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Legacy of Lordaeron v2.7

This bundle is marked as high quality. It exceeds standards and is highly desirable.
Warseeker Presents

Legacy of Lordaeron
v 2.7

A Forsaken Campaign


Legacy of Lordaeron is a custom singleplayer RPG campaign inspired by the Founding of Durotar campaign and World of Warcraft. The gameplay is basically an adventuring and questing style, levelling and unraveling the story. The object of this campaign is to complete quests while developing your heroes' abilities just like in the Founding of Durotar.

Important : Due to the new features implied in this campaign, this campaign will no longer work on any earlier versions of the game below patch 1.29.2. You can download the latest patch of Warcraft 3 via Battle.net or via the Warcraft 3 Launcher. (Requires CD-Keys)
You can, however, download an old version of the campaign which is compatible with patch 1.27a here. (This version will not receive anymore updates)


Note : The Transition among the campaign maps will not work if the filename of this campaign is too long.


______________________________________________

Features


- Transition Among Campaign Maps.
- A storyline inspired by World of Warcraft : Cataclysm.
- 6 Character Classes.
- Variable Difficulty Level.
- New Custom Units, Items, Abilities and sounds.
___________________________________________________

Story


Following the death of the Lich King. Sylvanas Windrunner, The Queen of the Forsaken, alongside with her Forsaken army started to take far more aggressive stance in their battle against the remnants of the Scarlet Crusade, the Scourge and the Alliance as they attempt to conquer Lordaeron as their own...
_____________________________________________________

Missions


Act One : Rise of the Forsaken
Act Two : Road to Supremacy
Act Three : Conquest of Gilneas
______________________________________________________

Change Log



Released

- Fixed bug in Blackthorn Bandits Quest, the Block Path of Trees is now passable.
- Fixed bug in Odd Vision Quest, the Block Path of Trees in now passable.
- Fellson's Healing Spray Ability has been replaced by Elixir of Death..

- Fixed some dialogue mistakes.

- bugs fixes and small changes.
- Reduced the campaign file size.
- Blackthorn Bandits Quest is now accessible without requirement of finishing "Aiding the Forsakens" Quest.
- Added a Creep Respawn in Sub-Maps.

- Fixed small bugs all over.

Major Changes :
- Transition System : The Transition system works now with multiboards, before stepping into a new zone, a dialogue will ask you either you want/or not to access that zone.
- Fixed a bug which prevent Creep Respawn from working after the Transition.
- The Quest "Slay the Orcs" has now a different feature, You're no longer required to destroy ALL bases. All you have to do now is simply killing the enemy heroes.
- Added 2 more class to play : Death Knight - Hunter
- Fixed a small bug in "Missing Ingredients" quest.
- An improvement in the quests, cinematics description.
- A little bit change of the story.

1.6a : - Added a Drop Item System
- Added two more class to play : Rogue - Warrior
- I made the cinematics transmission a little bit longer.
1.6b : - Changed the Hunter's model.
- Some changes in the DK and Mage skills.
- Fixes in the description and transmissions.
- You are now to able to train Val'kyr in Slay the Orcs quest.

- Major bug fixes and maintenance.
- Fixed two cinematic bugs in Alterac Ruins map.

Released Act Two and Three.

Act One : - Fixed a bug in the Necrolyte's Quest. Black Dragon Claw and Eye of Shadow are now visible.
- Replaced Faranell in the Secret Mission (the underground cave) with Nathanos instead.
- Fixed the Death Knight's Ebon Might ability: It increases the damage by percent instead of a specified number, also this ability affect the DK only.
- Replaced the Hunter's Black Arrows ability with Poison Arrows.
- Replaced the Mage's Meteor Strike ability with Fire Bolt.
- Changed a bit the story of the Blackthorn's bandits.
- Small bug fixes and changes all over the maps of this act.
- Stash in now available in every map, including the sub-maps.
Act Two : - Reworked on all the maps of this act and added 3 new maps.
- Removed the Broken Isles and Den of the Warlock map.
- Replaced Galen's Death Pact ability with Inner Rage.
- Increased the Neutral Hostile units' damage, health and armor.
Act Three : - Map 1 : Changed the design and gameplay style of this map.
- Map 2 : Increased a little bit the Worgen battleships' damage and health.
- Map 3 : The fight with Genn Greymane goes on three bosses instead of fighting him individually.
- Increased the Worgen units' damage and health.
- Removed Ivar Bloodfang and Lord Vincent Godfrey from this map.

- Bug fixes and balance improvement.
- Replaced the Rebel Orcs in Alterac Ruins with Crushridge Ogres.
- Changed the storyline of Act Three to make it similar to WoW : Cataclysm.
- Changed the model of Herod.

- Added a Specialization Selection for each class.
- Reduced the damage of Kill Shot to 750 at level 2.
- Merphist no longer cost food.

- Update the campaign to patch 1.29.2
- Added a new sub-map : Scholomance
- Bug fixes and general improvements
- You are now able to customize your Character's name in the menu selection.
- Added a new optional quest in Silverpine Forest.
- Changed the quest : Crushridge Ogres from main quest to optional.
- Fixed the Scarlet Monastery bug on patch 1.29. The quest should work fine now.
- Changed Merphist's Mana Burn ability.
- Changed Faranell's model.
- Galen is no longer a controlable/obtainable hero in this act. Instead you will get Grimthos. Grimthos is bonus hero that you can obtain as a fourth hero after compeleting his quest, just like Merphist in Act One.
- Revamped the Battle for Andorhal and added 2 Scourge bases.
- Changed the Bloodfang Lieutenant's model.
- Revamped the first chapter of Act Three and added 2 extra Worgen bases.
- Removed the second chapter of Act Three and replaced it with a mini-dungeon in Act Two.
- Turned the last chapter of Act Three into a macro mission.

- Updated the campaign to make it work with patch 1.30.1.
- Changed the Hero Selection System with a different one.
- Added a shared vision of Brill, Velonara's Camp and the Transition Locations.
- Added a Tomb of Relics in Brill.
- Removed the Blizzard and Mana Siphon from the Spellbook.
- Warlock : Summon Felhunter : Reduced to 1 Felhunter instead of 2, Increased damage and armor; can now be healed.
- DK : Scourge Strike : Fixed the instant kill bug also reduced the extra damage per second and the spell duration.

