[Campaign] Legacy of Prometheus

Level 9
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Legacy.png

A Campaign Series made by Cassandra Jones

Features
- New units
Command completely new units, as well as many demi-heroes throughout the campaign.
- Decisions
At some points of the campaign, you'll have the opportunity to decide things, that affect the storyline, characters and sometimes even the chapters you play or how you have to play them. By doing or, not doing certain side quests, you can also affect the campaign.
- Universal hotkeys
All abilities, units and buildings use QWER hotkeys.
- Bonus chapters & upgradeable traits
Play the sandbox mode in each act and earn points to upgrade your main hero and others throughout the campaign, and get to know the backstory that isn’t covered in the main storyline.

The universe of Prometheus is getting various troubles.
Command Aisleen, one of the rising stars in Upplysningen, and her eccentric allies to defend the sovereignty and offer refuge to people in troubled times.
Take control of Cassandra to find out the truth behind the superweapon “Mortifica”, and decide his own destiny as the best prodigy in Prometheus.
The time has come to make your choice, though there’s only one result in the end...
Join the ruthless Ingefara and withstand your enemies, both inside and outside, and face the horrifying foes. Be willing to walk the path of victory, at all costs.
Walk the path of mercenary queen Vanessa and unleash the might to destroy your extraterrestrial enemies. None shall withstand her devotion under the flag of Republic of Upplysningen
The time has come to make your choice, though there’s only one result in the end...

ACT I
Prologue - Playable
Chapter 1 - Playable
Chapter 2 - Playable
Chapter 3 - Playable
Interlude 1 - Playable
Chapter 4 - Playable
Chapter 5A - Playable
Chapter 5B - Playable
Bonus Chapter - Playable
Interlude 2 - Playable
Chapter 6 Part 1 - Playable
Chapter 6 Part 2 - Playable
Chapter 7 - Playable
Interlude 3 - Playable
Final Chapter A - Playable
Final Chapter B - Playable
Epilogue - Playable
Extras: Hegemony Mode - Playable
ACT II
Prologue - Playable
Chapter 1 - Playable
Chapter 2 Part 1 - Playable
Chapter 2 Part 2 - Playable
Interlude 1 - Playable
Chapter 3 - Playable
Chapter 4 Part 1 - Playable
Chapter 4 Part 2 - Playable
Interlude 2 - Playable
Chapter 5 Part 1 - Playable
Chapter 5 Part 2 - Playable
Chapter 6 Part 1 - Playable
Chapter 6 Part 2 - Playable
Bonus Chapter - Playable
Interlude 3 - Playable
Chapter 7 Part 1 - Playable
Chapter 7 Part 2 - Playable
Chapter 7 Part 3 - Playable
Final Chapter A - Playable
Final Chapter B - Playable
Epilogue - Playable
Extras: Battle Arena - Playable
ACT III (?% progress)
Prologue - Playable
Chapter 1 - Playable 50%
Chapter 2 - WIP
Interlude 1 - WIP
Chapter 3 - WIP
Chapter 4 - WIP
Interlude 2 - WIP
Chapter 5 - WIP
Bonus Chapter - WIP
Interlude 3 - WIP
Chapter 6 - WIP
Chapter 7 - WIP
Interlude 4 - WIP
Chapter 8 - WIP
Final Chapter A - WIP
Final Chapter B - WIP
Epilogue - WIP
Extras - WIP


