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Jeopardy of the Horde v3.2

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You are Thrall, Warchief of the Horde. For many years, your people have been at war with the tyrant humans. Seeking freedom, your mind is indulged with a vision of leading the Horde to the unknown continent of Kalimdor.

Will journeying to Kalimdor allow the Horde to finally live in peace? Find out as you play through the second of Turnro’s series of alternate Warcraft 3 campaigns with Blizzard-like maps and fun gameplay
!





Features

14 maps, including 11 Chapters and 3 Interludes
Lead the Horde through their struggle for freedom as they venture to make their home in the untamed and savage lands of Kalimdor

Numerous Heroes to Play
Gain the allegiance of powerful heroes, including Rokhan the Shadow Hunter, Rexxar the Beastmaster, and Drak’thul the Stormreaver Warlock

New Hero Abilities
Cast several new custom spells, from Thrall’s Earthbind Totem spell to Samuro’s Dash ability

Choose your Own Missions
From facing vicious Fel Orcs to dim-witted Ogres, you will be given the choice during the campaign which missions to accomplish

New Background Music throughout Campaign

Variable Difficulty Levels, and much more!

Screenshots

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Legendary Items

Find all 10 legendary items while playing Jeopardy of the Horde in Hard difficulty:

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Lordaeron Grand Battlesword
Increases the attack damage of the Hero by 10 when worn. Attacks also have a 20% chance to deal 2 times their normal damage.
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Goldfeathered Staff
Increases the mana capacity of the Hero by 150 and Intelligence by 6 when carried.
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Thorns Armor
Increases the Hero's armor by 5. Also gives nearby friendly units a damage shield, which deals 10% of an enemy unit's attack damage back to it.
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Crown of Fallen Kings
Increases the Strength of the Hero by 10 when worn. Also causes attacks against the wearer to miss 15% of the time.
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Demon Cleaver
Increases the attack damage of the Hero by 15 when carried. Also grants friendly nearby melee units life stealing attacks which take 15% of the damage they deal and convert it into life.
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Stonemaul Bonecrusher
Increases the attack damage of the Hero by 15 when worn. Also gives a 15% chance to stun the enemy.
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Storm Boots
Increases the Hero's Agility by 12 when worn. Also engulfs the Hero in a shield of lightning, which deals 10 damage per second to nearby enemy land units.
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Gem of Rejuvenation
Increases the Hero's hit point regeneration by 5 hit points per second. Also reduces Magic damage dealt to the Hero by 33%.
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Granite Necklace
Increases the hit points of the Hero by 300 and mana by 250 when worn.
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Ring of the Elder Moon
Increases the Hero's armor by 10 and Strength, Intelligence, and Agility of the Hero by 5 when worn.


Change Log

NOTE: Many changes were made in this version, and so only the most important are noted. In addition, all previous version notes from earlier updates have not been kept track of.

- Major terrain changes in all chapters
- Dialogues in all maps have been completely rewritten
- Cinematics in all chapters have been redone
- All the maps with an Ashenvale tile-set have been completely remade. This includes the 1st Interlude, and Chapters 9 and 10
- Cairne is no longer a playable hero in Chapter 2
- Araj the Summoner is now a hero-type unit
- New items can be found by killing creeps
- Quest changes in all chapters. In addition, new quests have been added into several chapters
- This campaign can now be played through in two difficulty settings: Normal and Hard
- The following spell changes have been made:

THRALL
- Far Sight has been replaced with Earthbind Totem. This ability allows Thrall to place a totem on the ground which decreases the movement and attack speed of nearby enemy units

GROM HELLSCREAM
- Mirror Images and Critical Strike have been removed.
- Grom now has two new abilities: Frenzy (increases attack and movement speed for a short time) and Cleave (gives a percent chance to stun an enemy unit and deal additional damage)

REXXAR
- Storm Bolt has been replaced with Summon Hawk

DREK’THAR
- Shadow Strike has been replaced with Far Sight

SAMURO
- Samuro now possesses the following spells:
- Dash – Allows the Bladesmaster to dash through enemy units, dealing damage to all he passes
- Mirror Image
- Battle Wary – Gives a percent chance to dodge an attack and deal additional damage
- Mortal Strike – A powerful once-off attack which can be used to deal large damage to a single non-hero unit

DRAK’THUL
- Monsoon now increases damage dealt with each level. In addition, the spell’s icon has been changed
- Soul Burn and Firebolt have been removed
- The Warlock can now cast Incinerate and Summon Voidwalker


- Fixed a few spelling/grammar errors
- Fixed a problem in Chapter 2 when the centaurs would attack during a cinematic
- Fixed a bug in Chapter 2 where Cairne would drop the Phat Lewt
- Fixed a problem in all cinematics where Thrall's Earthbind Totem would slow down enemy units
- Hints are now shown when new items are gained from completing Stop the Blight in Chapter 3 and Destroy the Demon Gate in Chapter 5
- Fixed a problem where Samuro would use Dash and disappear
- Thrall's Earthbind Totem ability hotkey has been changed to resolve hotkey conflicts
- Samuro's Mortal Strike ability damage dealt has been changed from 850 to 800
- Engineer Gazlowe's model has been changed to the Goblin Tinker
- The Skeleton King in Chapter 5 no longer has Resistant Skin in Normal version. However, his health has been slightly increased
- The Town Portal hint in Chapter 8 has been changed to alert the player at the beginning of the chapter
- Fixed a problem in Chapter 9 where having heroes loaded into a Zeppelin before a cinematic commences would permanently pause the hero
- Fixed a problem in Chapter 10 where Azgalor's Doom Guards would walk off without him


- Fixed a bug in Chapter 1 where skipping the second last cinematic would disable the player from completing the chapter
- Another Centaur spawning point has been added during the Protect Bloodhoof Village Quest in Chapter 2
- Minor to moderate dialogue changes in all chapters
- Additional cinematics and/or in-game dialogues have been added into Chapters 3, 4, 5, 7, 9, & 10
- In Chapter 4, the quest that requires the player to defend Santron has been changed: The player must now defend the town from 4 separate Night Elf waves
- In Chapter 4, the Find the Survivors Quest has been slightly modified for story-line reasons
- In Chapter 5 (both Fel Orc and Ogre), the player now starts off with an Altar of Storms
- The Tower doodads protecting Santron in Chapters 4 & 8 have been replaced with actual Towers, which attack nearby hostile units
- In Chapter 5 (Fel Orc Attack), Grom’s warriors now attack the player until he is saved
- In Chapter 5 (Fel Orc Attack), the difficulty of destroying the Fel Orcs’ Fortress has been slightly reduced in Normal Version
- In Chapter 5 (The Problem with Ogres), the boss fight with Kor’gall has been completely remade: it now represents a proper duel between Thrall and Kor’gall. If Thrall dies, the player loses the chapter
- The Tiny Great Hall and Orb of Lightning items are no longer available for purchase from the Voodoo Lounge in Chapter 5 (The Problem with Ogres)
- Fixed an issue where the Quilboars summoned by Rexxar were unable to cast Frenzy
- The Demolishers have been removed in Chapter 7. Instead, the player now gains additional summoned undead units at certain points during the mission. This also aligns with the changes done to the main quest objectives for the chapter
- Spell Breakers can no longer use Control Magic in Chapter 7 in Normal Version
- In Chapter 7, the player now gains Vials of Mana for completing the optional quest The Mystical Fountain. However, the fountain no longer restores the mana of nearby units
- Araj now automatically starts with the Staff of Reanimation. This item is permanent for him and cannot be sold or dropped
- Zeppelins can no longer be hired from the Goblin Laboratory from completing the Quest “The Alternative Path” in Chapter 9. In addition, certain areas of the map have been masked to prevent the Zeppelins from flying everywhere
- The Trees blocking the terrain in Chapter 9 are no longer invulnerable
- The item Frostguard now allows melee Heroes to attack ranged units
- Fixed an issue in Chapter 10 where the Goblin Merchant would not sell any items to the player
- Fixed a bug which made key Heroes disappear during a cinematic if the player uses Town Portal just before the cinematic commences
- Fixed an issue that allowed Samuro to either disappear or relocate himself in a cinematic if the player uses Dash just before the cinematic commences
- The Doom Guards protecting Azgalor in Chapter 10 have been buffed. In addition, Azgalor’s Reign of Chaos ability now summons more Infernos from the sky in both difficulty levels
- The Demon Gates in Chapter 10 are now protected by a Mini Boss


