are normally best units in game when we have heroes tanking all the damage, I basically heard this passive sound playing all throughout the campaign.



Ch4
Blessed Protection for the clerics is not set to autocast when they are training.

Ch5
Having an AI ally made this mission really good. I only suggest you remove the requirement for them to defend the player in the AI editor, since every time I was creeping neutrals or random undead on my side of the map, the AI would stop what it is doing and come running to me.

Ch6
The excuse for Arthas to stay in Northrend is not that strong, since he only came for the Warlock, but since the Orcs were all killed, I don't see why he would bother staying.

Ch7
This was probably my favourite mission. Once I had built towers on the grass spots inside the base, I just started making them outside the base entrances. There was never a need to make the mage units at all. Would prefer if killing enemy units gave us gold automatically though, instead of players needed to pick up every single coin.

Ch8
The mini defence part at the start of this mission was good. Also, I like the difficulty in this campaign. Hard mode is very challenging, but never impossible. And our heroes become extremely powerful :).



Ch10
I am really hoping we get an AI ally in the future for saving the trolls/ other creatures from the Nerubians. Also, glad you kept the non-hero units back at the start--- in these kinds of timed escape missions, they just die no matter what. Hero Rpg is the way to win.

Ch11
Arthas replies to Muradin's request to leave the sword since it is cursed with quote about needing to save his people, but the Undead never threatened his people in this campaign; he only came to Northrend to chase orcs then find treasure with Muradin.
Baelgun gets angry at Arthas for leaving Muradin to die, but Muradin was willing to travel to a place filled with Undead to find treasure--- he should have known the risks.
Both Zen'thar and the witch walk right past Arthas during the final cinematic. Also, I hope we see more of Zen'thar in the future, since I don't remember seeing him in your other campaigns.


General points
I really enjoyed this campaign. It was a good retelling of the original blizzard campaign with a different story but one that still led to the same end results. I particularly liked how Falric successfully stopped Arthas in the end--- that was a huge surprise. It was nice to have such powerful Heroes at the end of it, since it felt rewarding to have found all the extra tomes / items for our heroes. Also, hopefully in the future, if you make more campaigns, maybe you can consider adding more AI allies to the RTS missions you make, since AI allies can really enhance campaigns a lot in my opinion.



I'm glad you liked the campaign and I appreciate the time you spent playing my campaign and writing your notes, it helps me a lot!!! :thumbs_up:

Regarding what you wrote about chapter 6 - from the point of view of where they are at the moment (the ships are destroyed and it will take time to repair them, the undead are aware of the presence of humans in the area and will not let them escape so easily and Muradin is still determined to find the "treasure")... from my side, this is a reason to stay and help a friend In times of need, but this is my personal opinion only.

Honestly I wasn't expecting it would be that good. Personally I haven't noticed any grammar mistakes in dialogues, map design is cool (solid 4 or even 5). I liked the idea that every hero has 2 more abilities and new nice 3d model. As for me difficulty of the campaign was just right. The alternative plot of the classic RoC campaign is also great, but the ending is a bit strange, well... to sum it up u have made such an amazing alternative RoC campaign with interesting plot twists, map design and dialogues (btw it would be so cool if u make voice lines with ai). Thank you so much for the campaign, I really enjoyed playing it!
P.S I'm going to play all of your campaigns

Glad you liked the campaign. Thank you. :thumbs_up:
And just so you know, I intend to make updates to the other campaigns as well.
 
Level 5
Joined
Nov 28, 2022
Messages
16
Greetings, love this campaing is so good but honestly i do love more the firts version of the map but this is cool, however about one of the issues u have with liteanount jenalla, u may try using this skin path Textures\Watcher.blp
Because i see u are using the path Creep/Watcher.blp on the skin.
I try it and jenalla skins looks now as high elf!


Why this happens?
Honestly idk, saddly im not a war3 modeler but try this path maybe u can fix the issue.
I hope this will work to u, have a nice day!
 