General
  • Add music for all maps
  • Asset changes & additions
  • Add & update dialogues for all maps
  • Upgrade the extra maps on all acts to use points system (not implemented yet)
  • Changes UI
  • Add campaign thumbnail
  • Revamped spell tooltips to include cooldown, main stats and other stuff
Act I
  • Clarify faction info
Act II
  • Add dialog for choosing class for Cassandra - now you don't have to replay Act II, Chapter 4 Part 2 just to get another ending
General
  • Countless bugfixes and balances
  • Tweaked the stats of several characters - also they can collect runes and consumable items
  • All main characters now have limited inventory slots, which increase as story progresses
  • Changed/added models, and relocated map-exclusive objects to campaign ones
  • Changed/added dialogues
  • Enemy/ally attack waves now come at once instead of 12 units only
  • Added Mercenary Camp for Player (Act I), with some exclusive units unlockable after completing certain sidequests and missions
  • Added a command to track the important choices in Extra maps
  • Added location lore to all acts, and bulletin news for Act I
Act I
Prologue
  • Cutscenes revamped
  • New models for the founding members
Chapter 1
  • The side quest is completed when the Giant Ent's hit points reach a critical level
Chapter 2
  • Improve terrain variation
  • Improve the sidequest
Chapter 3
  • Improved the waves of enemies - now they appear frequently within the time remaining
  • Improved the defenses
Chapter 4
  • Add a sidequest
  • Increased the number of defending units guarding the boss
Chapter 5
  • (A) Added more objectives for the main quest
  • (B) Improved the defenses of enemy bases
  • Improved allies' pathfinding
  • Updated sidequest
Bonus Chapter
  • All unique characters now have unique abilities
  • Added a sidequest for slight advantage
  • Improved enemies and allies' pathfinding
Chapter 6
  • Added the dialog for choosing sides
  • (Part 1): Additional reinforcements for bosses on low health
  • (Part 2): Add a flank attack wave after 9 minutes
Chapter 7
  • Added!
  • Includes a huge amount of various sidequests and main quests depending on your alignment
  • Includes some riddles at the end of the chapter
Final Chapter
  • (A): Improved the landscape, turning it into a fortress
  • (A): Added layers of enemy defenses to king-level, in exchange of more time limit for sidequest
  • (B): Enemy bases become owned by allies on low health, summoning additional units over time
  • (B): Removed training units on Draconian Spire after capture
Epilogue
  • Added new cutscenes for Aisleen's companions
  • Transferred credits to Act II
  • (A): Added scenes of certain Draconians
Extra
  • Added the same rework UI as the Arena
  • Streamlined the "start map"
  • Added command list
  • Currently has 5 major factions + 1 minor custom faction for completion
Act II
Chapter 1
  • Add a sidequest
Chapter 2
  • (Part 1) Add a track for remaining creatures and additional main quest before facing the boss
  • (Part 2) Add a sidequest that requires controlling certain creatures with the fox
  • (Part 2) Add Forvisat demons in the way after the first boss
  • Extended the ending
Chapter 3
  • Improved enemies' stats, especially in the Opium Fortress
  • Ally now agrees to assist you from afar
Chapter 4
  • (Part 1) Increases the amount of demons
  • (Part 1) Duke Ruslando now assists you during the second phase
  • (Part 2) The finding City of Styx section is merged with the prologue
Chapter 5
  • (Part 1) Expanded the map for interiors
  • (Part 1) More characters for interaction
  • (Part 2) Fixed the riddle bug
  • (Part 2) Updated the contents of sidequest story
Bonus Chapter
  • Added a new hero guarding the generator
  • Added a midcin after the epilogue, allowing you to interact with several key characters before exiting
  • "Xal'atath" now appears during the defend part, casting a variety of spells upon the defenders
Chapter 6
  • (Part 1) Balanced the build and upgrade cost of some towers
  • (Part 1) Increases the intensity of attack waves (and even more if they captured key points before you)
  • (Part 1) Extended the ending
  • (Part 2) The sidequest now provides hints
Chapter 7
  • Added fixed camera for airship control
  • (Part 1) The first main quest now only includes the enemy airforce before the next step
