• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!
  • ✅ The POLL for Hive's Texturing Contest #34 is OPEN! Vote for the TOP 3 SKINS! 🔗Click here to cast your vote!
  • ✅ The POLL for Hive's Techtree Contest #20 is OPEN! Vote for the TOP 3 FACTIONS! 🔗Click here to cast your vote!

Heir to the Throne Demo Campaign

Welcome to the World of "Battle for Wesnoth" !

361052-8466eb8f702a6d45a2b4288e8bed905d.webp



🌍The World of Irdya & Wesnoth🌍


Wesnoth
is both the name of a great human kingdom and a symbol of hope in Irdya — the world in which elves, humans, orcs, dwarves, undead, and many other races vie for survival and dominion. While the planet is vast, full of continents and distant isles, most of the stories occur on the Great Continent, in the north-west regions where ancient forests meet rolling rivers and human settlements push toward elvish and orcish borders.

The Kingdom of Wesnoth was founded by King Haldric I, who led refugees from the Green Isle and was granted formerly elvish lands to settle. His companion, Lady Jessene, suggested the name “Wesnoth” — the old name for his people, meaning “people of the west and north” (as the elves referred to them).

From that founding grew conflicts: with elves over ancient claims to the land, with orcs and undead encroaching, and with internal strife among human lords. History is measured in “Years Wesnoth” (YW), counting up from its founding, and “Before Wesnoth” (BW) for events that precede it.



⚔️The Factions⚔️


👑 Loyalists (Kingdom of Wesnoth):
The Loyalists represent the armies of the human kingdom of Wesnoth. From their capital at Weldyn, most of the humans are still loyal to the crown and the traditions of Wesnoth. They rely on disciplined soldiers, cavalry, and mages, marching in tight formation with steel and order on their side. Some of them are torn between Asheviere’s rule and true loyalty to Wesnoth.


Strengths: Balanced unit roster (Different melee units); Cavalry; Different types of armour; Types of damage: Blade, Pierce, Impact, Fire, Arcane.
Terrain/time: Best in open ground/daylight, depending on the unit.
Weaknesses: Expensive units; Expensive healing (starting with the second rank of Mage-type of unit); No Poison; No Cold Damage.


🌿 Rebels (Elves): The Rebels are the elven clans of Wesnoth’s great forests — Wesmere, Aethenwood, and Lintanir. Long before humans crossed the Great Ocean, the elves ruled these ancient woods. Though they granted territory to Haldric, tension never faded — and when men’s ambition grew, elves resisted. In the Heir to the Throne era, many elves resist Wesnoth’s crown.


Strengths: Superior ranged combat; Units are relatively mobile and quick; Strong native healing; Types of damage: Blade, Pierce, Impact, Fire, Arcane.
Terrain/time: Excel in forests and defensive chokepoints. Neutral/slightly better by day, depending on the unit.
Weaknesses: No Poison; No Cold Damage, Small range of armour types.


🐺 Northerners (Orcs & Allies): The Northerners are not a single nation but loose confederations of orcish clans, often joined by trolls and goblins. They came from across the Great Continent’s harsher regions, pushing south into Wesnoth’s fertile lands. Brutal and restless, they thrive on war, raiding, and sheer numbers.


Strengths: Basic units are relatively cheap; Cavarly (Goblin Wolf Knights); Damage over time harassment (Poison, Bleeding); Mighty Trolls with high regen and sustain; Types of damage: Blade, Pierce, Impact. Strong at Night.
Terrain/time: Preliminary weakening/raids during nighttime.
Weaknesses: No Healing; No Arcane, Fire and Cold Damage, Small range of armour types.

Campaign Background: The single-player campaign takes place in the legendary Kingdom of Wesnoth, a realm torn by civil war and outside threats. Once united under the crown, the kingdom fell into chaos after Queen Asheviere seized power, allying herself with orcish mercenaries to secure her throne. Prince Konrad, hidden away since childhood, must rise with the aid of the archmage Delfador to reclaim the throne.

Warcraft III Version: Reforged, 2.0.3.23101(+)

Mode: SD. Classic HD+ is also suitable. Reforged Mode is NOT recommended.

