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Legends of Arkain True Story

This bundle is marked as director's cut. It exceeds all expectations and excels in every regard.
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A Campaign Series made by Shar Dundred

If you enjoy the Legends of Arkain series, please consider showing your support by becoming a Patron and joining the Arkain community today!



! Requires Version 1.29.2 or newer !


You are not allowed to publish any edited version of any Arkain map! This includes but is not limited to Reforged edits!


Story

The world of Arkain is at war, with the continent of the same name being the center of conflict, war and destruction. The First Voidwar ended in a stalemate, but the people of Arkain knew the next war would come. The Second Voidwar is at hand, heroes and villains alike will rise to stand against the tide of war
Command the brave General Blen Greymoore, one of the best generals of the human Empire of Rodan, and his allies to defend the vassal Kingdoms of Arkain. Bring glory to your Empire and Emperor.
Join the ruthless General Gardon Bloodclaw and withstand your enemies, both inside and out, and face the horrifying Demons. Be willing to walk the path of victory, even if it costs your soul.
Take control of the honorable Rangul and the Deathbreeze Clan to unite the Orcs under one banner. Fight everyone who stands between the Orcs and their wish to take the Kingdoms for themselves.
Control the mysterious Amari, the exiled daughter of Rangul, in her attempt to save the Orcs from themselves. Create a new realm for your people, like never seen before.
Fulfill the plans of the ancient Aridon the Watcher and his undead forces to maintain the balance of Arkain. Only the living dead can fight the upcoming chaos.
Walk the path of the brutal Ornasion the Destroyer and unleash countless undead monstrosities to destroy your enemies. Whether they are mortal or immortal, none shall withstand the wrath of the Destroyer.
The time has come to make your choice for only those who win the war will write history.


Campaign Series Info

The Legends of Arkain is a campaign series which takes place on the world Arkain.
The races of Arkain fight against the demon invaders, who try once again to enslave every being on Arkain. The Humans, the Orcs and the Undead will have to make a stand against them... or face complete annihilation or enslavement by the Demons.
This campaign series will consist of actually three different series. There will be a Human, an Orc and an Undead campaign series. They will all run in the same timeline but will present three different stories and outcomes. When they are all finished, it's completely up to you, who wins this conflict.
Those, who win the war, will write the history.

You like the campaign?
Click here to visit the forum!
Click here to see the progress of the series!

Click here for the First Human Book!
Click here for the First Orc Book!
Click here for the First Undead Book!



Click here for the Second Human Book!
Click here for the Second Orc Book!
Click here for the Second Undead Book!

Let's Play made by @Jayborino!
Features

- Three different storylines/campaign series
Take control of one of the three factions, the proud Humans of the Empire, the plundering and strong Orc Clans or the mysterious Undead Nexus and their endless army of the dead, and face the demonic invasion as well as other struggles that await you.
- New units
Command units, you already know, as well as completely new units with new upgrades and abilities.
- Decide the fate of Arkain
At some points of the campaigns, 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, well, not doing certain side quests, you can also affect the campaign.
- Three difficulties
You can play the campaign in either easy, normal or hard difficulty, just like in the original WC3 campaigns. It will impact on the AI difficulty and scripting as well as other minor changes.
In easy version, for example, the AI won't rebuilt lost buildings.

- Full Jass AI
In this campaign series, every single AI is written in Jass instead of being created with the AI editor. This makes the AI more intelligent.
- Universal hotkeys
All abilities, units and buildings use QWER hotkeys.
- Race Mechanics
Every available race has its own unique race mechanic to improve gameplay - and, in some cases, to add new ways influencing the story.