  • (Part 2) Forvisat now has three indestructible fortresses
  • (Part 2) Improved the defenses of all four enemy outposts
  • Split Chapter 7 Part 2 into two separate parts due to the scope of this battle
  • (Part 3) Another main quest is added before the defend mission
  • (Part 3) Enemy air waves appear after 10 minutes
  • (Part 3) Cassandra's choice is ignored by default if "arcane" path is chosen
Final Chapter
  • (A) Four guardians have to be defeated before facing the final boss
  • (A) Extended the ending
  • (B) Added a midcin after destroying all Fortresses
  • (B) Added two new guardians defending the Fortresses
  • (B) Final boss has another form on low health
Extra
  • Added a new level that involves with Act III bosses - now includes 16 bosses and minibosses along with bonus ones
  • Streamlined the "start arena"
  • Added command list
General
  • Bugfixes and balances mentioned by @deepstrasz and others
  • Changed/added models
  • Changed/added dialogues,
  • Added MapPing sounds for narrators, InGameChatWhat sounds for cinematics, etc.
  • Game cache fixed and renamed - recommended replaying to update your decisions
  • Updated the riddle section so you don't give up for answering a question incorrectly
  • Added regions for boss areas in Act II to prevent Cassandra's teleport exploits
  • Replaced some of the music with ones from The War Within patch while removing some copyrighted ones
  • Ultimate ability for Cassandra and Aisleen is disabled until Chapter 4
Act I
Chapter 2
  • Grey and Mint bases are invulnerable until you finish the first main quest
Chapter 3
  • The player and ally now got teleported inside the region if they get out of it until the reinforcements come
Chapter 4
  • Aisleen now only gets the ultimate ability after encountering the first boss
  • A playable hero replaces Amelux if the sidequest in Chapter 3 is not completed
Chapter 5
  • A playable hero replaces Amelux if the sidequest in Chapter 3 is not completed
Chapter 6
  • (Part 1) All enemies now return to the boss after triggering the boss scene
  • (Part 1) A playable hero replaces Amelux if the sidequest in Chapter 3 is not completed
  • (Part 2) Enemy sabotaurs also spawn inside the main base
  • (Part 2) You get additional defenders depending on certain sidequests done
Chapter 7
  • Added crates and barrels that contain resources
  • Added sections that can be captured, giving you additional forces or empowering enemy forces depending on your choice
  • Added the leaderboard count for dead citizens
  • Improved the ending scene
  • (A) Added enemy heroes that you need to defeat before attacking the final boss
  • (B) NPCs added that will give you useless advice/help you if you pay them resources
  • (B) Assassins inside the city are hidden, only appearing if you interact with a certain NPC, or in mid-game enemy attack waves
Final Chapter
  • Added enemy spawns for each destroyed building while improving enemies' stats greatly
  • Added a new special unit in allied waves
  • (A) All outposts are needed to be captured before attacking the main base
  • (B) Reworked the ending scene
  • (B) Enemies' stats become stronger if the ritual expires
  • (B) Added a sidequest that requires you to destroy the Corrupted and Vuls'kare
Epilogue
  • Title-related plotline now appears in the planning scene, differing in each ending
  • (A): Added a new scene explaining the disappearance of Allegic Mortifica
  • (B): Added a new scene regarding the fate of Shao Xiuning
Act II
Chapter 2
  • (Part 1) Added a short naval battle in the prologue
  • (Part 2) Extended the bonus scene when you choose to play that one
Chapter 3
  • Opium Dealer will start casting Opium Leak to the player on half hit points, increasing damage greatly at the cost of reducing attack and movement speed
Chapter 4
  • (Part 2) Slutet will be revived after death, unless the player unlocked Arcane Explosion after a certain time
Final Chapter
  • (A) Avatars in Final Boss stage 2 are non-controllable
  • (B) Enemy forces will send waves over time to ambush your allies
Epilogue
  • Credits now include the assets from Act I
  • Added the foreshadowing of new enemies in Act III
  • (A) Added more requirements for True End
  • (B) Added the scenes of Cassandra's party, but with changed dialogue
Act III
Prologue
  • Added!
Chapter 1
  • (Part 1) Added!