– Fixed a problem in Chapter 4 where a particular Night Elf wave would stay idle when attacking Santron
- Decreased the amount of Infernos Azgalor can summon in Chapter 10 in Normal Version
- Decreased the attacking and movement speed reduction given to enemy units from Thrall’s Earthbind Totem by 5% for all levels for attack damage, and 10% for all levels for movement speed
- In Chapter 5 (The Problem with Ogres), Kor’gall will regain all his mana in the final part of the boss fight if the player has acquired Rexxar and is playing Hard Version. This allows Kor’gall to make use of all of his abilities (whereas before he only had limited mana, disallowing him to cast all of his spells)
- In Chapter 5 (Fel Orc Attack), the mini boss Gogonnash has had his health and damage increased
- Araj is now classified as an undead unit. This allows him to be healed with the Death Coil ability possessed by Death Revenants
- The damage dealt by all demon units in Chapter 10 have been increased on Hard difficulty


- The entire campaign has been polished. This includes, but not limited to, changes to terrain, cinematics, story, and in-game events
- A new interlude has been added titled 'Conflicts of the Past'. This interlude plays after completing Chapter 2
- The hotkeys for units, buildings, spell, etc, have been changed around the QWER composition. However, most of these hotkeys will have no effect on the game if Custom Hotkeys are enabled through the user’s profile
- New items have been added throughout the campaign. Some of these are legendary items, which can only be found on Hard difficulty
- Added new custom music throughout cinematics and gameplay
- Fixed a problem with the AI where waves sent to attack the player would retreat back to base once they had killed a single unit/structure
- The player will now lose the current mission if they use the 'WhosYourDaddy' cheat on Hard difficulty
- All appropriate buffs will now be removed from all units during cinematics
- Pressing the spacebar will now bring the player to quest-specific locations on the map
- Fixed a bug where using Animate Dead would allow creeps/enemy units to drop the same item more than once
- Fixed a bug in Chapter 5 'The Problem with Ogres' where the player could acquire Rexxar after losing the quest to save him
- Fixed a bug in Chapter 6 where the Goblins during the optional quest would stop moving
- Only Arcane Towers will now possess the Magic Sentry ability on Hard difficulty in Chapter 1
- AI friendly players can no longer be attacked by the player throughout the campaign
- Resolved multiple issues with the Orcish Horde AI player in Chapter 10
- Increased the mana cost of Grom's Frenzy ability to 75 mana
- Samuro's Dash ability now deals more damage across all levels
- Samuro's Mortal Strike ability can now damage enemy Heroes. In addition, the mana cost of this spell has increased to 150
- Increased the damage dealt by Drak’thul’s Monsoon ability from 20/30/40 damage per level to 20/35/50
- Gazlowe will now always appear in Chapter 9, regardless whether or not the player completes his optional quest in Chapter 6
- Searinal in Chapter 4 now possesses Spell Immunity
- Items can now be purchased from the Voodoo Lounge in Santron in Chapter 4
- Increased the hit points and damage of Santron Towers in Chapters 4 and 8
- Neutral units can now be hired from the Goblin Observatory in Chapter 8
- Replaced the Potions of Lesser Invulnerability with Potions of Anti-Magic at the Goblin Merchants in Chapters 9 & 10
- Zeppelins can now be hired again once the 'Alternative Route' quest is completed in Chapter 9
- Re-added the food limit hint in Chapter 5 'The Problem with Ogres'
- Renamed Chapter 3 from "Competition for the Horde" to "Remnants of the Scourge"
- Renamed Chapter 10 from “Azgalor’s Return” to “Destiny of the Horde”
- Jarod Shadowsong in Chapter 10 has been renamed to Wrathbringer for story reasons
- The Fel Orcs in Chapter 5 'Fel Orc Attack' now train new units
- The Ogres in Chapter 5 'The Problem with Ogres' now train Ogre Stone Throwers
- The Earth Totem unit Thrall can summon now has a portrait
- The abilities Frenzy, Forkerd Lightning, Raise Dead and Tornado now have new icons
- Added unique models for all potion/scroll items
- Tyrande Whisperwind now has a new model
- Shandris and Night Elf Glaive Throwers now have new skins


- Fixed the tooltip description for Drek'Thar's Forked Lightning ability
- The player will now correctly lose Chapter 9 if all of their buildings are destroyed
- Fixed a bug in Chapter 4 where Scrolls of Town Portal would cause the player's heroes to teleport at the start of cinematics
- Fixed a bug in Chapter 6 where Samuro's Dash ability would cost no mana on level 2. In addition, this spell has had its mana cost reverted to 70 throughout the campaign
- Enemy heroes in Chapter 7 no longer possess Potions of Greater Healing on hard difficulty. Instead, they have items that permanently increase their health
- Satyr Hellcallers and Shadowstalkers can now attack air units in Chapters 9 & 10
- Fixed a bug in Chapter 10 where the AI Peons would not rebuild Great Halls when they are destroyed
- Fixed a bug in Chapter 10 where the light blue Night Elves would not send their first attack wave on hard difficulty
- Reduced the cooldown of Azgalor's Reign of Chaos ability in Chapter 10 on hard difficulty


MAIN CHANGES
- Hero, unit, building and spell stats no longer change depending on the player's Warcraft 3 version
- Updated all cinematics for widescreen support
- Optional Heroes can now be summoned from the Altar of Storms in missions where the player controls a base. In most cases, this means that the player will no longer automatically start off with optional Heroes at the beginning of the map. This change applies to the following Heroes:
- Grom Hellscream
- Rexxar
- Rokhan
- Drak'thul​

HERO CHANGES
- Reduced the area of effect range of Earthbind Totem from 800 to 600
- Drek'Thar now has a new ability: Earth Shield, which increases the armor and hit point regeneration rate of a friendly unit
- Removed Brilliance Aura from Drek'Thar
- Reduced Cairne's collision size from 48 to 32, as well as increased his base movement speed from 250 to 270
- Reduced the damage of Samuro's Mortal Strike from 750 to 500
- Increased the base movement speed of Araj the Summoner from 240 to 270
- Fixed a bug where the player could summon more than one Misha

