(68 ratings)
Released.
- Fixed bug in Blackthorn Bandits Quest, the Block Path of Trees is now passable.
- Fixed some dialogue mistakes.
- bugs fixes and small changes.
- Fixed small bugs all over.
Major Changes :
1.6a : - Added a Drop Item System
- 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.
- Bug fixes and balance improvement.
- Added a Specialization Selection for each class.
- Update the campaign to patch 1.29.2
- Updated the campaign to make it work with patch 1.30.1.
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Tirisfal Glades : - Most of the Skeletons have been replaced by Scourge minions.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.
------------------------ Heroes -------------------------------
- Added a Hero in the undead encampment of the first mission of Act 3.
- Fixed the Death Knight's Frost Presence ability.
- Fellson's Summon Sludge ability no longer requires a corpse.
- Arcane Blast now deals accurate damage.
- Fixed Memory Leaks.
- Fixed a known issue in patch 1.31. - Revamped the campaign and made it compatible with Reforged.
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I doubt that.Warseeker just wondering will you ever make more classes or characters in the campaign or no since its forsaken and that they dont have any more classes that they could or something idk i got With just 6 classes Your Choice obvs
The Gold you get in Act 1 doesn't transition to Act 2.- Lost all my gold when i finished act 1 and entered act 2(i had 3k gold before arriving in act 2 with the boat)
Good suggestion. I'll consider it.- So i know this campaign is based on the fact that we have this resurrection stones where are heroes revive after death, But, i feel like there is no risk in dying/losing fights when you can just revive for an unlimited amount of time, its just feels wrong to me,
so i was thinking to put a limit to those stones for exemple, on easy would be like 10 revives per hero, on normal 5 revives and on hard 2, with this the stakes are higher so players will actually care more about their progress during the adventure and the gameplay will feel more real and exciting!
I know, I'll re-work that part of the mission.- And my last and most annoying issue i had with this campaign was the lack of help from my so called "allies" ESPECIALLY in the last fight from act 3!
Like seriously? what was that even? The Mighty Sylvanas and her entire "army" had a super small base with maximum 30 food army the entire time...
While the worgens had like 1000+ food combined!What a joke fight! I mean sure i was playing on hard but that was not the problem,
the main issue was the fact the this entire time Sylvanas was supposed to prepare her forces to siege this Worgen capital and she comes with
a maximum of 30 food army for this final fight somehow(after she "prepared" for this so called siege).
This could have been an epic final battle If she actually had a real army, the AI was playing really weird as well, they didn't even go to take the gold mines from the sides of the map after i destroyed the enemy bases there...
I think you should take as an exemple the last fight from Rexar campaign when they had the final battle there, now that was a real fight,where both sides had great armies!![]()
Thanks! I appreciate it.Overall playing this custom campaign sure was a great experience with an interesting call for adventure!
Beautiful hero models and custom spells(especially the hero selection and the different category of spells was a really cool concept), the side quests were interesting enough to keep me entertained untill i finished the main quest,
even tho the custom unique/artefact type items were great i would have loved if there was a bigger variety of them and i also loved the 3 bonus heroes(they sure made me love this campaign even more by raising the quality of the gameplay to a whole new level with their great spells)!
So yea, thanks for creating such an awesome campaign, had a lot of fun playing it and i will look forward for the sequel!![]()
I think this is due to the Creep Respawn system that hides enemy units when they spawn if they are visible to the player... I will check that out!EDIT: I've also noticed in chapter 1, there seems to be a problem with neutral hostile summoning units?
Necromancers and Ancient Sasquatch do their animations, but no actual summons spawn. No idea with other creeps tho.
I nerfed it because of Merphist's new ultimate spell.Well,the Rogue slice and dice ultimate is very long CD and why you nerfed Rogue adrenalin rush,its good ability due you change limit respawn for heroes and i think the reinforment base in the act 3 need a heroes lvl 15 like on Sylvanas base,use heroes like Galen and nathanos guarding the reinforment base in the act 3 last chapter
Yes. I changed his abilities for some reasons : Bone Impale is way too OP due to the amount of stun it does, also some other Heroes can stun which makes Bone Impale kinda pointless. Howl of Terror isn't that great imho, it makes the enemy units way easier to beat. Vampiric Touch is pointless too because Grimthos seems pretty strong to take care of himself.Is Grimthos supposed to have Tauren Chieftan Abilities?