This project will have three main acts, along with an extra act dedicated to Cassandra himself and one more for other characters' backstories.

Blasterixx (v0.51) & review

Google Docs
Please contact me via PM if I forgot to give you credit for your resource!

To Turnro, Shar Dundred and RazorclawX, as well as others whose great campaigns inspired me to revive this old project.
muaddib, the chief tester from its beginning up to its release!
To all who supported this project, reported bugs and gave constructive feedback during the development!

Plots and short stories in PlanetMinecraft - some might have not been updated for a long time, but they are useful to know for context.
PROJECT Ressurection - the Minecraft map that's the basis of most of this campaign!

Download (Mediafire)
Download link for v0.52 (Act I & II on the Map thread)
Download link for Act III (Mediafire)
Download older versions
 
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Level 9
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Jan 28, 2018
Messages
90
Well, time for news on the upcoming version 0.4 of this campaign.
Besides the usual changes that I've shown in the pictures, there's one that will improve the replayability.
In the previous version, you can only change the character by replaying a certain chapter in Act II, which makes it time-consuming.
But now you can choose the way to play a chapter and get the cache saved separately (text is work in progress). But there's only a canon choice though.
WC3ScrnShot_071224_221138_01.png

This ending system for each act is nothing fancy, but it saves me from having to add more maps just to create a separate ending.
Also, you can also exit the cinematic if you haven't completed the final chapter, saving the time from having to restart Warcraft.
WC3ScrnShot_071224_221400_02.png

That's all I can show for now. Stay tuned to v0.4!
 
Level 9
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Oct 22, 2004
Messages
99
greetings. as promised, chipping away slowly but surely feedback. for some reason act 2 was easier to remember the bugs to report, hah.

chapter 1 enchanted forest: the dialogue is still null. and with occasional place holder names.
there are cinematic caracters next to the first part boss. who are sometimes in harm's way. the dialogue is null after that encounter and the second boss too.

chapter 2 part 1 and 2 seem to work perfectly, and challenging by their own merits, though it feels like there is some plot gap going on , between some of the characters.

chapter 3 works fine, no visible issues. thats that for now. ill either edit this post if it will let me as i progress, or if some one else covers and adds feedback too.

keep it up!
 
Level 9
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Alright, thanks for your feedback again!
Many of these issues have been somewhat fixed in the next update, with only some leftover issues due to inherent errors inside map templates.
Chapter 1. I cannot reduce map bounds since it crashes every time, but playable bounds is acceptable. Of course, I hope to make use of empty spaces and encourage exploring the entire chapter in the future.
Chapter 2. There should be more storyline elements at the moment that I'll continue adding.
 
Level 9
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Here's the release of v0.4 for Legacy of Prometheus (can only use Mediafire though, since for some reason I cannot upload such a huge file in this thread), with a huge amount of improvements and contents added. Of course, it's not final though, since I haven't implemented points system for all maps yet.
Download file
  • Act I Prologue: Will be addressed in the future version.
  • Act II Chapter 5 Part 2: In the epilogue (riddle part), answering the first question results in the subsequent ones not showing afterwards ("Give up" button still works though). Not sure why it happens, may have to ask for a check on the triggers.
 
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Level 5
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Apr 15, 2019
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Looks interesting. Judging by "Progress" list the campaign is pretty much complete ? Nice, Gonna play it for sure.

Which wc3 version would be the best to play it on ? Is it made on latest or some older ?
 
Level 9
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Looks interesting. Judging by "Progress" list the campaign is pretty much complete ? Nice, Gonna play it for sure.

Which wc3 version would be the best to play it on ? Is it made on latest or some older ?
1. Of course, except for the second one in "Notable bugs". Otherwise, they're mostly playable, but there are contents that haven't been added or polished yet.
2. This one is created on patch 1.30.4, but I haven't tested on later ones.
 
Level 9
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Oct 22, 2004
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ok, so as promised i re- downladed this chunky project. many improvements indeed and many bugs to to squish or tiny triggers to sort. out of habit i dont know why cassandra's ark was easier to remember, so ill recap the [arcane] path issues and feedback::

general feedback, dialogue is still bit fast, but much easier to catch up the text. and now many events make more sense.
chapter 1: works smoothely
chapter 2 part a and b; works smoothly
chapter 3: worked smoothly
chapter 4 part a and b : no issues
side note in intermition chapter parting ways intermition: the dialogue by parla contradicts her statement in previous chapter if i stick to arcane path.
chapter 5 part one- a strange continent: first main quest works smoothely, but two side quests dont work properly.

the riddle side quest isnt working properly or i missed how to prompt the replies, thus cant complete it.
the graveyard side quest location wasnt working or does not exist, thus cant complete it.
the herbs side quests was only one that worked properly.