GENERAL CHANGES/IMPROVEMENTS
- Fixed a bug in Chapter 1 where the player's units will freeze after unloading them from the boat at the end of the mission
- Changed the armor type of all Human buildings to Heavy armor in Chapter 1
- Peons are no longer available to train in Chapter 2. Instead, the player will receive all their structures after completing 'The Lost Cargo' quest
- Potion of Restoration removed from 'The Stolen Artifact' quest in Chapter 2
- Player starts off with 500 additional gold in Chapter 3
- Cured fountains in Chapter 3 now provide health or mana regeneration
- Nearby enemies must now be killed before corrupted fountains can be claimed in Chapter 3
- Removed the Fountain near the Centaur Khan in Chapter 3, reducing the number of fountains from 5 to 4
- Renamed the undead AI players in Chapter 3 to have distinct names
- The path to the purple and green Undead bases in Chapter 3 are no longer blocked off by trees
- The path to Rokhan in Chapter 3 is once again blocked off by trees
- Removed the Fountain of Health in Chapter 4
- Replaced the rescuable Kodo Beast with a Grunt in Chapter 4 due to trigger conflicts with units affected by Devour
- Removed the Orb of Lightning from the Voodoo Lounge in Chapter 4
- Lowered the starting level of Drek'Thar in Chapters 4, 5a and 8
- Increased the hit points of Fel Orc Berserkers from 535 to 600
- Players will no longer lose the mission in Chapter 5b at Korgall's Arena. Instead, the arena will reset and the player must try again
- The outpost now has a Stronghold instead of a Great Hall in Chapter 5b
- Troll Batriders are no longer available to train in Chapter 5b
- Fixed a bug in Chapter 6 where the player is not able to complete 'The Goblins' optional quest
- Gazlowe now has additional items to allow him to tank better in Chapter 6
- The fountain in Chapter 7 will now restore both health and mana once the 'Mystical Fountain' quest is completed
- Fixed a bug in Chapter 7 where items on the ground would permanantly disappear after a cinematic plays
- Summoned undead humans by the player in Chapter 7 now have +3 weapon and armor upgrades
- Removed the Vials of Mana item in Chapter 7
- The 'Protect Santron' quest in Chapter 8 has been changed so that the player must now defend the city for 12 minutes
- Updated the Death to the Invaders to list the bases that need to be destroyed in Chapter 8
- Replaced the Fountain of Health with a Fountain of Mana in Chapter 8
- Player now starts off with an Altar of Storms in Chapter 9
- Added additional enemy Heroes to the Night Elven bases in Chapter 9
- The trees to the final Night Elf base in Chapter 9 are now invulnerable
- Reinforced Defenses is now automatically researched on Hard difficulty in Chapter 10
- Slightly changed the items for purchase at the Goblin Merchant in Chapters 9 & 10
- Scrolls of Restoration have been replaced by Scrolls of Healing at the Voodoo Lounge in Chapter 10
- Replaced the Fountain of Power with a Fountain of Health in Chapter 10
- Azgalor is now immune to magic in Chapter 10
- Fixed a bug in Chapter 10 where the player would not lose the mission if all of their buildings were destroyed
- Rebalanced the enemy AI in Chapters 3, 5a, 7, 8, 9 & 10 on Hard difficulty
- Removed the damage and hit points increase for enemy players in Chapters 9 & 10
- Reset the hotkey for the Build command back to B
- Changed the hotkey for upgrading the Great Hall/Stronghold to Z
- Command hotkeys (such as Build, Attack, etc) can now be overwritten by the player's custom hotkey settings
- Updated Tyrande's model to the same used in Malfurion's Quest
- Made slight background music changes across the campaign
- Unique models have now been given to Potions of Invisibility, Scrolls of the Beast and Scrolls of Resurrection
- Items are no longer dropped by destroying creep buildings
- Runes are now color coordinated, making them easier to identify for the player
- Made numerous item changes throughout the campaign

Other Campaigns in Turnro’s Warcraft 3 Series
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Important Notes
- It is highly recommended that you update Warcraft 3 to the latest patch version before playing Jeopardy of the Horde. The download to this patch can be found here: Patching Classic Games
- The normal background music of Warcraft 3 has been replaced with better music. Be sure to enable music through your profile as it is an integral part of the campaign experience
- If you use the ‘WhosYourDaddy’ cheat while playing Jeopardy of the Horde on Hard difficulty, you will automatically lose the mission
- There is a known bug on Mac computers where the game will crash when certain custom items/units are selected. While I have tested this campaign to ensure this doesn’t happen, please notify me if you encounter this problem
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STORY, MAP DESIGN AND DEVELOPMENT: Turnro

MODELS
Grey Knight
kangyun
JetFangInferno
Mc!
Ket
EviL_BuddhA
epsilon
Sellenisko
Hexus
Kitabatake
the_firefalcon
PROXY
Shyster
Kirym
Zap


SKINS
Glitzage
Daenar7


ICONS
Blizzard Entertainment
NFWar
-BerZeKeR-
Naro
PeeKay
The_Silent
GooS
BLazeKraze
kola


MUSIC AND SOUND
Blizzard Entertainment
Matt Holle (Battle Realms)
Benjamin Bartlett (Walking with Beasts soundtrack)
Henry Beckett and Keith Zizza (Zeus: Master of Olympus soundtrack)


Special Thanks:
Fallen Angel Boy
Rence Kristoff
Flour
Forsaken
slake
CaoSong
Perke
LOTP




Like my content? Donate above and help support me to continue to make great Warcraft 3 campaigns


Keywords:
Horde, Orc, Troll, Tauren, Thrall, Kalimdor, Santron, Drek'Thar, Cairne, Samuro, Araj, Rokhan, Rexxar, Grom, Hellscream, Drak'thul.
Contents

Jeopardy of the Horde v3.2 (Campaign)

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18:35, 5th Feb 2010 ap0calypse: Approved
Level 31
Joined
Dec 8, 2009
Messages
1,326
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Jeopardy of the Horde v3.2 is now live! This update includes several gameplay improvements, as well as fixes as a result of the latest Warcraft 3 patches over the last year. The newer patches affected Jeopardy of the Horde in many ways, such as sound bugs and melee balance changes, all of which have been addressed to allow the campaign to play smoothly. Please note that this campaign is still compatible with Warcraft 3 versions as old as 1.26.

The campaign has also received a re-balance of its Hard difficulty similar to The Adventures of Rowan the Wise sometime last year. Previously, certain missions proved to be overly difficult for players for a variety of reasons. Base building missions were one example, as well as the final two missions with enemies receiving a considerable bonus to hit points and damage. Several areas of the campaign have changed to re-balance the missions such as the removal of enemy bonuses, player Hero nerfs and revised AI scripts. Overall, the objective of this update was to make Hard difficulty more fair to players while still being challenging to play.