Characters

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General Blen Greymoore
General Greymoore is said to embody everything the Empire stands for. He is an honorable warrior, proud to fight for the Empire and the Emperor, following every order and doing whatever he can to make the Empire a better place - even if it means that he has to fight the enemies of mankind without showing any mercy, hunting them until they are completely destroyed.
Already, many bards tell romantical tales of the veteran who was born a peasant and rose through ranks only by his wit, his tactical mind and his strength in both body and mind, saving not only his men but also fair ladies on a daily basis. Of course, the tales are exaggerated, as tales tend to be, and Blen wouldn't consider himself a paragon, having to send his men into certain death again and again to assure victory for the Empire, mourning those who he lost. Greymoore's soldiers all look up to him, seeing him, who fights at their side in every battle, as their inspirational role model.

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General Gardon Bloodclaw
General Gardon is the most ruthless and merciless general in the Empire. He is known for using every available weapon against his enemies without showing any pardon. His background is a mystery. He simply appeared out of nowhere and became general. He proved very fast, that he got that position for a good reason, destroying the enemies of the Empire with fast, merciless effectiveness. He is the commander of the Ironfist, an elite force of the Empire, which often carries out top secret missions for the Emperor himself. According to rumors, Gardon himself enjoys the favor of the Emperor - much to the frustration of many higher-ranking Imperials. Yet none would dare make a move against him, as in the past, such attempts ended in disaster.

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Rangul
Growing up as a usual member of the Deathbreeze Clan, Rangul's abilities and his dedication to his race along with his strength made him rise up the ranks of the clan quite fast until he became the first and most trusted lieutenant of the chieftain. Rangul sees his race on its way to utter extinction and dreams of a realm for his people. A strong realm that would prosper and serve as staging ground for many invasions. Dedicating his life to create this realm himself, he planned to not only be the successor of the chieftain but to also unite all other clans under his command, sending them against the Kingdoms of the Humans. Their lands would be taken over and used by the Orcs who would then become more than simple marauders and pillagers.
However, his plan has one major hole: The Demons and their constant attacks. While Rangul thinks that his people could be powerful enough to defeat some demonic army, he has yet to come up with any ideas on how his people should wage war on the Kingdoms on the one side and defend against the Demons on the other.

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Amari
The chieftain of the Cliffhunter Clan, Amari, was born as the daughter of Rangul. While women in the Orc society were forced to stay at home and take care of it and the children while the males were fighting, Amari wanted to prove to her father, whom she knew was more tolerant towards new ideas - him adopting a human girl was perfect proof for his. She secretly gathered a few other members of the Deathbreeze Clan and went on a mission to gain his trust. However, she was betrayed and forced into exile - like all Orc women who were unwilling to "stay home". The fate of an exiled female was often death. However, Amari did not want to accept that fate. She sneaked her way through to the Kingdoms where she met other exiles and together they founded the Cliffhunter Clan - a clan consisting of all Orc women who had been exiled by their clains. Therefore the Cliffhunter Clan is considered an exile clan by the other Orc clans - and therefore hardly even considered a real orc clan.
Amari and her followers raided the Kingdoms for a long time, with Amari being smart enough to keep her clan moving instead of settling anywhere to avoid being detected by the armies of the Kingdoms. Since the foundation of their clan, the number of exiled Orc women has increased dramatically, showing that there are many women who want to fight. Amari promised to herself that, one day, she would make the other Orc clans accept her clan and reform the society of her people regarding females.

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Aridon the Watcher
Aridon is the most mysterious creature of Arkain – also the most unknown. No one but the Demons even knows of Aridon's existence and the archlich intends to keep it that way as long as possible. It's unknown for how long he has existed, but he has always been here. He's even older than all of the oldest Demons together. It's also unknown who or what he used to be before – if he has ever been anything else before. He calls himself the humble Watcher of Arkain who ensures that the balance isn't disturbed by the other races. The Demons and the mortals alike often tend to threaten this balance with their actions and Aridon has often interfered in the actions of the mortals – but from the shadows without being noticed. He has seen the future and has known centuries ago that in this conflict, manipulations won't be enough and prepares for a full scale war. It's time for the Undead to fix the flaws of the other races.