chapter 5 part 2 labarynth: it is the main issue you already mentioned, which the riddles get the stage frozen in a sense and nothing lets you continue.
the side quest works ok. i had to force exit and skip that chapter sadly.

chapter six part 1 and 2 worked just fine.
chapter seven part 1 and two worked fine too. only tiny nit pick is there is still a tad plot gap going on between the characters, but not too bad i think.
final chapter part a [arcane] aka bossfest : wow the first boss got me off gaurd, he was challenging!
side quest isnt working properly or at all [finding the terminal?]
second encounter was easier to handle, hectic but less stressful. final encounter was satisfying to test my mettle.

secret chapter: for some reason was unlocked after i finished, but it was overall working smoothely.

extra chapter/ battle arena: needs fixing/ working.

whew what a doozy. now to find time for the other path [ the other spells and choices got my curiousity ;)]
ill test the lady of the people too given chance.

keep up the great work. i hope my feedback isnt lagging behind.
 
Level 9
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Jan 28, 2018
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Thanks for your heartfelt feedback!
About Chapter 5 Part 1, sidequests are still working. However, I'll make them easier to find (and give more hints) in v0.5.
For the other path, for now there's not much change in terms of dialogue (except for some exclusive choices - after all it's the canon one). I'll make sure that it'll distinguish better in the next update (and in terms of gameplay as well).
Battle Arena is a hard one, as it requires me to use more dialogs than usual.
 
Level 9
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Oct 22, 2004
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99
adding tiny update about the campaign:
for flavour, i also tested the evil choices/ blaze path for cassandra.
chapter 2 i chose not to spare, out of curiousity.
the intermission however played as if i spared. for few chapters i had the "spare" reward" and for the rest i had "dont spare" reward [the dark armor i think?].
chapter 5 part 1
sanctioned vacation bit. i tried again to prompt the riddles, no reaction sadly again. the grave yard side quest i scoured the entire map abd still could not find or enter. in additon, i assume its a place holde npc, but i found an alchemist vendor who offers nothing, next to the herbs and wendigos.

chapter 6 choosing a side. i chose
the other npc this time instead of emily. after her defeat, her line and name shared f the other npc.

i also unlocked the other ending. ouch!

with aisleen playthrough i dont recall any issues.

keep up the great work, and dont rush things, at your leisure. i know you are juggling between your project and all those youtube playthrough's,

no need to overwhelm yourself :)

p.s, spoiler tab attempts seem to fail me, so i hope i didnt ruin it :s
 
Level 9
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for flavour, i also tested the evil choices/ blaze path for cassandra.
chapter 2: i chose not to spare, out of curiousity. the intermission however played as if i spared. for few chapters i had the "spare" reward" and for the rest i had "dont spare" reward [the dark armor i think?].
chapter 5 part 1: sanctioned vacation bit. i tried again to prompt the riddles, no reaction sadly again. the grave yard side quest i scoured the entire map abd still could not find or enter. in additon, i assume its a place holde npc, but i found an alchemist vendor who offers nothing, next to the herbs and wendigos.
chapter 6 choosing a side. i chose
the other npc this time instead of emily. after her defeat, her line and name shared f the other npc.
i also unlocked the other ending. ouch!
with aisleen playthrough i dont recall any issues.
keep up the great work, and dont rush things, at your leisure. i know you are juggling between your project and all those youtube playthrough's,
no need to overwhelm yourself :)
For Act II:
  • Chapter 2 (Part 1): That chapter has been long untouched, I will give it some attention, along with these choices.
  • Chapter 5 (Part 1): Hopefully the next update will address most of these issues, as well as giving it some new touch.
  • Chapter 6 (Part 2): That one's a pain. The next update will make sure these choices matter - not just some name-swapping.
For the overall project: I'll be fine until November for the beginning of my Masters' degree, so there should be enough time for tweaking and adding. If you want, you can check the triggers for further feedback to the storyline.
 