-----------------------------------------------
Tirisfal Glades
: - Most of the Skeletons have been replaced by Scourge minions.
Scarlet Monastery : - Added a new Resurrection Stone in the north-west.
- Changed the location of the first Resurrection Stone and stash.
Arathi Highlands : - Added two Resurrection Stones, one on the north-east, the other on the south-west.
Alterac Ruins : - Added more spells to the ogre heroes.
Hillsbrad Foothills : - Added a Tomb of Relics in Tarren Mill.
----------------------------------------------------------------------------
Cinematics and Dialogues : - Improved most of the dialogues.
Items : Changed some of the loots dropped by creeps.
-----------------------------------------------------------------------------
Death Knight (Frost) : - Deathchill : No longer decrease attack damage.
Warlock (Demonology) : - Shadow bolt --> Summon Succubus.
- Summon Felhunter : Increased hit points and mana cost.
Hunter (Survival) : - Kill Shot : Increased mana cost and cooldown.
Fellson : - Elixir of Death : Reduced the amount of heal for level 2,3 and 4 (200/350/500/600 instead of 200/400/600/800)
- Chemical Rage : Reduced the attack rate for each level.
Merphist : - Skewer : Reduced the amount of damage.
Grimthos : - Vampiric Aura --> Vampiric Touch (Single Target)
- Hardened Armor --> Howl of Terror.

- Act 3 button should now appear after completing Act 2.
- Agamand Mills : - The level 6 Lich is no longer a Hero.
- Hillsbrad Foothills : - Removed the tomes from the Tomb of Relics.
- Added a shared vision for Southshore and the Sludge Fields.
- Hinterlands : - Added a Tomb of Relics in Maranel's camp.
- Added a Hero in the Highvale Elves' outpost.
- Eastern Plaguelands : - Added a Tomb of Relics in the Forsaken outpost.
- Western Plaguelands : - Added a Goblin Merchant.
- The Portals are now invulnerables during the fight with Araj.
- Koltira will now engage in fight with Araj.
- Silverpine Forest : - Added a Tomb of Relics in the Forsaken outpost.

------------------------ Heroes -------------------------------

- Death Knight : - Changed his model.
- Warlock (Demonology) : - Succubus can now be healed with Elixir of Death.
- Hunter (Beast Master) : - Black Spider can now be healed with Elixir of Death.
- Mage (Arcane) : Changed all his spells.
- Fellson : - Nerfed Elixir of Death ( 150/300/450/600 instead of 200/350/500/600)
- Sludges can now be healed with Elixir of Death.
- Merphist : - Nerfed the chances of Critical Strike to 10% instead of 15%.
- Grimthos : - Changed all his spells except Reincarnation.
- Fixed Grimthos' Exp Cap in Act 2.

- Added a Hero in the undead encampment of the first mission of Act 3.
- Worgen Workers can no longer build structures when possessing them.
- After destroying the Bloodfang and Liberation Worgen bases, the Forsaken will send more reinforcements.

- Fixed the Death Knight's Frost Presence ability.
- Nerfed the Rogue's Adrenaline Rush ability.
- Increased the stats of the items that can be found in Scholamance.
- Improved the Forsaken AI in the last mission of Act 3.
- Nerfed the Worgen units' HP in the last mission of Act 3.
- Changed the model of Merphist and his ultimate.

- Fellson's Summon Sludge ability no longer requires a corpse.
- Replaced the Arcane Mage's Absord Magic ability with Summon Arcane Golem.
- Gold/Lumber will now transition to Act 2.
- Battle for Andorhal : No longer requires to destroy the bases.

- Arcane Blast now deals accurate damage.
- Illusion : No longer take multiple damage, Reduced cooldown from 45 to 30, Reduced mana cost to 75. Illusions can now deal damage to enemy units.
- Evocation can now be used on friendly units/Heroes aswell.

- Fixed Memory Leaks.
- Fixed a known issue in patch 1.31.


______________________________________________________

Screenshots



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wc3scrnshot_072618_101925_10-jpeg.303518
wc3scrnshot_072618_103236_14-jpeg.303520

_______________________________________________________

Credits




- Anemic Royalty
- Ujimasa Hojo
- ironmaiden
- Alastor
- Edge45
- Fingolfin
- Suselishe
- Kuhneghetz
- Mike
- Buster
- Matarael
- Grendel
- JesusHipster
- Tarrasque
- UgoUgo
- Sellenisko
- Power
- GUNNER
- Kitabatake
- assasin_lord
- donut3.5
- AndrewOverload519
- Callahan
- imforfun
- xyzier_24
- General Frank
- Nasrudin
- Stefan.K

- 67chrome
- Juice_F
- Dionesiist
- chr2
- CloudWolf
- THE_END
- Blood Raven

- Apheraz Lucent
- Marcos DAB
- Kyzerdrood32
- AndrewOverload519
- San
- PeeKay
- M0rbid
- Heinvers
- FrlkY
- BLazeKrake
- 67chrome
- Mr.Goblin
- PrinceYaser
- Nuhneghetz
- CRAZYRUSSIAN
- Sin'dorei300
- NFWar
- Paladon
- Kael Theron
- Zephyrius2412

- Transition System by Starquizer
- Respawn System by SkriK
- Hero Selection System by Felipe Gormadoc
- Knockback System by Tom_Kazansky
- Omnislash System by f0rsAk3n
If you saw your resource and I didn't give you credit for it, just tell me so I can add you.



FAQ

- Q : Why do I get a black screen when I try to play this campaign?
- A: That's because you don't have the latest patch of Warcraft 3 installed. You need to update your Warcraft 3 version in order to play this campaign. (Currently it works only on patch above 1.29.2)
- Q: Why do I get back to the menu screen whenever I return from a sub-map?
- A: As I said above. You need to update your Warcraft 3 version to the latest patch.
- Q: If I rename the filename of this campaign, will it cause any bug?
- A: Yes, it will. The campaign transition will not work if the filename of this campaign is too long.
- Q : Why do I get back to the beginning of this campaign when I reload?
- A : It is possible that sometimes the transition will fail and you will get back to the beginning of this campaign, this occur even in Rexxar's campaign, my advice is to always backup your progress or make sure to save regularly to prevent losing your progress.

