• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Malfurion's Quest v1.4b

This bundle is marked as high quality. It exceeds standards and is highly desirable.
183891-albums7057-picture96367.png


You are Malfurion Stormrage, arch druid of the Night Elves and protector of Kalimdor. A great prophecy has foretold the return of the Burning Legion, who seek to destroy Azeroth once and for all.

For 10,000 years you have roamed the Emerald Dream, awaiting the day for your return to lead your people against the demons. However, you feel that the world has changed much during your absence. Despite Nordrassil being heavily guarded and Illidan the Betrayer sealed deep within his prison, you sense something terribly wrong that threatens your people's survival from the coming invasion.

Your mind is left in doubt, and the Prophecy's fulfillment draws near. Will you make sacrifices to ensure Azeroth's survival from the Burning Legion? Find out as you play Malfurion's Quest, the epic finale in Turnro's series of Warcraft 3 campaigns.





New Features

Choose Your Own Destiny
Malfurion's Quest will feature two separate story lines, with each providing different units, heroes, items, and much more. The campaign currently contains the complete Highborne story with the Sentinel path coming out in v2.0.

New Custom Race: The Highborne
This campaign will give you the opportunity to play as a fully new custom race: the Highborne. This mystical faction's strength lies with their powerful spells and their deep knowledge in arcane magics.

New Boss Fights
Malfurion's Quest features several boss fights that will test your skill and ability in playing Warcraft 3.

35 maps, including 20 Chapters and 12 Interludes
Note that Malfurion’s Quest is still under development. The current version has 20 maps.

New Feature: Pouch Utility
Drop items into Malfurion's pouch throughout the campaign, allowing you to hold onto additional items for later use.

New Heroes, Units, Spells, Items, and more!

183891-albums7057-picture97298.jpg

Screenshots and Tech-Trees

full
full
full
full
full
full
full
full
full
full
full
full
full
full
full
full
full


Specific Changes

New Units
SENTRY - Tier-1 melee unit with supportive spells. Has the Shadow Meld, Elune's Blessing and Swiftness of Elune abilities. Can be trained at the Ancient of War.
FURBOLG SHAMAN - Supportive spell-caster, with the Barkskin, Lightning Shield, and Healing Wave spells. Can be trained at the Ancient of Lore.
STALKER - Melee stealthed unit. Has the Shadow Meld, Critical Strike, and Evasion abilities. Can be trained at the Den of Shadows.
JAILOR - Tactical ranged unit. Has the Shadow Meld, Shadow Strike, and Blink abilities. Can be trained at the Den of Shadows.


New Building
DEN OF SHADOWS - Stealth unit training building. Trains Stalkers and Jailors, as well as containing the Permanent Invisibility and Blink upgrades.

New Upgrades
ELUNE'S BLESSING - Grants Sentries with the Elune's Blessing ability, which allows them to recover 250 lost hit points per use.
LUNAR UPGRADE - Upgrades Archers into Lunar Archers, permanently increasing hit points by 100 and damage by 3. 5unar Archers also have access to the Moon Arrows ability, which allows them to deal area-of-effect damage to enemy units. Hippogryph Riders also benefit from the additional damage and Moon Arrows ability.
SWIFTNESS OF ELUNE - Grants Sentries with the Swiftness of Elune ability, which increases the attack and movement rate of a single-target friendly unit for 45 seconds. This ability is auto-cast.
ETHEREAL FORM - Allows Faerie Dragons to transition in and out of ethereal form. Ethereal units are immune to physical damage but cannot attack.
FURBOLG SHAMAN ADEPT/MASTER TRAINING - Increases Furbolg Shamans' mana capacity, mana regeneration rate, hit points, and grants them Lightning Shield/Healing Wave.
PERMANENT INVISIBILITY - Permanently upgrades Stalkers to be invisible. However, Stalkers will break their invisibility while engaging in combat.
BLINK - Grants Jailors with the ability to move in and out of combat at the cost of mana.


Other Changes
- Huntresses now start off with the Moon Glaives upgrade automatically
- Glaive Throwers have a new skin and icon
- The Marksmanship upgrade for Archers has been removed in favor for the Lunar Upgrade
- Mountain Giants now start off with Resistant Skin automatically upgraded
- Phase Shift will now heal Faerie Dragons 75 hit points with each use
full
183891-albums7057-picture81017.jpg



MALFURION'S QUEST MAP FORUM


Legendary Items

Find all 8 legendary items while playing Malfurion's Quest v1.4b in Hard difficulty:

full
Gem of Power
Increases the mana capacity of the Hero by 200 and mana regeneration by 25% when worn.
full
Wand of Feedback
Increases the attack damage of the Hero by 10. The Hero's attacks also destroy 12 mana per hit against any unit, causing bonus damage equal to the mana destroyed.
full
Ancient Totem
Increases the Strength and Intelligence of the Hero by 6 when worn.
full
Shield of Darkness
Increases the Hero's armor by 5 when worn. Also reduces all piercing and magic damage dealt to the Hero by 33%.
full
Moon Orb
Increases nearby ranged units' damage by 10%. Also increases the Strength, Agility and Intelligence of the Hero by 5.
full
Sphere of Nature
Increases the hit points of the Hero by 300 and regeneration by 4 hit points per second.
full
Master Scepter of Healing
Grants the ability to heal a friendly unit for 400 hit points. Also increases the Intelligence of the Hero by 12.
full
Orb of the Void
Increases the Strength, Intelligence, and Agility of the Hero by 10, and blocks a spell from hitting the Hero every 40 seconds.


Change Log

- Demo Version uploaded to Hive Workshop


Added 3 new maps:
CHAPTER 3 - Ending the Chase (Sentinel)
CHAPTER 3 - An Arch Druid Reborn (Highborne)
INTERLUDE - The Yearn for Magic (Highborne)
In these maps, new heroes, spells, items, doodads and units have been included. In addition, custom background music has been added into the cinematics for both the old and new maps.