Level 9
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Oct 22, 2004
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i can do an additional sweep when time permits, certainly. if any other eye glaring bugs or otherwise did elude me.
i would say that choosing the flame path made it more challenging, in a sense it had a more meaningful carrot and stick feeling.
the spells were challenging and satisfying to put to use, depends on circumstances.

general inquiry as well: the characters are intentionally level locked per chapter, correct? for the extra challenge of it.
i dont remember getting any exp in any chapter from the hostile mobs per chapter.
 
Level 9
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  • The meaning of "flame" path is perhaps significantly changed at this version, maybe leaning to freedom, independence or something. Hence a lot of choices and responsibilities involved. After all, choosing the "arcane" path means only accepting things blindly without regards to having one's own opinion.
  • Oh, and the last spell inside the manual is supposed to be trigger-based, but I'm quite having a headache with making it use a lot of random buffs and debuffs. Same goes to Subjugation which is not working as an AoE spell even with proper triggers.
  • About the level lock: Well, I only set levelups based on story progression: 1 level after a part and at least 2 levels after a chapter, since setting high maximum level is really difficult, and also I have problems with balancing experience table as well (theorticially you can still level up with 0% experience rate, but it needs countless kills). Another reason is that all abilities are set to require at least level 6 to make sure it still works on magic-immune units (of course, it doesn't deal damage though, apart from some Rejuvenation-based spells)
 
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Level 9
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Oct 22, 2004
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i do apprecite the symbolism behind "arcane" vs "flame". i had a feeling it was something on that approach. im going through a third sweep just in case, now with aisleen.

one tiny trigger bug i remembered now, about chapter six side quest [choosing sides bit] with cassandra: finding the location of the side quest didnt envoke anything. i scoured the entire map in advance. certain map reaching will of course make you reach the area where the conflict takes place. i tried approaching the statues and what not.
ill update again, at my leisure asap too.
 
Level 9
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one tiny trigger bug i remembered now, about chapter six side quest [choosing sides bit] with cassandra: finding the location of the side quest didnt envoke anything. i scoured the entire map in advance. certain map reaching will of course make you reach the area where the conflict takes place. i tried approaching the statues and what not.
Hmmm, currently that one can be only solved by typing "arkoudacode" inside that area until it happens. But I'll take note of this and make it clear (as well as adding some clues) in the future.
 
Level 9
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Oct 22, 2004
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99
darn. that hint must have eluded me or otherwise. no worries.
so, here is the recap of aisleen's act, both the good choices and bad, and over all tiny and large bugs need adressing:

chapter one had no issues, and the revamped side quest mobs were a satisfying challenge.

1] chapter 2 and 3 with ja mun, the draconic ally - his attack range is still insane, longer then say a catapult resulting early aggro.
it makes things more difficult to hold the line early on with the hold the line type of quest, including aggroing too early the boss before reinforcements arrive. [ the chapter where you can recruit the second hero, lady armalux?] pardon the typos.
tiny nit pick to add: he is sometimes green and sometimes red.
nasty bug to adress: his splash attack seems to harm allies as well, ticking away a lot of health points when he just does auto attack.

2] chapter 4 when you first get introduced to choose a side: not sure if bug or merly not implanted, but i could not find the location of the side quest.

chapter 5b [ if you deny the draconic forces]: ja mun was useful with his teleport to beat the side quest. the waygate felt obsolete in my opinion, being always inactive. same issue as mentioned earlier however with his lethal friendly fire damage

chapter 5 a was easier to locate at least the side quest.

hidden chapter was satisfying to test your mettle with.
some neutral buildings remained neutral however.
chapter 6 went smoothly.
no issues with chapter 7

final chapter [path b] you have no resources yet there are friendly buildings.
not sure if intentional or not, but the option to train draconic forces is there once you "subdue" the building.

final chapter path a] no known bugs if i recall.

the bonus chapter was challenging and different too.

all the best! i hope my final sweep helped you out.
looking foward to what else you brew ;)
 
