Lord of the Clans

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Lord of the Clans
Created by OutsiderXE

How To Play
1) Install latest version of "WarCraft 3: The Frozen Throne"
2) Move the file "LotCe06.w3n" to "Documents\Warcraft III\Campaigns\"
3) Start "WarCraft 3: The Frozen Throne", press "Single Player", press "Custom Campaigns", select "Lord of the Clans", press "Play"
Hint: Difficulty is selected when a map starts

Summary
Multi-map campaign, based on the novel Lord of the Clans, by Christie Golden. Thrall's origin story. His journey from slave to becoming Warchief of the Horde. Prequel to the WarCraft 3 training/demo campaign

Features
- 10 single-player missions with RPG and RTS gameplay
- 3 cinematic maps with cutscenes
- Varied gameplay with a mix of stealth, minigames, army-warfare
- High quality terrain and cinematics, supported by many custom assets
- Based on the novel Lord of the Clans by Christie Golden

Screenshots and Videos:











































































































Video Description:
Complete walkthrough of the campaign

Change Log:


Update 1.06: 360 fixes


New map - 3
- New chapter 2: "Gladiator"
- Play as Thrall during his time as a gladiator
- Relive Thrall's memories of his youth

Multiple maps - 56
- Heroes will now retain attribute bonuses and abilities when changing unit type
- Difficulty selection is now done with dialogs
- Changed player color of Frostwolf clan from red to light blue
- Changed weapon sound for Blackmoore from Bash to Slice
- Removed wait time for some cinematics
- Improved unit and camera movements for some cinematics
- Added some wait time before a cinematic can be skipped
- Changed duration of some transmissions
- Generated terrain shadows
- Improved terraining in some areas
- Removed blight in some areas
- Removed boundary in some areas
- Replaced Baby Thralls with Baby Orcs
- Fixed water sound regions
- Decreased stats bonuses given by Tomes
- "Thrall must survive" is now displayed for main quests
- Changed model of Tattered Cloth to Treasure Chest
- Increased hit points of all Ogres by around 20%
- New loading screen text
- Renamed Lord Karramyn Langston to Langston
- New icon for War Stomp by Blizzard Entertainment
- Renamed War Stomp to Earthshatter
- New railroad models by xXm0rpH3usXx
- New model for Blackmoore by Sxar
- New model for Draka by PROXY
- New sound set for Draka
- New sounds for Thrall
- New icon for Draka by Alex Horley
- New icon for Doomhammer by Svetli
- New model for Langston by Direfury
- New model for Elite Raider by Mister_Haudrauf
- New model for Elite Shaman by Cavman
- New model for Elite Grunt by Tauer
- Fixed scorescreen icons
- Removed pupils in Thrall's portrait model
- Changed attack sound Elite Raider to Metal Medium Chop
- Changed sound set of Elite Shaman to Demoness
- Renamed Elite Raider to Veteran Raider
- Renamed Elite Shaman to Veteran Shaman
- Renamed Elite Grunt to Veteran Grunt
- Increased initial amount of mana for Veteran Shamans to 100%
- Changed hotkey of Spearthrower to P
- Removed unused imports
- Decreased scaling factor of Rage from 10/25/40% to 10/15/20%
- Decreased damage bonus of Sturdy War Axe from 5 to 3
- Added more information to the Sturdy War Axe
- ItemReceived sound effect is now played more often
- Food item now restores hit points and mana over time
- Food item can now be used on allied units
- Shadow Meld is now properly disabled for cinematics
- Level up graphics are no longer visible when heroes are created
- Thrall: New ultimate ability Indestructible which increases damage and life regeneration
- Thrall: New passive abilities (traits)
- Trait: Warsong Fury: Increased movement speed and attack rate by 10% for every 10% life missing
- Trait: Frostwolf Resilience: Heals 5% life every third time an ability is used
- Trait: Blackrock Might: Spells cast restore up to 50% of their mana cost, based on maximum missing

Chapter 1 - 22
- Changed player color of Blackrock clan from purple to red
- Upkeep message is no longer displayed when the Intro cinematic is skipped
- Removed difficuly hint
- Improved AI of Doomhammer's Guard
- Quest requirement "Defend..." is now properly marked as completed
- Added transmissions when the allied orcs are attacking
- Decreased number of enemies spawning at the sheltered areas
- Decreased experience gain from Tomes of Greater Experience from 500 to 400
- Decreased walk animation speed for Durotan
- Changed name of unit-type for Draka from Warrior Mate to Warrior
- Added transmission by Doomhammer's Guard when the assassins attack
- Removed a group of trolls
- Moved last helpful orc further to the north
- Changed player color of Tammis Foxton from Blue to Brown
- Renamed Grunt to Doomhammer's Guard in the Outro cinematic
- Removed all Horse sound effects in the Outro cinematic
- Added DuskWolf sound effect in the Outro cinematic
- Moved some corpses a bit closer to the center in the Outro cinematic
- Now hides the dummy Slippers of Agility when loading the map
- Changed quest requirement to "Defend sheltered areas"
- The last Spearthrower is now removed for the Outro cinematic
- Confuse is now disabled for the Outro cinematic

Chapter 3 - 15
- Added more information to the loading screen
- Thrall can now be restored from game cache
- Thrall now starts at level 2 if not restored from game cache
- Experience gain for Thrall now stops at level 3
- Modified Intro cinematic
- New optional quest "Letters for a Friend"
- Swapped positions of a Tome of Intelligence with a Tome of Lesser Experience
- Replaced all Tomes of Lesser Experience with Thrall's Letters
- The Cloak hint can no longer be displayed multiple times
- Changed image of quest "The Escape" to High Elf Female
- The StormBolt hint will now only appear if Thrall is attacked
- NPCs will now start patrolling before at map start
- A villager will now move away from Thrall before finishing her transmission
- Removed "here" from a transmission in the Outro cinematic
- Replaced Sturdy War Axe with Shimmerglaze Roast

Chapter 4 - 34
- Increased experience gain for Thrall at level 2 from 50% to 100%
- Decreased experience gain for Thrall at level 3 from 33% to 25%
- Thrall now starts at level 3 if not restored from game cache
- The Goblin cinematic will no longer play if a player skips directly to the Outro cinematic
- Removed The Prophet from map
- Removed a Tome of Strength
- Moved troll base to the west
- Changed quest description of "Second Escape"
- Added quest requirement "Talk to the orcs" to quest "Second Escape"
- Renamed quest "Second Escape" to "Brother, Where To?"
- Changed quest requirement from "Find your belongings" to "Get Thrall's belongings"
- Replaced Thrall's temporarily dropped items with a single item
- Removed hints about talking to orcs
- Added transmission about not leaving without items
- Moved pathing blockers to the west
- Added dialogues between imprisoned orcs and distracted guards
- The Mocking cinematic can no longer be skipped while its stopping
- Replaced a Tome of Knowledge with a Tome of Agility
- Set Thrall's life to 100% for the Goblins cinematic
- Added minimap pings
- The Goblin Shipyard can no longer sell ships
- Humans and trolls in the north will no longer be invulnerable
- The Blind children are now recreated for the BlindRescue cinematic
- Replaced Potion of Strength with Sturdy War Axe
- Replaced Tome of Agility with Food
- Fixed music no longer playing after cinematics
- Changed music of some cinematics
- Thrall's buffs are now removed for the Blind cinematics
- Added more quest requirements to The Blind Family quest
- Can no longer kill the Blind Woman
- Fixed Thrall's movement speed after entering the camp
- Fixed acquisition range of trolls
- Blackmoore will no longer move away in the Outro cinematic
- Added more sound effects in the Outro cinematic

Chapter 5 - 9
- Added more information to the loading screen
- Changed vilage hints from "...another..." to "...different..."
- Quest requirement "Kill the Bandit Leader" is now properly marked as completed
- Replaced a Tome of Intelligence+2 with a Tome of Agility
- Added aditional Rock Chunks
- Moved Magical Rune behind Rock Chunks
- Moved a Knight slightly to the north
- Removed Sleep effect from Thrall in Outro cinematic
- Tom and Jerry will stop fighting in the Outro cinematic

Interlude - 1
- The Tattered Cloth is now removed before the last scene

Chapter 6 - 47
- Will no longer hear a death sound at map start
- New music for the Drek'Thar cinematic
- Added more variation to music in cinematics
- Frostwolves and Ogres will no longer attack each other at map start
- Thrall will no longer move if the Intro cinematic is skipped
- Moved starting position of Thrall to the north
- Moved position of Thrall after the Grom cinematic
- Moved position of Thrall after the Taretha cinematic
- Increased level of Hellscream from 2 to 5
- Replaced Tome of Knowledge with a Manual of Health
- Thrall can no longer gain experience after gaining level 6
- Replaced Wands of Far Sight with Runes of the Watcher
- Removed Rejuvenation from Wendigo Shaman
- Replaced Mud Golems with Young Wendigos
- Replaced Mountain Giant with Wendigo Shaman on Normal and Easy difficulties
- Replaced Mountain Giant with Ancient Wendigo on Hard difficulty
- Removed duplicate Frostwolf camp
- Lord of the Alliance is now marked as unsellable
- Pigs quest can no longer fail if already won
- Added small delay before teleporting ensnared pigs
- Replaced Tomes of Knowledge with Tomes of Intelligence/Agility/Strength
- Replaced Tomes with Runes of Lesser Speed at Pigs quest
- Captured pigs will now longer be ensnared after being moved
- Thrall will no longer take damage directly after being resurrected at the Book area
- Items left behind for the Book quest are now moved to Thrall when returning to the orc
- The Lord of the Alliance item is no longer marked as usable
- Added a Rune of Restoration at the Book area
- Replaced Belt of Giant Strength with Frostguard
- Replaced Healing Salve with Gauntlets of Ogre Strength
- Replaced Tome of Intelligence+2 with Food
- Replaced Potion of Lesser Invulnerability with Mantle of Intelligence
- Added Slippers of Agility
- Will no longer see the Pacman area when dying somewhere else
- Decreased time between minimap pings for some quests from 10 to 5 seconds
- Decreased level of Frostwolf Cubs from 2 to 1
- Decreased time until rescued Frostwolf Cubs are removed from 20 to 5 seconds
- Changes to description of The Ogres quest
- Renamed Ogre Maulers to ogre Pinkys for the Pacman quest
- Replenished Thrall's life and mana after the Pacman quest
- Removed all buffs from Thrall in the Drek'Thar cinematic
- Raiders are now at th Rock Chunks before the RaidersMeet cinematic starts
- The Raider will no longer attack Thrall or Uthul in the Outro cinematic
- Removed all buffs from Thrall in the Outro cinematic
- Added Thrall must survive as a defeat condition to The Frostwolves quest
- Thrall's mana and life are now restored when dying at the Book quest
- Summoned units are now removed for the CubsWin cinematic
- Thrall will now always do Earthshatter in the Outro cinematic

Chapter 7 - 79
- Decreased map size from 192x160 to 128x160
- New music for the Intro cinematic
- Snowsong and Thrall will now look at each other in the Intro cinematic
- Increased experience gain at level 5 from 75% to 100%
- Changed hotkey for quest abilities (e.g. Blink) from D to F
- "Thrall must survive" is now a proper defeat condition
- Fixed description for all Spirit quests
- Will no longer hide areas with visibility modifiers
- Fire: Changed quest requirement to "Prevent the Great Hall from being destroyed"
- Fire: Moved position of a Spearthrower corpse
- Fire: Removed Envenomed Weapons and Shadow Meld from Spearthrowers
- Fire: Added a leaderboard that shows the life of the Great Hall
- Fire: Added a Tome of Intelligence
- Fire: Added hint about Immolation
- Fire: Replaced Fire Beetles with Lava Spawns
- Fire: Fixed Spearthrower animations
- Fire: Removed a Scroll of Mana
- Fire: Traps can no longer be heard during the Intro cinematic
- Fire: Removed a Wand of Chain Lightning
- Earth: New model for Spirit of Earth by -Grendel
- Earth: Changed some dialogue
- Earth: Decreased scale of some archways
- Earth: Moved the Circle of Power to the west
- Earth: Moved some Kobolds
- Earth: Changed quest requirements
- Earth: Removed hints about killing enemies and going to the Circle of Power
- Earth: Will no longer create more enemies when going to the Circle of Power
- Earth: Removed Circle of Power
- Earth: Moved starting position of Thrall to the east
- Earth: Added permanent visibility of the Iron Gate
- Earth: Added a Tome of Strength
- Earth: Added hint about Blink
- Earth: Earth Keys can now be picked up with a full inventory
- Earth: QuestCompleted sound will no longer play twice
- Earth: Added 3 Kobolds
- Earth: Increased damage and hit points of all Kobolds
- Earth: Changed quest icon
- Earth: Can no longer destroy the Earth Keys
- Air: Decreased speed of Hippogryphs from 400 to 150/200/250
- Air: Removed special effects on Thrall in the Air cinematic
- Air: Thrall will no longer turn into a Tornado
- Air: Thrall will keep his abilities
- Air: Replaced Hippogryphs with invisible Tornados
- Air: Added Far Sight to Thrall
- Air: Added hint about Far Sgiht and invisible Tornados
- Air: Removed time limit quest requirement
- Water: The tree logs will now move before the quest has started
- Water: Renamed Log to Tree Log
- Water: Removed 12 Tree Logs
- Water: Tree Logs now move along the x-axis of the entire area
- Water: Increased speed of tree logs from 100 to 500
- Water: Position of tree logs will no longer be reset if Thrall dies
- Water: Slightly decreased damage area of tree logs
- Water: Fixed triggering of damage of tree logs
- Water: Added a Tome of Agility
- Water: Added hint about Chain Lightning
- Water: Decreased number of Wands of Lightning Shield
- Water: Decreased number of Runes of Lesser Healing
- Water: Can no longer select the Tree Logs
- Wilds: Will no longer create Tomes of Knowledge
- Wilds: The stag now moves automatically
- Wilds: Removed the hint about hitting the stag
- Wilds: Changed quest requirement from "Use Feral Spirits..." to "Escort the Stag"
- Wilds: Added 2 Boulder Towers
- Wilds: Added 3 Ogre Magi
- Wilds: Replaced of Runes of Restoration with Runes of Healing and Runes of Mana
- Wilds: Decreased acquisition rangeo g all Ogres to 150
- Wilds: Thrall is now invulnerable when the quest is won
- Doomhammer: Will no longer fade out for the Doomhammer cinematic
- Doomhammer: Changed quest requirement to "Defeat the stranger"
- Doomhammer: The quest requirement will no longer be marked as completed
- Doomhammer: Fixed bug preventing restart
- Doomhammer: Will no longer create more spectators at restart
- Doomhammer: Will no longer create more items at restart
- Doomhammer: Life and mana are now at 100% at (re)start
- Doomhammer: Items picked up will no longer affect the Frostwolves
- Doomhammer: Drek'Thar wil no longer create Healing Wards
- Doomhammer: Added 2 Claws of Attack+15 for Doomhammer on Hard difficulty
- Doomhammer: Added Ring of Protection+5 for Doomhammer on Hard difficulty

