• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Legacy of Lordaeron v3.0 Classic

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

Legacy of Lordaeron
v 3.0 Classic

Legacy of Lordaeron is a singleplayer RPG custom campaign inspired by the Founding of Durotar gameplay and World of Warcraft lore. This campaign is based on adventuring and questing style, levelling and unraveling the story. The objective is to complete quests while developing your heroes' abilities.

Requires Reforged 2.0

Features

- Choose among 7 playable classes with 21 specializations.
- Map Transition similar to the Founding of Durotar.
- Variable Difficulty Levels: Easy, Normal, and Hard.
- Three Acts with over ten hours of gameplay.
- Custom abilities, items and music.


Storyline

Following the death of the Lich King, the Forsaken have turned their attention to other pursuits. For one: the complete conquest of Lordaeron. Now, along with being mistrusted by her own allies, Sylvanas recognizes that many of Azeroth's other inhabitants still see her people as a threat, even after the Lich King's defeat. As their numbers dwindle by the day, the Forsaken have begun fortifying their holdings around the Undercity, working to prove their loyalty to the Horde's cause even as they ready themselves for any future attacks.

Changelog

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  • Fellson's Healing Spray Ability has been replaced by Elixir of Death..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.

- Revamped the campaign and made it compatible with Reforged.


Credits


  • Anemic Royalty
  • Ujimasa Hojo
  • ironmaiden
  • Afronight_76
  • Alastor
  • Edge45
  • Fingolfin
  • Suselishe
  • Kuhneghetz
  • Mike
  • Hawkwing
  • johnwar
  • sPy
  • Em!
  • Sliph-M
  • Buster
  • Matarael
  • Grendel
  • JesusHipster
  • JetFangInferno
  • Tarrasque
  • Tranquil
  • UgoUgo
  • EviL_BuddhA
  • Sellenisko
  • Villagerino
  • Power
  • PROXY
  • Tauer
  • ApeJI
  • GUNNER
  • Kitabatake
  • assasin_lord
  • donut3.5
  • AndrewOverload519
  • Callahan
  • imforfun
  • KenArok
  • Commedia
  • BaiyuGalan
  • Champara Bros
  • xyzier_24
  • jordan10
  • Cavman
  • JB_McKnight
  • SantoRayo[iP]
  • rsLushmane
  • Hantoo
  • Hate
  • Daelin
  • Jiok
  • Matarael
  • DREADMAN
  • bakr
  • Vinz
  • General Frank
  • kangyun
  • Nasrudin
  • Stefan.K
  • HerrDave
  • Khazmo

  • 67chrome
  • Juice_F
  • Dionesiist
  • chr2
  • PrinceYaser
  • CloudWolf
  • THE_END
  • Blood Raven

  • Apheraz Lucent
  • Marcos DAB
  • Kyzerdrood32
  • Afronight_76
  • 4eNNightmare
  • AndrewOverload519
  • MangakaDark
  • San
  • Chen
  • -Berz-
  • Kimbo
  • PeeKay
  • M0rbid
  • Aldeia
  • GreyArchon
  • Heinvers
  • Hemske
  • Hellx-Magnus
  • FrlkY
  • Lelling
  • Darkfang
  • BLazeKrake
  • 67chrome
  • Mr.Goblin
  • PrinceYaser
  • Nuhneghetz
  • Xetanth87
  • CRAZYRUSSIAN
  • Sin'dorei300
  • Eldin HawkWing
  • NFWar
  • Scias
  • zbc
  • Paladon
  • Kael Theron
  • Zephyrius2412

  • Transition System by Starquizer
  • Respawn System by SkriK
  • Omnislash System by f0rsAk3n

  • G1q
  • Anetheron
  • Adrian S52Z
  • Witcherkiller
  • Roland Darkbone

Known Issues

- Some units portraits are broken as of patch 2.0
- Renaming the campaign may break map transition.