SPELL CHANGES:
- Fixed a bug which prevented Lifesurge from healing
- Mana cost of Lifesurge reduced from 115 to 110
- Lifesurge now heals slightly more hit points with each level, but deals less damage to enemy units overall
- Changed the hotkey for Lifesurge from L to E
- Reduced the mana cost of Force of Nature from 150 to 125
- Increased Wrath of Nature’s enemy units chance to miss with each level
- Malfurion no longer possesses Barkskin. Instead, he has Thorns Aura
- Changed the level requirements for all spell levels

- Vast changes to the Highborne units including hit points, spells, and names
- Slight improvements to the dialogue and cinematics throughout the game
- Slightly increased the health of Archers
- Glaive Throwers now have a new custom skin
- Highborne Ballista have been replaced with Glaive Launchers, a new custom siege unit
- Changed the Ancient Oracle's skin to a custom one
- Changed the benefits given from the Staff of the Oracle and the Sapphire Necklace items
- Healing and Mana potions now have their own unique model


Added 5 new maps:
INTERLUDE - Council of the Legion
CHAPTER 4 - Spread of the Corruption (Sentinel)
CHAPTER 4 PART 1 – Journey to Astranaar (Highborne)
CHAPTER 4 PART 2 - Temple of the Moon (Highborne)
INTERLUDE - Fear of the Prophecy (Sentinel)

- Numerous changes have been made to the Highborne:
- All units have altered stats to make them more balanced
- All buildings have either been renamed, recolored or have had their models replaced

- Added new custom background music
- Hotkeys for all unit and Hero spells have been changed to Q/W/E/R/T respectively
- Increased Lifesurge healing from 90/160/250 to 110/180/265
- Wrath of Nature has been improved: its area selection indicates the radius of enemy units it will hit. In addition, enemies hit by Wrath of Nature have greater reduced movement speed and chance to hit (but no longer reduced attack speed)
- Replaced Highborne Malfurion's Ignite ability with Fire Shield
- Fixed a bug for Arcane Explosion where it would not always damage nearby enemy units
- Increased the casting speed of Arcane Blast by 25%
- Restoration Shell regenerates 90/135/180 mana instead of 100/170/250
- Hero spells have been changed to have mana costs change with each incremental level. This means that level 1 spells will be cheap while level 3 spells with be more expensive. This change, however, have no effect on passives spells or spells that have lower mana costs with each level
- Reverted Archer and Glaive Thrower hit point increases
- Reduced Furbolg Shaman mana pool from 250 to 200. In addition, Furbolg Shaman now gain reduced mana pool and regeneration from caster upgrades
- Renamed Guardians to Royal Archers, Adepts to Guardians, and Overseers to Highmistresses
- Fixed Faradrella's Nature's Gift icon not showing
- Fixed items not selling bug in Chapter 3
- Changed the Entangling Roots icon ability
- Slightly reduced the hit points, armor and/or damage of Treants from Force of Nature for all levels
- The difficulty levels have been changed. Easy is now called Normal, Normal is Hard, and Hard is Insane. Each difficulty level has also been re-balanced to reflect these changes
- Added more items to the previously existing maps
- Permanent items dropped by creeps/crates are now randomized. However, other item types and items received from quests and secret areas remain unchanged
- Barkskin now has a new icon
- Numerous dialogue changes to the already existing maps
- Murloc Flesheaters no longer use Cannibalize in Chapter 1
- Fixed a bug in Chapter 1 where the Magical Pens would remain invulnerable
- Added new models for Scrolls of Healing/Mana/Protection/Restoration

- Cheats are now disabled depending on the difficulty level chosen:
NORMAL - No cheats are disabled
HARD - Only WhosYourDaddy is disabled
INSANE - All cheats are disabled


- Fixed a problem throughout the campaign in Insane difficulty where the player would randomly lose. In addition, the player will now be notified of the actual cheat that was used should they cheat
- Fixed a bug where the wrong loading screen buttons would unlock after completing Chapter 2
- Fixed a bug in Chapter 4 Sentinel where killing the creeps at Astranaar would not allow the player to complete the main quest objective
- The Hel Bear in Chapter 4 Sentinel will now be hidden from the player until the quest to slay it has been discovered
- Tyrande will now properly say her ready dialogue when revived by the player
- Kath'ranis can no longer cast Restoration Shell on himself
- Removed the flags from the Highborne Academy model
- Slightly altered the music lists for chapters 2 and 3


Added 5 new maps:
CHAPTER 5 - The Search for Cenarius (Sentinel)
CHAPTER 5 BONUS - The Restless Dead (Sentinel)
CHAPTER 5 BONUS - Ruins of Zin-Azshari (Sentinel)
INTERLUDE - The Last Guardian (Highborne)
CHAPTER 5 - War at Mount Hyjal (Highborne)

- All upgrades for the Sentry at the War of the Ancient have been replaced with the following:
ELUNE’S BLESSING: Allows Sentries to recover their lost hit points at the cost of mana
SWIFTNESS OF ELUNE: Allows Sentries to bless nearby friendly units, increasing their attack and movement speed
- Fixed a problem where the Prologue could not be skipped by the user
- The player's units no longer become still and un-killable after Murloc cinematic in Chapter 1
- Fixed a problem in Chapter 3 Sentinel where the elevators through the Way gate would stop working
- The Druid in Chapter 4 Sentinel no longer disappears until his associated quest is completed
- Units no longer get stuck after the Temple of the Moon quest in Chapter 4 Sentinel
- Orc Bosses in Chapter 4 Sentinel now deal Chaos damage instead of Hero
- Rend no longer casts Bladestorm indefinitely in Chapter 4 Sentinel
- The Hunters Hall is no longer attacked during a cinematic in Chapter 4 Part 1 Highborne
- Obelisks will now correctly grant shard vision to the player in Chapter 4 Part 2 Highborne
- Added additional healing/mana runes to the boss fight at the end of Chapter 4 Part 2 Highborne
- Changed the build hotkey for Glaive Throwers to T. This fixes an issue where its previous hotkey was conflicting with the War of the Ancient’s Root/Unroot ability
- Reverted hotkeys for unit movement actions and Hide ability
- Fixed an issue where Searing Arrows would not deal additional damage to Heroes, summoned units or creeps above level 5
- Increased the cast range of Kath'ranis' Restoration Shell
- The Highborne Enchanted Gold Mine and Arcane Cathedral buildings now have new icons
- Increased Guardian base armor from 2 to 3
- Increased the mana cost of the Highmistress' Frost Bolt ability from 75 to 100, and Clone from 150 to 200
- Changed the building summon icon for the Highborne Scholar
- Changed the summon animation for all Highborne buildings