Level 14
Joined
Jun 22, 2020
Messages
213
The two versions have a lot in common, but what sets them apart is even more significant making ver.2 almost an entirely new game. All went well, and here's what came out of a shallow playthrough on Normal difficulty:
  • the power of the characters seems exaggerated + the items they find
  • It's a game that can be played by anyone
  • diverse, interesting terrain that feels alive
  • Better, much much better dialogues. Although they have vastly improved, dynamic, varied and alive, I personally do not like modern parasitic phrases and clichés such as "What the...". How, for example, the Hero manage to learn that phrase? Who taught it to him? Was it from a television, a movie, or a specific show?...in a world that has nothing to do with the one we are currently in.
  • 2 in 1 - two games in one name
  • definitely a must play on Hard. Normal lacks challenge in every way

Chapter 1:
After you kill the big red orc at the end of the level, if Arthas is within 3 fingers of him or you have to move several units to get a Tome of Strength +2, you won't succeed because the end of the level occurs instantly after the kill. This "instant end" applies to the entire campaign.

Chapter 4:
You can cheat this level for a more relaxed gameplay experience. Destroy enemy buildings without the Barracks. Then, build your own buildings, develop them to the maximum, but save money to construct another Town Hall. After reaching the maximum level, destroy the Barracks and begin building the second Town Hall. Now, the orcs will start breaking down the door. You can leisurely explore the entire map, smash everything in your path without worrying about running out of time. Finally, you can confront the orcs at the door.

Chapter 7:
Weird level. If you attack immediately and start destroy the enemy's buildings, catapults will appear. After destroying all of them before the time runs out, you start a fight with Kel'Thuzad in a closed space. As time runs out, the Admiral appears, but the heroes are still fighting Kel'Thuzad and cannot leave the closed space. The Admiral is standing somewhere in a base. There is no time for more action as shortly after the Admiral appears, the heroes kill Kel'Thuzad and the level ends. All of this happens due to the opportunity to destroy all of the enemy's buildings before time runs out - make them invulnerable for 30 min.

OR stand and wait - then the level goes according to plan.

Chapter 8:
If you block the path of a Tuskarr warrior and he fails to enter the Circle, he will go back to where he started, and nothing can make him return to the Circle.

Overall good update and good job. Thanks for sharing.
Played on 1.30.
 
Level 2
Joined
Aug 13, 2017
Messages
5
can i ask you a question? in final chapter i see king penguin but i only have the crown :D how can i have a clock
 
Level 14
Joined
Mar 27, 2015
Messages
203
Greetings, love this campaing is so good but honestly i do love more the firts version of the map but this is cool, however about one of the issues u have with liteanount jenalla, u may try using this skin path Textures\Watcher.blp
Because i see u are using the path Creep/Watcher.blp on the skin.
I try it and jenalla skins looks now as high elf!


Why this happens?
Honestly idk, saddly im not a war3 modeler but try this path maybe u can fix the issue.
I hope this will work to u, have a nice day!

I will try it... thank you! :thumbs_up:

The two versions have a lot in common, but what sets them apart is even more significant making ver.2 almost an entirely new game. All went well, and here's what came out of a shallow playthrough on Normal difficulty:
  • the power of the characters seems exaggerated + the items they find
  • It's a game that can be played by anyone
  • diverse, interesting terrain that feels alive
  • Better, much much better dialogues. Although they have vastly improved, dynamic, varied and alive, I personally do not like modern parasitic phrases and clichés such as "What the...". How, for example, the Hero manage to learn that phrase? Who taught it to him? Was it from a television, a movie, or a specific show?...in a world that has nothing to do with the one we are currently in.
  • 2 in 1 - two games in one name
  • definitely a must play on Hard. Normal lacks challenge in every way

Chapter 1:
After you kill the big red orc at the end of the level, if Arthas is within 3 fingers of him or you have to move several units to get a Tome of Strength +2, you won't succeed because the end of the level occurs instantly after the kill. This "instant end" applies to the entire campaign.

Chapter 4:
You can cheat this level for a more relaxed gameplay experience. Destroy enemy buildings without the Barracks. Then, build your own buildings, develop them to the maximum, but save money to construct another Town Hall. After reaching the maximum level, destroy the Barracks and begin building the second Town Hall. Now, the orcs will start breaking down the door. You can leisurely explore the entire map, smash everything in your path without worrying about running out of time. Finally, you can confront the orcs at the door.