Older Versions


Legacy of Lordaeron 2.7 - Compatible with patch 1.31

Contact


Discord : Join Warseeker's Campaigns Discord!

Contents

Legacy of Lordaeron v3.0 Classic (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
May 15, 2024
Messages
2
Played this on 1.31 and all of the units have a black hp bar, any fix? or it's part of the game
Also for some reason the campaign didn't appear on 1.30.4.
 
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Level 30
Joined
Feb 18, 2014
Messages
3,623
I appreciate that you are coming to 1.36 too. Keeping several versions of Warcraft on my PC is quite an inconvenience.

Also, if possible, I think it would be a bit better to put updated versions of campaign on the main screen campaign button, so it would generate the message "Warseeker has updated bundle..." because comments can be missed :)
I will update the bundle after Act Three overhaul is complete. The actual version still has plenty of bugs and missing the final act.
Played this on 1.31 and all of the units have a black hp bar, any fix? or it's part of the game
Also for some reason the campaign didn't appear on 1.30.4.
The latest version of this campaign requires patch 1.31.1 to run. I don't know about the black hp bar, it could be a graphical issue on your end.
 
Level 1
Joined
Jul 28, 2024
Messages
3
Are you playing on SD or HD graphics? Also can you tell me which sub-map this crash occur? For your information, this campaign version is not designed to run on Reforged, it's best suited for patch 1.30.
I have tried both SD and HD and also enter Agamand Mills and night web hollow
 
Level 1
Joined
Jul 28, 2024
Messages
3
A new version of the campaign which supports Reforged is currently in development. In the meantime, if you wish to play this version, I recommend you try it on an older version of the game.
I don't know how to get an older version of this game
 
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Level 4
Joined
Dec 17, 2023
Messages
11
Tries way too hard to be the Rexxar campaign while being overall inferior. First mission was great, second was decent, the last two were weak.

The beginning was the most engaging part of the game, because the heroes are still weak and you need to manage large hordes of enemies. In addition to that, the first mission's dungeons are also pretty cool.
Shortly after getting the fourth hero, the gameplay starts to feel quite repetitive - it doesn't help that most of the neutral enemies in the second mission are trolls. You start going from enemy base to enemy base to the point that it feels pretty dull - the enemies don't get harder, but your heroes get stronger and you just start busting trough the bases easier. The most fun parts in the second mission were the beginning (same as with the first mission), the first dwarf base/hero bust (because the novelty hadn't dried up yet) and the two dungeons that didn't have any quests related to them. The scourge boss by the end of the mission was quite the unexpected difficulty spike, but I suppose it doesn't matter that much, considering that your heroes keep respawning and you can't fail.

The story feels very disjointed. For a while you just go around doing errands without any cohesive throughline. The previous guy just tells you “Okay, you're done here, now go talk to that other guy and help them" and you just go along with it. I suppose it's funny that Sylvanass' soon-to-be champion is basically her errand boy/girl, but Idk if that was intentional irony or not. Plus, it's terrible from a gameplay perspective. I get that the story isn't supposed to be the main selling point here, but if I'm going around aimlessly doing errands just because someone told me to, there's no way for me to get invested in the game and it gets stale and boring. If the gameplay provided more variety, that wouldn't be a big deal, but that's not the case here.

The third mission is good on paper, but the execution is very weak - The heroes are still too strong for any buildable units to matter, so the only real option is to spam meat waggons for siege damage to speed up destroying the bases. The enemies don't pose any real threat to your heroes even on hard difficulty - the fights aren't challenging, just slow. Sylvanass' forces are weak and too few - It didn't give off the impression that this is an invasion at all and your base just looks dull as a result. This might seem like a petty nitpick, but It's important for immersion - considering that the gameplay loop is once again "kill base, then move to the next" a little more immersion could have helped with investment and breaking the boredom...