- Tyrande now has a new model and icon
- Fixed a problem with saving unit groups at the end boss fight in Chapter 2
- Fixed a problem with the final cinematic not playing in Chapter 5 Highborne
- Altered the dialogue for the ending cinematic in Chapter 5 Sentinel
- Slightly reduced the damage of the final boss in the Sentinel bonus mission 'Ruins of Zin-Azshari'
- Increased the selection priority of Sentries, making it easier to alternate between them in a selection of units


NEW MAPS
INTERLUDE - The Legion's Return (Sentinel)
INTERLUDE - Realm of the Demigod (Highborne)
CHAPTER 6 - Cave of Shadows (Sentinel)
CHAPTER 6 - A World Transformed (Highborne)
CHAPTER 6 BONUS - Remnants of the Ancients (Highborne)

NEW FEATURE: Malfurion's Pouch
- Malfurion now possesses a pouch in each mission, which serves as a storage place for additional items. These items will also transfer into future missions

HERO CHANGES
- Fixed the description of Malfurion's Force of Nature ability for Levels 2 & 3, as well as giving the spell a new icon
- Reset Malfurion's Thorns Aura to reflect melee attacks by a percentage basis rather than flat damage
- Added a new icon for the Taunt ability possessed by Crystal Golems
- Increased the damage per second of Fire Shield from 15/20/25 to 15/25/35
- Arcane Explosion will now damage magic immune units
- Reduced the mana cost of Arcane Explosion by 50 for each level
- Tyrande's model and skin have been improved
- Renamed Owl Scout to Summon Moon Owl, as well as giving this ability a new icon and owl model
- Increased the cast range and mana cost of Crystallization
- Crystallization has been re-balanced to be weaker on lower levels and stronger on higher levels
- Decreased the damage dealt by Arcane Blast from 25/40/60 to 20/35/50 per wave
- Jarod's Sword Slam ability has been replaced with Battle Shout, which silences nearby enemy units for a short time

SENTINEL CHANGES
- Replaced the Marksmanship upgrade with the Lunar Upgrade. Once researched, all Archers will be transformed into Lunar Archers, granting them 100 additional hit points, 3 extra damage and access to the Moon Arrows ability
- Increased the hit points of Sentries to 575 and mana to 250. In light of these changes, Sentries now also cost more resources to train
- Sentries and their upgrades now require a Hunters Hall
- Increased the healing of Elune's Blessing from 150 hit points to 250
- Reverted the build time for Glaive Throwers back to 48 seconds
- Increased the mana cost of Healing Wave from 90 to 125
- Increased the mana pool of Furbolg Shaman from 200/300/400 to 250/375/500 per level of training
- Stalkers now possess the Evasion ability, as well as an increase of hit points from 575 to 650

HIGHBORNE CHANGES
- Scholars have been slightly buffed in regards to health, damage and movement speed. In addition, they now deal piercing damage instead of magic
- Increased the mana capacity of Royal Archers from 100 to 200
- Cold Arrows has been replaced with Arcane Arrows, which gives Royal Archers 6 bonus damage to attacks at the cost of mana
- Renamed Guardians to Battle Maidens
- Battle Maidens and their upgrades now require a Foundry
- Increased Battle Maidens health to 550 and mana capacity to 250. They are also slightly more expensive to train
- Mana Shield no longer requires research. In addition, Battle Maidens can now gain a new upgrade that increases the amount of hit points absorbed by Mana Shield from 1 per point of mana to 2
- Battle Maidens now have Frozen Armor, which increases a friendly unit's armor by 5 and slows the attack and movement speed of enemy melee units that attack it
- Reduced the amount of lumber Arcane Golems can carry from 50 to 40
- Arcane Golems have been reworked to suit more of a tanking role. This includes:
- Increased hit points to 800, and reduced damage dealt from 34-61 to 17-23
- Has access to 2 new abilities: Taunt and Power Discharge
- Will now benefit from the weapon and armor upgrades at the Foundry
- Added a new upgrade at the Foundry, which changes the armor type of Arcane Golems and Towers to fortified once researched​
- Glaive Launchers now require a Violet Observatory to build
- Slow mana cost for Enchantresses increased from 40 to 50
- Anti-magic Shell mana cost for Enchantresses increased from 50 to 75
- Renamed the Enchantress' Crushing Wave spell to Energy Blast, as well as giving it a new icon and special effect
- Clerics now cast Mass Heal instead of their usual Heal ability. In addition, Violet Observatories and Citadels no longer possess Mass Heal
- Increased the mana cost of the Cleric's Resurrection ability from 200 to 250. In addition, this spell has a new icon
- Clones summoned by Highmistresses will now only deal 50% of their original damage. However, all clones will now last for 60 seconds or until their hit points reach 0
- Renamed Wind Serpents to Elite Highguard
- Increased the hit points of Elite Highguard from 785 to 825
- Violet Sanctums no longer cost lumber to summon
- Violet Observatories and Citadels can no longer attack
- Violet Observatories can now cast Blizzard. In addition, Blizzard has been improved to become more powerful with each tier level
- Renamed the Arcane Vault to Vault of Power
- Improved the items offered for sale at the Vault of Power
- Foundries no longer cost lumber, but now cost 210 gold instead of 140
- Increased the build time of Foundries from 60 seconds to 70
- Arcane Towers now start off with heavy armor instead of fortified
- Increased to build time for Arcane Towers from 50 seconds to 60
- The Reveal spell now has a cooldown of 30 seconds