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

Legacy of Lordaeron v2.7 (Campaign)

Reviews
Rufus
As the bugs I found have been fixed, and I trust that you will fix any future ones after your best ability, this campaign is now approved. I don't usually replay things I've moderated, but for this one, I'll look forward to future updates! Good luck!
Level 13
Joined
Jun 22, 2020
Messages
196
Even when the first update came out that changed the Wc version from 1.30 to 1.31, I decided that I like the game enough as it is and stayed with Forsaken v2.6.2. Since then, I've only been watching how the game wobbles between 1.30 and 1.31 - "You can't force beauty". Thanks for the excellent campaign.
 
Level 4
Joined
Mar 21, 2022
Messages
21
i disagree, that "resurrection stones are bad and destroy difficulty", its nothing else than a quality of life feature, to reduce the need in the game's save & load functionality, and if you really want these stones disabled, you can manually restart the campaign (or load the game) when any of your heroes die. So it depends on you, how will you react - using this QoL feature, or just reload/restart the game. Althought, there could be some restrictions and/or timers (maybe an option to complete disable the support of the resurrection system via UI with a checkbox, when choosing the difficulty). Personally i like and welcome the resurrection stones system, as i dont have to rely on saving the game every 30 seconds (like some players do when playing other campaigns on hard difficulty).

Suggestion:
1) when side quests become available (unlocked, but not yet accepted), mark them on the minimap (via icons and/or periodical pingins of different color (not orange, is it is used to mark current quest objective locations), because relying on the "!" above NPC is not enough (not everyone wants to accidentally skip them). Maybe a chat command to enable/disable the displaying of those marks on the minimap.
 
Level 1
Joined
Jun 10, 2023
Messages
2
I have a copy that's patched to 1.30.4, your recommendation was any patch above 1.29 but the file doesn't appear in the Custom Campaigns screen

And I did put it inside the folder in documents.
 
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Level 13
Joined
Jun 22, 2020
Messages
196
I have a copy that's patched to 1.30.4, your recommendation was any patch above 1.29 but the file doesn't appear in the Custom Campaigns screen

And I did put it inside the folder in documents.

At the end of the description there is a picture that says Recommended Wc3 version to play this campaign v.2.7. Dowload from WC3 Download Archive
 
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Level 2
Joined
Mar 12, 2018
Messages
23
Will this campaign ever be update to work on Wc3 Reforged. Since its had a custom campaign area for a couple months now
Or at least another copy of this campaign made for Reforged
 
Level 28
Joined
May 14, 2021
Messages
1,111
Will this campaign ever be update to work on Wc3 Reforged. Since its had a custom campaign area for a couple months now
Or at least another copy of this campaign made for Reforged
I don't know, because the author seemingly froze this project due to the personal reasons.
Also, campaigns with transition system doesn't seem to work on Reforged. There are numerous reports that it will automatically reset the progress when one completed the submaps.
For now, you can only play this campaign on 1.31. You can download this version by using the link that VanAndro provided above.
 
Level 28
Joined
Feb 18, 2014
Messages
3,576
Hi guys!
I finally found some time to work again on this campaign and I was able to finish Act One at last. This update brings back some old characters from the original campaign like Fellson and Merphist. As well as an overhaul of playable characters' abilities, and brand new quests and NPCs like Lilian Voss. This will likely be the final version of Act One.

You will find the download in the link below.

I can't say for sure when the whole campaign will be finished but hopefully it will be soon.
 

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Level 28
Joined
Apr 6, 2010
Messages
3,103
(On 1.31, up to just before the Monastery)

Demonologist Warlock could use a ranged summon.

Fellson's Sludge and the warlock's succubus' Curse spells should be set to autocast by default.

Personally I'd replace Merphit's immolation with war stomp, as it's always good to have an anti-channeling spell.

Shops should sell Town Portal scrolls/Drek'thar's spellbook or equivalent should be available, it would make returning from mapsand going to new areas much less tedious, especially what with going in and out of the city.

There's an area NW of the city with some rock golems, the tree barrier north of them has holes in it so smaller units tend to go through while others get stuck behind, leading to half my forces getting slaughtered by the golems. Yes, they're only sludges, but still.


Mines:

Merphit's quest stayed completed, but now refers to some guy called Mortuus and completely different items (the quest was still marked as completed though).

Blood Stone has a 1 on it as though it's consumable.

Spider bossfight: Several of the spiders get aggroed when approaching the boss, making the fight much easier.


Bruiseweed area:

Hired a Dark Ranger and changed maps, when I came back she was unable to move. Had a command card, but couldn't move from her position, no order other than Stop lit up, couldn't even toggle her autocast.
- edit: saving and loading fixed it.

While inside the area, Merphit's quest disappeared.

Scarlet Crusade quest cinematic: usual -> unusual

-(After you can explore the entire area)

Slimes can get stuck behind the trees if created at the graveyard.

The villager and kid near the Sobi mask don't go in the house when fleeing, just staying outside.

Is the place with the Robe of the Magi meant to be inaccessible?


Mills area:

Bug when confronting Voss: None of the soldiers died when Lilian used her ultimate, so she spent the entire cutscene attacking them while they didn't fight back.

Voss should have no inventory if she doesn't stick around.
 
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Level 17
Joined
Apr 10, 2022
Messages
133
Glad to have you back, dude.
I played the first act, and I found it enjoyable from start to end.
  • I used the beastmaster hunter.
  • Nice touch of the orcs guards in the city since we are in the cataclysm's patch.
  • I like that Fellson had more interactions in some missions.
  • The new mission regarding Lillian Voss is amazing. Just one little bug about her encounter with her father: She's supposed to kill all of her father's guards with her ultimate ability, right? Cuz none of them die and she started to kill all of them with basic attacks.
  • What is the purpose of Fairbanks in the monastery? I can't reach his zone. I was thinking that, once I kill both Renaldt and Sally, I can access to Fairbanks.

That is all I have to report for now. Perhaps I'll try the mages or another class later. See ya for now.
 