The final siege was the same as mission 3, but worse. Again, weak enemies, buildings with way higher health than they need to have, weak ally that does nothing and just looks pitiful at the top of the mini map, the two allied side bases did nothing (I'm pretty sure they just didn't work properly, since they weren't building anything and only one worker was mining), you have twice the bases to clear and the clearing is even slower, since you can't build meat waggons to speed things up. The final battle was laughable - I managed to lose one of my heroes because I was zoning out xD. The cinematic at the end is also the final punch in the gut as it shows your forces losing after you quite literally bulldozed trough the mission with minimal effort. Like it wasn't enough that the game expects you to go trough 7 bases + outposts without siege weapons and defeat the three enemy heroes in a final battle, but after all that it goes "yeah, but you still lose lol".

The most egregious part for me is how much the campaign takes from the Rexxar campaign: The revival obelisks; a very similar narrative of "We're doing some stuff to prove ourselves to the leader, then oh no - an unexpected enemy attacks us and now we have to fight back and eventually take the fight to them"; the same mission composition of 2 large RPG missions, followed by a base vs base battle, where you control some production structures with 40 supply and attack while your ally defends and finally a large all out battle that ends with a boss fight versus 3 very powerful enemy heroes. The difference is that the Rexxar campaign did it way better. Such similarities are all well and good in a vacuum, but they constantly kept reminding me of a better campaign and how I could be replaying that right now in stead of playing this. Rexxar had tough battles; fewer, but more unique and interesting dungeons; a large labyrinth-esc dungeon; A challenge Boss battle arena that was actually really tough and exciting; a mini-section where you're a wivern; a water battle section; a final mission that feels like an all-out invasion with a fittingly epic final battle and even an additional challenge to keep the gameplay fresh and engaging - "don't destroy any production structures". Most importantly, Rexxar didn't have disjointed repetitive fetch quests...

That's not to say that all was bad - as I said earlier, I liked the first mission. The dungeons there felt unique and engaging:
The mill had an interesting layout with separated winding paths that lead to mini bosses; summoning the main boss required taking two separate guarded keys; the bandit section had a cool hidden teleporter zone that you could see the other end of from before, then you get a unique item by breaking the book holders in the secret section.
The Monastery had a labyrinth-esc design with barriers and locks, in which you have to go to the sides and explore to progress further, killing enemy heroes allows you to gain open doors leading to the boss of the dungeon.
The cavern had the hidden pieces of an orb item and the secret section, that you gain access to by finding the TNT item and blowing up some rocks. - And the hidden room had a mini boss that drops tomes.
The Ogre area was a snowy mountain, where you raid bases and kill chieftains.
All of this feels distinct and fresh. If the second mission had some labyrinths, mini-games, various environments/hidden areas/obstacles and less "kill enemy" and "destroy base" type quests, it would have been way more engaging to play.

Overall, this campaign was underwhelming and disappointing. Partially it's because of high expectations set by the "high quality" rating, but mostly it's because the game's best parts are at the start. However, it's clear that there's a lot of effort put into the project, despite its short comings. The campaign is stable and aside from the two side bases doing nothing in the last mission, I experienced no bugs. There was one crash at the start of mission 3 as well, but that's all.
 
Level 3
Joined
Mar 12, 2018
Messages
28
Just started playing War3 again on this campaign and have noticed that the 3 tomb of relics that are set up around base map, have a bug dealing with key binds. The tome of intelligence and scroll of town portal purchase key r both set to the letter "T". Just thought that was odd.
 
Level 34
Joined
May 14, 2021
Messages
1,602
Just started playing War3 again on this campaign and have noticed that the 3 tomb of relics that are set up around base map, have a bug dealing with key binds. The tome of intelligence and scroll of town portal purchase key r both set to the letter "T". Just thought that was odd.
That's very strange. Which version of the game are you currently playing on?
Warseeker actually recommends playing this campaign on older versions, preferably 1.31.1.
 