GENERAL IMPROVEMENTS/BUG FIXES
- All chapters and interludes at and before Chapter 6 are now automatically unlocked in the campaign loading screen
- The image and music for the victory score screen has been changed
- Faradrella will no longer have a Spell Immunity icon show when Nature's Gift is upgraded to Level 3
- Fixed an issue where several Hero custom spells would cause memory leaks to occur
- Increased the cooldown of the Sphere of the Sea item from 20 seconds to 60
- Corrupted Ancient Protectors now deal piercing damage instead of siege
- Added Moon Wells throughout all Sentinel bases in Chapter 1
- Added additional Fountains of Health throughout the campaign
- Arcane Towers no longer possess Magic Sentry in Chapters 1 and 2 on Insane difficulty
- Fixed a bug where the Magical Blades upgrade would have no effect on Glaive Launchers
- Your troops will now start off with tier-1 weapon and armor upgrades in Chapters 1 & 2
- The Arcane Golems harvesting trees in Chapter 2 will now attack when encountered by the player
- The Elune's Blessing ability is now automatically upgraded in Chapter 3 Sentinel
- Slightly reduced the difficulty of Chapter 3 Sentinel for all difficulty levels
- Sentries owned by the player no longer have Swiftness of Elune in Chapter 4 for both story versions
- Added improved anti-cheat triggers to Chapter 5 bonus maps
- Fixed a bug in Chapter 5 Sentinel where the furbolgs would not attack the red Satyrs
- Jarod now starts off on level 9 in Chapter 5 Sentinel
- Rearranged the tablet fragment locations in Chapter 5 Sentinel in order to make them easier to find
- Fixed the Restoration Potion icon in Chapter 5 Sentinel from having it appear as a green square
- Fixed the boss music playing for all sub-maps for Chapter 5 Sentinel
- Items are no longer dropped by destroying creep buildings
- Changed the hotkey for all tier 2 and 3 Town Hall buildings from W to Z
- Improved the hotkeys for all worker Resource Gather and Repair commands
- Unique models have now been given to Tomes of Retraining, Scrolls of the Beast and Scrolls of Resurrection
- Runes are now color coordinated, making them easier to identify for the player
- Shandris now has a new skin


- Resolved several game breaking bugs in Chapter 6 for both story-lines
- Heroes must now be within 1200 range of killing units in order to gain experience
- Regular Hero spells no longer require a level greater than 1 in order to be learnt
- The player no longer needs to repeat Chapter 2 in order to progress to Chapter 3 for both story-lines. However, game caches for Chapter 3 have been reset
- Improved entering through the Way Gates for the first optional quest in Chapter 3 Sentinel
- Turned on ally attack alerts for the furbolg player in Chapter 3 Sentinel
- Changed the hotkey of Fire Cage from V to F in Chapter 3 Highborne
- Players can now enter and leave the kobold cave whenever they choose in Chapter 4 Highborne Part 1
- Fixed a bug where Malfurion would become invulnerable in the kobold cave in Chapter 4 Highborne Part 1
- Fixed a bug where rescue-able Sentinels would not transfer to the player's ownership in Chapter 4 Highborne Part 1
- Tyrande will now correctly gain experience in Chapters 5 & 6 Sentinel
- Fixed an issue in Chapter 6 Sentinel where the main quests were not accurate in the Quest Log
- Increased the shield life of Anti-magic Shell for the final boss in Chapter 6 Sentinel
- Changed the ending cinematic for Chapter 6 Highborne
- Increased the damage caused of Rain of Fire in the final boss fight in Chapter 6 Highborne
- Plagued Ancients now deal area-of-effect damage to ground units, fixing a bug where the mouse icon would not appear for the 'Attack Ground' move
- Changed the color of the player's team from orange to red in the Highborne story-line
- The birth animation for Highborne buildings have been reworked, resolving several in-game issues
- Increased the damage of Moonfire from 60/100/145 to 65/125/170 per level. In addition, units hit by Moonfire will have reduced attack speed as oppossed to movement speed
- Increased the duration of Bladestorm from 5 to 7 seconds
- Trueshot Aura now has a new icon
- Highmistresses now have a new attack missile model
- Stalkers no longer possess Shadow Meld
- Changed the armor type of Arcane Wyrms from Unarmored to Light
- Corrupted Entangled Goldmines now have a new model
- Moon Wells in Chapter 1 are now invulnerable
- Changed the loading screen for Chapter 6 Highborne
- Made slight revisions to the dialogue across the campaign
- Made minor item changes, as well as their locations, throughout the campaign


MAIN CHANGES
- Added the following maps:
HIGHBORNE
Interlude: Pillars of Power
Chapter 7: Howling Treachery
Interlude: Unexpected Measures
Chapter 8: Ysera's Heartbeat
Chapter 9: The Last Guardian
Chapter 10: Darkness and Sorrow
Epilogue
- Made numerous story changes throughout the campaign, affecting the following maps:
HIGHBORNE
Chapter 3: An Arch Druid Reborn
Interlude: The Yearn for Magic
Interlude: Lying in Deceit
Chapter 5: War at Mount Hyjal
Interlude: Battle for Tomorrow
Chapter 6: Shattered Skies
- The Sentinel story path maps from Chapter 3 onward have been locked for revision. These maps will become available again in v2.0
- Hard and Insane difficulty have been merged to be more consistent with the difficulty settings throughout Turnro's campaign series
- Most Anti-Cheat systems have been removed. The player will now only instantly lose in Hard difficulty if ‘WhosYourDaddy’ is used
- Added legendary items into the campaign for Hard difficulty. There are a total of 8 legendary items to find
- Some optional quests throughout the campaign now grant the player's Heroes additional skill points upon completion

HERO CHANGES
- Increased the item pick up/drop radius of Heroes by 33%
- All main Hero spells now have 4 levels instead of 3. These spells have also been rebalanced to suit this change
- Switched the hotkeys for each Hero's ultimate spell with their aura or equivalant ability. This means that Hero ultimate spells now use R, making hotkeys more consistent across Turnro's campaigns
- Updated the campaign to be compatible with Patch 1.30.3 As a result, the following spells have been affected in one way or another:
Force of Nature
Tranquility
Mystic Affinity
Arcane Explosion
Summon Moon Owl
Entangling Roots
Mass Teleport
Impaling Shot
Enchanted Arrows
Blink
- Removed Thorns Aura from Malfurion
- Renamed Wrath of Nature of Nature's Wrath
- Made numerous changes to Malfurion's Crystal Golem spell:
- Removed Taunt, Hardened Skin and Spell Immunity
- Gains Bash from Level 2 onwards
- Gains Resistant Skin from Level 3 onwards
- Decreased the mana cost of Spell Steal from 50/25/10 per level to 25/10/0
- Increased the cooldown of Spell Steal from 5/3/1 per level to 10/5/1
- Changed the color of Malfurion's and Tyrande's hair to green

SENTINEL CHANGES
- Decreased the hit points of Sentries from 575 to 550
- The Furblog Shaman's Barkskin ability now reflects 25% of melee attack damage back to enemy units. In addition, the mana cost for this spell has been increased to 35
- Increased the mana and mana regeneration rate of Furbolg Shaman

