Legacy of Lordaeron v2.7

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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.


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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.
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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...
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Missions


Act One : Rise of the Forsaken
Act Two : Road to Supremacy
Act Three : Conquest of Gilneas
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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- Fellson's Healing Spray Ability has been replaced by Elixir of Death..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.
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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.


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Screenshots



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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 1
Joined
Feb 11, 2018
Messages
3
They don't need to put 2x as much work in. It's a case of working smarter, not harder. Lots of my problems with the campaign are actually stuff which required more work to include than they would to leave out- for instance, superfluous quests, large map sizes, weird variety in creep camps etc. There's also a lot of stuff which I think is a nice addition, but I would trade it off for better gameplay (lots of the extra building and unit designs, etc). I don't think it would actually take longer. It would probably take shorter, since you know what not to include as well as what to include. And planning and testing doesn't generally take nearly as much time as the building of the map itself.

The original campaign doesn't really have that much in the way of story either. I'm just pointing out that it's a possible draw that it could have done better than the original, but didn't.

A big challenge with non-professional and indie projects is that you don't have as many resources as an official team. A triple A game can out-manpower another game by tossing money at the problem and it will probably be successful. Other projects don't have that luxury. That means that the actual concept and originality are critical, because if you try to replicate something that already exists and was made with more resources than you have, your creation is just going to be a worse version of it. That's sort of what happened here. Warseeker has tried to out-manpower Blizzard alone rather than trying to do something original, and it suffers hard for it. I'll admit my original post was a bit abrasive. Mostly I just feel like this map had so much potential and so much work put into it, and yet I couldn't enjoy it, and that disappoints me.

Your criticism of my criticism (????) is fair enough. I mostly just posted it because I was frustrated and wanted to get it off my chest. I do still think the points are valid though and stand by them, even if the tone came off the wrong way.
 
Level 25
Joined
Feb 18, 2014
Messages
3,470
Update :

- Replaced the Necroylte Hero with a Deathstalker Hero (Melee Hero)
- Changed the Warrior's spells.
- Changed the Death Knight's skin.
- Replaced the Death Knight's Ebon Might spell with Raise Dead.
- Fixed Fellson's Chemical Rage ability.
- Removed the Stun ability from the Shield Breakers.
 
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Level 3
Joined
Dec 10, 2016
Messages
41
Update :

- Replaced the Necroylte Hero with a Deathstalker Hero (Melee Hero)
- Changed the Warrior's spells.
- Changed the Death Knight's skin.
- Replaced the Death Knight's Ebon Might spell with Raise Dead.
- Fixed Fellson's Chemical Rage ability.
- Removed the Stun ability from the Shield Breakers.
Thank you for your new update, Warseeker!

I see you have fixed Fellson's Chemical Rage ability, and also added many new kinds of stuff.

Uhmmm... One little thing, I just wonder: Have you checked the Death Knight's Level 2 Ultimate (Army of the Dead) yet?

- The Ghouls should have 54-64 damage instead of 36-50 damage.

As always, it is very nice of you for keep updating this campaign. :)

Have a nice weekend!
 
Level 25
Joined
Feb 18, 2014
Messages
3,470
Thank you for your new update, Warseeker!

I see you have fixed Fellson's Chemical Rage ability, and also added many new kinds of stuff.

Uhmmm... One little thing, I just wonder: Have you checked the Death Knight's Level 2 Ultimate (Army of the Dead) yet?

- The Ghouls should have 54-64 damage instead of 36-50 damage.

As always, it is very nice of you for keep updating this campaign. :)

Have a nice weekend!
Thanks! The bug of Army of the Dead ability has been fixed.
 
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Level 3
Joined
Dec 10, 2016
Messages
41
Thanks! The bug of Army of the Dead ability has been fixed.
That's great!! Now I will download the update and start playing your campaign again for the third time. ^^

I really enjoy your Death Knight class.

Thanks a whole lot, Warseeker! :D

P/s: I like your new Diablo avatar. Looks nice! ^^
 
Level 25
Joined
Feb 18, 2014
Messages
3,470
It is a pity that the hero was replaced, I'm already used to it. :(
Eventually. I had to replace him because I feel like having 3 ranged heroes is too much especially when the main hero is a ranged hero. The reason why I did this is because I wanted to make a balance between all 4 heroes. E.g : (2 ranged heroes + 2 melee heroes) or (1 ranged hero + 3 melee heroes) similiar to Rexxar's campaign.
 