Level 30
Joined
Feb 18, 2014
Messages
3,623
Hi everyone! Legacy of Lordearon has been updated to version 3.0. This version is a revamp of the old version which brings many improvements to the story and gameplay as well as the addition of a new playable class: Priest.
Some of the improvements include abilities, items, dialogues, music and compatibility with the latest version of Reforged.
 
Level 5
Joined
Apr 26, 2014
Messages
136
Hi everyone! Legacy of Lordearon has been updated to version 3.0. This version is a revamp of the old version which brings many improvements to the story and gameplay as well as the addition of a new playable class: Priest.
Some of the improvements include abilities, items, dialogues, music and compatibility with the latest version of Reforged.
Any specific details on what improvements were made?

EDIT: After playing Act One for a little bit, reforged strikes again: the respawning creeps on the main map get messed up, as in portraits disappeared, creeps that were only tinted different from their original creep model (ex. Skeletal Marksmen appear normal sized and white instead of slightly bigger and blue, Fire Revenants appear smaller and normal colored instead of reddish, etc.) are messed up. Some of them even have their models disappear, only a shadow remains that I cant even click on to cast spells which is super annoying.

This started after returning from Nathanos' submap, not sure the order of entering submaps matter. The submaps themselves were fine, no bugs that I noticed.
 
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Level 30
Joined
Feb 18, 2014
Messages
3,623
Any specific details on what improvements were made?
I don't usually keep a list of all the changes I made to my campaigns as they were so many that sometimes I lose track of but anyways the most significant changes to this campaign is the overrall enhancement of the heroes' abilities which match better with their specialization, dialogues refined by AI, custom music for all maps, Reforged comptability, autosave, and so many bug fixes.
EDIT: After playing Act One for a little bit, reforged strikes again: the respawning creeps on the main map get messed up, as in portraits disappeared, creeps that were only tinted different from their original creep model (ex. Skeletal Marksmen appear normal sized and white instead of slightly bigger and blue, Fire Revenants appear smaller and normal colored instead of reddish, etc.) are messed up. Some of them even have their models disappear, only a shadow remains that I cant even click on to cast spells which is super annoying.
Yes, this is an actual issue with the latest patch of Reforged, there is nothing I can do about it.
 
Level 34
Joined
May 14, 2021
Messages
1,602
Yes, you need the latest patch to play this campaign.

Edit: Strange, on the description it says Recommended version 1.30 while it should be 2.0...
There's a download link for older version (2.7) that's compatible with 1.31, but of course, 3.0 only works on the latest patch with Classic graphics.

As for the "Recommended Version" bug, someone has reported it long before:

The problem only appears on old campaigns that was originally made on pre-Reforged (1.32-2.0), but was saved with the latest patch of World Editor.

If the map or campaign was fully created with the latest patch of World Editor for Reforged, the "Recommended Version" appears to be correct (1.32-2.0) instead of 1.30.
 
Level 7
Joined
Feb 1, 2023
Messages
40
I have tested the campaign and i found several problems.

1) Have we a hall city in the first part of the campaign? Because you have a item to fast travel but you can't come back
2) We lack two points of abilities for heroes. Are there any quests to get them?
3) Where can you begin the quest for the leader ogre? (Second part)
4) In the submap where you have to get Troll'kalar (Trollban's sword), you have a door which serves to shortcut when you get the sword. only, this door doesn't open. Also, you could put a boss fight in this map.
5) In the third part of the campaign, Sylvanas asks you to collect items for her banner but creeps to kill have disappeared. the mission is impossible to complete.
 