HIGHBORNE CHANGES
- Increased the attack range of Scholars from 400 to 500
- Increased the hit points of Royal Archers to 300
- Increased the attack range of Royal Archers to 550
- Increased the damage dealt by Arcane Arrows from 6 to 8
- Decreased the hit points of Battle Maidens to 525, and increased their mana capacity to 300
- Reduced the mana cost of Frost Shield to 40
- Removed the Taunt ability from Arcane Golems
- Changed the attack type of Arcane Golems to Siege, increased their damage to 27-35 and attack rate to 1.9 seconds
- Power Discharge now requires an upgrade at the Foundry. In addition, its damage has increased from 50 to 70
- Increased the mana capacity of Arcane Golems to 250
- Replaced Power Shield from Clerics with Orb of Sight, which summons an invisible orb at a target location. This spell requires no research to begin using
- Increased the healing of Mass Heal from 10 to 12. In addition, this spell now requires Cleric Adept Training before it can be used
- Anti-magic Shell for Enchantresses now absorbs 300 magic damage instead of granting spell immunity
- Enchantresses now have Counterspell instead of Energy Blast, which silences and reduces an enemy unit's damage for a set amount of time
- Added new adept and master training icons for Clerics and Enchantresses
- Highmistresses now have a proper death decay animation
- Increased the mana and mana regeneration rate of Highmistresses
- Removed the Reveal ability from Violet Sanctum/Observatory/Citadels and Arcane Towers
- Blizzard can now be used by Violet Sanctums
- Removed Wands of Illusion and Arcane Scrolls from the Vault of Power
- Staff of Absorb Mana no longer requires a Violet Observatory in order to purchase from the Vault of Power
- Added Amulets of Recall to purchase at the Vault of Power, which requires a Violet Citadel before they become available
- Highborne attack and armor upgrades now have new icons
- Revised the gold and lumber cost for several Highborne structures

GENERAL CHANGES/IMPROVEMENTS
- Updated all mission loading screen images
- Changed the user interface for the Highborne story path
- Satyr Hellcallers are now Hero-based units
- Resolved a bug in Chapter 4 Part 2 Highborne where the player could use Kath'ranis to explore out of bound areas
- Increased the hit points of Fel Orc Berserkers from 535 to 600
- Updated the Mount Hyjal Guardians to make their units more unique compared to regular night elves
- Removed the Cenarian Horn item from the game in Chapter 5 Highborne
- The player's units in "Remnants of the Ancients" have been rebalanced to make trained units more viable
- Made numerous changes to existing items throughout the game
- Reverted the hotkey for Build back to B
- Command hotkeys (such as Build, Attack, etc) can now be overwritten by player custom hotkey settings
- Updated the icon position and hotkeys for all upgrades to reflect the 1.30 patch changes
- Added a unique model for Potions of Invisibility
- Updated the Lunar Upgrade icon


BUG FIXES/GAMEPLAY CHANGES
- Revised the entire campaign for map leaks
- Fixed a bug where the background music would randomly stop playing after a cutscene
- Hero, unit, building and spell stats no longer change depending on the player's Warcraft 3 version
- Resolved a bug where carrying certain items on Malfurion would cause him to lose his stat benefits while in his Twisted Ancient form
- Fixed an issue where Malfurion would lose all bonus skill points acquired throughout the campaign after using a Tome of Retraining in his Twisted Ancient form
- Resolved a bug where the Book of Spiders and Staff of Corruption shared the same cooldown group
- Increased the build time for all furbolg units in Chapter 3
- Made numerous fountain changes in Chapters 3 & 8
- Resolved a bug in Chapter 4 Part 2 where Tyrande would not turn invisible during the boss fight phases
- Added additional enemy Sacred Wells for the Guardians in Chapter 5
- Velinde must now survive during the final boss fight in Chapter 5
- Changed the model of the Fountains of Power in Chapter 6 to look more corrupted
- Fixed a bug where the Crystal Golem's hit points were not correct on certain levels in the bonus map of Chapter 6
- Increased the amount of enemies to kill between each phase of Velinde's boss fight in Chapter 6
- Resolved a bug in Chapter 6 where Illidan would occasionally become permanently invulnerable during the end boss fight
- Made slight rune changes to all boss fights in Chapter 6
- Moved the location of the Secret Key in Chapter 7
- Added more gold to several Gold Mines in Chapter 7
- Moved the location of the Orb of Thorns from Chapter 7 to Chapter 8
- Magtheridon now starts off with the Orb of the Legion in Chapter 8
- Reduced the time required to protect Malfurion at each obelisk in Chapter 8 from 4 to 3 minutes
- Reduced the time in order to reach most of the obelisks in Chapter 8
- Resolved some obelisk timer bugs in Chapter 8
- Added an additional Way Gate near the path to Ysera's Heart in Chapter 8
- Resolved an issue in Chapter 8 where Malfurion's Pouch would remain inaccessible once Malfurion revived
- Reduced the attack rate of all enemy AI bases in Chapter 9
- Increased the build time of all enemy dragon units in Chapter 9
- All Night Elf AI bases no longer rebuild lost structures on Normal difficulty in Chapter 9
- Fixed an issue in Chapter 9 where Malfurion would have his normal spells while in his Twisted Ancient Form
- Fixed an exploit in Chapter 9 where the player could complete the mission without activating the Demon and Naga enemy AI bases
- Changed the armor type of Dream Portals to Heavy Armor in Chapter 10
- Slightly decreased Kil'jaeden's auto attack damage in Chapter 10
- Decreased the power of Kil'jaeden's Meteor Strike and Armageddon spells on Normal difficulty in Chapter 10
- Changed the number of meteors summoned while Kil'jaeden channels Meteor Strike to make the spell feel progressively harder throughout his boss fight in Chapter 10

HERO/UNIT/ITEM CHANGES
- Increased the duration of Malfurion's Meteor Strike spell to 6 seconds
- Added a death sound to Tyrande's model
- Reduced the melee damage reflected from Barkskin for Furbolg Shaman to 15%
- Royal Archer attack range increased to 600
- Decreased the mana cost of Arcane Arrows for Royal Archers to 6
- Highmistress clones now only last half as long if the cloned unit is a Hero
- Renamed Elite Highguard to Highguard
- Reduced Arcane Wyrm hit points to 465
- Increased the hit points of Felhounds to 975
- Academy hit points decreased to 1200
- Added a death animation to Mana Wells
- The Demon Blade is now classified as an artifact
- Reduced Orb of Thorns's aura melee reflect damage to 10%
- Increased the mana burnt by the Wand of Feedback against Heroic units from 4 to 6
- Shield of Darkness now grants 33% magic damage reduction for Heroes. In light of this change, bonus armor has been reduced to 5 and piercing damage reduction to 33%
- Removed stock start delays for all items purchased from neutral shops throughout the campaign