Difficulty: Easy/ Normal/Hard.

Mechanics Description:
This project recreates some Battle for Wesnoth mechanics within Warcraft III, implementing the core systems that define its gameplay:

  • Villages – Capture villages to heal your units, supply food, and obtain gold over time.
  • Unit Ranking System – Every unit gains experience in battle when killing enemies. With enough XP, they level up into stronger forms. Levelling up increases stats and abilities, giving the army a sense of growth. Even a weak unit can become a veteran hero.
  • Persistent Armies (Recall System) – Units aren’t disposable. Veterans can be recalled across missions, keeping their XP and promotions from earlier battles.
Minor things, such as Day/Night Cycle: for example, Loyalists are stronger in daylight, Northerners at night. This small detail changes how you approach battles, especially on higher difficulties. As well as Custom Attack & Armour Types – To somehow mirror Wesnoth’s tactical and factions' particular qualities, damage and defence types follow their own rules.

Screenshots:


Credits to the awesome people!

Uruk-hai Pack by HerrDave
BTNHighElfPriestess by Sin'dorei300
Archmagi by Direfury
Raiders by r.ace613
Footman Pack by Ilya Alaric
Jaina as a unit (set) by Villagerino
Assorted Village Buildings by bakr
BTNMagicalFirebolt by Moy
BTNMagharRampager by Marcos DAB
BTNPeonHooded by ShiroiSenji
BTNPowerLich by HappyTauren
High Elf and Blood Elf Swordsman (Re-Classic) by Aldeia
High Elven Upgrades by Blizzard Entertainment, Zephyrius2412
BTNBlackCaptain by Blizzard Entertainment
Fairy by Em!
Castle Gate by Tranquil
BTNBarVillager by Heinvers
Either or all of the following:
Grunts by r.ace613
Gondor House by HerrDave
WarCraft II Mage (Hero) by Rubellu Sidus
BTNHalberd by Moy
Blood Elven and Undead Forsaken attack upgrades by Blizzard Entertainment, Mouseketeer
Castle Wall by Tranquil
Royal Guard/Footman/Knight/Captain/Paladin(unit) by HuanJuan, Blizzard Entertainment
Lumber Mill and Derivatives by Ujimasa Hojo
Blood Elf Lieutenant, Captain and More by Blizzard Entertainment, Zephyrius2412
WarsongGrunt by Tauer
Footman, Captain, and Derivatives by Ujimasa Hojo
HighElfKid_ByEpsilon by epsilon
Either or all of the following:
BTNMagGrunt by FrIkY
7 Tier House by Kitabatake
House by DTuGuR
Classic Footman by Murlocologist
Archer Lordaeron by Asssssvi
Druid of the Talon and Derivatives by r.ace613
Hunter's Hall and Derivatives by Ujimasa Hojo
Orc Beast Rider (The Beast) by z00rtaz
Generic Human Melee Units by bakr, Lugalu Enmirkar
Swan Knight & Vile Knight by HerrDave
Jaina Proudmoore and Derivatives by Ujimasa Hojo
Troll Den (WotR) by HerrDave
BTNBloodElfSorceress by PrinceYaser
Blademaster and Derivatives by Ujimasa Hojo
BTNAbility_Warrior_ShieldBash by Blizzard Entertainment
BTNMageWCII - WarCraftII - Mage (Hero) by Rubellu Sidus
King by Tranquil
Town Hall, Keep, Castle, and Derivatives by Ujimasa Hojo
Raider (Re-Classic) by johnwar
Lotr Troll Pack by HerrDave
Fel Orc Crossbowman by General Frank
HQ Classic Rogue Wizards by Aldeia
BTNKing by KelThuzad
Orc Cannon Tower (WC2) by loktar
Raider Models (Re-Classic Pack) by johnwar
Fortification wall by MassiveMaster
BTNFelOrcWarlord by General Frank
Grunt and Derivatives Icons by MangakaDark
Priest Pack by Ilya Alaric
Either or all of the following:
Elven barracks by Itius Leurn Freim
BTNGruntWarcry by Stanakin
Orc Blademaster by Direfury
BTNRoyalCaptain by HappyTauren
Elf Village Buildings by bakr
BTNbloodelfarcher by LiOneSS
BTNHighElvenHuntress by Blizzard Entertainment, Mouseketeer
Druid of the Talon, Malfurion Stormrage, and Derivatives by Blizzard Entertainment, Ujimasa Hojo
Arthas by Miseracord
MokNathal by CybrgDragon
BTNBloodElfHuntress by Dentothor
Mag'har Orc Warlock by Footman16, FrIkY
BTNLeadership by AbstractCreativity
Human Barracks (WC1) by loktar
BTNFireWand by NFWar
BTNChaosOrcCrossbowman by General Frank
Bloodelven Archer Maiden by General Frank
Paladin V.2 by Himperion
Arcane Sanctum and Derivatives by Ujimasa Hojo
BasicHouse by Ergius
Ballista Tower by induwer
WotK Cottage by HerrDave
Huntress (Doe Mount) and Derivatives by Ujimasa Hojo
BTNBearTrap by General Frank
Either or all of the following:
Cone Tower by Tranquil
Footman (Kul Tiras, WC1 & WC2) by loktar
BTNCharge by Blizzard Entertainment
Rohan Doodads by HerrDave
Mag'har Orc, Grunt by FrIkY
House by Mr. Bob
BTNElvenSword by kola
Sorceress Pack by Ilya Alaric
Old School Orc Towers by Tamplier
Bloodelf Archer by General Frank
BTNHD_Attack by CRAZYRUSSIAN
HighElfPriestess by Sin'dorei300, Sin'dorei300 and Uncle Fester
Either or all of the following:
Royal Tent by imforfun
Power Lich by HappyTauren
Jaina.blp by Deleted member 238226
SilverMedal by exgaeaarmor
BTNMagharPeon by FrIkY
Either or all of the following:
Fel Orc Warlord by General Frank
Footman (WC2) by loktar
Footman (WC1) by loktar
Orc Warlord (On Foot - Wolfrider) (Fel/Chaos and Greenskin) by Rubellu Sidus
Villager Cavalier Weaponless (Mike) by HerrDave
Houses by Mike
BTNFelOrc2 by Ginufe
Castle Tower by Tranquil
HeroGlow by assasin_lord
HighElf Priest by CRIS
Mercenary Camp Pack by Ilya Alaric
BTNINV_Wand_11 by Blizzard Entertainment
Either or all of the following:
Alternate Footman by Checkmaty
Orc Warlord by Stefan.K
Farm by Kitabatake
It's a bear trap! by General Frank
Knight Pack by Ilya Alaric