Level 28
Joined
Feb 18, 2014
Messages
3,576
Shops should sell Town Portal scrolls/Drek'thar's spellbook or equivalent should be available, it would make returning from mapsand going to new areas much less tedious, especially what with going in and out of the city.
There is a book in Ambermill in southwest of Silverpine that let you teleport across the map.
Is the place with the Robe of the Magi meant to be inaccessible?
Use the Book of Teleportation on the dog to get to that area.
Bug when confronting Voss: None of the soldiers died when Lilian used her ultimate, so she spent the entire cutscene attacking them while they didn't fight back.
The new mission regarding Lillian Voss is amazing. Just one little bug about her encounter with her father: She's supposed to kill all of her father's guards with her ultimate ability, right? Cuz none of them die and she started to kill all of them with basic attacks
Fixed.
What is the purpose of Fairbanks in the monastery? I can't reach his zone. I was thinking that, once I kill both Renaldt and Sally, I can access to Fairbanks.
He's a mini-boss. The portal that leads to him was inactive but it's fixed now.
 
Level 28
Joined
Apr 6, 2010
Messages
3,103
Monastery

This one wasn't so much challenging at it was frustrating to keep all your units alive.

Resurrection (on Sorceresses/Inquisitors) doesn't have a tooltip.

Final bossfight isn't very good, since both bosses activate their shield you just have to sit around and wait for it to fall, do what damage you can, then wait again when it reactivates. Silence helps a little, but not much.

Aw, it's over.

Overall, I liked it, would be nice if the characters interacted more, but it's not necessary for the campaign to be good.
 
Level 28
Joined
Apr 6, 2010
Messages
3,103
Playing again (as a Hunter), found a few more.


Found the book this time, however, using it as you said gets a "Must target a friendly unit" error.

Maybe have the book found in the first half of the level, as this means less back-and forth for the rest of the mission.


Zygand says the SC camp is northwest instead of southwest.

Merphist's Wind Walk tooltip says "her".
 
Level 4
Joined
Jun 14, 2023
Messages
21
Can I change my hero while playing and still continue the progress? There are a lot of heroes to explore and playing everything again from beginning is quite boring, especially for the slow start.
 
Level 3
Joined
Aug 27, 2022
Messages
10
Playing again (as a Hunter), found a few more.


Found the book this time, however, using it as you said gets a "Must target a friendly unit" error.

Maybe have the book found in the first half of the level, as this means less back-and forth for the rest of the mission.


Zygand says the SC camp is northwest instead of southwest.

Merphist's Wind Walk tooltip says "her".
Wait, you found the book? How? I’ve played the campaign 3 times and there wasn’t a book that appeared after destroying the book pedestal, only tome of knowledge.
 
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Level 4
Joined
Jun 14, 2023
Messages
21
Hey, there is a maze named Scholomance in Chapter 2. What is the quest leading to this maze? I explored it by accident but it is too nice to be just a no where. It should be linked to the story, right? Did I miss its quest?
 
Level 28
Joined
Feb 18, 2014
Messages
3,576
  • Fixed a bug that disable auras after meeting with Sylvanas for the first time.
  • Archmage's Spellbook (aka Book of Teleportation) only works on Town halls now.
  • Frost Mage: Blizzard < Ice Lance (Cold Arrows) / Frostbolt < Mana Shield
  • Marksmanship Hunter: Piercing Shot < Multi-Shot (Cluster Rockets) / Searing Arrows < Rapid Fire (Berserk)
Can I change my hero while playing and still continue the progress? There are a lot of heroes to explore and playing everything again from beginning is quite boring, especially for the slow start.
No.
 

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Level 3
Joined
Aug 27, 2022
Messages
10
  • Fixed a bug that disable auras after meeting with Sylvanas for the first time.
  • Archmage's Spellbook (aka Book of Teleportation) only works on Town halls now.
  • Frost Mage: Blizzard < Ice Lance (Cold Arrows) / Frostbolt < Mana Shield
  • Marksmanship Hunter: Piercing Shot < Multi-Shot (Cluster Rockets) / Searing Arrows < Rapid Fire (Berserk)

No.
Hello Warseeker! Your changes there are different in the game. Frost Mage doesn’t have Blizzard anymore and Marksmanship Hunter still has Trueshot Aura instead of Searing Arrows

Also, I saw Survival Hunter’s 1st and 2nd skill changed, which is nice. How about we buff Carrion Swarm’s level 4 damage that instead of 250, it will deal 300 damage just like Shockwave level 4? It seemed like only a short buff from its level 3 for a level 4 spell. I also have the same concern for Fellson’s 1st skill level 4, which I think should heal 85 hitpoints per wave instead of 75 compared to its level 3 that heals for 70 hitpoints. I wouldn’t be surprised if that was a typo, though (considering that 7 and 8 are beside each other on the keyboard). I also recommend to put bonus damage on Ice Lance for Frost Mage.

P.S. I posted more of my thoughts of the campaign in Discord, btw.
 
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Level 4
Joined
Jun 14, 2023
Messages
21
  • Fixed a bug that disable auras after meeting with Sylvanas for the first time.
  • Archmage's Spellbook (aka Book of Teleportation) only works on Town halls now.
  • Frost Mage: Blizzard < Ice Lance (Cold Arrows) / Frostbolt < Mana Shield
  • Marksmanship Hunter: Piercing Shot < Multi-Shot (Cluster Rockets) / Searing Arrows < Rapid Fire (Berserk)

No.
Hello, thank for telling me. Does the file LoL v3.0b have all three chapters or only chapter 1, bro?
 
Level 4
Joined
Apr 22, 2020
Messages
58
  • Fixed a bug that disable auras after meeting with Sylvanas for the first time.
  • Archmage's Spellbook (aka Book of Teleportation) only works on Town halls now.
  • Frost Mage: Blizzard < Ice Lance (Cold Arrows) / Frostbolt < Mana Shield
  • Marksmanship Hunter: Piercing Shot < Multi-Shot (Cluster Rockets) / Searing Arrows < Rapid Fire (Berserk)

No.
Yaasss! <3
 
Level 2
Joined
Jul 31, 2023
Messages
5
Pretty good overall, but could use some work in the early parts.
Act 1 is quite a slog, especially if you dont know mephist exists until you are nearly done like me...
Hero abilities are a bit simplistic (except for the main hero) they are almost 1-1 the same as the founding of durotar
Act 2 picks things up and is much better, a 4th hero makes the gameplay engaging enough to not feel like you just "watch"
Act 3 is the same as Founding of Durotar, except that your ally is useless... The expansions on the sides dont even do anything

My favorite part were the unique items

All in all, the best custom campaign I played on here yet
 
Level 3
Joined
Jul 18, 2016
Messages
19
The campaign doesnt show up/work properly for me, when i go to launch it, its name is "Just another wc3 campaign" with no missions to load.
 