BUG FIXES
- Fixed an issue where the Glaive Launcher's missile attacks would result in a game crash
- Fixed a bug where loading the "Lying in Deceit" interlude would result in a game crash

Other Campaigns in Turnro’s Warcraft 3 Series


Important Notes
- You will need to update Warcraft 3 to the latest patch version before playing Malfurion’s Quest (v1.30 at minimum). Otherwise, you will experience problems that will prevent you from playing the campaign. To update Warcraft 3, click on the following link: Patching Classic Games
- The normal background music of Warcraft 3 has been replaced with better music. Be sure to enable music through your profile as it is an integral part of the campaign experience
- If you use the ‘WhosYourDaddy’ cheat while playing Malfurion’s Quest on Hard difficulty, you will automatically lose the mission

183891-albums7057-picture96367.png


GAME DESIGN AND DEVELOPMENT: Turnro

STORY DEVELOPMENT: Turnro with FallenStar

MODELS & SKINS
Blizzard Entertainment
67chrome
Afronight_76
AndrewOverload519
Boneknight
Elenai
HammerFist132
WILL THE ALMIGHTY
JetFangInferno
Trollschnitzel
Nasrudin
Hexus
kellym0
paulH
JesusHipster
PROXY
Sellenisko
Mc!
Malvodion
Ket
Cakedog345
zedeathcame4u
Glitzage
the_firefalcon
опубликован
EviL_BuddhA
Darkholme
Tenebrae
s4nji
Ribenamania
Mephestrial
Gookywooky
Frankster
Randomall
Red XIII
MasterHaosis
Skizzik
Epsilon
Daenar7
Kaizer
Pyritie
sPy
Infrisios
Suselishe
Matarael
Darkfang
kangyun
kellym0
Gamegear
Sin'dorei300
Malgarion
Muoteck
Kirym
UgoUgo
Ujimasa Hojo
Ultimata
Weep
Zbc
Champara Bros
Heinvers
Vortigon
RightField
Wisdom
R.A.N.G.I.T


ICONS
Blizzard Entertainment
Naro
zbc
-BerZeKeR-
Dan van Ohllus
Hellx-Magnus
Hadeis
Darkfang
Dalharukn
bigapple90
PeeKay
Apheraz Lucent
Dan van Ohllus
67chrome
4eNNightmare
SexYFrostWyrM
AndrewOverload519
NFWar
BydkOFF
Darkmoon Hero
Skypsi
JollyD
KelThuzad
~Nightmare
SkriK
Palaslayer
Morbent
Blood Raven
Frankster
CRAZYRUSSIAN
BlackDoom
Anachron
Sin'dorei300
Muoteck
Mr.Goblin
kola
-Kobas-
The_Silent
Lelling
Mc!
Zephyrius2412
Raging Ent
PrinceYaser
Heinvers
Infinitynexus
The Panda
Ardenian
ChevronSeven


SOUND & MUSIC
Blizzard Entertainment - WORLD OF WARCRAFT, STARCRAFT 2
Clint Mansell - REQUIEM FOR A DREAM
Jo Blankenburg - GARADORS FLIGHT
Soundcritters - DARK TIDES
Benjamin Barlett - WALKING WITH DINOSAURS
Ian Livingston - BIONICLE HEROES
Chikayo Fukuda – CENARIUS & MEDIVH BOSS THEMES
Inon Zur – DEEP ROADS
Mikolai Stroinski - TESHAM MUTNA
BrunuhVille – DRAGON EMPRESS
Matt Holle - BATTLE REALMS
Henry Beckett and Keith Zizza - ZEUS: MASTER OF OLYMPUS
Nick Phoenix - THE LAST STAND


MAP TESTERS
FallenStar
Ljarvisone
AnonymousOne
knight26


OTHER
Paladon – Malfurion’s Lifesurge spell
NFWar – Kath’ranis’ Crystallization spell
Maker – Illidan’s Fel Rush spell
Chenralstrasz – Original logo design




Like my content? Donate above and help support me to continue to make great Warcraft 3 campaigns


Keywords:
Night Elf, Malfurion, Tyrande, Illidan, Cenarius, Kil'jaeden, Burning Legion, Highborne, Faradrella, Sentinel, Druid, Kath'ranis, Velinde, Ysera, World Tree, Nordrassil.
Contents

Malfurion's Quest v1.4b (Campaign)

Reviews
Orcnet19:35, 14th Oct 2013700 Malfurion's Quest (Tested DEMO release as 1.0) RateScorePercentLetter 5/591-100A RateScorePercentLetter 4/581-90%B RateScorePercentLetter 3/575-80%C RateScorePercentLetter 2/570-74%D...
Level 5
Joined
Sep 7, 2017
Messages
78
Oh I like the prologue!
I really enjoyed the campaign.

I have some questions:
When to release the full version of this campaign?
Is the story related to the World of Warcraft?
Does it end with the same ending when I choose either Sentinel or Highborne?

I'm a new member. Hi!

1) The full version is going to be released in 2018 though I don't remember seems like it was february.
2) The story is not related to the WoW it's another alternative version of warcraft 3 storyline.
3) The ending and the missions, story - they are different.
 
Level 31
Joined
Dec 8, 2009
Messages
1,327
Hey guys. I received a lot of feedback in the last two weeks in regards to a Patreon page to support the development of Malfurion's Quest and future campaigns. While the ideas I have for Patreon excite me, some have informed me that there may not be enough people willing to support me in order to make Patreon worthwhile, especially in regards to reaching monthly goals. As a result, I am currently deciding what to do next and would like your feedback.

What I have been suggested as an alternative is to offer a simple donate button through PayPal. For those of you who would like to support me, do you agree with me doing this instead of Patreon?
 
Level 31
Joined
Dec 8, 2009
Messages
1,327
Hey guys! After enough feedback and considerations, I have decided to leave the Patreon idea for now and offer a simple PayPal button for those who wish to donate. The button is available below, as well as on the Malfurion's Quest Official Forum page.

Due to the Warcraft 3 community being small, there is a lack of people who would be willing to donate to make Patreon worthwhile, especially since maintaining the page would be extra work that could be better spent on Malfurion's Quest. I would be interested in revisiting Patreon in the future if enough funds are received, but at this stage the PayPal button will suffice.