Special Thanks: To @Uncle who helped create the Unit Ranking System, and to all the guys/stuff members I was speaking to during the creation of this Demo.


List of Changes | 10/10/2025


Bug Fixes

  • Fixed an issue where the Wolf Rider could not correctly rank up to Wolf Knight.

Gameplay Updates​

  • Unit Ranking System: Units now gain EXP both when dealing and receiving damage, according to defined probabilities and formulas. (See in-game Quests and Battle for Wesnoth Playground for testing.)
  • Trait System (Features): Every unit now obtains one random trait from the following: Strong, Resilient, Intelligent, or Loyal. Each trait makes the unit more unique and strategically valuable. Units now retain their traits between scenarios, allowing their individuality to persist throughout the campaign.


List of changes | 27/09/2025.

Considering all your reports and propositions, here are the changes:

Bug fixes:

  • Fixed revealed typos in the text.
  • Fixed a bug in the second scenario where pressing ESC again would end the cinematic.
List of changes:
  • Removed the ability to store the wood from the Elven Farm, like in the Lumber Mill.
  • Priests' AoE healing has been increased in usability and range.
  • Villages have been improved: they now grant gold more frequently, the healing and poison removal area has been increased, and the interval between healings has been reduced.
  • Added a description of the village mechanics to the villages themselves.
  • Narrow, annoying passages in the first scenario have been widened as much as possible.
  • Removed unnecessary objects from the player's base to expand the construction area in the first scenario.
  • The reward for completing the "Logging" side quest in the first scenario has been increased on Hard difficulty.
  • The reward for completing the "Return of the Villages" side quest in the second scenario has been increased for all difficulties: now you also receive 300 gold each time you obtain a Horse rider.
  • Now alternative victory in the second scenario can be reached by killing the enemy Leader, not destroying the whole base.
  • Other minor changes, for example, like changing the armour types of some neutral creeps.
Previews
Contents