Level 28
Joined
May 14, 2021
Messages
1,111
The campaign doesnt show up/work properly for me, when i go to launch it, its name is "Just another wc3 campaign" with no missions to load.
There are 2 possible reasons:
1.You are using the wrong WC3 version (1.31.1, as "Recommended Version" said for this campaign).
2.Your campaign is corrupted. Only solution for this case is to re-download the campaign from the scratch.
 
Level 3
Joined
Jul 18, 2016
Messages
19
There are 2 possible reasons:
1.You are using the wrong WC3 version (1.31.1, as "Recommended Version" said for this campaign).
2.Your campaign is corrupted. Only solution for this case is to re-download the campaign from the scratch.
how would i go about making my client 1.31.1?
 
Level 6
Joined
May 21, 2013
Messages
149
I have to say check 2 minor bugs. DK Blood Death Strike on lvl 3 make 300 dmg and heal 300 hp instead 300 dmg and 150 hp. Second bug is Dalaran Mutant is live creature, i can hit with Death Coil.
 
Level 10
Joined
Feb 21, 2015
Messages
363
The two Forsaken bases you get from the optional mission in Siege of Gilneas are bugged. The workers don't do anything, and they don't recruit units or anything. They are useless. Sylvanes' main base is also pretty bad, always requiring baby sitting. This seems to be the version of Founding of Durotar campaign, so I'm not sure why I don't have armies of Forsaken continuously being sent out, especially since I'm supposed to be on the winning side at this point and I have an army of Undead.


Look at this. I'm way too deep in the enemy about to kill their leader, but now I have to teleport back again because Sylvanas is about to die again to one single wave, for like the sixth time. Maybe she needs to abdicate the throne to my hero. Useless
 

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Level 4
Joined
Jun 14, 2023
Messages
21
  • Fixed a bug that disable auras after meeting with Sylvanas for the first time.
  • Archmage's Spellbook (aka Book of Teleportation) only works on Town halls now.
  • Frost Mage: Blizzard < Ice Lance (Cold Arrows) / Frostbolt < Mana Shield
  • Marksmanship Hunter: Piercing Shot < Multi-Shot (Cluster Rockets) / Searing Arrows < Rapid Fire (Berserk)

No.
Hello, how can I select the difficulty level for this latest version of Act One? I did not see the menu "Easy, Normal, Hard" as the Beta version.
 
Interesting campaign. While I do believe that you did really well going off of the base inspiration of the Orc Expansion campaign, I have a couple issues with the campaign.

The first issue is that it is difficult to keep your Main Character alive in the beginning stretch before we are even introduced to Sylvanas. I played through it a few times to be certain of this, but even if you picked a Hunter class, or went Unholy Spec DK it was pretty difficult. My suggestion is to put a couple fewer creeps of a level higher than 1 in that part before before the character meets Sylvanas and slowly begin to add in more powerful creeps as the character grows more powerful.

The second issue that I have is the optional (tirtiary) and secondary main characters. I very much hate to say this, but the reason why the Orc Expansion campaign succeeded was because the campaign's story could be told without Chen accompanying Rexxar and Rokhan. While Rokhan is kind of forced into Rexxar's story by Thrall introducing him, Rokhan is more essential to the story in the sense of why the character is introduced. Rokhan was one of the best Shadow Hunters in Durotar during the city's initial construction under Thrall. From the events of Reign of Chaos, Thrall is already a character that we know well and know that he doesn't exactly trust easily despite him putting blind faith in Medivh's words, Jaina when it came to a demon possessed Grom, and Grom in general. He has had cases that tested his trust harshly and while he was proven right to trust the people that he had trusted, there was a cost to that trust. Rexxar is an unknown variable. While I am sure Thrall believed that Rexxar wasn't likely to do anything bad, he had just met Rexxar and didn't exactly trust him to be able to stay out of trouble, especially the kind that he didn't start. Rokhan, after being introduced, was as much of an intermediary spokesperson for Rexxar on behalf of Thrall as he was someone who was to help steer Rexxar clear from getting into trouble in the beginning to be established city, Durotar. When we get introduced to this campaign's version of Rokhan, it feels more like you are saying 'Here is a second main character to play around with have fun' rather than, 'I thank you for your help with top secret Horde affairs, but I still don't exactly trust you, especially so when it comes to potentially keeping yourself out of trouble although you don't seem like you would be the one to start trouble either'. Ultimately that kind of disillusioned me from actually attaching to that secondary main character. For a potential fix of this, maybe change up the quest that the Master Apothecary gives to the quest of rescuing Fellson and make it to where he offers to join you out of appreciation for the rescue?

Now as for the optional main characters, or the tirtiary main characters, I noticed that you put in at least two characters for us who play it. A complete tribute to the fact that we got to play not only Chen, but Cairne Bloodhoof from RoC once again as well, which technically speaking Cairne isn't even a tirtiary main character either. He is a secondary main character from Act 2 of OrcX because in order to get the aid of him and his Tauren, you have to rescue his son from centaurs, after which he joins you personally out of gratitude for what you did for him and his family. Anyways, where I have issues with them begin here from the following generalized dialogue:

Merphist - "Hello, there. I am a Deathstalker and I need some items in order to enhance my powers. Should you gather these items for me so I can do such, I may be willing to accompany you on your journey.";

and

Grimthos - "Hello, there. I am Grimthos, an Executioner. There are some items that I am trying to get my hands on. Should you get them for me, I would be more than willing to help you along your journey."

Did you notice the similarities? While they may be different "classes" or "Hero-Types", they both needed you to gather items for you to specifically acquire them, thus making them feel like the same character in conversation. Of course, one can argue that Chen had you gather items for him in order for you to potentially acquire him. Well, that is the thing. He is searching for ingredients to put into an alcohol of his own creation. When you gather them as Rexxar and Rokhan, he let's you (Rexxar) try a mug of it and the scene plays out as it does because you (Rexxar) don't actually drink anything other than what nature typically gives you for survival. Alcohol just isn't something that we drink for survival, not to mention it can kill us if we drink nothing but alcohol. To further my case, Merphist asking for items is more understandable in his request for items as he wants to grow more powerful, whereas with Grimthos, we don't really get an understanding of why he needs the items. Thus, it doesn't really make any sense to me that he would actually send you on a hunt for the items. My suggestion for fixing the Grimthos side quests is making their quest match more to his character-type. So, Grimthos is what, an Executioner? Someone that is more Melee and non-magical oriented? So, perhaps have Grimthos send the characters on a hunt for monsters/characters instead? Afterwards, if you decide to keep that part vague for mystery sake, then have him explain that he has been hunting them for some time and they each have managed to survive encounters with him for some time and now that the MC and party have finished them off with trophies in hand, Grimthos feels obligated to aid the MC and party due to honor of word as well as having a yearning to become stronger and more powerful.