MAIN CHANGES
- Hero, unit, building and spell stats no longer change depending on the player's Warcraft 3 version
- Updated all cinematics for widescreen support
- Optional Heroes can now be summoned from the Altar of Storms in missions where the player controls a base. In most cases, this means that the player will no longer automatically start off with optional Heroes at the beginning of the map. This change applies to the following Heroes:
- Grom Hellscream
- Rexxar
- Rokhan
- Drak'thul​

HERO CHANGES
- Reduced the area of effect range of Earthbind Totem from 800 to 600
- Drek'Thar now has a new ability: Earth Shield, which increases the armor and hit point regeneration rate of a friendly unit
- Removed Brilliance Aura from Drek'Thar
- Reduced Cairne's collision size from 48 to 32, as well as increased his base movement speed from 250 to 270
- Reduced the damage of Samuro's Mortal Strike from 750 to 500
- Increased the base movement speed of Araj the Summoner from 240 to 270
- Fixed a bug where the player could summon more than one Misha

GENERAL CHANGES/IMPROVEMENTS
- Fixed a bug in Chapter 1 where the player's units will freeze after unloading them from the boat at the end of the mission
- Changed the armor type of all Human buildings to Heavy armor in Chapter 1
- Peons are no longer available to train in Chapter 2. Instead, the player will receive all their structures after completing 'The Lost Cargo' quest
- Potion of Restoration removed from 'The Stolen Artifact' quest in Chapter 2
- Player starts off with 500 additional gold in Chapter 3
- Cured fountains in Chapter 3 now provide health or mana regeneration
- Nearby enemies must now be killed before corrupted fountains can be claimed in Chapter 3
- Removed the Fountain near the Centaur Khan in Chapter 3, reducing the number of fountains from 5 to 4
- Renamed the undead AI players in Chapter 3 to have distinct names
- The path to the purple and green Undead bases in Chapter 3 are no longer blocked off by trees
- The path to Rokhan in Chapter 3 is once again blocked off by trees
- Removed the Fountain of Health in Chapter 4
- Replaced the rescuable Kodo Beast with a Grunt in Chapter 4 due to trigger conflicts with units affected by Devour
- Removed the Orb of Lightning from the Voodoo Lounge in Chapter 4
- Lowered the starting level of Drek'Thar in Chapters 4, 5a and 8
- Increased the hit points of Fel Orc Berserkers from 535 to 600
- Players will no longer lose the mission in Chapter 5b at Korgall's Arena. Instead, the arena will reset and the player must try again
- The outpost now has a Stronghold instead of a Great Hall in Chapter 5b
- Troll Batriders are no longer available to train in Chapter 5b
- Fixed a bug in Chapter 6 where the player is not able to complete 'The Goblins' optional quest
- Gazlowe now has additional items to allow him to tank better in Chapter 6
- The fountain in Chapter 7 will now restore both health and mana once the 'Mystical Fountain' quest is completed
- Fixed a bug in Chapter 7 where items on the ground would permanantly disappear after a cinematic plays
- Summoned undead humans by the player in Chapter 7 now have +3 weapon and armor upgrades
- Removed the Vials of Mana item in Chapter 7
- The 'Protect Santron' quest in Chapter 8 has been changed so that the player must now defend the city for 12 minutes
- Updated the Death to the Invaders to list the bases that need to be destroyed in Chapter 8
- Replaced the Fountain of Health with a Fountain of Mana in Chapter 8
- Player now starts off with an Altar of Storms in Chapter 9
- Added additional enemy Heroes to the Night Elven bases in Chapter 9
- The trees to the final Night Elf base in Chapter 9 are now invulnerable
- Reinforced Defenses is now automatically researched on Hard difficulty in Chapter 10
- Slightly changed the items for purchase at the Goblin Merchant in Chapters 9 & 10
- Scrolls of Restoration have been replaced by Scrolls of Healing at the Voodoo Lounge in Chapter 10
- Replaced the Fountain of Power with a Fountain of Health in Chapter 10
- Azgalor is now immune to magic in Chapter 10
- Fixed a bug in Chapter 10 where the player would not lose the mission if all of their buildings were destroyed
- Rebalanced the enemy AI in Chapters 3, 5a, 7, 8, 9 & 10 on Hard difficulty
- Removed the damage and hit points increase for enemy players in Chapters 9 & 10
- Reset the hotkey for the Build command back to B
- Changed the hotkey for upgrading the Great Hall/Stronghold to Z
- Command hotkeys (such as Build, Attack, etc) can now be overwritten by the player's custom hotkey settings
- Updated Tyrande's model to the same used in Malfurion's Quest
- Made slight background music changes across the campaign
- Unique models have now been given to Potions of Invisibility, Scrolls of the Beast and Scrolls of Resurrection
- Items are no longer dropped by destroying creep buildings
- Runes are now color coordinated, making them easier to identify for the player
- Made numerous item changes throughout the campaign

 
Level 3
Joined
Mar 6, 2016
Messages
64
full

Jeopardy of the Horde v3.2 is now live! This update includes several gameplay improvements, as well as fixes as a result of the latest Warcraft 3 patches over the last year. The newer patches affected Jeopardy of the Horde in many ways, such as sound bugs and melee balance changes, all of which have been addressed to allow the campaign to play smoothly. Please note that this campaign is still compatible with Warcraft 3 versions as old as 1.26.

The campaign has also received a re-balance of its Hard difficulty similar to The Adventures of Rowan the Wise sometime last year. Previously, certain missions proved to be overly difficult for players for a variety of reasons. Base building missions were one example, as well as the final two missions with enemies receiving a considerable bonus to hit points and damage. Several areas of the campaign have changed to re-balance the missions such as the removal of enemy bonuses, player Hero nerfs and revised AI scripts. Overall, the objective of this update was to make Hard difficulty more fair to players while still being challenging to play.


MAIN CHANGES
- Hero, unit, building and spell stats no longer change depending on the player's Warcraft 3 version
- Updated all cinematics for widescreen support
- Optional Heroes can now be summoned from the Altar of Storms in missions where the player controls a base. In most cases, this means that the player will no longer automatically start off with optional Heroes at the beginning of the map. This change applies to the following Heroes:
- Grom Hellscream
- Rexxar
- Rokhan
- Drak'thul​

HERO CHANGES
- Reduced the area of effect range of Earthbind Totem from 800 to 600
- Drek'Thar now has a new ability: Earth Shield, which increases the armor and hit point regeneration rate of a friendly unit
- Removed Brilliance Aura from Drek'Thar
- Reduced Cairne's collision size from 48 to 32, as well as increased his base movement speed from 250 to 270
- Reduced the damage of Samuro's Mortal Strike from 750 to 500
- Increased the base movement speed of Araj the Summoner from 240 to 270
- Fixed a bug where the player could summon more than one Misha