Level 30
Joined
Feb 18, 2014
Messages
3,623
1) Have we a hall city in the first part of the campaign? Because you have a item to fast travel but you can't come back
There is a townhall in Brill just north of the Undercity.
2) We lack two points of abilities for heroes. Are there any quests to get them?
I think there was a quest that rewards skills points, I don't remember which exactly.
3) Where can you begin the quest for the leader ogre? (Second part)
You mean Mug'Thol? There is a Banshee near his location that gives you the quest to kill him.
4) In the submap where you have to get Troll'kalar (Trollban's sword), you have a door which serves to shortcut when you get the sword. only, this door doesn't open. Also, you could put a boss fight in this map.
Strange, it should open after you destroy the lever located next to it. I know that map could use more polishing. I'll update it when I have time.
5) In the third part of the campaign, Sylvanas asks you to collect items for her banner but creeps to kill have disappeared. the mission is impossible to complete.
Yes, there is an issue where creeps will disappear after they spawn if they're visible to the player. For example, if you turn on the vision cheat (Iseedeadpeople) or if your heroes are standing near their spawn location, they will disappear. To make them reappear, you must temporarily turn off the vision cheat and move your heroes away from their spawn location.
 
Level 7
Joined
Feb 1, 2023
Messages
40
I tested again and i found some news problems.

1) The quest in the submap of act 1 (this where you go ta save Voss) where you have to kill four Scourge named undead but you get zero rewards. And where is the quest for more ability points?

2) Schoolmance needs a portal to bring back you to entrance. It is a big map and a long way.

3) The mission rescue the Val'kyr has some problem. a) Valkyr stay invulnerables and they lack their upgrade. they can just use their basic spell.
 
Level 34
Joined
May 14, 2021
Messages
1,602
This should really be tagged correctly, since it's not playable on warcraft classic anymore, and only on reforged.
I knew about that. HIVE made a terrible mistake by showing 1.30 as a "Recommended Version" for each campaigns that are now playable on Reforged.
Also, you can still download an older version of the campaign (2.7) for 1.31. Check the Pastebin link in the Map Description.
 
Level 30
Joined
Jun 11, 2017
Messages
996
Two points already for supporting the latest patch as a Rexxar-like campaign.
I played this a long time ago and never finished it, barely managing to complete the whole of Act 1. Cause it takes so long for the journey, it feels like I'm playing WoW Classic and leveling my undead rogue with only weak poisons and daggers.
But for making a proper Rexxar-styled campaign - like from myself. Hell, @Warseeker, a long time ago you inspired me to do my Rexxar-styled campaign - "Call of the Swarm".

So, in that case, I will like this custom campaign and recommend it to anyone, who wants to play smooth, slow, and steady, while watching something on a second monitor or TV.
 
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Level 28
Joined
Jul 26, 2008
Messages
1,491
Thought I would add some notes I wrote down from when I replayed this campaign:





Act1
I'm impressed, each class has its own specializations.
Love the opening of the hero being revived back into the world.
That Sylvanas model looks so good, the portrait is amazing. First time I've seen it before.
Fury Warrior is by far the best choice from looking at them. Battleshout means even on hard diffculty there is no slow drag early game, since the sludge minions + the other minions we get later (spider summon, troll berserker summon, etc) all stack that battleshout damage, which makes early game easy. Late game it is very powerful too because of the stun, aura, and ultimate which all scale well.
Infernal stone reward for people who choose to explore- yay.
I like how Nathanos implies there's something more to the spider issue when we return- eluding to the gates we couldn't pass earlier.
Reward choice- people would be crazy to not pick an aura reward like the mana regen one, especially early game when mana is so minimal.