Heir to the Throne Demo (Campaign)

Reviews
deepstrasz
Passive ability icons should look passive. Either find custom fitting ones or edit them with: Button Manager v1.8.2 or Warcraft Image Lab Konrad the Konrad? Would be nice to have some context about the goblin shredders quest not simply get it...
Great campaign, love it!

Some feedback:

Poison seems a bit OP, since it doesn't get removed by normal healing as it does in Wesnoth and does a ton of damage. Maybe reduce the damage, or add cheaper dispell? Sending an entire army one by one to the villages is really annoying, the circle is so small.

Villages seem a bit underpowered, the gold flow is really slow. I feel like they should give more gold and healing - The healing is seriously slow, which makes it a bit unimportant. Maybe a short range healing fountain heal would feel better. I would also remove the gold mines and keep the villages as an only source of income. The AI can keep gold mines since it doesn't seem to understand the villages. Wood could also be removed, I don't see a reason for it.

Melee units seem a bit too weak and hard to keep alive, but that may just be the elven faction. Overall it feels a bit too meat-grindery with big armies and big losses. I feel like it would fit more to have bigger, stronger units overall, but much more expensive, to keep the battles a bit smaller and make it easier to level up units. It would feel a bit more like Wesnoth then.

The optional objectives are a nice touch and the maps are great. I like the addition of creeps, maybe put them at villages so it's a little more difficult to capture them? AI doesn't seem to capture them at all, so it's a bit too easy to just steal all of them quickly and keep them permanently.

Amazing work, excited to see more!
 
wow i have been playing with battle for wesnoth since 2010. and well lets say that game is very rich as well
ik almost all of the normal story's as i played them too many times lol
will give a feedback sire
 
wow i have been playing with battle for wesnoth since 2010. and well lets say that game is very rich as well
ik almost all of the normal story's as i played them too many times lol
will give a feedback sire

Yes, I agree, the plot is rather simple, but I still have a couple of favorite stories - nostalgia from childhood.

Great campaign, love it!

Some feedback:

Poison seems a bit OP, since it doesn't get removed by normal healing as it does in Wesnoth and does a ton of damage. Maybe reduce the damage, or add cheaper dispell? Sending an entire army one by one to the villages is really annoying, the circle is so small.

Villages seem a bit underpowered, the gold flow is really slow. I feel like they should give more gold and healing - The healing is seriously slow, which makes it a bit unimportant. Maybe a short range healing fountain heal would feel better. I would also remove the gold mines and keep the villages as an only source of income. The AI can keep gold mines since it doesn't seem to understand the villages. Wood could also be removed, I don't see a reason for it.

Melee units seem a bit too weak and hard to keep alive, but that may just be the elven faction. Overall it feels a bit too meat-grindery with big armies and big losses. I feel like it would fit more to have bigger, stronger units overall, but much more expensive, to keep the battles a bit smaller and make it easier to level up units. It would feel a bit more like Wesnoth then.

The optional objectives are a nice touch and the maps are great. I like the addition of creeps, maybe put them at villages so it's a little more difficult to capture them? AI doesn't seem to capture them at all, so it's a bit too easy to just steal all of them quickly and keep them permanently.

Amazing work, excited to see more!

Thank you, I'm very pleased to hear your/someone's first constructive analysis. Taking into account the recommendations, I can definitely say that I'll be reworking the villages; it's very simple and quick to do – they'll heal faster and produce more gold. Villages take the player's food cap into account—I can either remove this restriction or simply give out more gold. For example, I'll also try to increase the healing area of villages. Honestly, the "Hard" difficulty is practically impossible even for me to complete, but on the other hand, I'm a Bronze League player on Warcraft 3 Champions, so I wanted to make the difficulty realistically challenging.