GENERAL CHANGES/IMPROVEMENTS
- Fixed a bug in Chapter 1 where the player's units will freeze after unloading them from the boat at the end of the mission
- Changed the armor type of all Human buildings to Heavy armor in Chapter 1
- Peons are no longer available to train in Chapter 2. Instead, the player will receive all their structures after completing 'The Lost Cargo' quest
- Potion of Restoration removed from 'The Stolen Artifact' quest in Chapter 2
- Player starts off with 500 additional gold in Chapter 3
- Cured fountains in Chapter 3 now provide health or mana regeneration
- Nearby enemies must now be killed before corrupted fountains can be claimed in Chapter 3
- Removed the Fountain near the Centaur Khan in Chapter 3, reducing the number of fountains from 5 to 4
- Renamed the undead AI players in Chapter 3 to have distinct names
- The path to the purple and green Undead bases in Chapter 3 are no longer blocked off by trees
- The path to Rokhan in Chapter 3 is once again blocked off by trees
- Removed the Fountain of Health in Chapter 4
- Replaced the rescuable Kodo Beast with a Grunt in Chapter 4 due to trigger conflicts with units affected by Devour
- Removed the Orb of Lightning from the Voodoo Lounge in Chapter 4
- Lowered the starting level of Drek'Thar in Chapters 4, 5a and 8
- Increased the hit points of Fel Orc Berserkers from 535 to 600
- Players will no longer lose the mission in Chapter 5b at Korgall's Arena. Instead, the arena will reset and the player must try again
- The outpost now has a Stronghold instead of a Great Hall in Chapter 5b
- Troll Batriders are no longer available to train in Chapter 5b
- Fixed a bug in Chapter 6 where the player is not able to complete 'The Goblins' optional quest
- Gazlowe now has additional items to allow him to tank better in Chapter 6
- The fountain in Chapter 7 will now restore both health and mana once the 'Mystical Fountain' quest is completed
- Fixed a bug in Chapter 7 where items on the ground would permanantly disappear after a cinematic plays
- Summoned undead humans by the player in Chapter 7 now have +3 weapon and armor upgrades
- Removed the Vials of Mana item in Chapter 7
- The 'Protect Santron' quest in Chapter 8 has been changed so that the player must now defend the city for 12 minutes
- Updated the Death to the Invaders to list the bases that need to be destroyed in Chapter 8
- Replaced the Fountain of Health with a Fountain of Mana in Chapter 8
- Player now starts off with an Altar of Storms in Chapter 9
- Added additional enemy Heroes to the Night Elven bases in Chapter 9
- The trees to the final Night Elf base in Chapter 9 are now invulnerable
- Reinforced Defenses is now automatically researched on Hard difficulty in Chapter 10
- Slightly changed the items for purchase at the Goblin Merchant in Chapters 9 & 10
- Scrolls of Restoration have been replaced by Scrolls of Healing at the Voodoo Lounge in Chapter 10
- Replaced the Fountain of Power with a Fountain of Health in Chapter 10
- Azgalor is now immune to magic in Chapter 10
- Fixed a bug in Chapter 10 where the player would not lose the mission if all of their buildings were destroyed
- Rebalanced the enemy AI in Chapters 3, 5a, 7, 8, 9 & 10 on Hard difficulty
- Removed the damage and hit points increase for enemy players in Chapters 9 & 10
- Reset the hotkey for the Build command back to B
- Changed the hotkey for upgrading the Great Hall/Stronghold to Z
- Command hotkeys (such as Build, Attack, etc) can now be overwritten by the player's custom hotkey settings
- Updated Tyrande's model to the same used in Malfurion's Quest
- Made slight background music changes across the campaign
- Unique models have now been given to Potions of Invisibility, Scrolls of the Beast and Scrolls of Resurrection
- Items are no longer dropped by destroying creep buildings
- Runes are now color coordinated, making them easier to identify for the player
- Made numerous item changes throughout the campaign

Those are great changes but why you remove the Brillianve Aura, it was useful to regenerate mana, now how they will regenerate their mana.
However, what about give the heroes a fifth ability. In each campaign, except this one, all heroes have a fifth ability. Why not in this campaogn you decide on giving them a fifth ability? Or the reason is because there are many heroes to control with too many spells?
 
Level 31
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Messages
1,326
Those are great changes but why you remove the Brillianve Aura, it was useful to regenerate mana, now how they will regenerate their mana.
However, what about give the heroes a fifth ability. In each campaign, except this one, all heroes have a fifth ability. Why not in this campaogn you decide on giving them a fifth ability? Or the reason is because there are many heroes to control with too many spells?

Yeah, there is no fifth ability because of the amount of heroes you get in the campaign.

The removal of Brilliance Aura was primarily to do with balance. This aura has always been overpowered in campaigns, especially in a team with 7 playable heroes. Because the enemy AI no longer receives bonus hit points and damage, the Brilliance Aura removal was necessary to reduce the amount of times players can spam the hero abilities and overpower the enemy.
 
Level 5
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Messages
135
Somehow the mission didnt end at chapter 7 even though i wiped out all humans
this is on hard btw
 

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Level 5
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You cant attack light blue without killing the dark green archmage to open their gate, so its dark green then light blue

Quest log states that light blue base wasnt destroyed, but the rest were checked as destroyed
 
Level 3
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Mar 6, 2016
Messages
64
Yeah, there is no fifth ability because of the amount of heroes you get in the campaign.

The removal of Brilliance Aura was primarily to do with balance. This aura has always been overpowered in campaigns, especially in a team with 7 playable heroes. Because the enemy AI no longer receives bonus hit points and damage, the Brilliance Aura removal was necessary to reduce the amount of times players can spam the hero abilities and overpower the enemy.

I see now, I might try this one later. And by the way, what are you doing at the moment? Working on Malfurion Quest's Sentinel storyline or fixing bugs of the latest version released?
 
Level 2
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Messages
9
Soooo, I wanna ask you the same thing I asked you about Rowan... Is this the ”final” versión of the campaign? As in, no more patches changing stuff… I´m waiting on the final versions to play them as you intended. xD
 
Level 31
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1,326
Soooo, I wanna ask you the same thing I asked you about Rowan... Is this the ”final” versión of the campaign? As in, no more patches changing stuff… I´m waiting on the final versions to play them as you intended. xD

Yeah, this is the final intended version of Jeopardy of the Horde. As Blizzard is releasing patches over the coming years, I may need to bring out compatibility updates so the campaign still works. However, the story and gameplay is pretty much done and will undergo no further changes.
 
Level 2
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Messages
9
Yeah, this is the final intended version of Jeopardy of the Horde. As Blizzard is releasing patches over the coming years, I may need to bring out compatibility updates so the campaign still works. However, the story and gameplay is pretty much done and will undergo no further changes.