Not really, Shock wave seems pretty useful againts buildings and War Stomp is a good AoE stun ability rather than Impale. Also, Endurance Aura helps speed up the progress throughout this campaign.you could just change his two abilities instead of makeing him a Tauren cheiftan, but its your game lol
I wish I could add more variety to the terrain of that map but sadly I can't due to the limit of doodads I can put in the World Editor (I think this limit has been expanded in the latest patch iirc?)First of all, Act 1's overworld has some pretty poor looking terrain; lack of props and enviroment doodads; too little tile variety; and it's really flat.
The layout itself was good, though and loved the difficulty and enemy mechanics.
It doesn't? I thought I fixed it in this update. Will check again.Fourth, Accumulated gold didnt carry over from Act 1 to Act 2. And because there werent any Ghouls, Abominations, Necromancers or Crypt Fiends in act 2, it was really slow to re-accumulate that gold again. (I had like 21,000 gold)
I am already aware of them and I'll work on them in due time.@Warseeker But what about the other criteria I mentioned?
What version of this campaign are you playing? Because this crash has been fixed in v2.5.strangely, everytime at the start, the game crashes after the opening cutscene... how can i fix this because this never happened in the old versions
i finally found the source of the problem... i forgot that the campaign folder in program files is different than documents... so when i thought i upgraded it just went to the one the crasehes at the begginingWhat version of this campaign are you playing? Because this crash has been fixed in v2.5.
Thanks! I'm glad you liked it.thank you for this campaign it was great and i love it when the battle was unstoppable all attacking with no rest that feeling of pure epic and fighting i like it also it matches bitter end too . I hope you make the next one great as this one and i can't really wait for the next one .
Are you referring to the last mission of Act 3?In general 3-3 is slugfest because the Forsaken don't use meat wagons on their offensives. And given the hp of these building they may need a buff, like critical damage only on buildings, or something like that.
Nothing special, just some little adjustments and bug fixes.What was updated?
Are you referring to the last mission of Act 3?
When you start the first level, a ghost should appear at the start location. Move that ghost to one of the circle of powers near each Hero. After that select the ghost and you should see 3 specializations for each hero (i.e : Blood, Frost, Unholy if you stand in the circle of power near the Death Knight) . Choose one spec for that hero and then click on it. After that, give the selected hero a name and you're done.How do I select a hero? I tried everything
When you start the first level, a ghost should appear at the start location. Move that ghost to one of the circle of powers near each Hero. After that select the ghost and you should see 3 specializations for each hero (i.e : Blood, Frost, Unholy if you stand in the circle of power near the Death Knight) . Choose one spec for that hero and then click on it. After that, give the selected hero a name and you're done.![]()
Yeah, Block paths are a bit of an issue in this campaign as some units might get pass blocked areas like you've mentioned. Will figure out of way to fix that.Nice update!
But still, I do have to report a major bug you should look at.
Skippable areas
Almost any locked gate/stone barrier/small river/wall/even thinner patches of trees can be skipped via a method of placing units around a hero that can summon units. I have some screenshots, actually. As you can see here, my Huntress is able to spawn her spider on the other side of the river and she can use the book of teleportation to summon everyone over there aswell.
This made me able to skip any locked gate, any wall of guards in front of locked areas and basically any barrier I wasnt (yet) supposed to get across.
I wont report any other issues since this I yet to try out the new update, but I do have A LOT of points that could be improved.
Btw, I didnt cheat, I've spent close to 14 hours on this save on farming in the overworld, I'm a completionist.
What's the problem exactly? And what version of Warcraft 3 are you playing this campaign?Still nothing can you show me a video
The system that shows the remaining lives has been removed in the recent update since it doesn't suits for a singleplayer campaign.Quick thing: In the Ogre mountain submit with Mug'thol, the player's became both the same colour (on the scoreboard with lives remaining). Also when I lost a life in that submap, it would not always show it, sometimes it would show that I only had 1 life, sometimes it would show 2. But that is a non-issue, did not impact gameplay at all.