Also, another issue that I noticed with the optional character is that for Merphist, I could have the MC and Fellson at a level range of 6 to 8 (8 being the noted level cap of Act 1) by the time I finally acquire him and when he joins he joins at only level 1. This is kind of an issue because it means that as a player, I have to grind his level up and if I acquire him just before going into the very next Act, that puts him at a serious lag. It is the same for Grimthos as well since I noticed that I could have the party of characters at a level range of 10 to 12 (12 being the noticed level cap of Act 2). This is some serious grind power lag. In OrcX when you acquire Chen, it didn't exactly matter if you did practically everything else, Chen came into the party at the average/lowest level that either Rexxar or Rokhan holds. I don't know if this is a bug, or an unintended oversight, but my suggestion to fixing this is to bring the new characters in at the party's average level or in the very least for a more challenging campaign, the lowest level in the party range. So if MC is level 8 and Fellson is level 7, Merphist is going to be Level 7 (Eight plus seven is fifteen, which divided by two, because there were only the MC and Fellson before the Merphist joined the group, would be seven and a half. However, we only do whole numbers and we shouldn't make things too easy for the players so we round down to seven only.). Whereas for Grimthos on top of presuming that you have Merphist in your party, you could have a party whose levels are 12, 11, and 10, and so Grimthos' level would be either 11 or 10 (11 is presuming you are going on the average as the sum of 12, 11, and 10 is 33, which gives the average of 11 because of the 3 numbers in the party's level range. 10 is presuming that you want to continue challenging your players with increasingly difficult odds.).
 
Level 28
Joined
Feb 18, 2014
Messages
3,576
Interesting campaign. While I do believe that you did really well going off of the base inspiration of the Orc Expansion campaign, I have a couple issues with the campaign.

The first issue is that it is difficult to keep your Main Character alive in the beginning stretch before we are even introduced to Sylvanas. I played through it a few times to be certain of this, but even if you picked a Hunter class, or went Unholy Spec DK it was pretty difficult. My suggestion is to put a couple fewer creeps of a level higher than 1 in that part before before the character meets Sylvanas and slowly begin to add in more powerful creeps as the character grows more powerful.

The second issue that I have is the optional (tirtiary) and secondary main characters. I very much hate to say this, but the reason why the Orc Expansion campaign succeeded was because the campaign's story could be told without Chen accompanying Rexxar and Rokhan. While Rokhan is kind of forced into Rexxar's story by Thrall introducing him, Rokhan is more essential to the story in the sense of why the character is introduced. Rokhan was one of the best Shadow Hunters in Durotar during the city's initial construction under Thrall. From the events of Reign of Chaos, Thrall is already a character that we know well and know that he doesn't exactly trust easily despite him putting blind faith in Medivh's words, Jaina when it came to a demon possessed Grom, and Grom in general. He has had cases that tested his trust harshly and while he was proven right to trust the people that he had trusted, there was a cost to that trust. Rexxar is an unknown variable. While I am sure Thrall believed that Rexxar wasn't likely to do anything bad, he had just met Rexxar and didn't exactly trust him to be able to stay out of trouble, especially the kind that he didn't start. Rokhan, after being introduced, was as much of an intermediary spokesperson for Rexxar on behalf of Thrall as he was someone who was to help steer Rexxar clear from getting into trouble in the beginning to be established city, Durotar. When we get introduced to this campaign's version of Rokhan, it feels more like you are saying 'Here is a second main character to play around with have fun' rather than, 'I thank you for your help with top secret Horde affairs, but I still don't exactly trust you, especially so when it comes to potentially keeping yourself out of trouble although you don't seem like you would be the one to start trouble either'. Ultimately that kind of disillusioned me from actually attaching to that secondary main character. For a potential fix of this, maybe change up the quest that the Master Apothecary gives to the quest of rescuing Fellson and make it to where he offers to join you out of appreciation for the rescue?

Now as for the optional main characters, or the tirtiary main characters, I noticed that you put in at least two characters for us who play it. A complete tribute to the fact that we got to play not only Chen, but Cairne Bloodhoof from RoC once again as well, which technically speaking Cairne isn't even a tirtiary main character either. He is a secondary main character from Act 2 of OrcX because in order to get the aid of him and his Tauren, you have to rescue his son from centaurs, after which he joins you personally out of gratitude for what you did for him and his family. Anyways, where I have issues with them begin here from the following generalized dialogue:

Merphist - "Hello, there. I am a Deathstalker and I need some items in order to enhance my powers. Should you gather these items for me so I can do such, I may be willing to accompany you on your journey.";

and

Grimthos - "Hello, there. I am Grimthos, an Executioner. There are some items that I am trying to get my hands on. Should you get them for me, I would be more than willing to help you along your journey."

Did you notice the similarities? While they may be different "classes" or "Hero-Types", they both needed you to gather items for you to specifically acquire them, thus making them feel like the same character in conversation. Of course, one can argue that Chen had you gather items for him in order for you to potentially acquire him. Well, that is the thing. He is searching for ingredients to put into an alcohol of his own creation. When you gather them as Rexxar and Rokhan, he let's you (Rexxar) try a mug of it and the scene plays out as it does because you (Rexxar) don't actually drink anything other than what nature typically gives you for survival. Alcohol just isn't something that we drink for survival, not to mention it can kill us if we drink nothing but alcohol. To further my case, Merphist asking for items is more understandable in his request for items as he wants to grow more powerful, whereas with Grimthos, we don't really get an understanding of why he needs the items. Thus, it doesn't really make any sense to me that he would actually send you on a hunt for the items. My suggestion for fixing the Grimthos side quests is making their quest match more to his character-type. So, Grimthos is what, an Executioner? Someone that is more Melee and non-magical oriented? So, perhaps have Grimthos send the characters on a hunt for monsters/characters instead? Afterwards, if you decide to keep that part vague for mystery sake, then have him explain that he has been hunting them for some time and they each have managed to survive encounters with him for some time and now that the MC and party have finished them off with trophies in hand, Grimthos feels obligated to aid the MC and party due to honor of word as well as having a yearning to become stronger and more powerful.