Level 9
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Well, the amount of bug reporting is valuable for the next update. Anyways, here's my explanation as usual.
About Ja Mun, its color changing is due to transmissions not recognizing the tint change, I'm considering color-changing his skin in the future.
About his attack range being too large and other aspects, we can make tweaks to make him easier to use.
There used to be melee AI but I have to remove them in most chapters since they're not obeying orders (running away during the attack, not using certain spells in some cases, all replaced units attack at the same time without authorization, etc.). And writing custom ones is a nightmare for now.
  • Chapter 4: Well I've forgotten to update that place (after all I once had nightmares with progress inside it gone after trying to save in the editor, which leads to me backing up the trigger files before saving)
  • Chapter 5: I'll make some requirements for completing this sidequest, can't make it too easy to spot.
  • Chapter 6 Part 1 and Part 2: Have you tried both sides? Either way, I'll add a choice which allows you to choose which side you're supposed to be with.
  • Final Chapter B: I forgot to remove them in the techtree. In the next update, you'll have the opportunity to recruit mercenaries besides the spies and royal units (requires the completion of sidequests in previous chapters/secret chapters for some certain units like ents, green draconians, etc.)
 
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Level 9
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Oct 22, 2004
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i apologize for the mess, i think i got confused at the order of missions and a.i buggy behaviour levels.
regarding ja mun, i had his useful [and amusingly buggy ] moments, because in one late chapter the enemy a.i at times just accepted its fate and the mobs stood still while he blasted from such a distance XD

to clarify, about one of the early buggy siege chapters [ with the timer before reinforcements arrive, and with the recruitble lady], the friendly a.i units at some replays went into the location of the boss too early as retaliation with one of the enemy waves, and caused a wipe. there are too many names, and i forgot who the chapter's antagonist was.

i think this covers all of it.
as for ja mun's colour change, it was mere curiousity and not harming the progress. hopefully no issues with the creator of the model and permits etc.
i think that covers all my sweeps!
 
Level 9
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So it has been a month since the last update.
Act I is going to have a new, long chapter that will test the main character's benevolence and strategy.
Act II will undergo a major change with future characters for Act III making an early appearance.
But most important of all, let's talk about the rework of Battle Arena, the extra map for Act II.
  • Chat message is used for dialog prompt, still have to fix some issues of pausing like that riddle chapter.
  • There'll be a bonus chapter that lets you face some future bosses from Act III (not all of them of course)
  • And a variety of music for each chapter of course!
I'll release the experimental beta on the next message by the end of this month - it's recommended to clean the cache since some boolean paths are outdated.
Edit: Some quick updates - that riddle problem has been solved (by setting that dialog's array size to 2). The new map in Act I will also have one at the end of the chapter.
Act I extra map has been revamped, though not fully as the working on it is more complicated than the Arena. You'll get to choose one of five major factions - in addition to a minor, customized one with several future characters as a bonus objective.
---
ArenaChoice0.5.png
Hegemony0.5.png
 
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Level 9
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Jan 28, 2018
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Alright everyone, I'm releasing the first experimental beta for v0.5 early since there will be problems in the last day of the month. But the amount of updates at this moment should be enough.
The riddle issue has been fixed as mentioned in the last post. The new Chapter 7 map in Act I is still in WIP since that one requires a lot of work.
Download file here
 
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Further updates on the upcoming v0.5, the second experimental beta estimated to be in mid-November
  • Act I Chapter 7 has been quite improved with a huge amount of defend or siege missions depending on your choice. You may complain about its length, but it has a lot of aligned dialogues that may or may not change the situation.
  • I have also increased the possible scale of large battles and random flavor texts for some chapters.
  • At least spawn points in defend missions in general are flexible this time with the use of timer conditions without absurd long waiting time.
  • Other bugs are being squashed and new features added as I go to check other chapters in the meantime.
Here's one of the preview triggers for Act I Chapter 7 (can't be compared to Act II, they're different)
 
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greetings cassandra. im trying to determine if the bug is from my side or not. overall feedback as followed:
ill start from the easy stuff to remember- the bonus chapters per arc seems to work ok. the arena was satisfying as well as the faction choice .

bug/unofficial crash encounters: the prologue and chapter one crash for me on aisleen's route. usually mid loading or after full load when attempting to launch. other chapters seem to share the same fate [ i need to check which again]. most chapters run smoothely.

cassandra's arc seems to behave, but i will make another sweep to confirm which cause shenanigans. i will write down the chapter numbers and/or the names to prevent confusion. keep up the great work!

p.s chapter 5 update has worked too and a satisfying challenge. the option of the hint was most helpful with th triggers etc,thanks!
 