Chapter 8 - 27
- Renamed player 1 to The Horde
- Renamed player 4 to Warsong Clan
- Now waits 2 seconds before the first transmission in the Intro cinematic
- The Barracks is now healed after the Intro cinematic
- Renamed quest "The Orcs' Rescue" to "The Green Storm"
- Orcs can now be rescued by casting abilities
- Changed quest descriptions for "Taretha" and "Durnholde"
- Changed owner of Drek'Thar to player 10 (Frostwolf Clan)
- Removed Barracks leaderboard
- Added more info to quest requirement "Destroy the Barracks"
- Removed a Potion of Healing
- The Elite quest will now be marked as discovered properly
- Added alternative way to discover the Elite quest
- Added multiple items as reward for completing the Elite quest
- Decreased level of Langston from 6/10/10 to 5/8/8
- New abilities for Langston
- Langston will no longer play his death animation twice
- Removed hallucinations in the Outro cinematic
- Thrall will no longer be blocked in the Outro cinematic
- Drek'Thar will no longer cast Healing Ward in the Outro cinematic
- Decreased volume of some sound effects to 80% in the Outro cinematic
- Added some variation to the victory animations in the Outro cinematic
- Renamed quest "The Elite" to "Old but Gold"
- Changed quest requirement "Free the Elite Orcs" to "Free the Veteran orcs"
- Added some Riflemen and a Mortar Team to Thrall's Escape route
- No longer able to control Grunts after the Langston cinematic
- Reset ability cooldowns for Thrall and Hellscream after the Langston cinematic

Chapter 9 - 20
- Changed color of player 10 (Expedition) to Dark Green
- Changed owner of Blackmoore to player 12
- Changed name of player 12 to "Lord of Durnholde"
- Renamed east Keep to Blackmoore's Keep
- Changed color of south Town Hall to player 9 for the Taretha cinematic
- Drek'Thar will no longer drop the Staff of Teleportation
- Moved positions of Blackmoore and Langston to the south in the Intro cinematic
- Removed a Rune of Lesser Healing
- Removed a Scroll of Healing
- Gates are now invulnerable
- Added Langston to the enemy attack wave
- Added an Altar of Storms for Durnholde
- Moved the Blacksmith to the west
- Replaced Pig Farms with Farms
- Renamed optional quest "Elite Orcs" to "Getting Gladiators"
- Changed quest requirement and description for "Getting Gladiators"
- Cages are now destroyed automatically in the "Getting Gladiators" quest
- Added Runes Bracers, Periapt of Vitality and Talisman of Evasion
- Removed The Prophet from the map
- Thrall is now hidden when he enters Durnholde Keep

Chapter 10 - 38
- Removed hint about using classic warrior skills
- Moved a foot switch to be unreachable by Thrall
- Increased damage base of Spiders from 9 to 12
- Decreased number of Runes dropped in the Spider area on Normal and Hard difficulties
- Renamed Power Generator to Way Gate Control
- Thrall will no longer be moved at the Rock Chunks/Support Column
- A gate will now close when approaching the Dark Wizard
- Removed the hint about Sky-Fury Towers
- Changed color of Water runes to light blue
- Changed color of Glaives runes to green
- Blood Mage will now turn vulnerable when a sheep gets close
- Water Way Gate is no longer active until the Way Gate Control is destroyed
- Added tranmission about a deactivated Way Gate
- Removed most Tomes of Experience
- Replaced two Tomes of Experience with Tomes of Greater Experience
- Replaced Tome of Agility with Tome of Strength
- Removed Tome of Strength
- Removed Potion of Healing
- Replaced Healing Salve with Rune of Mana
- Removed Rune of Greater Healing
- Replaced all Earth-Fury Tower items with Runes of Water Elemental
- Will no longer create multiple vision modifiers at the Sheep area
- Replaced Scroll of Protection with Rune of Restoration
- Added 4 Brigands at the Bandits area
- Moved first Sentry Wards item to the south
- First Sentry Wards item is now invulnerable
- Removed almost all Sentry Wards
- Items dropped for the Sentry Wards are now moved to the end of the Bandits area
- Sentry Wards item now has an infinite number of charges
- Removed life bars from Fires
- Increased cooldown of Sentry Wards from 0 to 10 seconds
- Increased mana cost of Sentry Wards from 0 to 25 mana
- Thrall will no longer lose his items for the end fight
- Reset ability cooldowns after the Endfight cinematic
- Thrall can no longer be damaged by fire after beating Blackmoore
- Increased spell damage blocked by Blackmoore from 33% to 50%
- Increased all attributes of Blackmoore by 2 on Normal difficulty
- Increased all attributes of Blackmoore by 5 on Hard difficulty

Epilogue - 9
- Will no longer destroy trees when razing Durnholde
- Moved all fire effects to manmande structures
- Hellscream will now move slightly when picking up the item
- Changed player color of some orcs to light blue
- Added some variation to the victory animations
- Restructured types of credits
- Updated all credits
- Added time to some cinematic fade outs
- Increased far clipping of some cameras


Update 1.05: 251 fixes


New Maps - 2
- New cinematic prologue "The Shadow Council"
- Old prologue "Live and Let Die" is now a playable map (see Chapter 1 for more information)

Multiple maps - 35
Erledigt:
- Added variable difficulty levels
- New model for Durotan by Tauer
- New unit model for Thrall by Tenebrae
- New weapon model for Thrall by Sunchips
- New tracks from World of Warcraft for some cinematics
- New loading screens
- Removed loading screen titles (Prologue, Interlude, Epilogue) from cinematic maps
- Changed hotkey layout for hero abilities to QWER
- Reduced stun time of Storm Bolt on normal units from 5 to 4 seconds
- Reduced stun time of Storm Bolt on heroes from 3 to 2 seconds
- Reduced stun time of War Stomp on heroes from 2/3/4 to 1/2/3 seconds
- Improved terrain and cinematics for Frostwolf camp
- Improved various other cinematics
- Heroes will now become invulnerable when a victory cinematic starts
- Will no longer fade out when mission fails
- Added Tattered Cloth item for Thrall
- Changed model of Tattered Cloth
- Fixed a bug that allowed Thrall to always gain 100% experience from kills
- Thrall can now learn Evasion before Chapter 9
- Thrall is now always an intelligence-based hero
- Changed unit name of Thrall from Grunt to Gladiator
- Renamed Storyteller to The Prophet
- Added more water sound effects
- Improved camera movement
- Removed all buffs from Thrall in some cinematics
- Increased hit points of Frost Wolves from 750 to 1000
- Music volume is no longer overriden via trigger
- Improved timings for some cinematics
- Reduced time between some minimap pings
- Removed defeat condition "Do not kill innocent people"
- Removed Drek'Thar's inventory
- Decreased stock start delay of Tome of Retraining, Scroll of Protection, and Scroll of Healing from 440 to 10 seconds
- Fixed minor terrain issues
- Fixed description of Rage
- Fixed various typos

Chapter 1 - 5
- Added playable content
- Play as Durotan and Draka
- New custom abilities
- Different terrain and camera movement
- Renamed Orc baby to Son of Durotan

Chapter 2 - 18
- The Prophet is now removed after the intro cinematic
- Renamed quest "The Escape" to "Escape"
- Increased sight radius of Dog from 800 to 1800 (night)
- Increased movement speed of Dog from 260 to 400
- Removed most barrels and crates that do not contain items
- Thrall will no longer stop at the Murlocs and suggest luring them out
- Replaced some trees with rocks
- Moved rain area
- Turned off day/night cycle
- Changed Thrall's starting life from 400 to 450/350/250
- Added more enemies on Normal and Hard difficulty
- Removed an enemy on Easy difficulty
- Added more info to the loading screen text
- Vision with the dog is now shared when it tries to exit the village
- Added two Runes of Restoration
- Replaced a Tome of Experience with a Tome of Intelligence
- Player 12 is now hidden in the score screen
- Replaced all Guard Towers with Scout Towers

Chapter 3 - 22
- Thrall is now selected after the intro cinematic
- Added a hidden item at the start of the map
- Orcs and humans will no longer fight each other after the Kelgar cinematic
- Thrall will be moved to the secret exit after the Kelgar cinematic
- Two footmen will be ordered to attack-move into the internment camp after the Kelgar cinematic
- Time of day speed is now set to 50% and the map time starts at 8pm
- Thrall will now start with a Food item
- Thrall can no longer be moved at the start of cinematics
- Timber Wolves are now hidden for all cinematics
- Removed some Runes
- Repositioned some enemy units and the Fountain of Health
- Removed a Forest Troll Hut
- The final Forest Troll Warlord will no longer speak if he is dead
- Removed Thrall's transmission about an escape route
- Reduced target acquisition range of Murlocs from 500 to 200
- Replaced a Tome of Intelligence with a Tome of Agility
- Will no longer create a rain weather effect during the Rest cinematic
- Will now always set the time of day to 12 am when the Rest cinematic is skipped
- Removed untargetable Cages
- Improved the hint after getting the objective to flee
- Increased hit points of Timber Wolves from 300 to 400
- Bundles of Lumber are now invunerable

Chapter 4 - 24
- Thrall will now start at level 4 if not restored from game cache
- Reduced experience gain from Food items from 40 to 30
- Fixed a bug that displayed the Swordsman Net tip when a unit other than Thrall entered the area
- Removed True Sight from Shades
- Replaced Potions of Speed with Runes of Speed
- Replaced a Tome of Agility wih a Tome of Intelligence +2
- Riflemen and Assassins will no longer practice with the Archery Target
- Added a transmission from Thrall when trying to exit the village before getting 10 Food items
- Added initial fade out for intro cinematic
- Repositioned patrol route of a Rifleman
- Repositioned some bandits
- Thrall is now selected after the cave sequence
- Renamed Bandit Leader to Rogue (transmission only)
- Villagers no longer turn into Guards. Instead they flee from Thrall
- Armor upgrades are set to 1 for Player 9 (Guards) on Hard difficulty
- Changed sound effect to "failed" when Thrall dies
- Added a Tome of Strength +2
- Replaced a Scroll of Protection with a Wand of Chain Lightning
- Player 3 (Citizens) is now hidden in the score screen
- Changed quest requirement "Gather 10 sources of food" to "Gather 10 food items"
- Added defeat condition "Thrall must survive" to each display of a main quest
- Repositioned some pathing blockers
- Gate is now closed after the Rest cinematic
- Trolls and humans will no longer fight each other before Thrall arrives

Interlude - 5
- The Grunts fighting Thrall will no longer walk away
- The Grunts fighting Thrall will face random angles when knocked out
- A Grunt will face Thrall after destroying the cage
- The Orc Warlock will no longer move to confront Thrall
- Will play a sound effect when Hellscream first appears

Chapter 5 - 55
- Thrall will now start at level 5 if not restored from game cache
- Changed level design in and around Frostwolf camp
- Is now accessible by completing Chapter 4 as well as the Interlude
- Blackmoore will now be removed when the intro cinematic is skipped
- Thrall will no longer lose the item in inventory slot 1 during the Frostwolves cinematic
- Thrall will no longer remain invulnerable during the Frostwolves cinematic
- Fixed a bug that prevented the map from ending when skipping the outro cinematic
- Removed way to the Ogre camp
- Replaced Pigs in "Raiders vs Gnolls" quest with Frostwolf Cubs and changed backstory
- Renamed quest "Raiders vs Gnolls" to "Alterac Cubs"
- Removed duplicate minimap pings
- The mission now ends in defeat when more than 2 Raiders die
- Cubs Leaderboard will now start at 14 and count down for each rescued cub
- The fake Thrall for the MeetFrostwolves cinematic will always be removed after the cinematic has finished
- Will now play normal game music when skipping the MeetFrostwolves cinematic
- Pillage is now disabled
- Replaced all Rock Golems with Elder Wendigos
- Added some Tomes to the starting area
- Fixed sound regions
- Decreased time for Pigs quest from 150 to 120 seconds
- Decreased number of pigs required to lose Pigs quest from 8 to 6
- Removed some blocking elements from the Ogre quest area
- Replaced the High Elven Barracks with an Orc Barracks
- Removed the hint about repairing catapults
- When all catapults have been destroyed a new one is instantly created
- Removed some Rock Chunks
- Fixed Raiders ensnaring Cubs in CubsWin cinematic
- Fixed a bug ordering Ogres to run away in OgreTowers cinematic
- Fixed a bug that mixed Thrall's, The Prophet's, and Drek'Thar's names in cinematic transmissions
- The Mountain Giant will now also drop a Rune of Restoration
- Will no longer reveal an area of the map after the Frostwolves cinematic
- Decreased height of Frost Traps
- Changed Pigs timer window title from "Help" to "Time Remaining"
- Replaced Wand of Mana Stealing with a Mana Stone
- Changed damage to Thrall in starting area from 1 per 0.15 seconds to 6/8/10 per 1 second
- Disabled sleeping for all creeps
- Replaced a Forest Troll Hut with an Ice Troll Hut
- The item Lord of the Alliance is no longer marked as usable or sellable
- Can no longer drop the item Lord of the Alliance
- The pigs in the breeding place are now invulnerable
- Removed a Healing Salve
- Renamed Pacman Ogre Maulers to Ogre Bashers
- Added a hint for the Pacman quest: There is no need to right-click each item
- Can no longer play the Outro cinematic twice
- Replaced a Potion of Speed with a Rune of Speed
- Will no longer show an Exclamation Mark on Uthul
- Will now only remove Runes of Speed and Bundles of Lumber in the Pacman area
- Bundles of Lumber and Runes of Speed are now invulnerable
- Replaced a Scroll of Regeneration with a Tome of Intelligence +2
- Pigs' guard position is now ignored
- Decreased collision size of Spirit Pig from 16 to 1.5
- Increased life of Spirit Pig from 120 to 999
- Decreased selection scale of Spirit Pig from 2 to 1
- Pigs now belong to Player 3 (Pigs)
- Pigs entering hay area are now removed after 2 seconds

Chapter 6 - 36
- Renamed from "The Path of the Shaman" to "Path of the Shaman"
- Thrall will now start with Evasion if not restored from game cache
- Renamed Tornado to Thrall
- Changed level design in Frostwolf camp
- Changed some snow cliffs to grass cliffs
- Replaced Grunts with Spearthrowers in Fire quest
- Quest Failed message will no longer appear multiple times when Thrall dies
- Added some blocking elements to the Water quest
- Removed some wait times when winning a Spirit quest
- Changed treelog hint to "The treelogs can damage Thrall when he gets too close."
- Treelogs will now move immediately when the Water quest starts
- Replaced Summoner in Water cinematic with an Sea Elemental
- Removed all remaining Summoners
- Changed hotkey for all unique Spirit abilities to "D"
- Removed level information from Chain Lightning and Feral Spirit
- Removed wait time when Thrall dies during the Wilds quest
- Removed Mission Failed sound effect
- Increased fire trap damage from 25 to 20/30/40
- The Spirit of Water quest no longer displays the number of enemies that need to be killed (the Leaderboard does)
- Added some items for Doomhammer on Normal and Hard difficulties
- The Earth Key Leaderboard will now appear 2 seconds earlier
- Changed Earth Hint to "...Go to the Circle of Power in the east to open the gate."
- Removed Player 3 (Teal)
- Fixed a bug that caused the Elevator in the Fire quest to always cause damage
- Changed Water Leaderboard Value from "Left" to "Alive"
- Fixed a bug that prevented Thrall from being resurrected
- Repositioned some enemies in the Fire quest
- Replaced all items in the Doomhammer fight with Runes of Healing/Mana
- Doomhammer will now try to pick items up instead of destroying them
- Increased time between item spawns in Doomhammer fight from 4 to 7 seconds
- Deceeased time until Doomhammer tries to interact with an item from 4 to 2 seconds
- All items on the ground will be removed when the Outro cinematic starts
- Removed damage effect from Fire elevator
- Fire Elevator sound effect will no longer play after the Fire area is completed
- Can no longer fail the Air quest once Thrall has reached the goal
- Moved starting position of Thrall and Doomhammer in the fight