If you copy paste sentences from Microsoft word or w/e with apostrophes ('), then they will appear very spaced out in cinematics. Not a big deal, just thought I would mention it.
The Scarlet shipyard we need to reach Mevel/Mevan can be killed by us, since it's an enemy unit.
Once Meval/Mevan moves south, it pings his new location, but also his old one at the same time (orange ping).
Very cool to hide blood witch behind the rocks which need explosives. I almost missed that (and would have missed life steal item for my melee hero :p ) Thanks for giving that vision of that spot to let player know something is there, or would miss it 100%.
Found the Doomguard summon item at top of map, almost opposite of the infernal item :).
Silverpine Woods keeps pinging me its teleporter even though I don't have e a quest to go there. Ok, later went there and found the new Worgen side quest, but there was no message saying I should go there and check it out or something, it was just a ping out of nowhere.
Glad I found that bonus hero- good crowd control with his gouge spell. Also, it was nice that he scaled to my heroes' levels, since otherwise it would punish players who don't know where he is and end up with a level one hero alongside their level 6 heroes. That was always a big issue I had with Chen in the Rexxar campaign. The bonus hero has no team colour on his model though.
When our heroes move out of the way for Gebbler to come talk to Lillian Voss in her cage, it's obvious the scarlet crusade units saw our heroes, but pretended they didn't see them (since they were so close, with direct line of sight).
At the bottom of Silverpine, at the human town, all villagers run into their houses when we get close, but at the top house, there is a man and child who go run towards the house but don't go inside it.
For the item you get for killing the Worgen in the side quest for Silverpine, when you click on it on the ground, the tooltip has an extra /r after "unique"
Theres no town hall building in the Undercity, so the reward from killing Archmage in silverpine is not that useful. I could only see a town hall building in Brill in the main map (it became very useful though in act2, as well as the final map of act3 to teleport around defending the bases early game).
I like how Sylvanas last line in telling us to attack the monastery is a reference to the name of the first act, ashes of the crusade.
Don't understand the reason of putting so many enemies with cold arrow (archers) or slow/stuns (golems) around the map. Just makes travelling time longer.
The Velnorona hero at the Scarlet Monastery has E hot-keyed for both life drain and the silence spell.
The boss fights in the monastery were very good, especially Renault's. I like how everyone dropped unique items.




Act2
Melisra describing the alliance remnants as a "plague" is funny, considering they are Undead themselves.
First creeps I met (level12 wolf and company) on the way to Durnhole humbled me a lot, compared to me destroying all creeps in Act1 easily.
Far bottom / bottom left area of Hillsbrad doesn't have much, just ghosts and skeletons.
Infested Sludge guard corpses can't be raised as the sludge minions for Fellson.
I actually killed my own hero to see if the Sludgewell signet item summoned a powerful sludge: it was very weak, not worth it lol.
Infernus and Bloodvenom have the opposite directions attached to the directions to find them - east vs west.
There was no initial ping for where to go to find the goblins' stuff back in alterac.
The shop in the base in Arathi Highlands sells no tomes.
I am glad there were at 2 town halls in Hillsbrad to teleport to.
Arathi Basin is much better sized than Hillsbrad (its smaller, which is good cause I explored so much empty space in Hillsbrad).
Love the music for Arathi.
Also, thank you for making all quest items be things that are consumed as soon as they are picked up, so they don't take inventory space.
The shop in the Hinterlands also doesn't sell tomes.
Hinterlands shop is too close to the main guy we speak to for the main quest, so during the cinematic there is the blue arrow bobbing up and down above our heroes showing they are the target for buying from shop.
After finishing the Shadra spider sidequest, Deathstalker Lookout (one who gave me the quest) has a yellow explanation mark above his head, but doesn't give any further quests.
Final Scholo boss was really hard with the cages, good fight.
No Waygate to teleport us back to start of the dungeon of Scholo? Ahhhhhhhh!!! Long walk back
Koltira had been lured away from his original position when I pulled dark greens' troops towards his base, so he wasn't at that spot he originally was at. Then, during the Thassarian cutscene, Koltira was not in it, + Thassarian's neck was rotated 180 degrees backwards because he was looking at where Koltira was.
There's no shop to buy tomes in the Weastern Plagueland base.
When talking to Linsay for the first cutscene, our heroes were lured out by creeps following us, so they were not in the cutscene.
The acolytes for the purple undead base guarding the Valkery were just standing there, no buildings produced troops, not sure if that was intended. Same for far north Undead base.
We don't have vision of the Eastern Plagueland's Forsaken base, so I can't teleport back to it after doing the Valkery quest.
There was no message to kill the Necroknights around the map in order to open the gate to the final boss.
Using Gouge stun on the boss makes him invulnerable and the fight cannot be completed.
It said " to be continued" at the end of act 2, even though there was 1 act remaining.