Man, I can´t sing your praises enough!!! Played this campaign a year or so ago, and now I´m playing it againg… I´m guessing you´re gonna finish Malfurion, then do this sort of 3.2 overhaul of Resurection of the Scourge, so I´m gonna wait for that to play those two. As far as the playthrough so far, I got annoyed because I didn´t find the legendaries in the first two missions, but thats ok. Although, I gotta ask, is there a Legendary in the Samuro solo skelletal annihalation misión? Pretty sure I missed that one too. If u want i can give you feedback on the last few chapters(starting the Araj-Samuro misión now on hard, I remember I couldn´t finish it because of the priests but I hope now I can). As far as anything resembling something I dislike so far goes, in chapter 3 you could make it more obvious where Rokhan is. It´s not usual to be able to find héroes in campaigns, and having such an occasion so early on into this campaign makes it so even in my second plauthroufh I missed him. I remember asking myself the same thing starting chapter four as I did this time: Where the hell did Rokhan come from?! xD. You could probably change it so there is like two Stone pillars or two fires in front of the trees he is behind, but that´s just a thought. xD. Gonna explore Hive a bit and find all the ways I can give you reputation, points etc. I promise someday, when I start working and have some money, I´ll wire it to you for all these hours of excellent entertainment. GGWP

EDIT: Well, i did get to complete chapter 7...I think. xD. But it didn´t end. I destroyed the bases in order, I think, the MK one first, then the AM one, got the key, destroyed the paladin one aaaaaaaaand nothing… Araj and Samuro just chilling, all the skeletons I had timed out and thats about it, no victory or nothing. I used iseedeadpeople to see if I had missed any buildings, but there are none...not even a pig was left alive. Any help would be appreciated seeing as how I have exams the following week and I would like to finish the campaign until sunday. xD. Thanks in advance
 
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Level 31
Joined
Dec 8, 2009
Messages
1,326
Man, I can´t sing your praises enough!!! Played this campaign a year or so ago, and now I´m playing it againg… I´m guessing you´re gonna finish Malfurion, then do this sort of 3.2 overhaul of Resurection of the Scourge, so I´m gonna wait for that to play those two. As far as the playthrough so far, I got annoyed because I didn´t find the legendaries in the first two missions, but thats ok. Although, I gotta ask, is there a Legendary in the Samuro solo skelletal annihalation misión? Pretty sure I missed that one too. If u want i can give you feedback on the last few chapters(starting the Araj-Samuro misión now on hard, I remember I couldn´t finish it because of the priests but I hope now I can). As far as anything resembling something I dislike so far goes, in chapter 3 you could make it more obvious where Rokhan is. It´s not usual to be able to find héroes in campaigns, and having such an occasion so early on into this campaign makes it so even in my second plauthroufh I missed him. I remember asking myself the same thing starting chapter four as I did this time: Where the hell did Rokhan come from?! xD. You could probably change it so there is like two Stone pillars or two fires in front of the trees he is behind, but that´s just a thought. xD. Gonna explore Hive a bit and find all the ways I can give you reputation, points etc. I promise someday, when I start working and have some money, I´ll wire it to you for all these hours of excellent entertainment. GGWP

EDIT: Well, i did get to complete chapter 7...I think. xD. But it didn´t end. I destroyed the bases in order, I think, the MK one first, then the AM one, got the key, destroyed the paladin one aaaaaaaaand nothing… Araj and Samuro just chilling, all the skeletons I had timed out and thats about it, no victory or nothing. I used iseedeadpeople to see if I had missed any buildings, but there are none...not even a pig was left alive. Any help would be appreciated seeing as how I have exams the following week and I would like to finish the campaign until sunday. xD. Thanks in advance

I see. I'll look into the bug with Chapter 7. In regards to the legendary items, you will find one in every mission except for Chapter 10.
 
Level 2
Joined
Jun 2, 2017
Messages
9
how do i win "the great pursuit" on hard mode? is fucking impossible
If u want to know tje way I did it it's like this: Make sure you have lvled your heroes up until that mission. U dont need anything except your heroes if they are all lvled and have all the legendaries. Save your money and build the extra heroes as soon as possible and then just defend until Samuro and Araj come. Dont be afraid to spend your money on tp-s and pots, u dont need it for anything else. The AI is really smart and itll kill your units before your heroes if u have them, so dont wate your gold on units. healing wave is the most important one, use your blademasters to kill their heroes before they do too much damage. I found it easier to kill the bases in this order: Human top, then nightelf top, then human bot, then nightelf bot. I killed the top bases first because there us an excellent choke point bot where u can defend both attacks at the same time, while the top enemies attack in different dirrections. Dpnt forget to spam abilities. Shockwave, healing wave, chain/forked lightning. I saved arajs skeletons for attacking, hes quite useless when youre defending. Hope that helps. So the point is: Only heroes with full.lvls and legendaries, defend until araj and samuro come, then destroy their bases between attacks one by one. Dont quit if you dont destroy a base at once, just always focus on their castles/trees of eternity and their workers and they cant rebuild. The bms are really useful for killing workers, and earthquake and volcano for killing buildings and cc. Glhf
 
Level 11
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Jul 29, 2014
Messages
328
If u want to know tje way I did it it's like this: Make sure you have lvled your heroes up until that mission. U dont need anything except your heroes if they are all lvled and have all the legendaries. Save your money and build the extra heroes as soon as possible and then just defend until Samuro and Araj come. Dont be afraid to spend your money on tp-s and pots, u dont need it for anything else. The AI is really smart and itll kill your units before your heroes if u have them, so dont wate your gold on units. healing wave is the most important one, use your blademasters to kill their heroes before they do too much damage. I found it easier to kill the bases in this order: Human top, then nightelf top, then human bot, then nightelf bot. I killed the top bases first because there us an excellent choke point bot where u can defend both attacks at the same time, while the top enemies attack in different dirrections. Dpnt forget to spam abilities. Shockwave, healing wave, chain/forked lightning. I saved arajs skeletons for attacking, hes quite useless when youre defending. Hope that helps. So the point is: Only heroes with full.lvls and legendaries, defend until araj and samuro come, then destroy their bases between attacks one by one. Dont quit if you dont destroy a base at once, just always focus on their castles/trees of eternity and their workers and they cant rebuild. The bms are really useful for killing workers, and earthquake and volcano for killing buildings and cc. Glhf
Super si ovo objasnio brate :D
how do i win "the great pursuit" on hard mode? is fucking impossible
I used almost the same strategy as Srdjan. I played it today and I beat it in a first attempt without failure. I also found it hard to complete at first and I used to complain about it, but after I developed a good strategy, I managed to beat it easily.
Wait until Araj and Samuro return. Than after you repeal all the attacks until than, attack the top human base. At the same time, keep an eye on the enemy advance. Put some Wards to watch over the routes which the enemy forces use to pass in order to reach your base. I recommend taking some Scroll to teleport to your base to defend it while rushing outo the enemy base.
Don't worry if your base gets attacked and if you're not prepared to defend it. You can always rebuild it for as long as at least one Great Hall and peons are alive. Train some of your own units to at least buy you some time for your heroes to return to base and defend it.
When you're attacking the enemy base, make sure to pack 3-4 Demolishers to easily destroy the enemy building. Combined with Thrall's Earthquake, it's pretty effective against buildings.
And that's about it. Just defend your base by teleporting your heroes back to it. Than, take your time, gather the army, rush the enemy bases and destroy them one by one. As long as your heroes are all together, you can repeal any enemy assault. Combined with your Shamans' Bloodlust buff and Araj's Frenzy spell on your heroes, you could easily make a short work of your enemies. If you're annoyed of Sorceress' Slow spell or any other enemy buff, make sure to train some Spirit Walkers and use their Disenchant ability. By the way, what is also important to know it the enemy advances are a bit delayed after they're prepared to attack, which gives player a great amount of time for attacking or preparing to defend the base.
Hope I helped :)
 
Level 11
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Nov 23, 2013
Messages
665
I just finished Rowan's campaign and started Jeopardy of the Horde. So far, I've been having a good time playing them, good job mate.