In regards to my future ideas previously announced (such as new campaigns and voice acting), that will also depend on the amount of funds I receive over the next year or so. In the meantime, I will continue to work on Malfurion's Quest and find ways to allow myself to spend more time on making great content over the long term :)

 
Level 2
Joined
Jun 3, 2008
Messages
21
so you will actually be finishing the campaign sometime next June?! I'm amazed it will actually happen in my lifetime lol. I've waited almost 8 years to see the end of this campaign chain. I'm ecstatic. cant wait. and good job on keeping my attention for almost a decade. I'm excited to see where you go from here.
 
Level 1
Joined
Oct 27, 2017
Messages
3
Amazing campaign...I made an account to say that.

Malfurion really turned evil after drinking the fountain in the Highborn story. He could be a cartoon villain for another campaign. It's neat to play the two and see the sharp contrast.

Also, why is everyone so mean to Faradrella?
 
Level 1
Joined
Nov 1, 2017
Messages
1
Just played the v1.3b - it was very well done. The maps are wide and detailed - hours upon hours of gameplay which is a ton of FUN.

Lots of main and side quests for you to tackle, every corner of the map seemed to have something on it.

The AI, I think is decent enough (played in hard). Though, whenever there's a boss battle, I noticed that the most dangerous enemy unit (e.g. raid bosses) could be avoided by just simply withdrawing your troops away and then luring their pesky minions one at a time while the raid boss himself is just standing passively. I think a little tweak on the AI behavior should fix it, making it more aggressive or aware if his minions are attacked or if enemies manages to enter his hitbox vicinity.

There's this particular level with numerous freakin' puzzles which are challenging at times, you can really get stuck on one point if you aren't able to double check your units' abilities to help you get through a damn dead end.

Overall. This is by far the best custom campaigns I've played. Ranking with my list: Legacy of Lordaeron, and your entire series (The Adventures of Rowan The Wise, Resurrection of the Scourge, etc.)

You're a fookin' legend, Turnro. I'm looking forward for the next update. Can't wait to crush the wretched armies of the Burning Legion.
 
Level 8
Joined
Mar 2, 2017
Messages
229
Do I need a special patch in order to play it ?
After playing the first chapters, I tried to load my last game. The game was different completely different ! There was a Blood mage, a Paladin, a Nerubian, Farms, Crypts ... That was a wired bug, and it was similar for ALL the chapters.
 
Level 7
Joined
Mar 1, 2012
Messages
189
Do I need a special patch in order to play it ?
After playing the first chapters, I tried to load my last game. The game was different completely different ! There was a Blood mage, a Paladin, a Nerubian, Farms, Crypts ... That was a wired bug, and it was similar for ALL the chapters.

Hey DarkRanger, I've tried the Campaign with patch 1.26 and 1.27. The both seem to work for me.
I do know however that some of the save files can get corrupted. That happens due to different updates that Malfurion's Quest went through. For example if you had a previous version before 1.3b and then updated it and loaded up a different save file, some things might not work. The next version of the campaign will fix such issues.
 
Level 31
Joined
Dec 8, 2009
Messages
1,327
so you will actually be finishing the campaign sometime next June?! I'm amazed it will actually happen in my lifetime lol. I've waited almost 8 years to see the end of this campaign chain. I'm ecstatic. cant wait. and good job on keeping my attention for almost a decade. I'm excited to see where you go from here.

I'm impressed you started playing my campaigns when I first started out. I hope you enjoy the full version of Malfurion's Quest when it comes out :)

Amazing campaign...I made an account to say that.

Malfurion really turned evil after drinking the fountain in the Highborn story. He could be a cartoon villain for another campaign. It's neat to play the two and see the sharp contrast.

Also, why is everyone so mean to Faradrella?

Thanks for posting, Densaugeo. Faradrella has an annoying personality, which results in her naturally irritating her peers. Don't know if you were aware of that, so I'd just thought to let you know ;)

Just played the v1.3b - it was very well done. The maps are wide and detailed - hours upon hours of gameplay which is a ton of FUN.

Lots of main and side quests for you to tackle, every corner of the map seemed to have something on it.

The AI, I think is decent enough (played in hard). Though, whenever there's a boss battle, I noticed that the most dangerous enemy unit (e.g. raid bosses) could be avoided by just simply withdrawing your troops away and then luring their pesky minions one at a time while the raid boss himself is just standing passively. I think a little tweak on the AI behavior should fix it, making it more aggressive or aware if his minions are attacked or if enemies manages to enter his hitbox vicinity.

There's this particular level with numerous freakin' puzzles which are challenging at times, you can really get stuck on one point if you aren't able to double check your units' abilities to help you get through a damn dead end.

Overall. This is by far the best custom campaigns I've played. Ranking with my list: Legacy of Lordaeron, and your entire series (The Adventures of Rowan The Wise, Resurrection of the Scourge, etc.)

You're a fookin' legend, Turnro. I'm looking forward for the next update. Can't wait to crush the wretched armies of the Burning Legion.

Perhaps you do have a point with the boss fights. I'll have to take a look at them closer to the when the full version is released. Other than that, you won't be disappointed in the next update of Malfurion's Quest :)
 
Level 4
Joined
Oct 1, 2017
Messages
99
1) The full version is going to be released in 2018 though I don't remember seems like it was february.
2) The story is not related to the WoW it's another alternative version of warcraft 3 storyline.
3) The ending and the missions, story - they are different.
Oh that's great...Keep it up!
 
Level 3
Joined
Jul 8, 2017
Messages
45
I downloaded this campaign long, long ago, but I only played it now. I have to say it's amazing! Good work @Turnro and congratulations! Although the dialogues could be polished a little, the overall quality of this campaign is stellar for an independent/fan project. The cinematics/cutscenes are also of notable quality and exceptionally well-done. What I like most about it is the RPG-style side-quests and the vastness of the maps. I simply can't get enough of questing and exploring.

I don't really have any suggestions, but I guess reworked Huntresses and Enchantresses would be nice, since Archers were reworked and a bunch of new units were added. You know, to enhance that "new" feeling the campaign already has. Some of the Highborn buildings would look better if made bigger/larger scale.