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Ornasion the Destroyer
Unlike other dreadlords, Ornasion had always prefered brute force over manipulations or mind games. This made others of his kind consider him a savage brute, not worth much more than some pitlord. He was considered simple-minded, no threat to the far more intelligent and cunning dreadlords. However, it was this apparent "simple-mind" that spared him from the political games between other Demons, allowing him to focus on what he did best: Warfare. He became a great tactician and led the Blooddrinker Legion into many successful battles against their enemies.
Ornasion turned out to be the greatest general of the Blooddrinker Legion, yet the other dreadlords never considered him a threat due to him being interested in nothing but war, even going as far as calling him a "Pit Dreadlord" in reference to the brutish Pitlords. It was the last time a dreadlord would underestimate any other dreadlord. One day, still centuries before the Void War, Ornasion made his move. He challenged all higher-ranking dreadlords of the Blooddrinker Legion at once - and tore them apart. While actually being the brute they always considered him to be, he was no fool and was driven by the same ambition as others of his kind were.
Ornasion used his brute force to make the Blooddrinker Legion the most numerous by absorbing several smaller Legions. In doing so and due to his tactical abilities, he had secured the place of his Legion as the one leading the charge against the Humans and other races of Arkain, planning to destroy all his enemies - be it by crushing their lands or by corrupting their minds.

Click here to learn more about the other characters!


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Icons:
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Music:
Sabaton

Campaign Preview Screen:
Heinvers

Campaign Logo:
Mythic

Everything else made by:
Shar Dundred

First Supporters:
Theoden of KoMe
Chen
youness
Kasrkin
kakuzu
BandolXD
Heinvers
Imperator
Veritas 117
PlankingWolf


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



To Blizzard Entertainment for this great game.
To Turnro whose great campaigns inspired me to revive this old project.
To Jayborino for his enjoyable let's play projects of the Arkain series!
To all who supported this project!
To all who reported bugs and gave/give constructive feedback both during and after the development!
And very many special thanks to Kasrkin, who supported the creation of this project in many, even countless ways!



Feel free to post your suggestions, opinions and questions!
Please report any bugs!

Keywords:
Arkain, Legends, Legends of Arkain, LoA, campaign series, True Story, True Story of Arkain
Contents

Legends of Arkain True Story (Campaign)

Reviews
Part of the Arkain Series. Obviously approved !
Ralle
From looking at the past releases of this project combined with the stats and reviews of this one, it is evident to me that Shar Dundred has still got it. Congratulations on another DC in your collection.
Level 29
Joined
May 14, 2021
Messages
1,118
do i need 1.29 to play it, shows up as "Just another" in the camp menu on current version, sorry im new to this stuff
i figured it out <3

I am having an issue where saving is crashing, not sure if thats known
Please don't ask this kind of question like this. I'm really confused about your actions.

If you thought the game crashes when saving the campaign, then it's very likely due to the insufficient memory you have. Some suggests you have to delete an unwanted saves OR just play the campaign in one run WITHOUT the saves.
 

Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
220
Okay, the Siege of Kome was one of "these" missions you have to reserve a full evening for.

The early and mid-game was challenging, but in a good way. Lots of open ground so you have to watch for flanking attacks from many bases, but plenty of goldmines and trees to finanse your machine of war. Some aspects were irritating, like Darkmind getting stuck in the looong chokepoint in the middle or sending all its attack waves against the Dwarves - the any force that could literally be bypassed as they openly stated they will only defend themselves, therefore suggesting that it's better to press through the western base of the elves.

But the real pain in the ass came with the final base difficulty of which came down to the same thing over and over - AI having 20-30 production buildings (and ~3 altars!) that kept rebuilding any lost army practically instantly. So the battle was a long and costly tug-of-war with mass witch doctors to heal, slow structure sniping with demolishers and constant micro with necrolytes and warlocks to counter the two OP heroes and tons of knights. And due to distance between my bases and the final enemy base, the only way to beat this final base is to build tons of production buildings just next to the enemy to keep up the pressure. Not sure if it was intended strategy, but even Jayborino did that, so possibly yes.
 