Chapter 7 - 19
- Renamed from "The End of a Legend" to "The Horde Awakens"
- Thrall will now start at level 7 if not restored from game cache
- Changed order of abilities for Doomhammer
- Thrall's attack is now ranged
- Renamed player Camp Guards to Guards
- Orcs can now be rescued by attacking their guards
- Replaced invulnerable trees with rocks
- Thrall will now start at level 6 instead of 7 if not restored from game cache
- The optional quest will now be discovered 20 seconds after the Gate was destroyed
- Added a hint that Thrall can be revived at the Altar of Storms after the Gate was destroyed
- Removed some enemies on the way to the elite orcs
- Changed owner of the Town Hall to Neutral Passive
- All summoned units are now removed for the outro cinematic
- Decreased target acquisition range of Drek'Thar to 200
- Decreased revive cost of Thrall from 425 to 100 gold
- Decreased revive time of Thrall from 55 to 10 seconds
- The player will get 300 gold for reviving Thrall
- Thrall must survive is now a defeat condition and will be removed once the Gate is destroyed
- Removed a superfluous Drek'Thar in the outro cinematic

Chapter 8 - 5
- Renamed from "The Green Storm" to "Siege of Durnholde"
- Game will no longer wait until Player 9 buildings have dissipated before the Grey Base quest requirement is completed
- All buffs are removed from Thrall for the Taretha cinematic
- Changed owner of the Keep to Neutral Passive
- Shared vision with Keep as soon as the quest requirement is active

Chapter 9 - 24
- Removed some Circles of Power
- Camera will now pan pan when entering the spider lair
- Flooded Way Gate will be disabled when Thrall uses it
- Removed all Support Columns in the Invisible Bandits area
- Replaced Satyrs with Mutants and Skeletons
- Walled of parts of the Water area
- Added a hint for the Tower items
- Replaced a Scroll of Healing with a Rune of Restoration
- Replaced Blackmoore's Shockwave with Endurance Aura
- Replaced Blackmoore's Devotion Aura with Unholy Aura
- Removed Blackmoore's Avatar
- Increased Blackmoore's mana regeneration
- Every fourth item in the Endfight will be a Rune of Mana
- Reduced reaction time of Blackmoore to pick up an item from 1.5 to 1 second
- Decreased Obelisks and slightly changed cliff blocking in Endfight
- Slightly moved items towards corners in Endfight
- The spike traps will no longer be audible while the intro cinematic is playing
- Added a Rune of Restoration
- Decreased target acqusition range of Blood Mage from 600 to 200
- Added more Sentry Wards
- Fire units are removed befor the fight cinematic
- Fixed a bug that prevented the Fight cinematic from playing
- The Water Spike and Flame Traps will no longer be activated during the Fight cinematic
- Replaced a Scroll of Mana with a Rune of Greater Mana

Epilogue - 1
- Added JonayMartin, HeeWonLee, ANachron, PeeKay, WILL THE ALMIGHTY, INSEKT, Sin'dorei300, Hemske, Kitabatake, supertoinkz, Epsilon, tauer, Sunchips, jatter2, -Grende, Xaran Alamas, Tenebrae, -Berz-, and KILLCIDE to credits


Update 1.04: 395 fixes


Multiple maps - 32
- Removed unnecessary duplicated imports
- Removed unnecessary custom objects
- Removed some unnecessary duplicated trigger actions
- Custom objects are now stored in the campaign file instead of each map
- Added new unit Spearthrower
- Removed Thrall's death sequence
- Decreased map size
- Added more space to terrain and made it a bit more beautiful
- New model for Baby Thrall
- New model for Draka
- Rage can no longer be can on enemy units or catapults
- Reduced duration of Rage from 40 to 30 seconds
- Increased damage of War Stomp from 25/50/75 to 50/75/100
- Reduced Mana Cost of War Stomp from 90 to 75
- Removed some unnecessary wait times during cinematics
- Mixed Lordaeron Winter and Northrend texture sets
- New items: Wand of Chain Lightning, Wand of Lightning Shield (self), Wand of Far Sight
- Fixed quest descriptions (removed dots, added space and more)
- Fixed various typos
- Added fog
- Removed Slow, Abolish Magic and Bash of all kobolds
- Fixed some sound regions
- Removed Healing Salve that could be used during combat
- Replaced all non-Blizzard music with Blizzard music
- Increased Thrall's scale/selection circle scale from 1.0/1.1 to 1.2/1.2
- Improved Thrall's spell animations
- Taretha is now a blonde
- Fixed spells not being imported properly to a new chapter
- Increased cast range of Rage from 0 to 300
- Fixed Score Screen of Thrall
- Removed Flee from Shades
- Changed icon of Catapult to classic Reign of Chaos icon

Intro - 6
- Removed some dialogue
- Added and changed some cameras
- Removed some unnecessary doodads
- Replaced fel orcs with normal grunts
- Renamed Baby Thrall to Orc baby
- Fixed fight timings

Chapter 1 - 15
- Removed a transmission in the intro cinematic
- Changed position of some switches
- Changed some patrol routes and positions of guards to be more fair
- Changed types of some droppable items
- Replaced some knights with footmen
- Repositioned some guards
- Fixed a bug that removed visibility from switches
- "Thrall must survive." is now a proper defeat condition
- Replaced the Mortal Team with two Bandits
- Fixed a bug that prevented Thrall from fighting in the intro cinematic
- Added 5 Tomes of Lesser Experience
- Gave all units of Player 5 (Citizens) to Player 3 (Citizens) and removed Player 5
- Fixed a bug that stopped the music
- Created minimap pings for all switches
- Renamed from "The Adventure Begins" to "Unchained"

Chapter 2 - 17
- Added more space to terrain and made it a bit more beautiful
- Added more trolls in the starting area
- Added an optional quest to rescue some wolves
- Changed types of some droppable items
- The resting place cinematic will now be triggered by killing all trolls in the area
- Fixed duration for the Kelgar Cinematic
- Thrall can now flee through the main gate
- Removed a patrol guard
- Changed patrol route of a guard
- Second Escape quest is completed when Thrall finds the Goblins
- Split requirement for quest Second Escape into two
- The correct peon is now moving to Thrall
- Removed Player 9 (Guards)
- Fixed a quest sound bug
- Inprisoned orcs are no longer invulerable but periodically healed
- Find your belonging quest requirement will now be properly completed
- Renamed player Camp to Guards

Chapter 3 - 35
- Food quest is now discovered after the intro cinematic
- Added quest requirement "Find a village" to Food quest
- Removed optional quest "More Food". Its requirements are now part of the main quest
- Food quest items now grant experience
- Properly added quest requirement to all quests
- Removed the Anduin Lothar cinematic
- Removed the Drunken Paladin quest and cinematics
- Added a new optional Quest "The Bandit Lord"
- Completing the new optional quest will reveal all items for the main quest
- Replaced and repositioned some guards
- Reduced time for cave sequence
- Reduced time until Towers are destroyed when Barrels of Explosives are destroyed
- Removed cheese/self-destroying barrel sequence
- Added hiding spots for more stealthy gameplay
- Sharing all guards vision with the player as soon as he enters the village
- Added Ensnare to Swordsmen
- Thrall will gain vision of Guards in an area when entering that area
- Removed a dog
- Removed a droppable item from a pack horse
- Increased level of attack upgrades for Guards from 0 to 3
- Added some bandits at the northeast exit
- The Exit quest is now completed when the last group of bandits is dead
- Changed text "Find the northeast exit." to "Flee through the northeast exit."
- Remade outro cinematic
- Changed text "I don't need more food. I have enough." to "I have enough. The exit should be to the east."
- Fixed bug preventing Riflemen from shooting at practice targets
- Added Ensnare to Swordsmen
- Added a hint abouts Swordsmen being able to ensnare Thrall
- Knight will attack Thrall i he gets too close to the children
- Added a transmission when Thrall is too close
- Fixed bug preventing Tom from fighting Jerry
- Added minimap pings for each Food quest item
- Reduced experience gain for Thrall at level 3/4 from 75%/33% to 50%/20%
- Hiding player 4 (Warsong clan) in Score Screen
- Renamed from "Hunger for your People" to "Hunger"

Interludium - 8
- Replaced fel orcs with normal grunts
- Removed unnecessary objects in the scene
- Some positional fixes
- More cameras and improved camera movement
- Added some water to the terrain
- Changed the throne of Hellscream
- Removed all rats
- Changed color of fighting orcs to purple

Chapter 4 - 55
- Changed sky from Lordaeron Winter (Yellow) to Blizzard
- Changed gameplay so Thrall mustn't avoid enemies but find them to maintain his health
- Increased automatic damage to Thrall in the starting area
- Increased number of creeps in the starting area
- Added numerous Runes of Healing and other helpful items to creeps
- Increased terrain space in the starting area
- Decreased range of vision for Thrall in the starting area
- Added Magical Runes to help guide Thrall
- Removed a few cameras from the intro
- Removed a transmission from the intro
- Changed text of first hint
- Removed all Healing Torches from the starting area
- Removed haze effects for all non-vision cinematics
- Grom and Taretha now turn into hostile enemies that drop items when killed
- Added more space at the ogre camp
- Fixed some errors with the Meet Frostwolves cinematic
- Reduced the volume of the scary sound during the Durotan vision
- Added super fast Spirit Pigs to the Pigs quest that will drop Tomes of Knowledge when caught
- Removed all visibility modifiers for the Pigs quest
- Added a new visibility modifier that allows vision to the whole Pigs quest area
- Removed some blocking doodads at the Pigs quest spawning areas
- Pigs quest net is now invulnerable
- Pigs quest will now stop when the timer runs out
- Renamed leaderboard from "Hay - Pigs at Hay" to "Pigs - missed"
- Removed a sheep
- "Thrall must live" is now a proper defeat condition
- Renamed quest "The Frostwolves" to "Alone and Cold"
- Added a quest "The Frostwolves" that simply tells the player which quests to complete
- Game will no longer end when dying/losing during a minigame (Book, Pigs and Pacman)
- All minigames (Book, Pigs and Pacman) can be restarted instantly when dying/losing
- Changed model of item "Lord of the Alliance" to a book
- Added some rewards for completing each miniquest
- Set life of all player units to 100% after the Ogre intro cinematic
- Invulnerability can prevent Thrall from taking damage by the Book quest traps
- Changed text "Free the base to the gnoll base from rock chunks." to "Enter the gnoll camp."
- Changed text "Rescue the pigs." to "Rescue all pigs."
- Fixed a transmission that wouldn't play
- Added some Boulder Towers at the gnoll camp
- Removed blocking buildings/doodads at gnoll camps
- Redesigned the gnoll camp
- Repositioned some units at the gnoll camp
- Disabled Backpack upgrade
- Removed the Raiders vs Gnolls Gate cinematic
- Added a bonus item at the gnoll camp
- Playing War2IntroMusic during the Pacman game
- Fixed some errors with the Raiders vs Gnolls cinematics
- Buildings wil no longer drop items
- Life and Mana of Thrall are refilled when he sees Grom or Taretha
- Reduced damage and hit points of all gnolls
- Life of Thrall will be set to 100% when entering the Pacman game
- Added a Tome of Strength behind the Book quest area
- The Pacman speed items will no longer be usable multiple times during a single try
- Fixed a bug that prevented triggering the "Drek'Thar After Gnolls" or "Outro" cinematics
- Ogre quest can now be started when the Pigs quest is completed instead of the Raiders vs Gnolls quest
- Increased ramp space to final gnoll camp

Chapter 5 - 68
- Removed sequence where Thrall travels to the mountain and back within the intro cinematic
- Increased Thrall's experience gain at level 6 from 33% to 40%
- Cut some minor parts within the intro cinematic
- Changed some camera angles within the intro cinematic
- Thrall will now be properly revived when killed
- Floating texts will be removed properly
- Feral Spirit is now properly removed when ending the Wild quest
- Fire quest: Will no longer play Switch or Gate Bash sounds during cinematic
- Renamed Strange Wanderer to Wanderer
- Fire quest: Added more space
- Fire quest: Removed all Rock Chunks
- Fire quest: Gate will no longer close during quest
- Fire quest: Removed a Rune of Greater Healing
- Fire quest: Repositioned a Rune of Greater Mana
- Fire quest: Repositioned some obstacles
- Fire quest: Replaced some Burning Archers with Skeletal Orcs
- Fire quest: Replaced the Staff of Negation with a Wand of Chain Lightning
- Fire quest: Reduced target acquisition range of all enemy units to 200
- Fire quest: Reduced Mana Drained Per Second of Immolation from 2 to 1
- Fire quest: Removed a Flame Skeleton
- Fire quest: Repositioned some resurrectable Grunts and added two more Runes of Resurrection
- Fire quest: Increased time between trap damage from 0.1 to 0.2 seconds
- Fire quest: All player 1 units can now suffer trap damage
- Fire quest: Reduced life of Fire Beetles from 550 to 400
- Fire quest: Decreased/increased time for elevator under/above water by 1 second
- Fire quest: Changed initial hint to "Beware of the flame traps. Don't rush."
- Earth quest: Changed initial hint to "Slay the enemies to get the Earth Keys."
- Earth quest: Replaced golems with kobolds
- Earth quest: Removed Granite Golem
- Earth quest: Bringing the keys to the Circle of Light will now spawn a bunch of Kobolds at the Elevators
- Earth quest: Removed first camera movement within the cinematic
- Earth quest: Replaced Potions with Runes
- Earth quest: Removed some rocks
- Water quest: Removed the last line of Logs
- Water quest: Replaced all Mur'gul Blood-Gills with Makrura Snappers that will drop Wands of Lightning Shield or Runes of Lesser Healing when killed
- Water quest: Changed quest requirement text of Water Quest from "Kill all of the 20 Murlocs." to "Kill all 20 enemies."
- Water quest: Summoners are now invulnerable
- Water quest: Mur'gul Tidewarriors will drop Runes of Mana when killed
- Water quest: Removed first camera movement within the cinematic
- Water quest: Quest will now properly reset when Thrall is killed
- Water quest: Reduced target acquisition range of all enemy units to 150
- Air quest: Towers will no longer cast Taunt
- Air quest: Decreased scale of Spirit of Air
- Air quest: Cut some minor parts within the Air cinematic
- Air quest: Changed some camera angles within the Air cinematic
- Air quest: Cinematic Tornado Thrall will no longer be commandable
- Air quest: Decreased size of movement regions for the last group of hippogryphs
- Wild quest: Cut some minor parts within the Wild cinematic
- Wild quest: Reduced size of quest area
- Wild quest: Removed unnecessary damaging regions
- Wild quest: Removed Runes of Life from the Stag path
- Wild quest: Fixed initial hint texts
- Wild quest: Added Boulder Towers that will force the Stag to move back a bit when hit. Towers will also drop Runes of Restoration
- Wild quest: Added pathing Blockers (Air) to the cinematic
- Wild quest: Stag can no longer escape the playground
- Doomhammer quest: Improved camera movement and text in Doomhammer cinematic
- Doomhammer quest: Removed Reincarnation from Doomhammer
- Doomhammer quest: Thrall's death will no longer trigger the Doomhamer cinematic
- Doomhammer quest: Replaced a Potion of Lesser Invulnerability with a Wand of Chain Lightning
- Doomhammer quest: Replaced a Shimmerglaze Roast with a Wand of Lightning Shield
- Doomhammer quest: Added a Potion of Mana and a second Potion of Life
- Doomhammer quest: Items will no longer appear at the beginning of the fight. Instead one item will appear every 8 seconds
- Doomhammer quest: Doomhammer will attack each item 4 seconds after its appearance
- Cut some parts within the outro cinematic
- Removed the Wind and Snow weather effects
- Removing all buffs at the start of each cinematic
- Changed the hotkey of Feral Spirit to F
- Renamed player Strange Wanderer to wanderer