Regarding income from gold mines and villages: I was thinking of mixing them as income sources depending on missions, so we might see more villages in the future. I decided to keep the woods to preserve the original Warcraft gameplay.

Regarding tier 1 units: in the original campaign, you could recruit tier 1 units, while tier 2 units were usually only available to the AI. Would you suggest allowing the player to recruit tier 2 units at once?

Regarding poison and dispel: yes, poison looks very overpowered, especially considering this is a real-time strategy game and it's very difficult to send units to heal one by one – that's the difficulty. On the one hand, it might be unjustified, on the other hand, for example, not a single T1 unit in Wesnoth could heal poison - and I wanted to add a mass dispel to all healing elven units as a Caster Mastery on the T3 main building...
 
1 Cinematic and Two Chapters. The full campaign itself will contain more than 10 chapters...
i gladly follow ur work to conjure wensoth into warcraft. isint its a lot of work to make the levels and the differet stats when something leveling up? i like it already a lllot and i see it wasnt done in short time :)
 
Here's my feedback from someone who didn't play Battle for Wesnoth:

On normal difficulty, mission 1 is insane, like straight up x) The expectations on the player are pretty crazy

  • My first loss was because Chantal died. Having multiple allies that you need to babysit, while having limited tech available isn't really fun. If it was preventing her entire base from being destroyed, okay, but 1 NPC character death = lose isn't great. Especially since they struggle to keep up with the Northerners in general
  • There is very little buildable space in your base, which pretty much forces you to build outside of the walls, kinda defeats the purpose of having walls :p
  • Not being able to harvest lumber seems very arbitrary. I think there could better ways to make players engage with the village capture mechanics, which itself is something I like a lot
  • Some of the pathways are very narrow, could we have some more space to move around please? :D
  • Poison... might be fine if it was a cooldown spell, but if it's a passive, the units hit are dead halfway through their trip back to a village, so it's not even worth the APM. OP as heck
  • Re: the village mechanic, some more explanation would be welcome, like how much does a village provide (could be as easy as a passive ability displaying some text), also, some circles seem to be owned by my allies, so if I capture them, will it reduce their income?

I'll give it another shot on easy because I like the setting and the story seems interesting, but jesus having such a huge map with a constant trickle of enemies, attacks on your base, having to defend two allies, making sure your heroes don't die, all in a mission 1? It's very overwhelming
 
i gladly follow ur work to conjure wensoth into warcraft. isint its a lot of work to make the levels and the differet stats when something leveling up? i like it already a lllot and i see it wasnt done in short time :)
Thank you, I really spent a hundred hours creating it.
Here's my feedback from someone who didn't play Battle for Wesnoth:

On normal difficulty, mission 1 is insane, like straight up x) The expectations on the player are pretty crazy

  • My first loss was because Chantal died. Having multiple allies that you need to babysit, while having limited tech available isn't really fun. If it was preventing her entire base from being destroyed, okay, but 1 NPC character death = lose isn't great. Especially since they struggle to keep up with the Northerners in general
  • There is very little buildable space in your base, which pretty much forces you to build outside of the walls, kinda defeats the purpose of having walls :p
  • Not being able to harvest lumber seems very arbitrary. I think there could better ways to make players engage with the village capture mechanics, which itself is something I like a lot
  • Some of the pathways are very narrow, could we have some more space to move around please? :D
  • Poison... might be fine if it was a cooldown spell, but if it's a passive, the units hit are dead halfway through their trip back to a village, so it's not even worth the APM. OP as heck
  • Re: the village mechanic, some more explanation would be welcome, like how much does a village provide (could be as easy as a passive ability displaying some text), also, some circles seem to be owned by my allies, so if I capture them, will it reduce their income?

I'll give it another shot on easy because I like the setting and the story seems interesting, but jesus having such a huge map with a constant trickle of enemies, attacks on your base, having to defend two allies, making sure your heroes don't die, all in a mission 1? It's very overwhelming
I hear you. I will expand some pathways to make it less annoying.

And Chantal - basically, in the original campaign, the enemy avoided her, but I decided to make it harder to send reinforcements sometimes. She has almost zero mana cost Wind Walk which should help her, though this is a little relief for the players.