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Level 3
Joined
Dec 14, 2014
Messages
29
Okay, the Siege of Kome was one of "these" missions you have to reserve a full evening for.

The early and mid-game was challenging, but in a good way. Lots of open ground so you have to watch for flanking attacks from many bases, but plenty of goldmines and trees to finanse your machine of war. Some aspects were irritating, like Darkmind getting stuck in the looong chokepoint in the middle or sending all its attack waves against the Dwarves - the any force that could literally be bypassed as they openly stated they will only defend themselves, therefore suggesting that it's better to press through the western base of the elves.

But the real pain in the ass came with the final base difficulty of which came down to the same thing over and over - AI having 20-30 production buildings (and ~3 altars!) that kept rebuilding any lost army practically instantly. So the battle was a long and costly tug-of-war with mass witch doctors to heal, slow structure sniping with demolishers and constant micro with necrolytes and warlocks to counter the two OP heroes and tons of knights. And due to distance between my bases and the final enemy base, the only way to beat this final base is to build tons of production buildings just next to the enemy to keep up the pressure. Not sure if it was intended strategy, but even Jayborino did that, so possibly yes.
If you think the Siege of Kome was "one of those" missions... you're in for a treat, my friend.

I just finished what's available of the True Story, however I have played the original books. Books were waaaaaay harder as far as the tug of war goes.
Still... I've got used to building and re-building roughly 12 production structures at each new checkpoint, plus however many altars as there are heroes in the given map so they can all be revived at once.

In case you want any advice, get used to having a control group for production and one of siege units to be able to deal damage in chokepoints via attack ground just behiond enemy frontlines.
Also sniping production.
Notably Kome, the orc invasion, the human traitor, the battle against the Legion... are all about chokepoints and AoE damage, either via heroes or siege. Just citing the ones you're already aware will happen, based on where you are in the story.
 
Level 3
Joined
Jul 18, 2016
Messages
19
Please don't ask this kind of question like this. I'm really confused about your actions.

If you thought the game crashes when saving the campaign, then it's very likely due to the insufficient memory you have. Some suggests you have to delete an unwanted saves OR just play the campaign in one run WITHOUT the saves.
Wdym insuffecient memory? I have plenty, of memory on my machine and other campaigns save fine.
 
Level 29
Joined
May 14, 2021
Messages
1,118
Wdym insuffecient memory? I have plenty, of memory on my machine and other campaigns save fine.
I mean, you must close all unwanted programs (use Task Manager) if you don't encounter "insufficient memory" error while also deleting all of worthless saves from the other campaigns. That way, you should be able to play the campaign and save progress without any unwanted issues.
 

Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
220
It seems unlikely for the other saves to make you run out of memory. I mean, I didn't see the game code, but I don't think the other saves are read into memory when you open a save window, it's just a list of files that should occupy a couple of bytes each. We can verify if that's the case by checking if quick save works (which bypasses any interaction with other saves).

EDIT: Another mission - Purge of the Pearl:
  • Boss fight is tough on its own, but there's a hack - Rahandir's ult, taking life's percentage, can take Raszar's majority of HP in a few seconds
  • Rahandir can die and nothing happens
  • The portals' and the tentacles' colliders could be smaller - it's sometimes difficult to get the restoration rune. Alternatively they shouldn't appear in a direct proximity of the runes
  • I won and lost at the same time by losing Galareth at the very end of fight - defeat popup showed up and then the victory cutscene started anyway, so as Windows users say it "task failed successfully"
Night Hunt:
Stealth and assassination mechanics is... okay, I guess, although some health potions in crates from time to time would make gameplay a bit less unforgiving.

Bloody Uprising:
Alright, I do it vary rarely as Arkain is rather known from its straight forward huge battles, not some fancy mechanics, but here I have to praise Shar for an original mission gameplay and a very good pace. The clan subjugation mechanics is simple, but really cool - you have to rush for the enemy townhall, pacify the clan, then use its warriors to keep up the pressure on next camps, using your own base to build mostly Demolishers and Witch Doctors. Nicely done, entertaining and not tiresome at all.