Chapter 6 - 52
- Redesigned Thrall's escape area: Player will start with a few units and can free other units with no time pressure. Made area more linear
- Replaced escaping grunts and camp guards with normal grunts and footmen
- Removed escaping peons
- The Orc's Rescue is now part of the Main Quest with the objective to destroy the gate
- Repositioned two Barracks so Thrall's orcs don't have to deal with spawning units
- Repositioned War Mill, Catapults and Neutral Buildings
- Fixed intro cinematic skip bug
- Cut some parts within the intro cinematic
- Readjusted intro cinematic for the new terrain
- Doomhammer and Hellscream can be revived at the new Altar of Storms
- Game can only be lost if Thrall dies while escaping. Thrall can be revived after his escape
- Removed optional quest "The Items"
- Removed most creeps and the hint to kill them
- Added golems to the north east that drop a Helm of Valor
- Removed all starting items from Doomhammer and Hellscream
- Fixed a bug with Thrall's starting skills
- Removed hint about Healing Salve that could be used during combat
- Replaced Great Hall doodads with Orc Houses (Burrows)
- Reduced cost of Ankh of Reincarnation from 300 to 200 gold
- Increased cost of all upgrades and merc units
- Ankh of Reincarnation can now be dropped
- Removed Staff of Teleportation from the Goblin Merchant
- Added Wand of Chain Lightning and Wand of Lightning Shield to the Goblin Merchant
- Renamed Bodyguard to Elite Knight
- Replaced Dire Frost Wolf with Spearthrower in Drek'Thar's camp
- The War Mill now produces 50 Food
- Added more Guard Towers
- Added an optional quest to rescue elite orcs to the north
- Changed name/proper name of "Paladin/Lord Karramyn Langston" to "Chief Lieutenant/Karramyn Langston"
- Removed Flame Strike effect that appeared at the center of the map
- Increased Mana of Langston from 30% to 100%
- Hiding Langston's Level Up graphics
- Removed player 3 (Citizens)
- Destroyed Barracks leaderboard will be updated correctly
- Set Stock Maximum/Stock Replenish interval/Stock Start Delay for Catapults, Frost Wolves and Spearthrowers to 3/30 seconds/0 seconds
- Intro Watch Towers are now preplaced
- Added Boots of Speed at the center lane
- Cinematic mode will no longer be deactivated at the end of the outro cinematic
- Moved Thrall's speech in outro cinematic to the starting area
- Player 12 grunts in outro now belong to player 1
- Shaman Adept/Master Training upgrades hotkey is now "H"
- Increased damage of Guard Towers from 23-28 to 33-38
- Added a way to cross between the two Barracks expansions
- Player 4 starting units are no longer hidden in outro
- Doomhammer's items will be transferred to Chapter 7
- Added Elite Guard Towers with increased damage and hit points and the ability to regenerate hit points
- All kinds of Spirit Wolves are removed during the cinematics
- New icon for Doomhammer
- Reduced experience gain for all heroes from 50% to 20% when level 7
- Removed Holy Light and Resurrection of Langston
- Increased hero level of Langston from 8 to 10
- Increased base damage of Watch Towers from 15 to 60

Chapter 7 - 34
- Complete gameplay and visual redesign
- Removed most of old Durnholde
- Relocated all player bases
- Removed all optional quests and associated cinematics
- Removed many creeps
- Refined enemy AI
- Enemies will now research upgrades and attack in different tiers after some time
- Able to control player base while looking for Taretha
- Reset speed and food cost of all enemy units
- Fixed cinematics to go along with new design
- Can research Burning Oil and Reinforced Defenses
- Increased starting level of Thrall and Doomhammer from 5 to 8 when not restored from game cache
- Doomhammers items are now imported from Chapter 6
- Peons will stop harvesting while in a cinematic
- Combined Taretha and Blackmoore cinematics into one. Skipping twice no longer required
- Can train Spearthrowers from the Barracks and upgrade Envenomed Weapons from the War Mill
- Removed player 3 (Citizens)
- Changed main quest requirement "Destroy the four main buildings" to "Destroy the Grey Base"
- Player has to destroy all buildings of Durnholde (Grey) except Farms and Towers
- Fixed description for Spirit Lodge
- Reduced time between minimap pings from 20 to 12 seconds
- Removed all tech tree requirements for enemy units
- Player 9 (Durnholde) will no longer rebuild his base
- Added a new optional quest to free captured elite orcs scattered across the map
- Units surviving the Taretha quest will be brought over to the main area
- Removed Frost Wolf hint
- Game will be lost when all player structures are destroyed
- Added runes, bundles of lumber and gold coins on the road to Taretha
- Added main quest requirement to not attack Durnholde while looking for Taretha
- Added elite knight to each enemy base
- Removed defeat condition for Drek'Thar's death
- When killed, Drek'Thar will come back to life after 30 seconds
- Increased target acquisition range of Drek'Thar from 1250 to 1700
- Drek'Thar will now only teleport to structures

Chapter 8 - 64
- Cloak of Shadows will no longer be removed at map start
- Decrease Thrall's experience gain from 100% to 45%
- Renamed Teleporter to Circle of Power
- Increased starting level of Thrall from 8 to 9 when not restored from game cache
- Changed main quest requirement text from "Find Aedelas Blackmoore and kill him" to "Kill Aedelas Blackmoore"
- The main quest completed message will now appear before the outro cinematic
- General layout: Removed linear path. Areas are now connected via Way Gates
- Added a Way Gate that will periodically alternate between 3 possible destinations
- Spider area: Added numerous spider eggs
- Spider area: Increased scale of Brood Mother
- Spider area: Now all spider eggs hatch when Thrall approaches them
- Spider area: Several spiders drop Runes
- Spider area: Spiders no longer cast Ensnare on Thrall
- Blue Flame area: Increased terrain space
- Blue Flame area: changed position and number of flame traps
- Blue Flame area: Added more types of traps
- Blue Flame area: Added more enemy units
- Sheep area: Player can now control sheep directly
- Sheep area: Renamend Mechanical Sheep to Explosive Sheep and added Kaboom! ability
- Sheep area: Sheep will be replaced infinitely
- Sheep area: Increased controllable number of sheep from 1 to 3
- Sheep area: Removed teleporters, Iron Gates and Switches
- Sheep area: Added a Blood Mage that will cast Flame Strike in regular intervals
- Sheep area: Player has to use sheep to avoid Flame Strike and destroy Rock Chunks and a Power Generator
- Sheep area: Added vision to the area as soon as Thrall enters it
- Removed player 12 (Vagabonds). All enemy units (except Blackmoore) are now neutral hostile
- Blackmoore will appear from time to time but cannot be engaged until the end fight
- Glaives area: increased damage region of glaives
- Glaives area: Decreased time between checks for when Thrall gets close to a Glaive
- Glaives area: Thrall can now only be damaged once every 1.45 seconds
- Glaives area: Increased damage of Glaives from 100 to 150
- Glaives area: added new types of glaives with different movement and speed
- Glaives area: Added neutral hostile Satyrs
- Glaives area: Added more space
- Glaives area: Added vision to the area as soon as Thrall enters it
- Glaives area: Added an additional Rune and a Healing Potion
- Glaives area: Added 2 switches that need to be pressed to activate a Way Gate
- Flood area: Removed Rising Water doodads and gameplay mechanics
- Flood area: Increased size of area, added deep water and a transport ship
- Flood area: Added gates that need to be opened by pressing switches
- Flood area: Added more types of Water Elementals and Earth-Fury Towers
- Flood area: Earth-Fury Towers will drop items that can create other Earth-Fury Towers
- Flood area: Replaced a Circlet of Nobility with a Cloak of Flames
- Bandits area: Increased size of area
- Bandits area: Removed the Charing Pan, rock chunks and Catapult
- Bandits area: Replaced Shadow Meld of Brigands with Permanent Invisibility
- Bandits area: Added Slow Poison to Brigands
- Bandits area: Added Sentry Ward items to the area and Brigands
- Bandits area: Removed all Land Mines
- Fire area: Removed the Dalaran Shield weather effect
- Fire area: Added sound to Fire units
- End fight: Removed Flesh Golem and Switches
- End fight: Music theme will be repeated until outro is played
- End fight: Reduced Blackmoore reaction time for items from 2.0 to 1.5 seconds
- End fight: Music theme will no longer deactivate when minimizing the game
- End fight: Runes will be created before fire, not after
- End fight: Blackmoore will no longer move unless there is an item
- End fight: Replaced Blackmoore's Shockwave with Drunken Haze
- End fight: Blackmoore will no longer take damage from fire
- End fight: After a while two fires will be created
- Moved Thrall a bit further from the Gate in the Fight cinematic
- Removed a minor scene in the outro cinematic
- Removed player 4 (Neutral)
- Added Tomes of Experience to multiple enemies

Outro - 9
- Merged the modified Chapter 1 and the new Chapter 7
- Complete remake of camera and unit movement
- Removed some minor scenes and dialogue
- Removed rain effect
- Combined credits of "Idea and Execution" and "Triggers" into "Design"
- Removed "Music" credits
- Added additional "Models, Skins and Art" credits and named them "Additional Art and Music"
- Added ChevronSeven, Tauer, Frankster, Stanakin sniper_zero and darklord_avalon to the credits
- Removed Blizzard, Gladiator and The Matrix Trilogy from the credits


Update 1.03: 153 fixes


Multiple maps - 11
- Fixed the player name
- Added map victory cheat "-winmap" (cinematics and item-handling may become bugged)
- Added a new spell named Rage. Rage works like Bloodlust but is a levelable hero skill
- Replaced Thrall's Evasion with Rage
- Increased Grunt Thrall's starting mana from 50 to 100
- Increased Grunt Thrall's intelligence from 14 to 17
- Increased Grunt Thrall's mana regeneration from 0.66 to 0.80 per second
- Thrall will keep his items and experience from previous chapters
- Baby cloth no longer drops on death
- Fixed numerous typos and translation issues
- Floating texts will be destroyed properly

Prologue - 6
- Improved terrain in the raven flight scene
- Removed the traveling scene to the outside fire camp
- Fixed the timings for some transmissions
- Removed some transmissions
- Increased field of view for Doomhammer cameras
- Removed a stone

Chapter 1 - 11
- Renamed player Durnholde to Guards
- Defeat now working properly
- Thrall now starts with Storm Bolt instead of Evasion
- Increased Thrall's starting hit points from 250 to 400
- Removed some enemies units
- Decreased the target aquisition range for a footman
- More enemy units will drop Runes of Mana or Healing
- Increased number of switches that need to be activated for the Gate to open from 1 to 5
- Game will no longer pause for any pressed switch but the last
- Player will no longer lose control of the Dog if it tries to get out of the city; It will just move back a bit
- Not killing innocents is now a proper defeat condition

Chapter 2 - 17
- Renamed player Camp-Soldiers to Guards
- Renamed from 'Wrong Time...' to 'Lethargy of the Orcs'
- Removed/replaced all Mud Golems
- Added a Fountain of Mana to the Kobold camp
- Food now heals life and mana
- Smoothed the terrain in the capture scene
- Removed some human enemies
- Repositioned some trolls
- Removed some trolls for the Volbir and Bolvir quest
- Reduced the necessary amount of lumber for the Volbir and Bolvir quest from 16 to 12
- Removed the Lumber Leaderboard for the Volbir and Bolvir quest
- Speaking to the unfriendly orc is now mandatory before speaking to Kelgar
- Added exclamation marks to the unfriendly orc and Kelgar
- Removed and repositioned some Kobolds
- Added a Rune of Healing to a Kobold
- Increased some camera times in theVolbir and Bolvir cinematics
- Disabled sleeping for all creeps

Chapter 3 - 8
- Reduced life of Rock Chunks
- Transmission at the grain farm will only appear once
- Removed transmission at the slums
- Removed some enemy units
- Repositioned a Food quest item
- Added a blockade to the northern parts of the village
- Not killing innocent people is now a defeat condition
- Horses and dogs are no longer citizens

Interludium - 1
- Renamed from 'A Hell's Scream' to 'Hellscream'

Chapter 4 - 20
- Fixed the timing for some cinematic transmissions
- Repositioned Raiders at the start of the Raider vs Gnolls quest
- Destroying one Rock Chunk will destroy all Rock Chunks at the start of the Raider vs Gnolls quest
- Raiders will now attack the proper Rock Chunks in the Raider vs Gnolls outro
- Reduced life of Rock Chunks in the the Raider vs Gnolls outro
- Removed some Towers and Ogres at the Ogres/Pacman quest
- Removed some enemy creeps
- Increased pathing space at the Ogres/Pacman quest
- Removed keyboard controls for the Pacman quest
- Reduced Base Damage of Ogre Maulers in Pacman quest from 200 to 100
- Replaced all Runes of Healing with Runes of Speed in Pacman quest
- Removed the Pacman music
- Item Lord of the Alliance is no longer marked as usable
- Camera will no longer change at the Pigs quest
- Reduced time for Pigs quest from 3 minutes to 2,5 minutes
- Reduced random movement speed for pigs in Pigs quest by 20
- Increased time between pig spawns in Pigs quest from 15/10/8 to 20/15/13
- Added blocking terrain at the Pigs quest
- Trap damage in the Book quest reduced from 200 to 125
- Changed hint at the Pigs quest to tell player to stay close to the hay

Chapter 5 - 20
- Added ability Feral Spirit to Thrall during the Wild quest
- Changed terrain of the Wild quest so Feral Spirits can attack the Deer
- Removed Blink from Thrall in the Wild quest
- Removed ranged attack from Thrall in the Wild quest
- Removed the timer in the Wild quest
- Removed keyboard controls for the Water quest
- Added ability Blink to Thrall in the Earth quest
- Removed the timer in the Earth quest
- Added ability Immolation to Thrall in the Fire quest
- Removed two Firebeetles
- Replaced Hellfires with Skeleton Archers
- Increased pathing space at the Fire quest
- Removed the timer in the Air quest
- Removed some hippogryphs and towers in the Air quest
- Increased time period between hippogryph movement from 3/4/5 to 4/5/6
- Earthkeys leaderboard is now properly destroyed
- Added a Rune of Mana in the Fire quest
- Cinematic mode will deactivate when intro is skipped
- Thrall's life and mana will be set to 100% before each element quest
- Thrall can use all of his skills in the endfight

Chapter 6 - 14
- Increased maximum level for Thrall and Hellscream from 7 to 8
- Renamed quest 'The Orc's Rescue' to'the Internment camp'
- Rescuing the orcs is now a seperate optional quest
- Can no longer fail the mission by death of a fleeing orc
- Attack-move order for Hellscream and Doomhammer now much closer to home base
- Increased Hellscream starting level from 4 to 7
- Freeing Grunts/Peons will replace them with normal Grunts/Peons
- Mana of Thrall and Hellscream set to 100% before Langstom appears
- Level of Langstom decreased from 10 to 8
- Removed Divine Shield from Langston
- Increased level of Holy Light for Langstom from 1 to 2
- Repositioned a Camp guard
- Increased time between displaying starting quests and hints
- Ankhs of Reincarnation carried by Thrall or Hellscream will be removed at the end of the level

Chapter 7 - 17
- Destroying one Rock Chunk will destroy all Rock Chunks
- Added exclamation mark to and shared vision with Zeppelin
- Increased amount of gold in Gold Mine from 12500 to 25000
- Added a Fountain of Healing
- Added a Leaderboard for the Towers built in the Reinforcements quest
- Removed leaderboard for destroyed enemy main buildings
- Reinforcements message will be played when Zeppelin is found, if it hasn't already
- Reduced amount of enemy Gryphons attacking from 3/6/9 to 2/4/6
- Increased maximum level for Thrall and Hellscream from 8 to 9
- Removed some Towers from enemy bases
- Increased pathing space at Reinforcements ramp
- Reinforcements ramp can be reached on foot
- Can no longer lose Reinforcements quest
- Placed Dog near Taretha's cave
- Removed Rifleman at Reinforcement cliffs
- Removed a scene in the Zeppelin cinematic
- Added destructible Rock Chunbks to the Reinforcement cliffs

Chapter 8 - 26
- Thrall's maximum level increased from 9 to 10
- Thrall's experience gain now always at 100%
- Added Evasion as an ultimate spell for Thrall
- Decreased maximum life of Iron Gates to 50
- Brood Mother now drops a Rune of Restoration instead of a Greater Rune of Healing
- Removed several spiders and bandits
- Removed items from Aedelas Blackmoore
- Decreased Aedelas' damage sides per die from 6 to 5
- Increased Aedelas' attack cooldown from 2.2 to 2.6
- Increased Aedelas' intelligence per level from 0.8 to 1.6
- Increased Aedelas' life regeneration rate from 0.25 to 1.0
- Removed healing water
- Life and Mana of Thrall set to 100% before endfight
- More Runes of Healing spawned in endfight
- Reduced size of fire regions in endfight
- Runes will glow before their fire region is activated
- Reduced item spawn time during Endfight from 5 to 3 seconds
- Blackmoore will now try to take spawned items
- Mechanical sheep will now move towards opened gate when switch is pressed
- Added an Enforcer
- Added a Rune of Healing
- Increased time between Blue Flame Trap spawns from 1.75 to 4/3/2 seconds
- Removed Orb of Lightning in the endfight
- Removed cinematic scene with a Flesh Golem
- Fixed the bottom right switch not triggering properly
- Changed player name Aedelas Blackmoore to Lord of Durnholde

Epilogue - 4
- Thrall is now clearing stating what item he is giving to Hellscream
- Merged all map creation credits
- Replaced all non-orcs appearing in the credits with versions of Thrall
- Added World of Warcraft to Music credits


Update 1.02: 6 fixes


- All: Fixed some grammar errors in the english version.
- All: Smoothed Terrain on some ramps.
- Chapter 2: Repositioned secret exit in internment camp.
- Chapter 4: Reduced time for Pig quest.
- Chapter 6: Repositioned barracks and heroes destination
- Chapter 6: Reduced levels of skills for Langston.