I encountered a couple of bugs when playing Jeopardy of the Horde. I 'm playing on 3.1 version though, maybe you fixed them in 3.2; I didn't check. Just in case it would be relevant, I'm playing with the latest version of the live game, 1.30.4, not an older version or 1.31 PTR.

1) At the end of chapter 4, "Santron", in the final cinematic, one or two huntresses attacked the Orc heroes when they were talking, just after you get to choose if you will attack Ogres or Fel Orcs:
huntresses-png.322283
It happens when you skip the final cinematic before the fight against Night Elves ends.

2) Minor spelling mistake in the same cinematic, during the fight, when Thrall sees a demon entering a portal:
thall-png.322285
"Thall" instead of "Thrall". It actually happens twice in a row.
 

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Level 31
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I just finished Rowan's campaign and started Jeopardy of the Horde. So far, I've been having a good time playing them, good job mate.

I encountered a couple of bugs when playing Jeopardy of the Horde. I 'm playing on 3.1 version though, maybe you fixed them in 3.2; I didn't check. Just in case it would be relevant, I'm playing with the latest version of the live game, 1.30.4, not an older version or 1.31 PTR.

1) At the end of chapter 4, "Santron", in the final cinematic, one or two huntresses attacked the Orc heroes when they were talking, just after you get to choose if you will attack Ogres or Fel Orcs:
huntresses-png.322283
It happens when you skip the final cinematic before the fight against Night Elves ends.

2) Minor spelling mistake in the same cinematic, during the fight, when Thrall sees a demon entering a portal:
thall-png.322285
"Thall" instead of "Thrall". It actually happens twice in a row.

Thanks for playing Jeopardy of the Horde. The bug you mentioned with the Huntresses was actually fixed in a recent update, along with several gameplay improvements and support for later Warcraft III versions. I didn't notice the Thall spelling mistake though lol
 

Ann

Ann

Level 3
Joined
May 30, 2018
Messages
34
Was this normal that a witch doctor has no healing ward spell when playing A Dark Sorcerer with hard difficult?
 

Ann

Ann

Level 3
Joined
May 30, 2018
Messages
34
so, where stonemaul in Dark socerer? im play hard difficult and kill all enemies but nothing found
 
Level 1
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Jun 1, 2019
Messages
5
Patch 1.31. STUCKED at Mission : Trouble in Ashenvale. Can't find zeppelin parts. I watched walktrough on YT but creates that drop parts aren't even there,besides one, near troll camp, but it doesn't drop shit. Any idea how to finish mission?
 
Level 31
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Dec 8, 2009
Messages
1,326
Patch 1.31. STUCKED at Mission : Trouble in Ashenvale. Can't find zeppelin parts. I watched walktrough on YT but creates that drop parts aren't even there,besides one, near troll camp, but it doesn't drop shit. Any idea how to finish mission?

This seems to be as a result of the 1.31 patch, which introduced a lot of bugs into the game. Hopefully, Blizzard releases a bug fixing patch soon.
 
Level 4
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Aug 15, 2016
Messages
76
This seems to be as a result of the 1.31 patch, which introduced a lot of bugs into the game. Hopefully, Blizzard releases a bug fixing patch soon.

idk.... i think its the last Warcraft 3 patch.... if theres any point of A bug fix patch it might be likely..
 
Level 1
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Jul 8, 2019
Messages
1
Just joined to say what a great campaign! I really enjoyed playing it but I was wondering if I am missing something. The info say there are 14 missions and 3 interludes, but I'm only seeing 8 missions and 3 interludes. Not sure if I should write out the mission names as I don't want to spoil anything for anyone. But the last chapter I can access is Chapter 10. Could this be because I played on Normal? Does the story continue on hard?

Also I found two relatively small inconsistencies in the chapter list. First, the chapter numbers are generally spelled out (i.e., Chapter One, Chapter Two, etc.) except for Chapter 8 which is numerical. Second, the interludes appear to take the place of a chapter as the chapter list goes from Chapter Two to Interlude then to Chapter Four. This changes in interlude three where I see Chapter 8 then Interlude then Chapter 9.

Thanks again for an awesome campaign!
 
Level 31
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Dec 8, 2009
Messages
1,326
Just joined to say what a great campaign! I really enjoyed playing it but I was wondering if I am missing something. The info say there are 14 missions and 3 interludes, but I'm only seeing 8 missions and 3 interludes. Not sure if I should write out the mission names as I don't want to spoil anything for anyone. But the last chapter I can access is Chapter 10. Could this be because I played on Normal? Does the story continue on hard?

Also I found two relatively small inconsistencies in the chapter list. First, the chapter numbers are generally spelled out (i.e., Chapter One, Chapter Two, etc.) except for Chapter 8 which is numerical. Second, the interludes appear to take the place of a chapter as the chapter list goes from Chapter Two to Interlude then to Chapter Four. This changes in interlude three where I see Chapter 8 then Interlude then Chapter 9.

Thanks again for an awesome campaign!

Hi, thanks for playing Jeopardy of the Horde. In answer to your question, there's 14 missions if you include the choice at the end of Chapter 4. There are two versions of Chapter 5, with each regarded as their own separate mission.

Also, cheers for pointing out the Chapter 8 title in the loading screen. Never would have found that lol
 
Level 4
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Jul 10, 2019
Messages
21
Hi! I'm pretty new to Warcraft 3 custom stuff (I've so far only played a cool campaign that recreates Warcraft 2's orcish campaign in Wc3), but this custom campaign is pretty awesome and a lot of fun! I'm not particularly good at this game, and some of the missions were rather difficult (and I'm not done with the campaign yet). I like the map design and the abundance of heroes (MINI-SPOILER: necro guy is op xD END SPOILER), and it's just great to play.
The one issue I've had is that characters don't speak in cutscenes, or generally when they should be talking. They have the normal in-game voices (Lok'tar etc.), but the custom stuff isn't there. Should it be there or is it meant to be just text? Either way, the story is a nice whatif scenario in the world of warcraft (no pun intended).
 
Level 31
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Dec 8, 2009
Messages
1,326
Hi! I'm pretty new to Warcraft 3 custom stuff (I've so far only played a cool campaign that recreates Warcraft 2's orcish campaign in Wc3), but this custom campaign is pretty awesome and a lot of fun! I'm not particularly good at this game, and some of the missions were rather difficult (and I'm not done with the campaign yet). I like the map design and the abundance of heroes (MINI-SPOILER: necro guy is op xD END SPOILER), and it's just great to play.
The one issue I've had is that characters don't speak in cutscenes, or generally when they should be talking. They have the normal in-game voices (Lok'tar etc.), but the custom stuff isn't there. Should it be there or is it meant to be just text? Either way, the story is a nice whatif scenario in the world of warcraft (no pun intended).