Level 1
Joined
Jan 5, 2018
Messages
4
Eventually. I had to replace him because I feel like having 3 ranged heroes is too much especially when the main hero is a ranged hero. The reason why I did this is because I wanted to make a balance between all 4 heroes. E.g : (2 ranged heroes + 2 melee heroes) or (1 ranged hero + 3 melee heroes) similiar to Rexxar's campaign.
Yeah, well, four ranged heroes are too much.
And Felson will not be replaced in future patches ?
 
Level 25
Joined
Feb 18, 2014
Messages
3,470
Minor Update :

- Scourge Strike now decrease armor and attack rate instead of stunning.
- Sludges are no longer permanent.
- Unholy Presence has a different buff.
- The Dreadlord of the first map of Act One is now a simple unit.
- Changed the model of the ghoul summoned by Raise Dead.
- Changed the location of the Fire Archmage in Agamand Mill.
 
Level 2
Joined
Mar 12, 2018
Messages
22
I keep having issues with the optional quest in Act 1 " Kreshis Soulbane." I can find the "Vemonous Thron" but the other 2 times never appear nor do i know how they should appear. the items being "Black Dragon Claw" & "Eye of Shadow." please respone as soon as can anyone!
 
Level 25
Joined
Feb 18, 2014
Messages
3,470
I keep having issues with the optional quest in Act 1 " Kreshis Soulbane." I can find the "Vemonous Thron" but the other 2 times never appear nor do i know how they should appear. the items being "Black Dragon Claw" & "Eye of Shadow." please respone as soon as can anyone!
You are probably playing the oldest version of this campaign. This bug has been reported many times before and it has been fixed in the current version. Just re-download this campaign and everything should be fine.
 
Level 3
Joined
Jan 28, 2018
Messages
20
Alright, finished the Act I. I must say, the last time I saw others' playthroughs, I'm impressed with the changes you made to the campaign.
Something needs to be fixed though:
- In Lordaeron Tunnels bonus mission, Faranell is replaced by Nathanos. However, the dialogs haven't changed yet and they still mention him, unfortunately. :))
- About the quest regarding Mug'thol, killing him drops Firehand Gauntlet instead of Crown of Will in others' previous playthrough. Is that intended?
Anyways, except those things, everything seems to be okay. Great work, Warseeker!
How many secret items can I get in this act? Just in case I missed any of them :))
Then I will continue to Act II and see what's more in store for me. :))
 
Level 25
Joined
Feb 18, 2014
Messages
3,470
Hey, thanks for playing my campaign and publishing it on Youtube. I appreciate it :)
- About the quest regarding Mug'thol, killing him drops Firehand Gauntlet instead of Crown of Will in others' previous playthrough. Is that intended?
Yes, it was intended. I had to change the Crown of Will with Firehand Gauntlet because of its ability (Charm) which may causes bugs during some parts of the game...
How many secret items can I get in this act? Just in case I missed any of them :))
Well, there isn't much hidden items in that act except the Spellbook and an Orb of Lightning in Agamand Mills...
 
Level 2
Joined
Mar 29, 2016
Messages
7
Hello Warseeker :)
I'm playing your campaign 5-6 times but now I found a bug on Keadjin.
Skill: Scourge Strike - "Decreasing armor and attack rate"
That skill decreasing armor but INCREASE attack rate.
526ecd49f8816.bmp.html
 
Level 2
Joined
Apr 4, 2018
Messages
13
What the fuck man...Why did you remove the critical from the Assasin... At least give her backstab(x4 of total agility per hit in the back) and reduce the evade to 30%. Or even better gice my precious crit back.
 
Level 25
Joined
Feb 18, 2014
Messages
3,470
Update 2.3 :

- Added a Specialization Selection System : You are now able to choose a Specialization for each class. E.g : Death Knight (Blood, Frost, Unholy). Each of those specialization gives to the hero 4 abilities similar to World of Warcraft.
- Reduced the damage dealt by Kill Shot to 750 at level 2.
- Merphist no longer cost food.
 
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Level 25
Joined
Feb 18, 2014
Messages
3,470
Update 2.3 :

- Added a Specialization Selection System : You are now able to choose a Specialization for each class. E.g : Death Knight (Blood, Frost, Unholy). Each of those specialization gives to the hero 4 abilities similar to World of Warcraft.
- Reduced the damage dealt by Kill Shot to 750 at level 2.
- Merphist no longer cost food.
 
Level 2
Joined
Nov 8, 2017
Messages
18
Woah. I was wondering whether you'd add any more classes in the future, and there you go and basically triple their number. Nice.
 