Also, another issue that I noticed with the optional character is that for Merphist, I could have the MC and Fellson at a level range of 6 to 8 (8 being the noted level cap of Act 1) by the time I finally acquire him and when he joins he joins at only level 1. This is kind of an issue because it means that as a player, I have to grind his level up and if I acquire him just before going into the very next Act, that puts him at a serious lag. It is the same for Grimthos as well since I noticed that I could have the party of characters at a level range of 10 to 12 (12 being the noticed level cap of Act 2). This is some serious grind power lag. In OrcX when you acquire Chen, it didn't exactly matter if you did practically everything else, Chen came into the party at the average/lowest level that either Rexxar or Rokhan holds. I don't know if this is a bug, or an unintended oversight, but my suggestion to fixing this is to bring the new characters in at the party's average level or in the very least for a more challenging campaign, the lowest level in the party range. So if MC is level 8 and Fellson is level 7, Merphist is going to be Level 7 (Eight plus seven is fifteen, which divided by two, because there were only the MC and Fellson before the Merphist joined the group, would be seven and a half. However, we only do whole numbers and we shouldn't make things too easy for the players so we round down to seven only.). Whereas for Grimthos on top of presuming that you have Merphist in your party, you could have a party whose levels are 12, 11, and 10, and so Grimthos' level would be either 11 or 10 (11 is presuming you are going on the average as the sum of 12, 11, and 10 is 33, which gives the average of 11 because of the 3 numbers in the party's level range. 10 is presuming that you want to continue challenging your players with increasingly difficult odds.).
Thanks for the constructive feedback! I appreciate your taking the time to review this campaign, and I strongly agree with what you said. Merphist and Grimthos' background didn't make much sense in my opinion. On one hand, you have Merphist who appears to be a lost guy on his quest for power who came across a friendly face and ask them to help him retrieve items so he can become stronger and then decide to join them. Like why would he do that? If he is so powerful like he says he is, why would he need to follow you around? I feel like he is acting lazy here because he can get those items all by himself. On the other hand, Grimthos not only his quest is basically a copy-paste of Merphist's quest but also he doesn't even explain why he needs the items in the first place! So yeah these two characters are thrown at you just for the sake of having a strong party.

But regardless, I have done a lot of reconsiderations for this campaign over the last couple of months. I don't know if you've seen the last update or not, but I did change the background of Merphist; so now instead of him being a power hungry, he is presented as a wounded scout who got ambushed by the Scarlet Crusade and ask you for help. Fellson says he can concoct a healing potion for him, but he requires some ingredients. After finding those ingredients, he saves Merphist's live who in return join you as a token of gratitude but also to get some payback on the Scarlet Crusade for killing his team. Makes more sense, don't you think?
As for Grimthos, I plan to make him a rescuable character after compeleting 3 or maybe 4 main quests in Act Two. He will be presented as an old friend of the main character in live who got caught by the Stormpike Dwarves and tortured him. Melissara sends the main character to rescue Grimthos in the Ruins of Alterac.
Now for Fellson, I don't think he needs more presentations. He is regarded as one of Sylvanas' best alchemists but also as a supervisor for the main character since he has more experience than him. Fellson will also act as the "voice" of the main character, since this latter doesn't speak during cinematics, it will be Fellson who fills that role. He also gives hints and react to some events.

Also thanks a lot of pointing out the issue with the level cap, I never thought about it. From now on, Merphist and Garimthos' level will scale with the current level of the main character. So now you don't have to worry about leveling them up from level 1 or having to acquire them as soon as you start the campaign. You can safetly leave them until the end of the chapter if you want.
 
Thanks for the constructive feedback! I appreciate your taking the time to review this campaign, and I strongly agree with what you said. Merphist and Grimthos' background didn't make much sense in my opinion. On one hand, you have Merphist who appears to be a lost guy on his quest for power who came across a friendly face and ask them to help him retrieve items so he can become stronger and then decide to join them. Like why would he do that? If he is so powerful like he says he is, why would he need to follow you around? I feel like he is acting lazy here because he can get those items all by himself. On the other hand, Grimthos not only his quest is basically a copy-paste of Merphist's quest but also he doesn't even explain why he needs the items in the first place! So yeah these two characters are thrown at you just for the sake of having a strong party.

But regardless, I have done a lot of reconsiderations for this campaign over the last couple of months. I don't know if you've seen the last update or not, but I did change the background of Merphist; so now instead of him being a power hungry, he is presented as a wounded scout who got ambushed by the Scarlet Crusade and ask you for help. Fellson says he can concoct a healing potion for him, but he requires some ingredients. After finding those ingredients, he saves Merphist's live who in return join you as a token of gratitude but also to get some payback on the Scarlet Crusade for killing his team. Makes more sense, don't you think?
As for Grimthos, I plan to make him a rescuable character after compeleting 3 or maybe 4 main quests in Act Two. He will be presented as an old friend of the main character in live who got caught by the Stormpike Dwarves and tortured him. Melissara sends the main character to rescue Grimthos in the Ruins of Alterac.
Now for Fellson, I don't think he needs more presentations. He is regarded as one of Sylvanas' best alchemists but also as a supervisor for the main character since he has more experience than him. Fellson will also act as the "voice" of the main character, since this latter doesn't speak during cinematics, it will be Fellson who fills that role. He also gives hints and react to some events.

Also thanks a lot of pointing out the issue with the level cap, I never thought about it. From now on, Merphist and Garimthos' level will scale with the current level of the main character. So now you don't have to worry about leveling them up from level 1 or having to acquire them as soon as you start the campaign. You can safetly leave them until the end of the chapter if you want.
I have not seen any update beyond the displayed update. I have found all presented updates in the comments and am looking forward to playing them when I have the opportunity to do so with both of them and give my feedback on the other two. Overall, I had fun with the campaign. Stay tuned please.
 
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Hi guys!
I finally found some time to work again on this campaign and I was able to finish Act One at last. This update brings back some old characters from the original campaign like Fellson and Merphist. As well as an overhaul of playable characters' abilities, and brand new quests and NPCs like Lilian Voss. This will likely be the final version of Act One.