Hi LordDxl, thanks for playing Jeopardy of the Horde. The in-text speech that doesn't show is a game setting taht you can turn on by doing the following:
  1. In Warcraft 3, go to Options (either through main menu or pressing ESC while in a game)
  2. Click on Sounds
  3. Make sure that the Subtitles option is selected and click OK
 
Level 4
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Jul 10, 2019
Messages
21
Hi LordDxl, thanks for playing Jeopardy of the Horde. The in-text speech that doesn't show is a game setting taht you can turn on by doing the following:
  1. In Warcraft 3, go to Options (either through main menu or pressing ESC while in a game)
  2. Click on Sounds
  3. Make sure that the Subtitles option is selected and click OK
Thanks for telling me, but I've just finished the campaign. I've come to tell you that it was a lot of fun (and it was also pretty damn difficult). I will play the chapter 5 (?) mission again to see the alternate fight though :D
 
Level 10
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Dec 11, 2009
Messages
234
So since this campaign the story stopped being the parody, I guess... Well, this is confusing now.
The story overall doesn't make much sense.
And I don't understand the need for choosing between 2 missions, player basically just misses content. And if you choose to kill ogres, the story makes even less sense, because the alternative mission is major for Grom story.
And also you can't get all 10 legendary items because of this, right? I got only 9.

Chapter 6: No healing ward for witch doctor sucks, have to wait and regen forever.

Not much to say about any other chapter. Had no much trouble with them.
The final mission was fine, but the story was a disappointment.
Campaign ending is very abrupt, like it misses some short epilogue at least.

Patch 1.31. STUCKED at Mission : Trouble in Ashenvale. Can't find zeppelin parts. I watched walktrough on YT but creates that drop parts aren't even there,besides one, near troll camp, but it doesn't drop shit. Any idea how to finish mission?
I played on 1.31.1 (fresh install), and I didn't have any trouble with that.

Upd:
Forgot to mention. This happened to me in the mission with ogres.
WC3ScrnShot_071819_163413_01.jpg
Catapults auto-attacked this dummy unit in the corner and killed it I guess, so the game accused me in cheating.
 
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Level 13
Joined
Feb 3, 2019
Messages
802
Been replaying this campaign, and like Rowan the Wise it's really good. Love the mechanic of having a large number of heroes. Also love the choice missions. It's quite challenging on hard, which is nice. terrain is done on Blizzard level, again awesome. Unlike Rowan, but like Malfurion's Quest this campaign also doesn't seem like a parody. Few suggestion though:
  1. Like in Rowan legendary items could use a different model to set them apart from the normal items.
  2. Maybe add a few Spirit Walkers to Cairn's base in chapter two to revive the fallen tauren, as they die increadably fast.
  3. Maybe change Drek'thar's Far Sight with something else, cause it kills the fun of exploring, and that would make Drek'thar more useful in combat.
  4. Maybe add Sentries from Malfurion's quest as enemies in Night Elf bases, too many Archers and Huntresses if you ask me.
Don't know how Reforged will work, but I made this comment mostely to give five stars to the campaign.
 
Level 1
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Oct 17, 2019
Messages
1
Hello,
first I want to thank You for so amazing story and campaigns. I really love to play them.
No I'm back to them and got problem on 7 chapter. Araj can't use "Raise Dead".
Is this problem of newest game patch?
 

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Level 3
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Been replaying this campaign, and like Rowan the Wise it's really good. Love the mechanic of having a large number of heroes. Also love the choice missions. It's quite challenging on hard, which is nice. terrain is done on Blizzard level, again awesome. Unlike Rowan, but like Malfurion's Quest this campaign also doesn't seem like a parody. Few suggestion though:
  1. Like in Rowan legendary items could use a different model to set them apart from the normal items.
  2. Maybe add a few Spirit Walkers to Cairn's base in chapter two to revive the fallen tauren, as they die increadably fast.
  3. Maybe change Drek'thar's Far Sight with something else, cause it kills the fun of exploring, and that would make Drek'thar more useful in combat.
  4. Maybe add Sentries from Malfurion's quest as enemies in Night Elf bases, too many Archers and Huntresses if you ask me.
Don't know how Reforged will work, but I made this comment mostely to give five stars to the campaign.
Recently i've replayed all 3 campaigns except Malfurion's one and i agree with all 4 points tho point 2 makes the mission harder and extra challange is always nice:D at least for me ofc
 
Level 4
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Jul 13, 2017
Messages
30
Just finished the campaign in hard. Overall, the maps and gameplay are fun and well done. The ending plot is a bit cliche though, but the buildup towards the end was nice. The last and penultimate maps are easier than maps before it? There were also some parts of the cinematic with "well that escalated quickly" feeling occured.
Anyway, the story has some plothole especially towards the end. Although, maybe it will be explained on later campaigns..
7.5/10

Good:
Map Design
Quests
Items
Heroes
Choices

Can be improved:
Story
Pacing
Difficulty-last 2 mission was easier than some previous mission, probably because of 6-7 heroes the player can control
 
Level 2
Joined
May 23, 2017
Messages
26
Replaying the campaign, found an issue in the very first level.
After finishing the quest "The Alternative Route" by embarking my two heroes followed by a cut scene, all of my other units become unacceptable inside the transport ship.

Edit:
Few other issues:
1) you can recruit Rokhan the Shadow Hunter from the Altar at mission 5, don't know if that's intentional or not, but the prize is somewhat strange.
2) Spiked Barricade have the old description, but I'm rather sure it's with the new (percentage base) return values.
 
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Level 31
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Dec 8, 2009
Messages
1,326
Hey guys! The end of 2019 is upon us, and the time has come for me to give in update in regards to the development of Malfurion's Quest. In addition, I also need to inform you all how my campaign series will be affected by the release of Warcraft 3: Reforged.


Enjoy the video and I look forward to continue making Warcraft 3 content in 2020 :)
 
Level 2
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May 23, 2017
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Another bug found.
At chapter 9, upon finishing the side quest "Find Drak'thul" - the main hero Thrall is not teleported back and is lost, only visible on his F1 icon, but cannot be even selected.

edit: game version 1.31.1.12164
 
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Level 1
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Feb 11, 2016
Messages
9
hello, im struggling with the problem that ther is no way to find zeplin's part at all.

can you suggest us the way to clear this mission or can you just fix this bug as soon as possible.

thank you for the great campaign btw.
 
Level 31
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Dec 8, 2009
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1,326
V1.31.1.12173

I know there was a recent-ish patch version of Warcraft 3 that introduced a bug in maps when creating items via triggers. Normally I would suggest updating the game to the latest patch, although doing so will at the moment install the Reforged client that has no custom campaign feature.

The bug you are experiencing is an issue with the game itself and can be corrected by playing on an different version of Warcraft 3. However, if you choose to do this, please be aware that your campaign save progress may not transfer over to the new version. This is unfortunately a side affect in the game that exists for all saved progress for custom campaigns.
 
Level 1
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Feb 11, 2016
Messages
9
I know there was a recent-ish patch version of Warcraft 3 that introduced a bug in maps when creating items via triggers. Normally I would suggest updating the game to the latest patch, although doing so will at the moment install the Reforged client that has no custom campaign feature.

The bug you are experiencing is an issue with the game itself and can be corrected by playing on an different version of Warcraft 3. However, if you choose to do this, please be aware that your campaign save progress may not transfer over to the new version. This is unfortunately a side affect in the game that exists for all saved progress for custom campaigns.

thanks for suggestion. i dont mind losing my current data but which version should i play?
 
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