Update 1.01: 72 fixes


Spells and Miscellaneous - 3
- Replaced Thrall’s Bash with Storm Bolt.
- Changed War Stomp Hotkey to W.
- Thrall will now receive experience from creeps in all levels.

Intro – 3
- Fixed some camera angles.
- Fixed amount of time some texts appear on screen with the english version in mind.
- Fixed a typo in the english version.

Chapter 1 – 9
- Thrall will now start with Evasion as his first skill.
- Game will no longer pause to explain something.
- Added water sound effects.
- The Gate quest will now sound as completed when finished.
- Fixed amount of time that some texts appear.
- Fixed some typos in the english version.
- Reduced volume of Gate opening.
- Added sound effects to switches.
- Reduced length of outro cinematic.

Chapter 2 – 7
- Fixed duration of intro cinematic texts.
- Fixed a bug with collecting wood that didn’t show wood in the leaderboard, thus preventing the player from completing the mission.
- Added water sound effects.
- Removed some hostile trolls.
- Added a mana rune to on of the trolls.
- Fixed some grammar in the english version.
- Northern orcs-video will now only start if player hasn’t visited Kelgar yet.

Chapter 3 - 2
- Placed Pathing Blockers in front of the Gate.
- The Paladin’s map is will now be properly removed.

Interludium – 3
- Fixed a typo in the english version.
- Defeated grunts will noe be owned by player 4 instead of player 1.
- Reduced the duration of some texts.

Chapter 4 - 13
- Thrall will now load his stats from Chapter 3 instead of Chapter 2 upon starting this mission.
- Reduced pig-quest duration by 40 seconds.
- Reduced pig-speed by 50.
- Pigs will now spawn 2 seconds less often.
- Fixed a bug in the order of quests that prevented the player from completing the mission.
- Raiders will no longer attack Thrall if he attacks them.
- Raiders will no longer surround the player.
- Fixed difficulty of the Raiders vs Gnolls quest.
- Fixed some typos in the english version.
- Pigs behind Gnoll Hut are better visible now because of the elevated terrain.
- Increased gather-radius for wood in PacmanQuest.
- Widened the road to the ogre towers.
- Fixed the duration of some cinematic texts when Thrall meets the Frostwolves.

Chapter 5 - 7
- Floating Texts will now properly be removed when WildQuest is ended.
- Fixed some typos in the english version.
- Raised Thrall’s level to 6.
- Drek’Thar will not receive a level up when Thrall dies.
- Skeleton Archers at FireQuest will spawn less often but more quickly
- Granite Golem will now be asleep until all keys are brought to him.
- Elevators will now change their height every 4 seconds instead of 5.

Chapter 6 - 12
- Enemies will spawn a little less often.
- Removed defeat condition for civilians.
- Fixed a typo in the german version.
- Fixed a typo in the english version.
- Hellscream and Doomhammer will not try to attack-move towards the Expansion Barrack anymore, but while come very close nontheless.
- Thrall has the Cloak of Shadows from the beginning.
- Cloak of Shadows is no longer part of the Optional Quest, instead a Potion of Healing was added.
- Each fleeing orc will be owned by Player 1 once they he is saved.
- Reduced hit poinjts of Bodyguards from 1200 to 1000.
- Renamed Player 7 to Internment camp.
- Thrall will start with an Ankh.
- Langston will spawn with 30% mana.

Chapter 7 - 1
- Fixed some typos in the english version.

Chapter 8 - 11
- Added hint for the sheep riddle.
- Removed many of the Runes of Healing from the spiders.
- Removed some low level spiders and added a couple of higher level spiders.
- Fixed some typos in the english version.
- Thrall will now get 50% experience from creeps at level 8 and can advance up to level 9.
- Level 3 War Stomp unlocked.
- Teleporter will not be in the air anymore.
- Added a Rune of Restoration at the Healing Fountain.
- Removed a Potion of Invulnerability.
- Added items to Blackmoore‘ inventory.
- Helping endfight items will not spawn in the center of the ring but where fire will spawn a bit later.

Outro – 1
- Credits theme will now be repeated until cinematic is over


Known Issues
- Possible grammar/spelling mistakes
- Chapter 1: Raging Strike might not work at times
- Chapter 6: Saving might take a while
- Chapter 7: Saving might take a while
Hint: Send suggestions or bug reports to [email protected]

Credits
Book: Christie Golden
Gameplay: OutsiderXE
NameUseAuthor
Cutting EdgeRaging Strike-Berz-
Electric ConduitElectric ConduitKILLCIDE
Filename (.mdx/.blp)UseAuthor
AedelasBlackmooreBlackmooreSxar
AshenLogStraightTree LogBlizzard Entertainment
BasStrStakeOrc Stakereinless
BerserkerCouncil Member #1supertoinkz
BlackShaman_ByEpsilonCouncil Member #2epsilon
Bookn5BookMc !
DoomhammerDoomhammerTauer
DrakaDrakaPROXY
blondeTCTaretha (Child)Alethos
DurotanDurotanTauer
Fallen_ArthasLangstonDirefury
FarmDoorHouse DoorNasrudin
FelGuardGreen_ByEpsilonCouncil Member #3epsilon
FireplaceHouse Fireplacereinless
GrizzlyBearPeltGrizzly Bear PeltNasrudin
HeroGlowHero GlowBlizzard Entertainment
HobbitonCarpetBlueCarpet BlueOlofmoleman
HobbitonCarpetPurpleCarpet PurpleOlofmoleman
HobbitonFloorHouse FloorOlofmoleman
KopfAufSpeerHead on SpearBlizzard Entertainment
Megaton Hammer by SunchipsThrall's HammerSunchips
NakedGruntNaked GruntSin'dorei300
Orc HeroCouncil Member #4-Grendel
OrcChild_v3Orc ChildChevronSeven
OrcSpearThrowerSpearthrowerGeneral Frank
OrcTentOrc Tentreinless
OrcWarlockRedWandering strangerBlizzard Entertainment
PaintingHouse PaintingNasrudin
PaladinportraitHouse PaintingNasrudin
RailroadRailroadxXm0rpH3usXx
RPGOrcThrall (Gladiator)Tenebrae
Scroll UnrolledScroll UnrolledBlizzard Entertainment
Stone SentinelSpirit of Earth-Grendel
ShamanFemaleVeteran ShamanCavman
Thunderlord RaiderVeteran RaiderMister_Haudrauf
UmgefallenerBaumFallen TreeBlizzard Entertainment
VillagerMale2Tammis Foxton67chrome
Villager_v2Jaramin SkissonKitabatake
WarsongGruntElite GruntTauer
WhiteWolfheadWhite WolfheadNasrudin
WineBottleWine BottleBlood Raven
chair2House ChairNasrudin
church_chaliceWine GlasxXm0rpH3usXx
dummyInvisible DummyCookie
necrolyteCouncil Member #5Xaran Alamas, Rommel
ArmchairArm ChairKet
roundtableRound TableNasrudin
wall1House WallNasrudin
wallforwindowsHouse WindowNasrudin
Icons (.blp)UseAuthor
BTN/PASCourageBlackrock MightMr.Goblin
BTN/PASOrcWarCryWarsong FuryBLazeKraze
BTN/PASicywolfFrostwolf ResilienceD.ee
BTNANA_InnerHealMendAnachron
BTNAbility_Warrior_WarCryBattle RoarBlizzard Entertainment
BTNDrakaDrakaAlex Horley
BTNDurotan164DurotanPeeKay
BTNElectricStrikeElectric ConduitWILL THE ALMIGHTY
BTNOrgrimDoomhammerSvetli
BTNRagingstrikeRaging StrikeHemske
BTNSpell_Nature_ThunderClapEarthshatterBlizzard Entertainment
BTNMuscleChargeIndestructibleUgoUgo
Loading Screens (.tga)UseAuthor
Gul'danPrologueNikolai Ostertag
DurotanChapter 1Alex Horley
Orc (axes)Chapter 2Blizzard Entertainment
OgreChapter 3Blizzard Entertainment
Orc (seasoned)Chapter 4Blizzard Entertainment
Gul'dan (WoW)Chapter 5Cyrus
HellscreamInterludeBlizzard Entertainment
Drek'TharChapter 6sandara
ShamanChapter 7Blizzard Entertainment
Frostwolf RiderChapter 8Blizzard Entertainment
Thrall and WolfChapter 9HeeWonLee
ThrallChapter 10Blizzard Entertainment
Lord of the ClansEpilogueBlizzard Entertainment
Sounds and Music (.wav/.mp3)UseAuthor
HeroDoomhammerChieftainDeathSoundBlizzard Entertainment
HeroWardenSound SetBlizzard Entertainment
Horde Battle Music - Warlords of DraenorMusicBlizzard Entertainment
Mount Hyjal & Northern Barrens Tune - Cataclysm MusicMusicBlizzard Entertainment
09. OrgrimmarMusicBlizzard Entertainment
Cataclysm SoundTrack - Buring SteppesMusicBlizzard Entertainment
Cataclysm SoundTrack - Durotar [part 2]MusicBlizzard Entertainment
Cataclysm SoundTrack - The Land Will WeepMusicBlizzard Entertainment
Cataclysm SoundTrack - Twilights HammerMusicBlizzard Entertainment
Cataclysm SoundTrack - Cold MountainMusicBlizzard Entertainment
ironforgeMusicBlizzard Entertainment
World of Warcraft - Mountain MusicMusicBlizzard Entertainment
World of Warcraft- The Burning Crusade - The Dark PortalMusicBlizzard Entertainment
Warcraft PvP Music - Warcraft PvP MusicMusicBlizzard Entertainment
World of Warcraft - Frostwolf Ridge 1MusicBlizzard Entertainment
World of Warcraft - Frostwolf Ridge 2MusicBlizzard Entertainment
Release notes from 2005:
Phewww, made it :D After 2,5 years log and hard work I've finally managed to let a dream come true. Starting and finishing a project and giving people the chance to play it. Naturally, I didn't spend the whole time on this project, the truth is, I was leader of a clan, had to manage our Homepage and took a lot of time-outs to play other games. But all this I can do now without having to think that I still have work to do. I hope that you have at least as much fun playing this as I had creating it.

This campaign may only be distributed with this Readme-Document. send complaints, praise, hints and information to alexandrosdelas [at] gmail [dot] com . As long as I am not on vacation or in jail (joking^^... I'm never on vacation ;-D) I will answer every E-Mail within a few days.

Download old versions/other languages
Download from outsiderxe.blogspot.com/p/downloads.html

Projects & Links
The Last Guardian - Custom point & click adventure campaign for WarCraft III
Day of the Dragon - Custom campaign for WarCraft III
Lord of the Clans - Custom campaign for WarCraft III
Shadow of the Xel'Naga - Custom co-op campaign for StarCraft II

outsiderxe.blogspot.com - OutsiderXE's Blog
Level Design Portfolio



Map Description Template Created by -Kobas-
Find more here: Map Description - Templates
Contents

Lord of the Clans (Campaign)

Reviews
Bob27: A good campaign. One thing that I think could be improved is the terrain, but still a very good campaign. Approved.
Level 15
Joined
Sep 28, 2004
Messages
1,132
I am slowly working on a new update with more RPG elements:
1. Abilities are no longer learned on hero level up but must be bought for gold in ability shops. I plan to have 3 spells per hotkey (Q, W, E, R), allowing players to freely choose the spell for each hotkey.
2. Resources play a much bigger role. Gold is used to to buy abilities. Lumber is used to craft items.
3. More special abilities: Being able to cut down trees, craft items, build fire pits, herbalism, etc.

Long term-goals:
1. Features that make the campaign more distinguishable from DotD and TLG.
2. Fewer, bur larger maps that support the new RPG elements (merge some maps)
3. Better storytelling, more optional quests, mini-games become optional quests.
4. NOT to remake the entire campaign; instead build on what's already established (the only difficulty in that would be the sudden switch to base-building elements in Chapter 9).
 
Level 12
Joined
Oct 26, 2015
Messages
850
I am slowly working on a new update with more RPG elements:
1. Abilities are no longer learned on hero level up but must be bought for gold in ability shops. I plan to have 3 spells per hotkey (Q, W, E, R), allowing players to freely choose the spell for each hotkey.
2. Resources play a much bigger role. Gold is used to to buy abilities. Lumber is used to craft items.
3. More special abilities: Being able to cut down trees, craft items, build fire pits, herbalism, etc.

Long term-goals:
1. Features that make the campaign more distinguishable from DotD and TLG.
2. Fewer, bur larger maps that support the new RPG elements (merge some maps)
3. Better storytelling, more optional quests, mini-games become optional quests.
4. NOT to remake the entire campaign; instead build on what's already established (the only difficulty in that would be the sudden switch to base-building elements in Chapter 9).


Id really find a way to do away with basebuilding elements on final level if its gonna be an RPG campaign..

Id say retool the level doomhammer dies in but make it far grander for the final level as in you only control thrall. Hellscream and drekthar do their own thing with their own allied bases. And thrall does his thing. You only control thrall..

As for the internment camp liberation? More rpg less dota. And no shops to stock up on filler items which i always used to make grom and his illusions tanky. unless its JUST consumables.

Thrall should be the focus the entire campaign. Basebuilding detracts from that immensely.

Use the siege of theramore in rexxar campaign as inspiration if need be.

@OutsiderXE Thanks for asking me, at first I did not know where it was located, so I ended up fighting without having saved the game.

the only boring thing is that once I found the mechanics, it took me a long time to defeat it even though it also consumed the runes that were difficult to access.

and I've put 4 stars why I do not usually put 5.
Unless you find something special in the Campaign that stands out from the rest.

Pd:I'm sorry, I'll change my score.