Possession:
Aaaaaand another one of THESE missions. It's annoying that this mission used to be quite well balanced in the First Undead Book if I remember it right... But now the brown base has this ridiculous AI with instantly respawning armies. The base has one entrance being a choke point, so there's no room for any tactics, just lots of production building and constant pressure until you're able to snipe some buildings... But even worse, this AI, being almost unbeatable most of the time, sometimes makes breaks and trains units very slowly. I suppose it happens when you destroy some structures and AI has to finish rebuilding them before moving back to training, but I don't know. That was the case for Jayborino's playthrough, but in my playthrough AI kept rebuilding stuff like crazy... Of course, I could once again build tons ot towers and production buildings, keep stealing bear riders with spirits, but was absolutely fed up with this mechanics, so I quitted the mission for now. Damn, I'm usually the guy who likes challenges and completing campaigns on Hard, but playing the same ridiculous tug-of-war over and over it NOT the proper balance. Especially that some bases have this mechanics while some don't, there's no indication until you attack them. Like people of the Enclave, one day... I shall return... to Arkain, but for now, I'm giving it a break.

EDIT: Out of curiosity I opened this AI and it's nothing out of ordinary there. I suppose the issue is simply the number of production buildings combined with infinite resources. Same for the final Knights of Kome AI several missions earlier.

EDIT2: Returned to this mission, beaten all the remaining bases, left brown for the end and conquered it surprisingly easy. This AI is crazy...

And now I am in this perfectly balanced mission...

arkain.png
 
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Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
220
Here we go again...

A4M3
- Probably the heaviest of the three insane battles, but I eventually beat it. I can't open the map to see the triggers, but I suppose each production building does something like "spawn/train units every X seconds and have them attack-move through the map". I don't know if there's some limitation of the max number of units being present at the same time per player, but such limitation would greatly help balance this mission. The main problem here is the following behaviour:
-- our allies keep pushing towards enemy camp
-- after a while their offensive is halted and their attacking force is slowly reduced to zero
-- throughout this time the enemy keeps spawning units, so they are stacking at the base
-- the enemy then begins to push the opposite direction with his huge amassed force, meeting almost zero opposition because our allies continue to send troops one by one, so eventually it's the player that needs to stop this wave almost by himself
One way to fix it would be to limit max number of units being spawned per player. But here's another idea - Rangul and Blen could have an ability to place a temporary banner in a designated location which would cause nearby allied units to defend this position instead of blindly rushing forward. Banner would disappear after e.g. 30 seconds and could have a long cooldown not to get overused. As a result we could gather allies to confront a massive enemy wave instead of helplessly watching them being sent to their deaths in small groups.

A4M4
  • Another huge battle, but this one feels much more balanced than the orcish one, probably due to a smaller number of players and Aedale's mass teleport
  • Regarding earlier missions I wrote that mass rain of fire is OP... well, in this one it's just a basic way of mass murdering units stuck in chokepoints. So mass golems + mass firemages + some crossbowmen and catapults for the win.
  • At least three players in both teams have the same color (me, dwarves and at least one Genethas' player) which makes it confusing to distinguish units. You have 24 colors to choose from, so please use them :p.
  • An objective to destroy wolves' base ruins the mission pace a bit in my opinion - their troops just wonder around in the middle of massive battles and attack only our units, ignoring both our allies and our enemies. In particular, when I built tons of towers in Kome's base, wolves kept attacking the base and destroying the towers and my allies just stood and watch. In terms of both realism and mission enjoyment, it simply doesn't work. In addition, I destroyed Genethas castle first which stopped some bases of both sides from sending troops, but not all - dwarves and Veterans of the Voidwar kept sending attacks from time to time, of course the Wolf Regiment too. The solution could be to place wolven base somewhere in the south-west or south-east, but that would of course require to rearrange the map a bit. Or just make Wolf Regiment only defend which would be quite logical given they're here to observe, not fight