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Well, that's quite weird since they're still accessible in World Editor (some of these crashed maps haven't even changed since the previous beta after all).
From what I saw in My Map Crashes Warcraft III - wc3edit.net:
10% = Loading units on map, 30% = Loading default triggers and variables, 50-80% Loading map and terrain, 90% Initializating Map (Runs Initialization triggers)
Otherwise these chapters might be corrupted due to unknown reasons, as their counterparts in v0.5 Beta 1 still works fine somehow.
Edit: All maps in Act I (except Chapter 2, 7, Interlude, Bonus Map and Epilogue) also got screwed as well, but it's not due to the chapters themselves since they're working fine after I put them in Beta 1 campaign file. If there's nothing I can do, I plan to transfer the files to the old campaign file gradually to see if there are major issues.
 
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its a small comfort its not the chapters themselves, but i suspct you also witnessed the "crash" or failed launch i referred to. you summed the act one situation perfectly. happy to provide another fresh sweep. to clarify as well, in advance, i was stubborn to stick to patch 1.31 without the reforged various "updates". previous testing applied too, regarding my feedbacks so far. i kinda dread to even consider that XD. i hope you wont despair and keep up the great work. as i mentioned before, no need to rush or overwelm yourself.
 
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Now that the release date (maybe December 24 to 25) comes near, I'm considering if Act II of this campaign should be uploaded in Map Section as beta (considering errors in Act I that I have not touched), since it's a problem that too few actually test this one for critical issues, and it's not a good idea to leave this one in Development for too long.
How about you? Leave the comments below!
Update: I think I have found out the issue that causes Act I to crash (again the hard way after importing the latest data to Beta 1). Apparently there's something in Object Data that got bugged.
 
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i think its a wise choice to upload act II at the map section under beta testing, yes. good to sweep that campaign segment while you re-work on act I. my 2 cents any way. winter blessings to you!
 
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Well, I have narrowed down the crashing issue in Act I - apparently the unit data is having problems since I tried to test importing old data into the campaign or the map - it works fine besides the overwritten data. But since the maps that are working (mentioned in the previous posts) are not affected... it's quite a headache regardless.
Either way, I've managed to make this workaround, but it's time-consuming to fix this one.
Edit: The issue has been fixed: Maps with one of the demi-heroes named Qu Yin has his spellbook looped which causes the crash. I cannot believe it took that long.
 
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The first update this year since the current schedule does not allow much time - also the recording of The Road of Destiny II is reaching its final available chapter (the 2nd time for exclusive stuff).
After this project was uploaded to Map Section, this will be version 0.51 instead of it being v0.6 Beta 1, 2 or something else.
To be honest, I don't really know the exact changelog besides some suggestions and reports by @deepstrasz, as well as changing some music into some better The War Within soundtracks. But of course the redone final chapters of Act I are worth taking a look!
 
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Works on v0.52 will be finalized in April 14th, my birthday. One of the things for sure, you have to replay everything again since I shortened the cache name, but this time I have fixed the cache issue.
Also, as I mentioned before, here is the WIP of my Act III overview - some of the names will be changed during development, and some maps in this act will be recycled from Act II. Keep in mind that this act will be separated from the main one since we don't want to increase the filesize just to accomodate more assets & making it harder to load the entire campaign.
ActIIIdev.png
 
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Yes, it's my birthday, so I have released v0.52 for Act I and II. You can see it in the map thread.
Also you can play it in 1.29.2 as well as 1.30.4. The former will allow music to be played fully without being cut off and support Cheat Engine for smooth testing, while the latter loads somewhat faster.
The changelog is hard tơ keep track though, some of the feedback from the previous version will have to wait in the future one.
Also, here is the demo of Act III (only Prologue and Amelia Chapter 1). A quite simple one at most.
 

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