If blackmoore is a difficult fight id hate to see you player the Wanderers of Sorceria 8 Campaign Saga by RazorclawX

Think book 6 has 20+ fights alone
 
Last edited by a moderator:
Level 11
Joined
Feb 3, 2019
Messages
746
I'm giving this comment mostly to be able to give 5 stars to the awesome campaign.
Love the idea of gold increasing ability level and lumber crafting artifacts. Perhapse it could be a good idea to upgrade the artifact as well with the lumber e.g obtaining Doomhammer and then increasing it's attack bonus with lumber or obtaining Snowsong and increasing her movement speed with lumber.
Would be cool if there were little less puzzles.
I really love the chapter with Durotan and Draka. It should definitely stay. If you're merging chapters maybe you should add a bit of the shadow council in it, making Gul'dan playable in the first part of the large prologue chapter.
I also love the gladiator chapter. Maybe the second chapter could be Thrall as a gladiator than escaping.
The third could be merging chapters four and five.
The fourth is Thrall with the Frostwolves obtaining their favor by fighting ogres, trolls and other stuff instead of puzzles. Then entering the elemental planes(my favorite map in the campaign) and again fighting the opposite elements to gain blessings(e.g water blessing fighting fire elementals, earth blessing fighting air elementals etc..then all four for spirit) in each plane having three different abilities(e.g in fire plane having tree fire based abilities, in air having tornado, chain lighting or something similar). Imo WoW models would fit here perfectly(Neptulon, Ragnaros, Therezane, Al'aqir and Aessina or some other wild god for spirit). At the end of the chapter first boss fight Ogrim Doomhammer.
The last chapter being the three last chapters combined, but with multiple maps in the same chapter. Here Thrall being a shaman and having a choice of one ability from each elemental plane. Orcs invading Durnhold the way they invade Theramore in Rexxar campaign and you being able just to control Thrall. At the end Blackmoore as a boss.
 
Level 15
Joined
Sep 28, 2004
Messages
1,132
Not quite finished with planning the update, but enough to get me excited and finally start working on it.

Chapter 1: Gladiator
New abilities for Thrall:
- Knockback: Damages, knocks back and stuns a single enemy.
- Earthshock: Damages and slows enemies in a line.
- Rage: Removed auto-cast, now only usable on Thrall, reduced duration and mana cost (Players now have to actually think about using this).
- Crafting: Thrall can craft bandages, potions or small shields to help himself in and outside of combat.
- Removed Storm Bolt and Earthshatter
The gladiator fights now feel more controlled as players can now influence movement and pathing of enemies.

In the next weeks I will be adding a few new areas to explore in the dungeon so players have a bit more to do when searching for the optional quests.

Chapter 1 is going to have relatively small changes compared to the other chapters... With the merging of chapters I will be introducing dozens(!) of new (optional) quests, each designed to unlock new abilities, upgrades and companions for Thrall.


...Perhapse it could be a good idea to upgrade the artifact as well with the lumber e.g obtaining Doomhammer and then increasing it's attack bonus with lumber or obtaining Snowsong and increasing her movement speed with lumber.
I am very early in development (wouldn't surprise me if the update isn't released until 2021), but for the time being I am planning to remove all items that give static bonuses. Reason for that is to make room for the crafted items. Also Thrall will research upgrades to give him bonuses. This is also to make the campaign a bit different from my other projects where items play a bigger role.

Would be cool if there were little less puzzles.
Less puzzles? Do you mean the mini-games like the pig hunting? I might add a few more mini-games, but they will all be optional quests. No plans to add normal puzzles like in TLG.

I really love the chapter with Durotan and Draka. It should definitely stay. If you're merging chapters maybe you should add a bit of the shadow council in it, making Gul'dan playable in the first part of the large prologue chapter.
The chapter will not directly be removed. Instead I have plans to make it slightly smaller and move it to a later Chapter, as 1-2 optional quests. It will be when Thrall talks to Drek'Thar about his parents. I want to have increased focus on Thrall right from the start, for the same reason I would not add a Gul'dan chapter.

The Gul'dan intro cinematic will actually be moved too, creating some sort of Inception loop :D -> Thrall and Drek'Thar talk about his parents, and how they meet Doomhammer -> Durotan and Doomhammer talk about Gul'dan -> Gul'dan cinematic happens.
 
Level 11
Joined
Feb 3, 2019
Messages
746
Less puzzles? Do you mean the mini-games like the pig hunting? I might add a few more mini-games, but they will all be optional quests. No plans to add normal puzzles like in TLG.
Yes I meant that. And other "puzzles" like deer chasing and ogre pac-man and similar.
I am very early in development (wouldn't surprise me if the update isn't released until 2021), but for the time being I am planning to remove all items that give static bonuses. Reason for that is to make room for the crafted items. Also Thrall will research upgrades to give him bonuses. This is also to make the campaign a bit different from my other projects where items play a bigger role.
That's a very good idea. And how about Thrall never mounts Snowsong(in cutscenes/cinematics only). Instead she becomes a hunter pet(like Misha to Rexxar). She's an item that can't be dropped, and gets upgraded with resources instead of lvl ups. Similarly Doomhammer is an item that can't be dropped and gives some abilities.
 
Level 15
Joined
Sep 28, 2004
Messages
1,132
The current idea is to give Thrall a Food Cap (can be upgraded) and allow him to hire companions from a merc camp. In the beginning these companions can be a dog or a wolf. Later they can be Snowsong, Hellscream, Doomhammer or a bunch of orcs (like Spearthrowers or Grunts). Each of these companions should have pros and cons (e.g. the dog is super fast while Snowsong is an excellent tank), some unique (special abilities) and some shared upgrades (e.g. movement/attack speed, defense) which can be bought.

I'm very excited about all of these changes. They will take a lot of time to develop but they will make LotC feel very different from my other campaigns; each campaign with its own unique set of featues.
TLG: Puzzles, fixed camera, high immersion with storytelling and set pieces.
DotD: Many heroes, base-building, many choices in optional quests and hero selection.
LotC: Focus on building "your" Thrall and many RPG features.
 
Level 11
Joined
Feb 3, 2019
Messages
746
The current idea is to give Thrall a Food Cap (can be upgraded) and allow him to hire companions from a merc camp. In the beginning these companions can be a dog or a wolf. Later they can be Snowsong, Hellscream, Doomhammer or a bunch of orcs (like Spearthrowers or Grunts). Each of these companions should have pros and cons (e.g. the dog is super fast while Snowsong is an excellent tank), some unique (special abilities) and some shared upgrades (e.g. movement/attack speed, defense) which can be bought.
Tbh 100%, I don't really like that idea for a number of reasons:
-You have:
1. Orgrim Doomhammer a legendary warrior, Warchief of the Horde, who has overthrown Gul'dan, led the Horde in the Second War and killed Anduin Lothar, the greatest Warrior of Human history, in one on one duel.
2. Grom Hellscream also a legendary warrior, leader of one of the most powerful orc clans, who will kill Cenarius, a god basically and a son of Elune, and Mannaroth, an ultra powerful demon, 3rd in command of the Burning Legion, who has terrorized/destroyed countless worlds.
3. Drek'Thar a de facto leader of the Frostwolf Clan and the greatest shaman that has ever lived, second only to Thrall himself.
And to have them hired next to a dog, imo doesn't really fit. And being mercenaries is imo just too simple for them.
-Imo for story reasons, Snowsong should always be with Thrall in some way. Either as a mount/hunter pet/(passive) ability/non dropable item.
-Imo hiring a dog is just ridiculous.

If you want to add mercenaries than imo they should be orc units, grunts, spearthrowers, shamans, raiders(though I doubt anyone would hire them ever), catapult/demolisher, even warlock(Warsong Clan still has them) or some custom orc units. But DotD already has a lot of mercenaries.
 
Level 15
Joined
Sep 28, 2004
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Yes, this might change to how it is with you just controlling 2-3 heroes from the start but it will depend on the gameplay needs of the map when I start making it. It should definitely not feel like in DotD where you hire a bunch of no-names. The companion should feel like merc that you get accustomed to and customize. I might not make is as balanced as I said. Meaning that the dog would only be useful for the first few missions and then you would use Snowsong or the legendary heroes.

I might also take away control of players ability to choose their own companion, so we would be looking at the following scenario:
Chapter 1: Gladiator - No companion
Chapter 2: Unchained - Dog
Chapter 3: Lethargy of the Orcs - Tank Wolf or Damage Wolf
Chapter 4: Lonely Wolf - Spearthrower or Grunt
Chapter 5: Path of the Shaman - Snowsong or Drek'Thar
Chapter 6: The Horde Awakens - Snowsong or Doomhammer
Chapter 7: Siege of Durnholde - Snowsong or Hellscream

Just ideas I am bouncing off you.
 
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You have inspired me to replay this campaign in the last few days, and since you might do the update, I thought you could use some feedback and thoughts. I know that the update is uncertain, cause we really know nothing about Reforged, but anyway. First I must say that campaign is literally bugless, I didn't notice any bugs, even with the newest 1.31.1.something patch, witch is unbelievable. The first thing I noticed is that this campaign is a lot shorter than TLG and not to mention DotD, you need less than 25 mins per chapter, except the base building one, but it too takes less than 40 mins. I personally think that the campaign would be even better with more boss fights. If you're doing flashbacks instead of prologue chapters, one boss fight could be more than awesome, Doomhammer's flashback where you control Doomhammer and have a boss fight with Anduin Lothar.
-Prologue is the only map that has problems. Imo it's completely out of place and needs to be changed. Afaik it's basically the ending of Rise of the Horde. But it's not really connected to the rest of the story in any way. Change it with showing how the Frostwolves rejected the Blood of Mannaroth, Gul'dan(Kil'Jaden/Archemande actually) cursing Draenor and thus making shamanism impossible. The Horde invading Azeroth, fighting humans, burning Stormwind(you already have a Stormwind map), Frostwolves getting exiled, Doomhammer overthrowing Gul'dan, the Horde invading Lordaeron, getting beaten by the Alliance led by Lothar, Khadgar closing the Dark Portal and orcs ending up in the interment camps and Warsong being forced into hiding. Would also be nice if some Alliance and Horde heroes from the two wars had their cameos e.g Uther, Turalyon, Alleria, Kurdan, Cho'gall, Blackhand, Varok Saurfang. And imo Archemand/Kil'Jaden would be a much better narrator than Medivh in the Prologue since they were the masterminds behind the whole thing.
-Chapter one(Gladiator) is really fun. Loved the fights and flashbacks. Though in some fights spears don't have that much point since their damage is too small, also the blade doesn't damage the ogre, only Thrall, why not? I think that it would be cool to see Prince Arthas cameo and Thareta being forced into prostitution by Blackmoore.
-Unchained is really fun, loved all the hiding, the only thing is that I don't see a point with the dog since the map is not that big and Thrall can use Hide.
-I really liked Lethargy of the Orcs, though again I see no point in wolves. You can complete the chapter on your own and Thrall is not part of the Frostwolves yet. All the imprisoned orcs could be peons(their weapons and armor has been taken from them). If you are merging it with chapter five, definitely keep the part with stealing food was really fun. Though it might be good if you replaced rifflemen with human archer, priest with chaplin, sorceress with human, and mortar team with catapult or cannon. Also the Warsong interlude can be removed, instead it could be part of a chapter with you first fighting some orc units and boss fight Grom Hellscream in the end. And remove hide from Spearthrowers it doesn't really fit the orcs and they don't worship Elune.
-Lonely wolf. I didn't really like the first part where you run from the cold. It could be replaced with just killing creeps untill you find Drek'thar. I really like the Gnoll and cubs quest. Though some of the quests like cathing pigs could be optionals. Also Ogre pac-man could be removed and replaced with invade the ogre village and kill their leader, being a main quest of course. At the end would be cool to have a Drek'thar boss fight.
-Path of the Shaman is my favorite chapter though it has problems. All the elemental planes could be reterained changing their tile sets, water-sunken ruins, fire-grim batol enterier, earth-underground, air-(northrend??barrens??), spirit-ashenvale/lordaeron summer. Again saying WoW models for the four elemental lords would fit here perfectely. Imo each planes quest could be changed. Like in the water remove the boulders and creeps and change gameplay for you to escort someting(e.g. sea giant) while a bunch of water and ice elementals are attacking and ambushing you. In fire you start with fighting some small fire elementals, then larger and larger, Fire Lord in the end. In earth you get swarmed by earth elementals and mud/rock/granite golems and you simply have to survive. In air a race with something while a bunch of air elementals are interfering. Spirit you can do only after you've done all four. You start by talking to a large whisp(Aessina) and you have to kill 5/6 spirits of life. You start at the crossroads and the region is divided into 5/6 smaller subareals each for one of the spirits, in one you first have to kill a number of furbolgs/bears and in the end a large and powerful bear(Ursoc/Ursol), in the other a number of harpies and a large and powerful in the end (Aviana), than a number of wolves a large and powerful (Goldrinn) in the end, number of turtles and (Tortolla), quilboars and boars than a large boar(Agamaggan), a number of cats and (Ashamane). After you defeat them they grant you the blessing. In the end Doomhammer bossfight. I really liked it, though its kinda easy he should use war stomp and some other abilities.
-The Horde Awakens is a good mechanic. Though it gets too easy, once you upgrade the troops the allies do all the fighting and kill the humans really easy. Thrall's rescue area could be a bit retterained with you freeing the orcs as peons and they collect their armor and turn into grunts/spearthrowers/raiders/shamans. I really like the boss fight.
-The last chapter and epilogue are really good, though I'm not really a fan of spider area, but that's just me. Blackmoore boss fight could be a bit harder though.

I hope this comment helps in someway, though we know nothing about Reforged. Good luck.
 
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Most of your points are valid and should make it into the update regardless of what Reforged does. Current update is done without Reforged in mind (although I will refrain from importing many more custom assets), and later I will do a thorough visual pass with Reforged assets and improved cinematics.

1. Campaign is short: The book is short ;-) My plan is to redesign almost all maps. There will be fewer maps, but a lot bigger (like 2-4 times as large as before), chapters 2-5 are planned to have around 60 minutes of playtime and chapters 1, 6 and 7 will have around 20-30 minutes each. I plan to add many more quests. I will also add a new Interlude between Chapters 5 and 6.

2. More boss fights: I would love that. I am not good at creating them but I will look into having more.

3. Flashback with Doomhammer fighting Lothar: I try to refrain from adding flashbacks about important past events unless they were part of the book. I don't want to distract from Thrall more than necessary.

4. Prologue needs change: The prologue with Gul'dan is going to be part of another cinematic when Durotan explains himself to Doomhammer. I will remove the "Storyteller" to make room for "active" cinematics ("show, don't tell"). Medivh/The Storyteller will still appear at the start and end of the campaign. "Blackmoore finding Thrall" will make a comeback as the Prologue of this campaign, but it will be much shorter than before. Later in the campaign you will experience the full quest with Draka and Durotan.

5. Balance changes to Spears and the Ogre Blade: I will look into them. I might add more "normal" enemies to each fight. That will depend on how much fun I can make those first abilities for Thrall.

6. Arthas cameo and Taretha in prostitution: Is Arthas really in the book? I have to look it up again^^. I might add a short dialogue sentene by Taretha that "Blackmoore used her for ... other things".

7. "Hellscream" interlude as playable chapter. I have often thought about this and there are good arguments for it: You could have a series of challenges for Thrall and it's about the only map where he might fight orcs, but I would refrain from having Hellscream as the bossfight. On the other hand I really like having an interlude at that point as a breather... but it is quite a long interlude... maybe I can do both: Add some challenges and then have the interlude with Hellscream talking to Thrall.

8. No use for the Dog in "Unchained": I plan to add some fighting capabilities to the dog. You will probably rescue him a bit later, maybe outside Durnholde.