A4M5
  • Just a single path, five badass heroes and allies capable of holding the line with only limited help of the player, so luckily this mission is mostly free of problems of the previous ones
  • Western part of the map is completely useless. I cleared it looking for goldmines or items, but it was all a waste of time as it's the same terrain we fought on as orcs, just with the wyvern base, some buildings being invulnerable and of course the unlucky firelord... The map could easily be cut off just behind the wyvern base, so the player doesn't lose time searching further for anything valuable. The original wyvern base on the cliff doesn't seem to do anything.
  • Optional quest description claimed that destroying the wyvern base would allow us to "use wyvern corpses", so I thought we'll get to train undead wyverns, but it didn't happen. Actually, I didn't notice receiving any reward for this quest at all

With the end of Act Four and original First Books I get the impression that Aridon, although being presented as a mastermind playing 5D chess and being one step ahead of his opponents like Palpatine or Thrawn, has a tendency for orchestrating master plans that eventually backfire. His long term goal is to prevent any faction from dominating the others (and in particular endangering the Undead), so he likes to ruin plans of the one that's currently the strongest. However, all the Undead were doing so far was weakening the orcs, the imperials and to a much lesser extent the demons, so in fact his actions led to strengthening the strongest faction which is the demons. The two sole reasons the demons conquered Lor is that the Imperials were bled out defending the open ground near the Dead Mountain and the orcs were allowed to unite and lead the invasion against the Kingdoms. If Aridon did nothing, Dead Mountain would probably be separated from the demons by human forces much longer...

A4M6
  • Demon mission. Wow. And even cool demonic UI.
  • I got some crashes in this one, one just after start, the other when attacking the orc base where Eliminator joins us
  • Location of commander Tassia, unlike the two others, is not revealed on minimap, so it's difficult to find her on this quite large map
 
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Level 2
Joined
Apr 1, 2017
Messages
2
If I replace the old version of the campaign with the newest one with the new mission in it, will my progress be saved? If not, is there a way to save it somehow?
 
Level 27
Joined
Nov 25, 2021
Messages
481
If I replace the old version of the campaign with the newest one with the new mission in it, will my progress be saved? If not, is there a way to save it somehow?

If you use the same profile, then it's fine. The save data is saved in the cache of each profile. Update whenever you want.

On a side note, I lost count of how many people have asked this question. Perhaps we should have a pinned post to explain to people exactly that.
 

Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
220
Alright, time to dive into refreshed content from the Second Books.

A5M1
  • Simple and lore-focused mission. Nothing wrong here.
A5M2
  • Lots of troops to rescue and almost no way to heal them, so as a result every fight requires microing wounded away and dragging them behind the main army so that they're not accidently killed and can be healed at some later point of the mission. Eh, at this point I shouldn't be surprised...
  • Windwalk is mostly useless and confusing here - when I tried to scout ahead with the hero alone, I just kept triggering events with allied troops being in combat and lost more than I could because my army was left behind. Then I tried just pressing onwards with my whole army saving after every fight, but my number of dead and wounded was still too high to get through final groups of enemies. On my third approach, knowing where rescuable allies are, I simply approached each group with stealth hero and withdrew everyone immediately after rescueing them, therefore saving most of them. That allowed me to gather a large army and win easily, although it still feels like a hack and missions shouldn't be designed that way
  • When we encounter fighting allied troops, they're often beyond sight range, so looking around we waste precious seconds needed to save them. Why not rescue them immediately after triggering the event or at least make them share visibility?
A5M3
  • Not much has changed, but there was no need. Cool introduction to Gardon's arc, as in Second Book, and finally lots of items to get
  • Gardon and Merlon are stuck on level 6 here and in A5M6 and can't get any exp. I suppose that's intentional as they can't reach level 10 until the end of the campaign, but perhaps it would be better to raise the level cap and number of ability levels?
A5M4
  • One of the missions that are challenging in a good sense of the word. The two level 10 paladins were a pain in the ass, but after taking down one of their bases and getting the economy running, we can keep on clearing up the map
  • I'm not gonna comment a recurring motive of mass kiilling children in Arkain missions... :p
A5M5
  • Pretty simple map, with just one path to the enemy bases and no real threat to your main. Easy.
  • The allies do nothing, enemy attacks against the northern base are very weak, other allied bases aren't attacked even from air
  • Overally large parts of the map serve no purpose, including the whole southern part where at least some items or side quests could be placed