Chapter 7:
Weird level. If you attack immediately and start destroy the enemy's buildings, catapults will appear. After destroying all of them before the time runs out, you start a fight with Kel'Thuzad in a closed space. As time runs out, the Admiral appears, but the heroes are still fighting Kel'Thuzad and cannot leave the closed space. The Admiral is standing somewhere in a base. There is no time for more action as shortly after the Admiral appears, the heroes kill Kel'Thuzad and the level ends. All of this happens due to the opportunity to destroy all of the enemy's buildings before time runs out - make them invulnerable for 30 min.

OR stand and wait - then the level goes according to plan.

Chapter 8:
If you block the path of a Tuskarr warrior and he fails to enter the Circle, he will go back to where he started, and nothing can make him return to the Circle.

Overall good update and good job. Thanks for sharing.
Played on 1.30.

I'm glad you liked it and thanks for the review. In the future I will make some more fixes to the campaign.


can i ask you a question? in final chapter i see king penguin but i only have the crown :D how can i have a clock

In chapter 6 :grin:
 
Level 14
Joined
Mar 27, 2015
Messages
203
i just finished the campaign and i must say the campaign is much better now and more enjoyable and i enjoyed playing it and i hope you remake the orc campaign too because it can this kind of remakes :)

Glad you liked the campaign.

And yes, I intend to make updates to my other campaigns as well, and when I'm done with that, I'll start the Night Elves campaign.
 
Level 3
Joined
Aug 7, 2016
Messages
11
I love the updated version. It makes a lot more sense story-wise. Looking forward to see the other campaigns updated.

I would like to suggest some more explanation regarding Sylvanas's free will in the undead campaign. I know Arthas sorta just raises her but it's odd to think she'd have free will just out of nowhere. That is if the undead campaign story will be similar to the current one. If you plan to do changes there it might be fun to play around with the good old plague of undeath as well haha, but just a suggestion of course! <3
 
Level 3
Joined
Jun 8, 2024
Messages
6
I started playing the updated version. Played on 1.31. I have passed 3 chapters. The gameplay has improved. The plot has become more thoughtful and interesting. The landscape has improved a lot. New models and abilities are good.
As I understand it, you have one level of difficulty in the campaign - normal. There is a variable level in the campaign menu. Everything is the same on each one.
Artificial intelligence is good in Chapter 2. Quite active. There is a sense of complexity and tension.

Chapter 2. Both additional tasks. The requirements of the tasks are not marked after completion.
Chapter 3. 1. After the starting kinematics, the footmen do not lower their shields. 2. An additional task. At the third point on the map, not all friendly warriors join us.
All three chapters. Map borders. Bright areas are visible near the edges. As in the old version.

Overall, the update is very encouraging so far. Very good improvements.
 
Level 3
Joined
Jun 8, 2024
Messages
6
I played chapters 4 and 5. The update as a whole continues to please. Of the first chapters, I liked the fifth one the most.
Passage time for interest. The first chapter is 21 minutes 51 seconds, the second - 23 min., the third - 25 min. 2 sec., the fourth - 30 min. 31 sec., the fifth - 46 min. 28 sec. The gameplay is quite dynamic.
Heroes increase the level to 10. It's more balanced. In the old version, high levels made the passage easier.
The plot has definitely been improved including dialogues and cinematics.
Unique artifacts. In 5 chapters, I found two of them. Lightning boots and Metallic Armor.

Chapter 4.
Positive.
1. Increased complexity compared to the old version. The tension is felt. I had to act quickly and build a defense.
When I destroyed the ram, there was 26% protection at the gate.
2. A strong and unpleasant enemy hero appeared.
3. Artificial intelligence is good. Quite active. Regular good attacks.
4. New additional task.
Negative.
1. Some of the enemy troops are at the base with zero improvement, the other with the first one.
2. Additional task "Little friend". The requirement is not marked after completion.

Chapter 5.
Positive.
1. New additional task.
2. The player controls only one base.
3. The enemies have heroes. And not bad ones.
4. Artificial intelligence is good. Enemy attacks are coming from different directions. Regularly. It is create problems. I also like Allied AI.
Friendly troops help in the defense and attack the enemy.
Negative.
1. The archers of the allies have zero attack improvement. And improving the protection of the second level.
2. Improvement "Nerve damage". The description indicates that it is for crossbowmen. It also works on towers.
3. Additional task "Sitizens of Silvermoon". The requirement is not marked after completion.