Level 3
Joined
Jan 28, 2018
Messages
20
Now I have to play the campaign again. However, I'll just show the new updates in the next Act II anyways. :))
Glad to see that the fixes are applied :))
 
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Level 2
Joined
Apr 4, 2018
Messages
13
Give Rogue Critical Back. Make the Forsaken great again!
Update 2.3 :

- Added a Specialization Selection System : You are now able to choose a Specialization for each class. E.g : Death Knight (Blood, Frost, Unholy). Each of those specialization gives to the hero 4 abilities similar to World of Warcraft.
- Reduced the damage dealt by Kill Shot to 750 at level 2.
- Merphist no longer cost food.
 
Level 3
Joined
Mar 6, 2016
Messages
64
Warseeker, I'm thinking the Alchemist's slugde should be permanent, besides, the info about the ability said that can create 5 slugde max. But in the new update they are not permanent and I can only create 2 of them. Why not changing that like was before?
 
Level 25
Joined
Feb 18, 2014
Messages
3,470
Give Rogue Critical Back. Make the Forsaken great again!
In my opinion, the rogue is already OP so there is no need for that.
Warseeker, I'm thinking the Alchemist's slugde should be permanent, besides, the info about the ability said that can create 5 slugde max. But in the new update they are not permanent and I can only create 2 of them. Why not changing that like was before?
Because having 5 permanent sludges makes the gameplay no longer challenging imo.
 
Level 1
Joined
Apr 6, 2018
Messages
2
Warseeker, i would like to share my opinion about the items in the game.

There are monsters in the game are very hard to kill, which is why i assumed that it would drop some very good items, and only to find items that are not better than what i have already. Could you organize the proper drops of items for the right type of creeps?

Also, is it possible for you to put a "life-steal" type of item in the game? Not the vampiric aura on the market place.
 
Level 25
Joined
Apr 6, 2010
Messages
2,957
Hero choosing system would be better if there was a back button for both heroes and specializations.
Still in French: the defeat menu and the big white wolf on Hillsbrad. The boss in the SW corner of Hillsbrad should be "Storm Revenant".
Some submaps can be restarted (Agamand Mills), others have restarting disabled.

Alchemist: Maybe make Chemical Rage autocast (same for similar skills like the Huntress' hawk aspect). Personally, I find spells underpowered compared to regular combat, so making that go faster seems a good idea.

Maybe have spell items scale in level. Case in point, the Polymorph staff that suddenly loses a lot of power in the second level because most creeps are now over level 5.


I like that there are new creeps, but maybe make more new creeps with extra abilities instead of keeping the name on an old creep.

Huntress' ultimate: the tooltip for the second level says she summons thunder lizards instead of bats (or thunder lizards with bat wings).

Galen's level cap in the second level is 13, the other heroes have 12.
I ended up 1 hero point short on all heroes (except Galen, who was missing 3). Was there a quest reward somewhere that gives you the final point(s)?

Lost Temple loading screen has no text.

The parts where you need to keep an NPC alive should have him be a different color so he stands out more (done for Helcular but not Marnal).

Killed the spider queen and got 5 gold. It wasn't a particularly difficult fight, but still. 5 gold.
Similarly, non-plot bosses should maybe drop tomes, since otherwise they drop useless stuff (I got a bracer of agility from a level 8 troll warlord).

Siege of Gilneas:
Keeping the bases alive as a defeat condition isn't mentioned.
The left castle spawns all the units once all bases are dead. And maybe you could put the castles closer to Genn, as is I had to keep my heroes there so the Forsaken spawns wouldn't get stomped and let them do most of the work killing the guards.
Blue units keep trying to go through the wall to get to Genn. Only a fraction of them actually get to the throne room, allowing them to get picked off easily.

Epilogue: Doesn't even feature the heroes? And was it that much of a deus ex machina in WoW?

Overall, a very good campaign, but I feel it could still use improvement.
The Duskhaven level is just boring. Not even a bossfight.
Please put more than a single track for background music. There's got to be appropriate WoW music for the different areas visited.
 
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Level 1
Joined
Apr 17, 2018
Messages
8
Great campaign!
I found no bugs and issues while turning every stone up and down (it took me a week to do so)
Id be happier if in every Forsaken outpost would be a market to sell items or some place to hire a pack horse, playing fetch for every item you have to drop is a bit tiresome
I expect more campaigns like this from you
 
Level 3
Joined
Apr 8, 2010
Messages
16
Awesome project and campaign I had a lot of fun playing this but coulnd't finish it.. Storm in the act three and the 3 last mission with those flashes just give me a migraine, last mission is quite long which is good but those flashes every few seconds are just torture for me.. But its just my opinion, still its awesome gameplay and thank u for this campaign..
 