A5M6
  • Merlon refers to his fleet having been destroyed by the Undead as it happened in the First Human Book, even though in True Story I played this mission as humans, destroyed all enemies starting with Undead and then was forced to retreat by the orcs, not the undead, so this dialog could use an adjustment
  • In the first demon base there is a group of doom guards that seem to be paused - they don't move, don't attack, just wait to die
  • Perhaps that's intended, but after destroying the demon base in the south-east, their main base in the south west doesn't send any attacks at all
 
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Level 4
Joined
Oct 4, 2022
Messages
15
Last stand of the Golden Guard was like the climax part in terms of human story line and as Golden Guard fan. The events during this mission was just great, tho I was hoping that Gardon would have spared Van Durce and his children to send back to Rodan in order to deal with the emperor as Gardons battles the demons but that was just wishful thingking and these events where more somewhat realistic and intriguing in terms of story and lore. Playing as the iron first in this mission with our allies the elves, royal army, and undead were great as we see the forces that Gardon was able to gather at his side after the van durce took away his forces. But hear me out haha I know this is the true story and will likely never happened but, would it be cool to play as the Golden Guard in this mission with our usable heroes as Van Durce, his sons and praxeus similar to the end of the iron first mission in the second human book?
Tho most likely it won't happen but I would still be hoping hehe even if it is just include in the beta. Keep up the great work Shar! Looking forward to future missions.
 
Level 4
Joined
May 18, 2023
Messages
23
Last stand of the Golden Guard was like the climax part in terms of human story line and as Golden Guard fan. The events during this mission was just great, tho I was hoping that Gardon would have spared Van Durce and his children to send back to Rodan in order to deal with the emperor as Gardons battles the demons but that was just wishful thingking and these events where more somewhat realistic and intriguing in terms of story and lore. Playing as the iron first in this mission with our allies the elves, royal army, and undead were great as we see the forces that Gardon was able to gather at his side after the van durce took away his forces. But hear me out haha I know this is the true story and will likely never happened but, would it be cool to play as the Golden Guard in this mission with our usable heroes as Van Durce, his sons and praxeus similar to the end of the iron first mission in the second human book?
Tho most likely it won't happen but I would still be hoping hehe even if it is just include in the beta. Keep up the great work Shar! Looking forward to future missions.

download second book of human if you want to play as the van durce family.
 
Level 4
Joined
Oct 4, 2022
Messages
15
download second book of human if you want to play as the van durce family.
Was the Children of Van Durce included in the second Human book? I don't know if it was updated again since I was able to replay the game on its last update about a year ago or so.
 
Level 4
Joined
May 18, 2023
Messages
23

Just checked a bunch of missions and was thinking of 'Lords of the Golden Guard' from the true book (Act 8, chapter 5). Where can control Flavius Van Durce, whilst allied with two more of the VD children. Apologies Kingsley, 2nd human book has no such mission.
 
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Level 6
Joined
Sep 29, 2015
Messages
93
Didn't play any of the Arkain campaigns yet, so no spoilers please, but by reading the description alone, I gotta ask: is the General Gardon Bloodclaw inspired by TES's Pelinal Whitestrake, by any chance? :)
 
Level 3
Joined
May 13, 2019
Messages
28
Hello, can i ask you one quest. The twindragons aka undead chimaera's icon is your work or another member's work? If it's belong to another member, then can i ask the author's name of it? I like this icon but don't know who is the author of it, so i cannot ask for their permission or write their name on the credit.

I searched on hive workshop with "dragon" and "chimaera", as well as "View resources in use" of this campaign, but still cannot find the source of undead chimaera icon.