Of course, I will add info about Villages there.

And about Poison. You may die from Poison only if it is stacked with the Laceration of Wolf Riders, because that's how Laceration works..
 
Alright I gave it another shot on easy, the difference is pretty massive, Chantal's forces basically took teal out of the game within 10 minutes, while the eastern base also made good pushes and resisted much better. I still died because my hero was poisoned in the middle of the enemy base and took 1 arrow to the knee by a tower, boom, defeat ^^

Anyway I think it's a story of tuning numbers for the different difficulties, and I know it's not easy, especially when you're testing your own stuff again and again and you know "the perfect way" to play your own map, but yeah, the gap between easy and normal is huge!

I don't want to be too harsh or anything, again I like the overall setting, the terraining is cool, the unit veterancy is great (if they don't die to poison first, okay I stop about the poison :p) I think you have a solid basis for a campaign
 
Just played the first level. The foundation and the idea is amazing ! But there are just a couple problems.
  • I know many people already complained about the poison, and the idea of a debuff that forces you to rest after battle is really cool. But the villages need to be able to heal a lot more people at once. The one character per village works with wesnoth because of the turn based nature, but in real time and with warcraft 3's pathing, it makes it almost impossible to heal poison if more than 2 units are affected (and most battles end with most of your army poisoned)
  • This mission is probably not the best showcase of the unit level up system, because of all the overleveled orc units, so I won't speak too much about the balance. But from this, the units' hp seems low in comparason to their damage, so keeping high level units alive seems very hard (especially melee units)
Apart from that, the campaign seems awesome ! The opening cinematic is really well done (Maybe the prince should get a hero glow though, even if he isn't a hero, so that he's more noticeable in the big battles) and it feels like a good mix of elements from warcraft and from Battle for Wesnoth.
I definitely will follow this project (though I probably will wait for an update to the villages before I continue 😅 )
 
Just played the first level. The foundation and the idea is amazing ! But there are just a couple problems.
  • I know many people already complained about the poison, and the idea of a debuff that forces you to rest after battle is really cool. But the villages need to be able to heal a lot more people at once. The one character per village works with wesnoth because of the turn based nature, but in real time and with warcraft 3's pathing, it makes it almost impossible to heal poison if more than 2 units are affected (and most battles end with most of your army poisoned)
  • This mission is probably not the best showcase of the unit level up system, because of all the overleveled orc units, so I won't speak too much about the balance. But from this, the units' hp seems low in comparason to their damage, so keeping high level units alive seems very hard (especially melee units)
Apart from that, the campaign seems awesome ! The opening cinematic is really well done (Maybe the prince should get a hero glow though, even if he isn't a hero, so that he's more noticeable in the big battles) and it feels like a good mix of elements from warcraft and from Battle for Wesnoth.
I definitely will follow this project (though I probably will wait for an update to the villages before I continue 😅 )

Thanks for the feedback. Yeah, I will definitely make the villages better. Maybe I just wait a little for more feedback, update the Demo once, then I will focus purely on the full version, which will take years to complete...
 
I finally beat the first map (on easy), pushing into blue still was quite difficult but ultimately manageable, I do like that they become inactive once the hero is taken out

On comparison, map 2 was quite a breeze and an overall enjoyable map, but I would be very curious to see how in the name of holy spaghetti you are even supposed to win by taking out an enemy base THAT large with no siege

I've spotted an important bug in map 2 though: the trigger to skip the intro cinematic isn't disabled once the cinematic is over, which means that if you press Esc at any point, you get a quick fade out/fade in, and the timer resets to 30 min, with the quest discovery message, etc. :) Should be an easy fix

Also noticed that the elven farm can be used to drop-off lumber, which makes the lumber mill a bit redundant (except for upgrades I suppose), but I'd suggest to remove that ability from the elven farm
 
I finally beat the first map (on easy), pushing into blue still was quite difficult but ultimately manageable, I do like that they become inactive once the hero is taken out

On comparison, map 2 was quite a breeze and an overall enjoyable map, but I would be very curious to see how in the name of holy spaghetti you are even supposed to win by taking out an enemy base THAT large with no siege