picture of act 3 not showing 3 unkown bnlobs


Act3
I liked the stealth mission with Ralar.
The Pyrewood mission was good.
My heroes max out at level 15, but I still have 2 more attribute spells that I can learn.
After we win in Pyrewood, when Liam and his forces retreat across the river, his units run back across the bridge to me, and are not enemy units to us now.
Final map was tough at the start, till slowly I broke their buildings and then the Forsaken could slowly push forwards.
It was very satisfying watching all those Forsaken units swarm Genn Greymane.
Laughed at how all our heroes just died in the final scene.

At the end of Act two, it did not colour in Act two as "completed" (the picture in the box). It also created a bunch of chapters in there without any name or description. Act three also did not get coloured in as "completed" after I finished it.
1736518942056.png


General Points
One of the best campaigns I have ever played. Always felt like my heroes were getting stronger, and was not boring at all. Doing the final mission on hard difficulty and finally turning the tides against Gilneas made all the previous grind worth it as I saw our forces slowly mass push towards Genn.


 
Level 3
Joined
Mar 12, 2018
Messages
28
i dont know if this has been mentioned already but for the quest for the scarlet document in Act one, how do i get it from the mage if he gets across that water area. theres no way to get across.
 
Level 3
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Mar 12, 2018
Messages
28
how does one stop what is in screenshot from happening
when i play with reforged graphics it does do that but my PC cant run game without crashing every 20 to 40 mins.
when i run classic graphics i get what is in screenshot and no crashing
 

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Level 34
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May 14, 2021
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how does one stop what is in screenshot from happening
when i play with reforged graphics it does do that but my PC cant run game without crashing every 20 to 40 mins.
when i run classic graphics i get what is in screenshot and no crashing
There's nothing you can do about solving that issue. Blizzard broke numerous things with 2.0.
Also, you might notice that certain custom models/units will become messed up when you load the previous saves.
 
Level 30
Joined
Jun 11, 2017
Messages
996
There's nothing you can do about solving that issue. Blizzard broke numerous things with 2.0.
Also, you might notice that certain custom models/units will become messed up when you load the previous saves.
Not even custom, but most of neutral creatures in SD graphics bug out: either drop their scale, either custom color or even disappear.
 
Level 30
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Messages
996
Two points already for supporting the latest patch as a Rexxar-like campaign.
I played this a long time ago and never finished it, barely managing to complete the whole of Act 1. Cause it takes so long for the journey, it feels like I'm playing WoW Classic and leveling my undead rogue with only weak poisons and daggers.
But for making a proper Rexxar-styled campaign - like from myself. Hell, @Warseeker, a long time ago you inspired me to do my Rexxar-styled campaign - "Call of the Swarm".

So, in that case, I will like this custom campaign and recommend it to anyone, who wants to play smooth, slow, and steady, while watching something on a second monitor or TV.

I finally finished this campaign. It was a long ride, actually. But I think, even if it is good, for last moments of campaign you took way too much from Rexxar.
Here is my humble review of prominent moments of the campaign:
  • Scholomance: last boss, Darkmaster Gandling, was quite a fight on Hard difficulty. I couldn't properly imagine fighting him without corpse run - your implementation is harder than the boss in WoW Classic and WoW Retail combined, really. I cant say that I disliked this fight, but I think it would be better to reduce boss self-heal or spawn cage enemies, appropriate to hero: Alchemist hero is too weak to fight on his own!
  • Last Act: I think this was the moment where you had tired and decided to fully copy Rexxar style. Hell, even description of Forsaken War Banner says about Rexxar, what?! Last mission is the joke - just push through one side and kill Genn, then watch the final cinematic. Ending is self-explonatory, I liked it.
Overall I can say that the whole campaign begins at very good note (especially when you don't focus to kill everything on sight and just travel/kill only required targets), but disappoints at the last mission.
I would liked to see something similar to Cataclysm's Siege of Gilneas in 2 missions: you conquer the city, and in the final mission fighting against Worgen (Gilneas Nation), slowly failing district by district.
And why in this campaign Gilneas are not worgens at all?
 