I know it's irritating to destroy every single building and time consuming. But yeah, I'm thinking about changing that in a way that you are only required to kill the Hero or destroy the main structures only.I was wondering what the reason behind needing to kill buildings for quests. I can understand ACT3 needing to kill buildings, since one of them lets you build troops, and the final map is just the final map so I guess its ok to be required to kill many high hp buildings.
But for ACT 2, specifically the counter attack mission in the hinterlands (killing all the dwarf base in the south), and the west plague land mission requiring you to kill the bases of the humans and scourge, could those be changed to just killing 1 main building?
A way to fix it is by putting pathing blockers on the other side of the barrier that die/get removed when its supposed to open.Yeah, Block paths are a bit of an issue in this campaign as some units might get pass blocked areas like you've mentioned. Will figure out of way to fix that.
This is actually a brilliant idea. I haven't thought of it. Adding the Townhall classification would definitely solve the issue. I'll just make the Book of Teleportation targetable on Heroes and Townhalls only.A way to fix it is by putting pathing blockers on the other side of the barrier that die/get removed when its supposed to open.
Areas where the player isnt supposed to go at all can just have permanent patching blockers.
Now, I know you mentioned having reached doodad limits, so you can also use prevention triggers to warp units back behind the locked barrier if they enter a region behind it. This is actually also what they did in the original Rexxar/Bonus Campaign.
Or alternatively (the way I would recommend it): Alter the Book of Teleporation in such a way that it works the same as the Scroll of Home Portal item, so it only teleports you to 'Town halls'.
And set unit classification of certain structures (example: Tomb of Relics, Graveyard, ect) basically any central structure in a forsaken outpost to 'Town Hall'. This way, the player can only use Book of Teleporation as a way to fast travel between major points and not just to any unit they wish.
Another funny thing I was able to do with this method is saving that town from the worgen invasion by leaving my Black Spider pet there and teleporting to it as fast as I could after the cinematic sequence.
Defended it with only 2 forsaken units dying.
Yeah, Block paths are a bit of an issue in this campaign as some units might get pass blocked areas like you've mentioned. Will figure out of way to fix that.
What's the problem exactly? And what version of Warcraft 3 are you playing this campaign?
I did what you said still doesn't work. Patch 30Yeah, Block paths are a bit of an issue in this campaign as some units might get pass blocked areas like you've mentioned. Will figure out of way to fix that.
What's the problem exactly? And what version of Warcraft 3 are you playing this campaign?
Pretty sure you can still skip areas, because you can roughly target a hero with his face liturally pressed against the gate. The target selection is kinda rough, so you can still just target the other side of the gate and some of your heroes will be able to glitch through.This is actually a brilliant idea. I haven't thought of it. Adding the Townhall classification would definitely solve the issue. I'll just make the Book of Teleportation targetable on Heroes and Townhalls only.
Thanks!The story is great, and also the chance you give for the player to select their own character even with a custom name is brilliant, the only thing I found a bit lackluster was the variety in the missions since most of them are going somewhere, killing something or retrieving stuff but that doesn't change the fact it was a blast to play this, very nicely done![]()
I may just lock the transition areas if necessary and then unlock them once the quest that sends you there is triggered.Pretty sure you can still skip areas, because you can roughly target a hero with his face liturally pressed against the gate. The target selection is kinda rough, so you can still just target the other side of the gate and some of your heroes will be able to glitch through.
Also, if you do the townhall classification thing, be sure to place like an up-scaled forsaken guard tower or other building near submap entrances (outside of the guard barriers). It will kinda act as like a decoration and a point the player can still fast travel to.
By the time you get the book of teleportation, your heroes will be at like level 5 or 6 anyway, meaning having to slash their way through the main map again is kinda unessesairy at that point, so fast traveling wont really affect the game that much from that point on. (theyll get plenty of exp from th sub areas to reach level 8 before Act 2)