I've spotted an important bug in map 2 though: the trigger to skip the intro cinematic isn't disabled once the cinematic is over, which means that if you press Esc at any point, you get a quick fade out/fade in, and the timer resets to 30 min, with the quest discovery message, etc. :) Should be an easy fix

Also noticed that the elven farm can be used to drop-off lumber, which makes the lumber mill a bit redundant (except for upgrades I suppose), but I'd suggest to remove that ability from the elven farm

Thanks for the report. Probably I should change the conditions and ask to kill the enemy leader instead of the base, like it was in the original mission. And yeah, I will fix the bug.
 
i played on hard and i must say its a good challenge but infantry sucks they can never rank and even if they did they take extra damge from peirce they get sniped very fast maybe change their armor so they resist damge from peirce and take extra from mele, and cavalry units destroy mele and takes extra damage from peirce that way you can balance it otherwise now only the hereos can tank with mass archers and healers also the mele units make the healers go in since spirit touch has a low range and they end up getting one shot i had to to make over 24 infantry in the first mission just to invade the base under our starting location none of them made it :D i can only use them as fodder it's a shame the orcs take no extra damge from anything makes it pointless to have a diverse army also the poison is very annoying trying to dispel it from all the units takes alot of time and you can't do that in the fronline unless you have a lvl 2 or higher healer and it does massive damge end's up draining all the mana from the healers the exp system you should change if possible since its very hard to get last hits powerfull lvl 3 units like rangers with crit end up doing alot of damge and they dont benefit anymore from the xp unless you micro every unit which you can't almost impossible to rank the healers and fronline units in general this has great potential looking froward to more of this maybe more rewards for destroying all shreders and bringing all the horses items or tomes encourage the player to complete the side quests good luck
 
i played on hard and i must say its a good challenge but infantry sucks they can never rank and even if they did they take extra damge from peirce they get sniped very fast maybe change their armor so they resist damge from peirce and take extra from mele, and cavalry units destroy mele and takes extra damage from peirce that way you can balance it otherwise now only the hereos can tank with mass archers and healers also the mele units make the healers go in since spirit touch has a low range and they end up getting one shot i had to to make over 24 infantry in the first mission just to invade the base under our starting location none of them made it :D i can only use them as fodder it's a shame the orcs take no extra damge from anything makes it pointless to have a diverse army also the poison is very annoying trying to dispel it from all the units takes alot of time and you can't do that in the fronline unless you have a lvl 2 or higher healer and it does massive damge end's up draining all the mana from the healers the exp system you should change if possible since its very hard to get last hits powerfull lvl 3 units like rangers with crit end up doing alot of damge and they dont benefit anymore from the xp unless you micro every unit which you can't almost impossible to rank the healers and fronline units in general this has great potential looking froward to more of this maybe more rewards for destroying all shreders and bringing all the horses items or tomes encourage the player to complete the side quests good luck

Thank you for your feedback. Maybe I will do something with it. I'll make it so that every unit gets one experience point when they deal damage to an enemy, and regarding armor types... If I don't come up with anything good, I'll just either change the infantry armor type or increase the base armor and armor upgrade bonus for some units.
 
Hello, everyone. Considering all you brought to me, I decided to make a quick update.

I will duplicate the version notes here:

List of changes | 27/09/2025.

Considering all your reports and propositions, here are the changes:

Bug fixes:
  • Fixed revealed typos in the text.
  • Fixed a bug in the second scenario where pressing ESC again would end the cinematic.
List of changes:
  • Removed the ability to store the wood from the Elven Farm, like in the Lumber Mill.
  • Priests' AoE healing has been increased in usability and range.
  • Villages have been improved: they now grant gold more frequently, the healing and poison removal area has been increased, and the interval between healings has been reduced.
  • Added a description of the village mechanics to the villages themselves.
  • Narrow, annoying passages in the first scenario have been widened as much as possible.
  • Removed unnecessary objects from the player's base to expand the construction area in the first scenario.
  • The reward for completing the "Logging" side quest in the first scenario has been increased on Hard difficulty.
  • The reward for completing the "Return of the Villages" side quest in the second scenario has been increased for all difficulties: now you also receive 300 gold each time you obtain a Horse rider.
  • Now alternative victory in the second scenario can be reached by killing the enemy Leader, not destroying the whole base.
  • Other minor changes, for example, like changing the armour types of some neutral creeps.