9. No point in wolves in "Lethargy of the Wolves": I see that as the first signs of Thrall's connection to the Spirits of the Wilds. The companion system will make it so you will only have one Wolf at a time.

10. Replace imprisoned grunts with peons and non-human guards with human guards. I would be bothered by the sudden change of their physique once they acquire weapons. I can see a story-reason for having only humans, but for variation I owuld keep elves and dwarves. Also, looking at the WC3 campaign the alliance of races doesn't seem to be that splintered...

11. Remove hide from Spearthrowers: Yes. Probably add some other companion upgrades.

12. Running from cold not fun: Hmm, but I like it because it puts some pressure on Thrall :) Maybe I will just make it a strong debuff and not instant death. I'll see.

13. Quests like catching pigs should be optional: I want to add more mini-games actually, but I will make all of them optional.

14. Drek'Thar boss fight: As an ally maybe.

15. Remaking elemental quests: I will make all main quests more "normal", but I would like to have some sort of flavour for each so it doesn't get boring over time. The elemental quests as you know them right now might actually become optional quests. The terrain will change accordingly, but in the current state the editor doesn't offer multiple cliff types. Current plan for the main quest line is to connect all areas and have an escort quest with Drek'Thar who is following you to each area. After completing 2 or 4 of the elemental quests he will offer to talk to you about Thrall's parents. Then you will play as Durotan and Draka. Probably split into two quests. These may or may not be optional quests.

16. WoW models for elemental lords: I'm careful with this. Often implementing custom models seems alluring but more than often I think they can look weird. We'll see what Reforged has to offer.

17. Remake Doomhammer bossfight: In my opinion with boss fights it really comes down to having many area of effect abilities for the bosses, so the player doesn't just spam his own abilities but is also forced to move around. I might look into creating a proper template for this so I can create many good boss fights more easily.

18. The Horde Awakens mechanic: As someones suggested I will probably use this mechanic for the final chapter, because it's more fitting when sotrming Durnholde. Durnholde will be redesigned accordingly. You should see this redesign in Chapter 2, too. So they won't be two separate maps. The current Horde Awakens map will be remade to include multiple internment camps that have to be infiltrated. No detailed plans yet.

19. Last chapter "Confrontation with the Past" is good: I like it but I think it doesn't offer much for the story, which is why the final fight with Blackmoore will happen right at the end of the Siege of Durnholde. The gameplay elements of "Confrontation with the Past" will be split and spread across the other maps of the campaign.

==============================

New ability system:
- Combat abilities are no longer learned via skill points. Neutral Shops are used to choose 1 of 3 abilities for each hotkey (Q, W, E, R). Abilities can be switched at any time at an Ability Shop, but it costs gold. Main quests will unlock new abilities.
- Combat abilities are upgraded in Neutral Shops for gold. Normal abilities have 5 levels. Ultimates have 3 levels. Gold can be obtained by killing enemies. Main quests (and sometimes optional quests) will unlock new levels for abilities.

Q abilities:
- Knockback: Stuns, knocks back and deals damage to an enemy.
- Raging Strike: Thrall quickly moves to a target point damaging all enemies along his path
- Chain Lightning: as before

W abilities:
- Earthshock: Sends a shockwave that damages and slows all enemies in a line.
- Leap: Jump to a target location to damage and slow all nearby enemies
- Feral Spirit: as before

E abilities:
- Rage: Like Bloodlust, but can only be used on Thrall. Lower cooldown and no auto-cast.
- Challenge: Decreases armor and attack of an enemy unit and forces it to attack Thrall.
- ?: Probably not Far Sight

R abilities:
- Indestructible: Adds damage and hit point regeneration to Thrall
- War Cry: Nearby units take damage and have their damage reduced
- ?: Maybe like Earthquake but non-channeling

New upgrade system:
- Unique upgrades can be bought with gold and lumber from Neutral Shops. These unique upgrades may allow Thrall to harvest lumber from trees, add a ranged attack, permanent buffs or add an inventory to Thrall's companion and much more. Unique upgrades are mostly unlocked via optional quests.

Classic hero skills:
- Hero skill points are now used to upgrade special abilities like Crafting, Build Fire Pit, Cooking, Looting.

Crafting:
- Level 1: Allows Thrall to create items like Bandages or Mana Potions for gold and lumber
- Level 2: Allows Thrall to create items like Spears or temporary Shieldsfor gold and lumber
- Level 3: Allows Thrall to create items like Bombs for gold and lumber

Build Fire Pit:
- Level 1: Allows Thrall to build a Fire Pit that heals all nearby organic units. Burns lumber until there is no more lumber or put out.
- Level 2: The Fire Pit heals more, consumes less lumber.
- Level 3: The Fire Pit heals more, consumes less lumber.

Cooking:
Thrall automatically collects the carcass of a slain animal. The animal can be cooked at a Fire Pit to gain temporary bonuses. (pigs give strength, raccoons give intelligence, rabbits give agility)
- Level 1: Allows Thrall to cook pigs, raccoons and rabbits.
- Level 2: Furthermore allows Thrall to cook medium sized animals.
- Level 3: Furthermore allows Thrall to cook big sized animals.

Looting:
- Level 1: Increases amount of gold gained from slain enemies.
- Level 2: Further increases amount of gold gained from slain enemies.
- Level 3: Further increases amount of gold gained from slain enemies.

I am happy to say that most of these new features already have working prototypes.
 
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6. Arthas cameo and Taretha in prostitution: Is Arthas really in the book? I have to look it up again^^. I might add a short dialogue sentene by Taretha that "Blackmoore used her for ... other things".
No, the scene happens in Arthas Rise of The Lich King by the same author.(Arthas doesn't sleep with her cause he sleeps with Jaina and is madly in love) I just think that it gives a lot of motivation to Taretha.
10. Replace imprisoned grunts with peons and non-human guards with human guards. I would be bothered by the sudden change of their physique once they acquire weapons. I can see a story-reason for having only humans, but for variation I owuld keep elves and dwarves. Also, looking at the WC3 campaign the alliance of races doesn't seem to be that splintered...
Beside story reasons, I meant that you control a 100% orc army, so the enemy being 100% human makes a lot of sense imo.
12. Running from cold not fun: Hmm, but I like it because it puts some pressure on Thrall :) Maybe I will just make it a strong debuff and not instant death. I'll see.
If you like it, keep it. Just maybe a bit shorter.
14. Drek'Thar boss fight: As an ally maybe.
Imo it would make sense as the big final test to join the clan.

EDIT:
I would refrain from having Hellscream as the bossfight.
Same thing as with Drek'thar.
16. WoW models for elemental lords: I'm careful with this. Often implementing custom models seems alluring but more than often I think they can look weird. We'll see what Reforged has to offer.
They don't have that big of a role. Basically they just stand and talk, and it would imo be just a vissual improvement, nothing elese. The way it looks like now a Firelord in Reforged will 99% be (a reskinned) Ragnaros from HotS, so imo a WoW model to set him apart from other Firelords would fit.

//On a side note:
15. Remaking elemental quests: I will make all main quests more "normal", but I would like to have some sort of flavour for each so it doesn't get boring over time. The elemental quests as you know them right now might actually become optional quests. The terrain will change accordingly, but in the current state the editor doesn't offer multiple cliff types. Current plan for the main quest line is to connect all areas and have an escort quest with Drek'Thar who is following you to each area. After completing 2 or 4 of the elemental quests he will offer to talk to you about Thrall's parents. Then you will play as Durotan and Draka. Probably split into two quests. These may or may not be optional quests.
Elemental Planes being connected would not make any sense from WoW lore point of view. They were imprisoned in the planes and separeted for a reason, so they would stop fighting one another all the time and cause havoc around the world. Even the whole black dragonflight and a dragon aspect were assigned to monitor the planes and keep them separate, only letting them out to shape the land while making sure they don't get in conntact with one another. Though they abandoned their task when Neltharion became Deathwing.
 
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I have had a chance to look at Reforged. Considering the massive effort required to make appropriate custom models and my limited time to work on Lord of the Clans, I think it's best upload the current open beta version of DotD and TLG to Hiveworkshop. I will do this in the next few weeks, after playing through each campaign 1-2 more times; definitely before Christmas.

I have started working on some cool ideas for LotC 3.0, but I really don't know when I will get to it. Maybe LotC will have a chance to be updated with full Reforged support (because LotC also has the least amount of custom assets), and then DotD and TLG will follow later. No ETA on LotC 3.0; it is effectively on hold.
 
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I have had a chance to look at Reforged. Considering the massive effort required to make appropriate custom models and my limited time to work on Lord of the Clans, I think it's best upload the current open beta version of DotD and TLG to Hiveworkshop. I will do this in the next few weeks, after playing through each campaign 1-2 more times; definitely before Christmas.

I have started working on some cool ideas for LotC 3.0, but I really don't know when I will get to it. Maybe LotC will have a chance to be updated with full Reforged support (because LotC also has the least amount of custom assets), and then DotD and TLG will follow later. No ETA on LotC 3.0; it is effectively on hold.
Love the new ideas you plan to implement, just some nitpicks from me:
1- Model choices: If it was up to me i would keep to WC3 style models (Doomhammer, Durotan are way to high res, they are fantastic models to be sure, but it looks like they do not belong in that world). Also, i hate the RPG Orc model for Thrall, i think a more suitable one can be used, the hammer attachment it has is pretty high res, breaks the immersion. Ujimasa Hojo has a great Thrall on Snowsong model for the last mission.
2- Lore based changes: The prologue is great, just Durotan was no Shaman, so his spells should be more warrior like, same with Doomhammer, and of course Grom is not a Blademaster (Yea i know he is in wc3 but lore wise he is a berserker warrior). Also, this brings up another point: descriptions and icons for spells - Doomhammer having thorns aura and resurrection also breaks the immersion, no need to change the spells if you do not want to, just make them more "flavorish" if you get what i mean :D
Example: "Resurrection" can be "Rise up sons of the Horde" with a battle standard icon from the Rexxar campaign, and of course edited effects in the object editor.
 
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I have had a chance to look at Reforged. Considering the massive effort required to make appropriate custom models and my limited time to work on Lord of the Clans, I think it's best upload the current open beta version of DotD and TLG to Hiveworkshop. I will do this in the next few weeks, after playing through each campaign 1-2 more times; definitely before Christmas.

I have started working on some cool ideas for LotC 3.0, but I really don't know when I will get to it. Maybe LotC will have a chance to be updated with full Reforged support (because LotC also has the least amount of custom assets), and then DotD and TLG will follow later. No ETA on LotC 3.0; it is effectively on hold.
Cool can't wait to see one of my fav campaigns in Reforged!
 
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@OutsiderXE
was enabling all buttons on campaigns to YES and to show by default because of the bug that wont unlock progress with current Classic.

Lord of the Clans Crashes when i try to boot it up in the editor for 1.31 however.

any ideas?

I have worked with 1.31 for the past months on new update to LotC; Some crashes here and there but I could always open it. So my LotC was always modified and "up-to-date". My guess is the new patch broke the "old" version here on Hive.

When I find some time I will investigate - apply a hotfix if I can. Hopefully the release of Reforged will fix things ... but as things are going I fear the worst.
 
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@OutsiderXE

fixed it

I opened it with the Reforged world editor and it allowed me to open up the mission buttons to Visible

Vanilla Patch 1.31.1 didnt let me

So thats fixed

ALSO

interestingly enough for anyone reading
Either patch 1.31.1 or Reforged world editor FIXED Bago's Quest and its Chapter 15 that has been crashing for years.

all i did was make the buttons for missions open and saved it with the reforged world editor.


I'm actually optimistic for reforged and compatability after that lol
 
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Hopefully the release of Reforged will fix things ... but as things are going I fear the worst.
What did you mean by that?
You still plan to update your Campaigns for Reforged?(in however distant future)
Tbh it's a one huge plus for Reforged as a whole and one of a few things that still makes me excited for Reforged. (next to too many Blizzard made minuses, if you get what I mean)
 
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What did you mean by that?
You still plan to update your Campaigns for Reforged?(in however distant future)
Tbh it's a one huge plus for Reforged as a whole and one of a few things that still makes me excited for Reforged. (next to too many Blizzard made minuses, if you get what I mean)
The closer we get to release, the less hyped I get. I am not sure I will buy it on release. I will buy it eventually and I will work on Reforged versions for my campaigns some time in the future. Don't expect LotC 3.0 to come out before 2021. But once it comes out it should be great: More RPG elements, larger maps, more quests, more abilities and upgrades, removed RTS mission, improved stealth system, more dynamic combat, more environmental traps and so on.
 
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The closer we get to release, the less hyped I get. I am not sure I will buy it on release. I will buy it eventually and I will work on Reforged versions for my campaigns some time in the future. Don't expect LotC 3.0 to come out before 2021. But once it comes out it should be great: More RPG elements, larger maps, more quests, more abilities and upgrades, removed RTS mission, improved stealth system, more dynamic combat, more environmental traps and so on.
Yeah, I'm not going to buy it on release either. I'll wait a first few weeks, after the initial patching process and see how buggy people say it is then. I really have no intention of loosing my nerves on a too buggy game. By that time we'll also know what they've done with the Campaigns, as of now it seems that Reforged is a graphical update and pretty much nothing more, and to me at least it seems that 8 "redone" chapters means 8 reterained chapters. Even though 30(or even 40)€ may objectively not be that much, it's kinda pricy for a graphics pack. And also it's been two months since Blizzcon, and there is complete silence from Blizzard again, and if Blizzcon 2019 thought us anything it's that silence is not a good thing.
Still, I'll probably eventually buy it, and am looking forward to your Campaigns in Reforged. Take your time, I'll be happy to wait even till 2025.:)
 
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I've started getting back into it a bit. I've talked a lot about changed to the individualization of Thrall (new/changeable abilities, upgrades etc.). I would like to talk a bit about changes to the campaign structure and level design.

Campaign structure:
- Some chapters will be merged or completely changed; including cinematic maps. Previously some maps did not feel as meaningful, e.g. Hunger (felt more like a side quest) or Confrontation with the Past (only the finale was really important). But the content wil not be gone; instead I will break up areas/quests from these maps and put them into other maps, making those larger.

Prologue:
- Replaced Gul'dan scene with short scene about Blackmoore finding Thrall
- Gul'dan scene and additional Blackmoore scenes will be part of the new Chapter 6

Chapter 1:
- Thrall as a gladiator
- Planning more gameplay for optional quests
- Planning to update all fights

Chapter 2:
- Thrall fleeing from Durnholde, meeting Taretha and trying to find an internment camp
- Map is now over 70% bigger with numerous new quests

Chapter 3:
- Thrall fleeing from the internment camp, finding a village for food and finding the Warsong clan

Chapter 4:
- Thrall fighting members of the Warsong clan

Interlude:
- Blackmoore hearing news of Thrall
- Thrall talking to Grom about freeing orcs

Chapter 5:
- Thrall finding the Frostwolf clan and solving various tasks
- Planned to be much like before, but with more open space, more quests and the mini-games being optional

Chapter 6:
- Thrall becoming a shaman
- Thrall learning about his parents' death
- More quests, mini-games being optional
- Optional quest about Draka and Durotan (from a gameplay perspective it should feel better to start with Thrall right away; from a story perspective you should get a better feeling how Thrall learns about his parent's deaths)

Interlude:
- Blackmoore drunk, hearing news of Thrall

Chapter 7:
- No definitive plans yet: Map size will probably increase dramatically as I will try to fit in multiple internment camps

Chapter 8:
- Plans to change layout completely
- Base completely controlled by AI
- Very similar to last Rexxar mission
- Boss fight with Blackmoore at the end (gameplay from the old Chapter 10 will be spread among the campaign).