You will find the download in the link below.

I can't say for sure when the whole campaign will be finished but hopefully it will be soon.

Okay. For v3.0 This has been great so far. While I am sad that there wasn't the additional two acts with it, I definitely enjoyed it. Keep up the great work. I haven't had any issues with it at all that I wasn't able to fix myself. I hope you find the time to continue the other parts. I did notice that a bug from 2.7 to now that has stayed in game. However, from what I have seen in a post following this with v3.0b you managed to fix it as it was the fact that the auras disappeared after first meeting Sylvanas. However, I was willing to overlook the bug due to the auras usually coming back when you talked with Sharlinda, Bragor, or Faranell. Now, I am having an issue with v3.0b due to being unable to see very many CommandButtons let alone character models. However, I believe what happened to cause that was that the data had gotten corrupted mid-download (that sometimes happens when I download multiple files with similar names). I am deleting that download now and replacing it. Please stay tuned for my feedback on v3.0b.
 
  • Fixed a bug that disable auras after meeting with Sylvanas for the first time.
  • Archmage's Spellbook (aka Book of Teleportation) only works on Town halls now.
  • Frost Mage: Blizzard < Ice Lance (Cold Arrows) / Frostbolt < Mana Shield
  • Marksmanship Hunter: Piercing Shot < Multi-Shot (Cluster Rockets) / Searing Arrows < Rapid Fire (Berserk)
Okay. So... For v3.0b. I will admit that the aura disabling bug was a minor annoyance for sure, at least until you have talked with the one of the other quest givers after Sylvanas. So that was good to see was fixed. I am a little disappointed in the fact that there weren't the additional Acts in it, but you were likely busy thinking about the bugs from the very first Act and fixing them which is good. Therefore, I am still looking forward to when you post the additional Acts as well. Overall, there is only one issue that I have with this iteration and the previous iteration, and I don't believe it to be a major issue although I do believe it to be a significant issue and it stems from the Sabotage quest.

So, one of the bases, see the attached image below, where we, the player, have to send the characters to defeat one of three paladins has an altar. I noticed this in v3.0 and didn't think too much of it until after this playthrough. The issue is that I feel like this base should be just a little more difficult than it already is by the time that I get to it. Most of the time, all of the characters that I have access to are typically level 5 or 6 by the time I get to this base and so I practically run through this base in a matter of minutes.

I know there is only so much that one can do, but my point of singling this base out in particular is because it happens to have an Altar which could prove to the advantage of the paladin leading/defending the base. Perhaps, you could make an adjustment to make it to where the paladin revives and doesn't count against the paladin's slain until the Altar is destroyed? To further this difficulty, perhaps you could find a way to shorten the paladin's revival time to scale with the level of the heroes going after that base?
 

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Level 4
Joined
Jul 1, 2022
Messages
23
I just started this campaign late last night and played for about an hour. Got to level 4 and went to Silverpine, killed some scourge, found half the plants before saving and knocking out. Loaded the save a while ago, found the rest of the plants, grinded to level 6 before exiting Silverpine annnnnd i'm at the character creation portion. Basically everything got reset. i've reloaded the save, exited Silverpine, and the same thing occurred again. What's going on?
 
Level 28
Joined
Feb 18, 2014
Messages
3,576
I just started this campaign late last night and played for about an hour. Got to level 4 and went to Silverpine, killed some scourge, found half the plants before saving and knocking out. Loaded the save a while ago, found the rest of the plants, grinded to level 6 before exiting Silverpine annnnnd i'm at the character creation portion. Basically everything got reset. i've reloaded the save, exited Silverpine, and the same thing occurred again. What's going on?
What is your version of the game? Did you, by any chance, rename the campaign file after downloading it because the problem you described is usually caused by doing that.
 
Level 4
Joined
Jul 1, 2022
Messages
23
What is your version of the game? Did you, by any chance, rename the campaign file after downloading it because the problem you described is usually caused by doing that.
My version of the game is 1.36.1.20719. And no, i did not rename the campaign. It's still listed as "Forsaken v2.7" in the campaign folder.
 
Level 28
Joined
May 14, 2021
Messages
1,111
My version of the game is 1.36.1.20719. And no, i did not rename the campaign. It's still listed as "Forsaken v2.7" in the campaign folder.
Some campaigns tend to bug on Reforged, unless it has been updated to work for Reforged (1.36). You can try this campaign on non-Reforged Warcraft III (get 1.31.1, preferably for this campaign).
I believe that this is somewhat related to the campaigns with transition system, which seemingly unstable on Reforged.
 
Level 28
Joined
May 14, 2021
Messages
1,111
Map transitions aren't working for me on both 1.31.1 (2.7 version) and 1.30.4 (2.6.2 version)
Some important info:
1.If you have a problem with transitioning between maps in the campaign, please do NOT rename the file name with too many characters after downloading the campaign.
2.Always make a frequent backup of your progress or save regularly before some tougher chapters. Sometimes, your progress might be reset and you'll be treated to the very first cutscene (similar to when you play Rexxar vanilla campaign).
 
Level 7
Joined
Jul 9, 2006
Messages
227
Ooo, I managed to get it working finally!

There seemed to be some issue with my save files or profile or something, because moving to a fresh profile fixed the transitions, on saves made on my old profile too.

Steps:
  • Move freshly downloaded 1.31.1 to my G drive
  • Go to regedit key Computer\HKEY_CURRENT_USER\SOFTWARE\Blizzard Entertainment\Warcraft III
- Set it to G:\Saved Games\Warcraft III or something
  • Start up the 1.31.1
  • Go to single player & custom campaigns and all that and make a new profile while you're at it
  • Load up Forsaken 2.7
  • Rush sylvanas with whosyourdaddy
  • Rush apothecary
  • Rush Silverpine Forest
  • heroes are loaded and all!

Moving my old save files & profile back into this save directory also broke the map transitions again, so there's probably something up with that from all the ~5-6 versions of war3 I have installed.


I tested some on Reforged & nowadays the Rexxar campaign seems fixed on 1.36.1 :eek:
Saved my map progress when coming back to Act 1 after the kobold caves and all. We're probably gonna have to keep old versions around for old campaigns, but at least people can make Rexxar-y campaigns for the new version now maybe.
 
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