Level 25
Joined
Feb 18, 2014
Messages
3,470
I ended up 1 hero point short on all heroes (except Galen, who was missing 3). Was there a quest reward somewhere that gives you the final point(s)?
Unfortunately, there aren't any quests rewarding a skill point in Act Two. But I will consider it.
Awesome project and campaign I had a lot of fun playing this but coulnd't finish it.. Storm in the act three and the 3 last mission with those flashes just give me a migraine, last mission is quite long which is good but those flashes every few seconds are just torture for me.. But its just my opinion, still its awesome gameplay and thank u for this campaign..
Speaking of which, the flashes mess with tooltips and health bars.
The lightning flashes occurs every 30 seconds. So that shouldn't be a problem.
How to get a old version of this game ?
This campaign has been worked on patch 1.27a. Therefore, It may not work on people who own a lower version of Warcraft 3.
 
Level 1
Joined
Oct 29, 2017
Messages
5
Hi and i want to say I love this campaign for the feeling of the Rexxar campaign but Rogue is op when assassin with certain Items just I wish the leveling up had more. Not trying to have problems but I love playing this campaign also I am waiting for Act 3 hoping to have fun to play but starts over which is awesome because different variations to all. I hope you have a good day and Have fun making this wonderful campaign. Farewell Warseeker
 
Level 2
Joined
Nov 29, 2015
Messages
22
First of all i'd like to say that this is a great campaign and good luck with your future projects. Now what i want to know is how can i get the "Orb of Lightning" in Agamand Mills ?
 
Level 3
Joined
Jan 28, 2018
Messages
20
Well, after receiving Maggron quest, destroy the debris and proceed to the waygate in the south. Then continue and destroy the Pedestral to get the Spellbook. Find a neutral critter near the place with Orb of Lightning and use Mass Teleport. Now you have it.
 
Level 2
Joined
Nov 29, 2015
Messages
22
Well, after receiving Maggron quest, destroy the debris and proceed to the waygate in the south. Then continue and destroy the Pedestral to get the Spellbook. Find a neutral critter near the place with Orb of Lightning and use Mass Teleport. Now you have it.
Ok. Thanks
 
Good one here, still progressing the chapters, but some things already bothered me: the stash as it is, not very useful or usable, warcarft 3 inventory system is very limited, far too often I found myself in need of some consumables, but without any inventory space. A simple backpack system (using an invisible hero model just for the extra inv space) would fix it, or you could allow the player to teleport the stash around. Also, the spells are really lackluster, they are useful indeed, most of them at least, but they dont have any awe or even elaborate effects. I would be more than willing to assists, if you want, on creating some spells to add here.
 
Level 2
Joined
Apr 4, 2018
Messages
13
Well, even if I do give back the Critical Strike ability to the Rogue I'll have to nerf him anyway or at least the bonus hero (Merphist)
Nvm, I replayed the newer version. Merphist has my precious crit and gave him the cleave item, While I gave my rogue(fury) Searing blade, so both of them have crit and splash. Its all good. But a bit of a boost to Merphist crit would be good. Act two mobs have a crap ton of hp and armor, so even with his 450-500 crit and the 200 from Fellicia with searing blade, it takes alot of time to farm creeps on act 2.It isnt as imbalanced as you think. Maybe increase his chance from 15% to 25% x5 crit on last level since his fist two spells are usless so its just his crit and ult. Fellicia on fury is good,all her spells are usefull.
 
Level 3
Joined
Jan 21, 2012
Messages
45
This map is fantastic my only complaint is that the difficulty needs to be ramped up by a huge margin later on.

Later on in the game when you have 4 heroes with very op items it gets way too easy. To make matters worse, Galen has 60% vamp aura which I think should be nerfed slightly.

My guys are decked out in gear with huge stat bonuses (crown of kings or stronger), large armor, large damage, spell resistance/immunity and slows/bash proc.

Literally all the bosses die quickly to a right click and end up unable to do anything.

Suggestion: nerf lifesteal, buff boss hp, armor and give them interesting spells to turn the tide. Maybe the ability to summon powerful creeps or some stuns or aoe abilities or regen moves. Maybe give them some nice passives like drunken brawler or some lifesteal. For the mini bosses maybe just stat boosts are enough but for the more major ones definitely some spells too.

Just some suggestions cause the bosses are so stale. I can literally beat them with one hero and with four its overkill.

Ok it got harder later. The final bosses were a bit tough and that necro also was somewhat difficult. Its very inconsistent difficulty though only those two bosses were tough, the rest were fairly weak. How about buffing the bosses before that by a bit?
 
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Level 5
Joined
Jul 22, 2017
Messages
149
Hello, Mr. Warseeker. I am a Chinese player. I like this campaign(Legacy of Lordaeron) very much. I am wondering whether you allow me to translate this campaign into Chinese, so that more Chinese players who do not understand English can also enjoy your wonderful campaign. Looking forward to your reply.
 
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