Epilogue:
- Like before

Most maps will be getting bigger. To compensate the level design will be less linear with fewer dead ends and. You can also find Fire Pits to unlock Fast-Travel. E.g. Chapter 1 (Unchained) will be more than 70% bigger with about 10 more quests. I will try to be careful to not go overboard with the sizes; quality over quantity. I would also like to be done some time in 2021...

99% of all of these things are still in my head. Progress is extremely slow.
 
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Spamming you guys with some info here^^

I've talked about new abilities for Thrall customization, bigger levels and new quests. I also plan to add more dynamic combat in a few simple steps.
1) Significantly decreased cooldowns and mana cost for Thrall's abilities without decreasing the effect much. Also, the Tattered Cloth can now be used to regain mana at the cost of life. This decreases the downtime players experience, so you always have something to do in combat. To balance it out, enemy numbers will be increased slightly and they will hit a lot harder.
2) I'm currently implementing a system that turns every spell used by enemies into skillshots. An enemy unit will periodically target a small area around a player unit, indicated by a visual indicator a few seconds before the actuall skillshot happens. Players who react quickly can avoid the skillshot, so each encounter feels like a mini boss fight.
3) More environmental features. Remember the bushes from Chapter 4 that made Thrall invisible? They will appear a lot more often, also giving Thrall 100% Critical Strike for a short duration. There will also be many more traps like Fire (Dmg) or Ice (Slow) which can be used against Thrall or his enemies.

Imagine two footmen blocking your path. You prepare a fire trap and hide in the nearby bushes before they spot you. As soon as one moves away you come out of the bushes, instant-killing the closest footman. The other footman notices you and attempts to hit you with a Storm Bolt, you dodge it in the last milisecond, and use your Knockback ability to knock the footman back into a fire.
 
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Damn,you're the most enthusiastic guy I've ever known!Everything you've listed above sounds awesome,boosting the gameplay of LotC into another level.
 
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Spamming you guys with some info here^^

I've talked about new abilities for Thrall customization, bigger levels and new quests. I also plan to add more dynamic combat in a few simple steps.
1) Significantly decreased cooldowns and mana cost for Thrall's abilities without decreasing the effect much. Also, the Tattered Cloth can now be used to regain mana at the cost of life. This decreases the downtime players experience, so you always have something to do in combat. To balance it out, enemy numbers will be increased slightly and they will hit a lot harder.
2) I'm currently implementing a system that turns every spell used by enemies into skillshots. An enemy unit will periodically target a small area around a player unit, indicated by a visual indicator a few seconds before the actuall skillshot happens. Players who react quickly can avoid the skillshot, so each encounter feels like a mini boss fight.
3) More environmental features. Remember the bushes from Chapter 4 that made Thrall invisible? They will appear a lot more often, also giving Thrall 100% Critical Strike for a short duration. There will also be many more traps like Fire (Dmg) or Ice (Slow) which can be used against Thrall or his enemies.

Imagine two footmen blocking your path. You prepare a fire trap and hide in the nearby bushes before they spot you. As soon as one moves away you come out of the bushes, instant-killing the closest footman. The other footman notices you and attempts to hit you with a Storm Bolt, you dodge it in the last milisecond, and use your Knockback ability to knock the footman back into a fire.

This is great. Makes me wonder why u rework these 3 campaigns so much and dont just make Rise of the Horde already. :D :D :DDDDDD
 
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Thanks guys! Here is a quick demonstration of a new combat system that allows an enemy unit to cast a dodgeable skillshot. Enemies can also be tricked to hit each other.


The best thing is I just need a single line of code to make any unit cast any ability, including adjusting the size of the area of effect and the time until its fired. I hope to be able to create many, many interesting encounters with this.

(I used to think just updating the 3 campaigns would take less effort... But I am very happy I am doing this. I just want to get the best experience. After completing the updates I will see about other projects.)
 
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I'm happy to say that Chapter 1 is nearing beta status for version 3.0 (meaning the content has been updated and only polishing, balancing and detailed bugfixing remain, which I will do after all maps have been updated).

It's one of, if not the smallest map, but it's still an important step, because most of the important systems are established here. In summary the update to Chapter 1 will feature:
- Replaced old optional quest with 4 new ones. These quests include new areas to explore, with new encounters and puzzles (e.g. the Glaive and Water traps from the old Chapter 10 will be featured here)
- Introduction to the new ability/upgrade system: Thrall buys and upgrades abilities with gold
- Introduction to the modified AI combat system, which focuses on skillshot abilities and target indicators (so you can dodge them)
- Updates to all fights (e.g. the Lizard now behaves normallly and is no longer invulnerable)
- Changes to some cinematic: Replaced "The Prophet" with a new scene

I've also replaced the old Gul'dan prologue with a new/old prologue focusing on Blackmoore finding Thrall. The old Chapter 1 with Durotan/Draka and all cinematics with Gul'dan/Doomhammer will become optional quests in Chapter 6.

If things go well, Chapter 2 should be in beta before end of May.
 
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I have a little question.I'm curious why Durotan's skin is green in this campaign.His is brown in the movie of Warcarft.
 

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why Durotan's skin is green in this campaign.His is brown in the movie of Warcarft.
The story of Warcraft:Movie was based on an altered universe,most canon fans didn't like it.

As a matter of fact,Blizzard has created at least Five universe of Warcraft which conflict with each other:
a) The old canon universe of Warcraft 1 and Warcraft 2,along with several novels such as Day of the Dragons,Blood and Honor,The Last Guardian.

b) The universe of Warcraft 3 and early days of WoW(from vanilla to WotLK).

c) The universe of later WoW.(from Cata to BFA)

d) World of Warcraft:Chronicle

e) Warcraft:Movie

Most campaign makers of Hiveworkshop are fond of creating stories based on the second universe,but it seems that OutsiderXE prefers the first one.
 
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I don't really differentiate that much. I see a to d as one universe, where events where just retconned over time and the movie as its own universe.

I have applied some of that retconning myself, e.g. renaming The Great Dark Beyond to The Twisting Nether in TLG.

I would like to explore WoW stories too, but I got stuck updating the pre-WC3 stories.

I thought about this a while ago. That my campaigns have established their own continuity/universe, because of the alterations to the storylines, quests, level design and new characters (Volbir and Bolvir appearing in all campaigns, even ny SC2 campaign).

The LotC 3.0 update should bring the continuity a bit closer to WoW. The updated level design will be influenced by the WC3 and WoW Hillsbrad Foothills maps. Thralls journey will now take him northwest instead of east and I try to modify some locations to resemble their WoW counterpart more closely, e.g. Durnholde Keep is now inside Durnholde on a hill (used to be on a separate map).

There will be alterations that will actually do the opposite. E.g. Thrall will be fighting Blackmoore on the open battlefield with his shaman skills available. Whenever I make changes like these I make them for the sake of gameplay.
 
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I see a to d as one universe, where events where just retconned over time and the movie as its own universe.
Events could be retconned easily,however changing character arc would ruin the whole story.Let's take LotC as example.In the end of the novel,Thrall has become a brave soilder,a warm-hearted brother,a humble shaman and a responsible,broad-minded leader.Such a wise orc would never pass his throne to Garrosh in WoW 4.0,nor would he abandon his people in WoW 8.0.Another example is Sylvanas,I'm pretty sure that Tomoraider hated what Blizzard had done to the Banshee Queen recently.

That my campaigns have established their own continuity/universe, because of the alterations to the storylines, quests, level design and new characters (Volbir and Bolvir appearing in all campaigns, even ny SC2 campaign).
Yeah,I always like that.Maybe one day,OutsiderXE's universe would be much more popular than Blizzard universe.Who knows.:peasant-popcorn:
 
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Hello
If I had a 2.0 at some point it wouldn't be clear which version was its predecessor. I would also need to consider hotfixes, like DotD has, which would make its current version something like 2.1.1.

Yes, Rise of the Horde. My favourite book.
I loved the book and this campaign was a very good complement to it. Do you have any plans on adopting Rise of the Horde as well?
 
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Hello

I loved the book and this campaign was a very good complement to it. Do you have any plans on adopting Rise of the Horde as well?

Hi. I don't know yet. I am currently working on an update to LotC, which will I can hopefully release some time next year. Afterwards I will look at the state of Reforged and think about possible future projects.
 
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New feature for 3.0 I have been working on these past days:
- Starting at Chapter 2, Thrall will have a Backpack, that is technically a second hero. The Backpack can spend attribute points to increase its inventory size, build a Fire Fit and improve passive abilities like Looting or Cooking. It will gain levels by completing optional quests.
- New hero skills for Thrall
- The Tattered Cloth is now an active ability that can replenish mana at the cost of life.
- Haste temporarily increases movement speed
- Combat Aura (Passive) improves attack speed for nearby friendly units
- Dodge (Passive) allows Thrall to evade attacks
(If these abilities seem very mundane, have no fear: The Backpack also allows you to research many combat abilities and upgrades).
- I had plans to implement a Leap ability but problems with the animation. I am replacing it with Whirlwind (like a mini-Bladestorm).

Will likely post a demo in about 4 weeks for the Jayborino Maporino contest:
 
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New feature for 3.0 I have been working on these past days:
- Starting at Chapter 2, Thrall will have a Backpack, that is technically a second hero. The Backpack can spend attribute points to increase its inventory size, build a Fire Fit and improve passive abilities like Looting or Cooking. It will gain levels by completing optional quests.
- New hero skills for Thrall
- The Tattered Cloth is now an active ability that can replenish mana at the cost of life.
- Haste temporarily increases movement speed
- Combat Aura (Passive) improves attack speed for nearby friendly units
- Dodge (Passive) allows Thrall to evade attacks
- I had plans to implement a Leap ability but problems with the animation. I am replacing it with Whirlwind (like a mini-Bladestorm).

Will likely post a demo in about 4 weeks for the Jayborino Maporino contest:
it states that recommended version is 1.24 to 1.28c, good for me.
 
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Good news. I am only a few days away from getting Chapter 2 to beta status - meaning I can leave it for the time and move on to Chapter 3. This is important because Chapter 2 has become such a big map, establishing many new features used throughout the campaign.

Chapter 2 now consists of:
- 2 main quests (up from 1)
- 8 optional quests (up from 1)
- size: 128x128 (up from 96x96 - which is an increase to 177%)
- Numerous new triggered events (civilians panicking, enemies fighting each other, surprise attacks, more transmissions, etc.)
- Circular level design (e.g. gates that unlock shortcuts; think of Dark Souls)
- Terrain layout in Durnholde slightly closer to WoW map (I will continue to modify it so I can use the Durnholde parts for the new final Chapter)
- Estimated playtime: 50-60 mins (up from 10-20 mins)

Map:
upload_2020-4-21_11-47-33.png
 
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Oh, you are right. I forgot I have not updated LotC yet^^
Although I doubt 1.24 will work. More like 1.28-1.31.
but why would you make it for 1.31 -_-!
if you made it for 1.26 all others can still open it. or you need this new version because you used the new native functions?

Edit: when you update I will check if my 1.30 can open it.
 
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but why would you make it for 1.31 -_-!
if you made it for 1.26 all others can still open it. or you need this new version because you used the new native functions?

Edit: when you update I will check if my 1.30 can open it.
I always use the newest patch, with the exception of Reforged 1.32. To use new natives, but also because I assume that people would gravitate towards it naturally. "Just install the latest patch and it works" was always my thinking. Never in my wildest dreams would I have thought that Activision would make such a mess... and ultimately remove campaign support. I will continue to update my campaigns with the latest patch once Reforged adds campaign support.
 
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"Just install the latest patch and it works" was always my thinking. Never in my wildest dreams would I have thought that would make such a mess...
though if you think about it in terms of compatability, it seems always better to use the older version, because then everyone who updated their game will be able to open it.
so unliss I will really need natives, or unliss I really want the balance of the new update, I will stick with the old 1.26
I have 1.30 but I only make maps with 1.26 for this reason.

I mean your campaign was fine before any of those natives came :|
is there some triggers you had to use these new natives to implement some cool idea otherwise it woudlnt be possible?
 
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though if you think about it in terms of compatability, it seems always better to use the older version, because then everyone who updated their game will be able to open it.
so unliss I will really need natives, or unliss I really want the balance of the new update, I will stick with the old 1.26
I have 1.30 but I only make maps with 1.26 for this reason.

I mean your campaign was fine before any of those natives came :|
is there some triggers you had to use these new natives to implement some cool idea otherwise it woudlnt be possible?
There are definitely a few natives I am using that were introduced only in the last few patches, although I don't remember which ones. In the very least I use widescreen which was introduced in 1.29.
 
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Sneak peek of the new Chapter 3:
upload_2020-4-30_0-31-55.png
I am merging the old Chapters 4 and 5 because I think Chapter 5 never really deserved its own Chapter. It was just hunting for Food and then meeting the Warsong clan in the Outro cinematic. To compensate the new Chapter 3 will have 3 main quests and 8 or 9 optional quests where you get to trample on spider eggs, solve puzzles and rescue a Blind family from evil gnolls (or kobolds) ;). I estimate a playtime of about 50-60 minutes, which is about the same as the old Chapters 4 and 5 combined.

You see it's barely the same map; only the internment camp is almost the same (rotated by 180°). There is a lot more water as you get to travel with a boat or the first time.

I'm really happy I can show this already as progress is going very fast. Thankfully I don't have to invent many new systems from now on. That really slowed down progress in Chapters 1 and 2.

There is still plenty to do. So far I have mapped out the space for all quests and finished two quests. I still need to place most of the enemies, add triggers for events and cinematics and playtest a lot.


edit:
most recent terrain work:
upload_2020-5-1_13-14-19.png

upload_2020-5-2_22-20-11.png
upload_2020-5-5_18-11-21.png

@deepstrasz about removing content: It seems that way at first glance. I am merging two maps with sizes of 128x128 each into a single map of 128x160. But in reality it's more of a squeezing together. Look at the screenshots below I have attached. Yellow areas are cinematic or just a bit of walking. Red areas are completelyunplayable and never seen by a player for the most part. Only the green areas are playable. You can see the actual green areas are really small.
To make it all fit, I had to redesign almost everything, so it's basically a new map. I've decided to decrease the size of the village where you are looking for Food, because it's just not as important for the main plot and can become pretty monotonous. On the other hand I have decided to increase the size of the escape/goblins areas, as there are more opportunities for new gameplay.
Going by quests the old chapters had 5 main quests and 3 optional quests. Now it will be 3 main quests and 8 optional quests. I aim for a playtime of 50-60 minutes.

upload_2020-5-3_12-41-40.png

upload_2020-5-3_12-41-32.png

Along with the old Chapter 5, I believe the old Chapter 10 (chasing Blackmoore) is also stretching out the plot unnecessarily long, so I will remove it. But Chapter 10 has many cool gameplay mechanics, so you will see them again spread across the other maps.

There will be a completely new Chapter 4 with Thrall and the Warsong Clan and then a completely new Interlude about Blackmoore ;) In the end I think playtime for the campaign will be increased by about an hour.
 
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I just accidentally overwrote 2 days of of pretty hard work :(

Not taking that into consideration I was actually making a lot of good progress into polishing chapters 1-3. Chapter 3 was still missing 1/3 of content but I expected to be done by the end of next weekend, starting Chapter 4 right after (fighting the Warsong Clan!)

At least I have my notes from 2 days ago, and a lot of time was spent with trial and error. Progress should be quicker now... Anyway, I think I'm going to take a break for a while. Just needed to vent my frustration.


OK, I' back to where I was plus some gameplay additions, minus some cinematic stuff and minus a whole lot of testing^^ But should be fine. If I can keep this momentum up I might start with Chapter 4 in 7-10 days.
 
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