From now on, I am going to continue to work on this campaign, hoping to finish it someday. This is the first and the last patch for the demo; there will be no more patches, except for the fixes, if found.
 
Last edited:
  1. Passive ability icons should look passive. Either find custom fitting ones or edit them with: Button Manager v1.8.2 or Warcraft Image Lab
  2. Konrad the Konrad?
  3. Would be nice to have some context about the goblin shredders quest not simply get it.
  4. Knafa-Tan wasn't killed but the quest completed anyway. Quest updated when he was actually killed.
  5. Wells should also cure poison since the AI has battalions of 1HP troops.
  6. Intentional to be able to steal your allies' villages?
  7. You can bring one hero at a time to the spot and they can be moved back.
  8. Disappointed the mercs are units you can also train and not new ones.
  9. Sir Kaylan has glow but is not a hero. Same with Mokolo Qimur.
Essentially, it's Warcraft III (abilities, techtrees, creep camps, gameplay mechanics etc.) but the custom systems make the gameplay tad different.
Approved. Bigger rating when there's more material.


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

R U L E S

Site Rules
Map Submission Rules

M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
 
  1. Passive ability icons should look passive. Either find custom fitting ones or edit them with: Button Manager v1.8.2 or Warcraft Image Lab
  2. Konrad the Konrad?
  3. Would be nice to have some context about the goblin shredders quest not simply get it.
  4. Knafa-Tan wasn't killed but the quest completed anyway. Quest updated when he was actually killed.
  5. Wells should also cure poison since the AI has battalions of 1HP troops.
  6. Intentional to be able to steal your allies' villages?
  7. You can bring one hero at a time to the spot and they can be moved back.
  8. Disappointed the mercs are units you can also train and not new ones.
  9. Sir Kaylan has glow but is not a hero. Same with Mokolo Qimur.
Essentially, it's Warcraft III (abilities, techtrees, creep camps, gameplay mechanics etc.) but the custom systems make the gameplay tad different.
Approved. Bigger rating when there's more material.


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

R U L E S

Site Rules
Map Submission Rules

M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/

Thank you for your feedback. Let me answer some points:


About Knafa-Tan and moving back heroes: If you are talking about not killing Knafa-Tan on easy difficulty — that’s correct, we don’t need to do it on that difficulty — the quest says so. And if you bring only one hero to the location — yes, you can return them back. The victory condition only fires when both heroes reach the destination. I don’t see a problem here.


Allies and Villages: Yes, you can capture any village of any ally. It was part of the original gameplay, too.


Mercs: Mercenaries are units from previous scenarios. They are exactly the same as they were at the moment of victory in each scenario. This is implemented because in Battle for Wesnoth you could hire units from previous scenarios — otherwise, the Unit Ranking System mechanics would be far less useful.


"Units-Heroes": Most of the heroes in the original game are actually units, not true heroes. So I added a hero glow for each important unit, simply giving the player an easier way to recognize them.
 
Hello everyone. While working on the next missions, I finally finished programming the remaining mechanics to improve the gameplay, and I'm making this update because of a bug. But to keep things interesting, I've added some other changes to the first maps. I'm duplicating them here.

List of Changes | 10/10/2025


Bug Fixes

  • Fixed an issue where the Wolf Rider could not correctly rank up to Wolf Knight.

Gameplay Updates​

  • Unit Ranking System: Units now gain EXP both when dealing and receiving damage, according to defined probabilities and formulas. (See in-game Quests and Battle for Wesnoth Playground for testing.)
  • Trait System (Features): Every unit now obtains one random trait from the following: Strong, Resilient, Intelligent, or Loyal. Each trait makes the unit more unique and strategically valuable. Units now retain their traits between scenarios, allowing their individuality to persist throughout the campaign.
 
Back
Top