The campaign is getting more interesting further and further away. Although there are some minor flaws. The plot, gameplay and landscape are pleasing. However, the higher difficulty also keeps you in good shape. I like the balance.
 
Level 3
Joined
Jun 8, 2024
Messages
6
I played chapters 6 and 7. Their passing time is 41 minutes and 3 seconds, 30 minutes and 46 seconds. The plot is explained. The cinematics and dialogues are good. New models and abilities.
Overall, it's not bad. However, I liked chapters 4 and 5 better.

Chapter 6.
AI. Overall, it's good.
1. However, I noticed one thing. There is a long break before the first attack after the construction of the camp began. It was the same in the fifth chapter. However, after the first one, regular attacks begin.
2. Both main tasks. Requirements are not marked.
3. Music fragments are not played when completing tasks. Only the sound of the requirement mark.
4. The player can make a second improvement.The enemy has only the first.

Chapter 7. I passed it quickly (speedrun). I destroyed the central base in 9 minutes. Then I broke the upper camp in 6 minutes. And then in another 6 minutes I destroyed the remaining lower base. I decided not to defend myself, but to attack. There's 8:40 left on the timer. Then the kinematics. Then there was the battle with Kel-tuzed. After defeating him, the final kinematics. The chapter has been completed.
Defending for 30 minutes would be boring for me. The chapter turned out to be somewhat amazing.
Additional task. The requirement is not marked after completion.

I liked Chapters 6 and 7 on the whole. Although less than the previous ones. The plot, complexity, AI, and landscape are good. I think the gameplay turned out to be weaker.
 
Level 3
Joined
Jun 8, 2024
Messages
6
I played chapters 8 and 9. Their passing time is 50 minutes and 41 seconds, 55 minutes and 25 seconds.
The plot is good. The gameplay is interesting. The landscape is beautiful. The AI is working. I also like the difficulty and balance. A lot of runes and items, which is good. Although a little long. In general, they are good in all respects.

Chapter 8.
1. The first main task. Defense is 7 minutes. There is not enough dynamism and the defense is quite easy. I think that attacks can be made more frequent.
2. The requirements of the first main task are not marked.
3. I didn't find an additional task. I couldn't destroy the invulnerable boulders. Perhaps it was hiding in this.
4. The second main task. A long start before the first enemy attack. It's like in chapters 5 and 6. I think it should be reduced. However, then everything is fine. Regular attacks.

Chapter 9.
This is the hardest chapter so far. At the same time, I like the balance. Intense and dynamic almost all the time.
1. A bug with the spell "Holy shield". Invulnerability disappears. However, the effect remains on each unit. Then I restarted the chapter. Everything is fine. The effect is removed.
2. There is the question about AI. In general is very active and strong. However, there is a lull about the middle of the chapter. The purple base of the undead stops attacking for a while. Then the attacks start again.

Chapters 8 and 9 are very good. Although there are small questions. I liked them more than the last 6 and 7.
 
Level 27
Joined
Dec 6, 2022
Messages
655
When you move to a new level, all of Captain Falric's belongings disappear.
You can't skip the initial (like all) videos (it's annoying when you have to go through a chapter over again).
The landscapes are very simple, and it's not very critical, but I would still like a variety.
And also not a complete list of authors in the credits.
 
Level 14
Joined
Mar 27, 2015
Messages
203
When you move to a new level, all of Captain Falric's belongings disappear.
You can't skip the initial (like all) videos (it's annoying when you have to go through a chapter over again).
The landscapes are very simple, and it's not very critical, but I would still like a variety.
And also not a complete list of authors in the credits.

hi
Regarding Falric, I wrote in the first chapter that the objects do not move with him between the chapters..
(He's not a hero, so I had no intention of the objects moving with him)

Regarding the cinematics, I know it's annoying, but my English is not good, and it's hard for me to understand the commands of this in the trigger command. So sorry about that.

Regarding the landscapes, some liked it, so maybe it's a matter of taste.

And if I forgot someone, it's probably by mistake, I'll go through it again and add the ones I forgot...
 
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