1697950065970.png
 
Level 29
Joined
May 14, 2021
Messages
1,118
Level 5
Joined
Sep 7, 2017
Messages
83
Hola, thank you,

Yee it workes okay fine with my 1.36, I ran like 20 maps back to back.
But Reforge only displays only 24 maps in total //_-

And I can't run older patches on Mac.

Sad.
 
Level 29
Joined
May 14, 2021
Messages
1,118
Hola, thank you,

Yee it workes okay fine with my 1.36, I ran like 20 maps back to back.
But Reforge only displays only 24 maps in total //_-

And I can't run older patches on Mac.

Sad.
I can't give you any kind of solution regarding this problem. Furthermore, the author said that he won't even give the solution for Reforged as this campaign was intended to work on 1.29.2. Other versions, even Reforged, are prone for tons of bugs and constant crashes.
And yes, if you want to install the older patches on macOS, you probably need third-party tools (Darwine, to be exact), but this is not the place to ask this kind of question.
 
Level 7
Joined
Dec 1, 2021
Messages
60
Dude, you're playing Legends of Arkain and complain about items? Who cares about items? Just build your army, crush the enemy and enjoy the game
It not only items actually, by the cache problem all tomes acquired are also affected as a lost, like pure no tomes at all, just level up from hero which quite impactful on this long series campaign.
 
Level 11
Joined
Jul 29, 2014
Messages
329
It not only items actually, by the cache problem all tomes acquired are also affected as a lost, like pure no tomes at all, just level up from hero which quite impactful on this long series campaign.
The same goes for tomes as well. You have many powerful units and heroes. Why would you care about having extra items and tomes? In my opinion, it gives you extra advantage over your enemies, which makes the game less challenging. I know it's great to have strong heroes with all items, tomes and such, and I know Shar will fix this when he releases the complete Full Story project, but I think having such strong troops and a strategy to play the game is what's really important while playing LoA, not items/tomes
 
Level 3
Joined
Sep 23, 2020
Messages
7
The same goes for tomes as well. You have many powerful units and heroes. Why would you care about having extra items and tomes? In my opinion, it gives you extra advantage over your enemies, which makes the game less challenging. I know it's great to have strong heroes with all items, tomes and such, and I know Shar will fix this when he releases the complete Full Story project, but I think having such strong troops and a strategy to play the game is what's really important while playing LoA, not items/tomes
collecting item is a way to enjoy game bro. i agree that LoA is about strategy and heroes only make small impact, but play hero with item is better than nake. you played old chapter, spend time to expose map not only do main quest, and next chapter you still get old item + tome you found. it will make you feel better. Playing campaign, enjoy story and feel happy when your hero stronger n stronger.
Hero make war3 different to other strategy game.
 

Shar Dundred

Community Moderator
Level 72
Joined
May 6, 2009
Messages
5,873
Personally I disagree that heroes have only a small importance when it comes to gameplay.

Regardless of personal opinions regarding the impact on gameplay, I encourage reporting bugs our issues to maintain the high quality standards that I have for Legends of Arkain.

In this particular case, replaying Last Stand of the Golden Guard already fixes the issue as this bug was found out about in the past and already fixed.
 
Level 4
Joined
May 18, 2023
Messages
23
with gardon's attack bonus it's hard not for him to have an impact, also use a lot of grofzags growl and okri's shield. Plus there are others, however those are the ones that come to mind
 
Level 3
Joined
Oct 27, 2023
Messages
7
The only thing that was a bit dissapointing was the fact that you can not train any centaur units or play as them, even thought they are your alies for 3 missions or more, except that everything is :peasant-thumbs-up::peasant-thumbs-up:.
 
Level 4
Joined
May 18, 2023
Messages
23
there was centaur melee units that could be upgraded to ranged units around act 5/6, unless that was in orc book 2 and memory is scratchy
 
Level 7
Joined
Dec 1, 2021
Messages
60
Amari passive max hp increase doesn't work??
AI ally not rebuild their stuff too?
 
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