Level 1
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2
I have finished act 3, it's a very interesting campaign however after act 3 there was "to be continued"
When will act 4 be released?
 
Level 30
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Feb 18, 2014
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And why in this campaign Gilneas are not worgens at all?
Because they still haven't figured out a way to treat the worgen curse. The worgen are currently considered hostile to the gilnean people until they develop a cure which will be revealed in the sequel of this campaign.
I have finished act 3, it's a very interesting campaign however after act 3 there was "to be continued"
When will act 4 be released?
There will be no Act 4. I meant by "to be continued" that the story of this campaign will continue in the sequel called "Liberation of Gilneas" which will be released in the near future.
 
Level 6
Joined
Jun 2, 2018
Messages
38
Nice custom spells, items, models etc. I like this campaign in general. 5/5
It's pretty long and it mostly isn't repetitive.

Now for some bugs/issues/notes:

Tirisfal Glades
  • The Shipyard is destructible. If you do destroy it, you can't proceed and have to load an earlier save.
  • Sometimes loading a save crashes the game (happens only in this map) *

Eastern Plaguelands
  • When you free the Valkyries, they remain invulnerable forever.
  • There are two different enemies named "Araj the summoner" on the map. The main boss in upper right corner and then mini-boss in lower right corner.

Pyrewood village
  • Sometimes all tooltips (items/spells/..) and healh/mana bars disappear (until you load a save - it can be a new save). It happens when a lighting strikes, but not everytime a lighthing strikes.
  • The music is too loud compared to other sounds. (Of course you can tune the music down in the settings, but it is too loud only in this map).

General
  • According to its description, Veil of the Banshee cannot possess any unit of higher level than 5. However, some higher level units are possessable. For example Infected Sludge Guard.
  • At max level, you are 2 skill points short to max out all skills.
  • On loading a save, some creep unit models disappear (only their shadows remain) * **
  • Even on hard difficulty, it's pretty easy. The only somewhat challenging bosses (at least to me) were Scholomance final boss and Araj the Summoner.
  • On some maps (e.g. Scholomance) there are way too many units on the way to the objectives. Considering they don't pose any challenge/threat whatsoever, it's somewhat boring at times.

* I am playing this on 2.0.2, because this version is on bnet. IDK if that makes any difference in regards to the crashes or model disappearance.
** This happens (to me) on virtually every 2.0+ classic campaign, so I very much doubt it's related specifically to this campaign.
 
Last edited:
Level 30
Joined
Jun 11, 2017
Messages
996
The disappearing models bug is likely a Blizzard one, it happens on pretty much every custom campaign.
In addition to it, some models just drop their custom scale to 1.0 - its silly to see OGRE LORD looking small like ogre warrior or GIANT SKELETON WARRIOR became the same size as normal skeleton.
Silly error, yet still an error.
 
Level 34
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May 14, 2021
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1,602
In addition to it, some models just drop their custom scale to 1.0 - its silly to see OGRE LORD looking small like ogre warrior or GIANT SKELETON WARRIOR became the same size as normal skeleton.
Silly error, yet still an error.
That one was also related to the Blizzard patch. Expect more of that. You'll also notice that when you play custom campaign, certain custom objects (could be unit or building) will have the wrong portrait in the HUD, although this can be solved by using the built-in "Custom Portrait" in the game settings.
 
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