I can't wait for the full version! Thank you @Turnro once more for all your hard work and dedication. I know I was perhaps too harsh when I rated your Rowan campaign, but that's because I'm autistic when it comes to Warcraft lore and I got tirggered by all the inconsistencies. I did enjoy Jeopardy and Resurrection though. :)

Anyway, Malfurion's Quest - 5/5
 
Level 1
Joined
Feb 7, 2018
Messages
1
When the full campaign be launched I will have my Heroes saved in any way or I will have to play everything again to have them like they were before?
 
Level 11
Joined
Jul 29, 2014
Messages
328
When the full campaign be launched I will have my Heroes saved in any way or I will have to play everything again to have them like they were before?
I think you'll have to play it all over again, since most of the campaign's chapters will be remastered
 
Level 7
Joined
Mar 1, 2012
Messages
189
When the full campaign be launched I will have my Heroes saved in any way or I will have to play everything again to have them like they were before?

Hello, every chapter will be changed, some more than others, from dialogue options to gameplay.

So yes, for the story to make sense, everything will be reset.
 
Level 1
Joined
Mar 11, 2018
Messages
1
i cant wait till you release the full campaign
I LOVED IT
i have made an account just to see when you will release it
 
Definatly best campaign ive played in years! Just sad it ended so suddently...
I'd say the terrain was better than Blizzard's overal terrain.
The story was AMAZING
The puzzle map was terribly anoying, puzzles easy to solve but very chaotic...

Encountered several bugs;
- Netherdrakes become neutral and invulnerable in the final chapter after going back and forth trough the cave once you got them.
- Malfurions Golem can be spawned past obstacles/barriers if he's surrounded by allot of units, and that blood mage jimbo can teleport to him.
- Rain of fire abillities would be randomly cast against enemies when fighting that ranger general (I know it's intended during the Illidan fight)
- Crystal golem with magic immumity is a downgrade, since we cant cast fire shield on it anymore

Suggestions:
- Let the player decide weither what to do the portal, rather than furion going apenuts about it
- Loading screens
 
Last edited:
Level 3
Joined
Mar 1, 2018
Messages
21
So far, this latest chapter is looking up to be the best regarding to map terrain and overall atmosphere.

I'm looking forward to play the final version with enough anticipation to be disappointed if the project somehow gets canned. :p
 
Level 7
Joined
Mar 1, 2012
Messages
189
So far, this latest chapter is looking up to be the best regarding to map terrain and overall atmosphere.

I'm looking forward to play the final version with enough anticipation to be disappointed if the project somehow gets canned. :p

We wont disappoint.
 
Level 1
Joined
Jan 24, 2016
Messages
2
Just tried the new levels for both Campaigns, loved them. I'm still wishing Malfurion got a different model, specifically the egyptian thing for the Highborne story. It just doesn't really fit in my eyes, although I love everything else, don't get me wrong.
 
Level 2
Joined
Jun 21, 2017
Messages
20
made 5~ new maps in 2 years
i actually thought you would finish it by now since last i checked is 1 year ago and still you did 0 update and promising a 2 map update thats really disappointing as every map will be 1-2hour to everybody anyways eventually T_T
this project will never end while we are still having time to play wc3 sadly maybe it will be done for future generations only :/
 
Level 7
Joined
Mar 1, 2012
Messages
189
made 5~ new maps in 2 years
i actually thought you would finish it by now since last i checked is 1 year ago and still you did 0 update and promising a 2 map update thats really disappointing as every map will be 1-2hour to everybody anyways eventually T_T
this project will never end while we are still having time to play wc3 sadly maybe it will be done for future generations only :/

I recommend you check our forum for more updates that are present there.

The highbourne storyline will be finalized within a couple of months and you'll be able to play it before the next generation ;)
 
Last edited:
Level 3
Joined
Dec 22, 2015
Messages
15
Do you guys know about Fate Of Ashenvale? seems to borrow a lot from this.

Edit: Holy crap im playing it right now and the 3rd map is litterally a carbon copy of the one you guys made.
 
Last edited:
Level 11
Joined
Jul 29, 2014
Messages
328
Do you guys know about Fate Of Ashenvale? seems to borrow a lot from this.
Yeah. It seems like the campaign is focused on Illidan's point of view, so it's "Illidan's Quest", since Illidan is the main charater, but the story timeline, characters and models are all taken from Turnro's Malfurion's Quest...
 

Deleted member 238589

D

Deleted member 238589

Nothing strange about it, just look at how many copies of tomoraider's stuff are out there. Looks like some copies are more blatant than others.
 

Deleted member 238589

D

Deleted member 238589

That's debatable but looks like they were good enough to inspire countless clones. No surprise this campaign would have the same treatment.
 
Level 7
Joined
Mar 1, 2012
Messages
189
We've changed a lot of things on the campaign though and we're currently focused on that far too much to care about the work of others. However, we're glad if other campaign makers are somewhat inspired by Malfurion's Quest.
 
Level 10
Joined
Feb 21, 2015
Messages
363
Do you guys know about Fate Of Ashenvale? seems to borrow a lot from this.

Edit: Holy crap im playing it right now and the 3rd map is litterally a carbon copy of the one you guys made.
the term "borrow" is not the word you should be using. The creator of that campaign keeps saying the he was "inspired" by Turnro's work, but its almost 90% copy of Mal'furion's quest and when we explained our disinterest in what he did, he insisted on not changing anything.
The worst part was when I gave him 1/5 rate he got angry even though I gave him many tips to improve the campaign and start it all over from scratch without "borrowing" anything from Malfurion's quest.
 
Level 18
Joined
Jul 3, 2010
Messages
536
So I completed the Sentinel portion of this campaign and played some of the Highborne.
I liked it overall. Terrain and gameplay are - for the most part - great.
There are some weaker spots like the Cave of Shadows map, which is just annoying, but still, great work overall. I want to emphasize that I like the campaign, before brining up the problem that I want to bring up.

And that problem is the Highborne part.
It leaves me somewhat dissatisfied as it becomes incredibly hard to suspend disbelief.
Okay, so you're taking Malfurion, an archetypical good guy and turning him evil. A great idea, unique and fun, but the execution is clumsy. One map after his decision to take on this new power to save his people he is outright extremely evil, dismissing almost everything he once cared for. He does a complete 180 turn and it's very hard to go along with it.

Compare and contrast Arthas Menethil, who we witness going through a similiar transformation. He takes up Frostmourne and at the end of the same map he kills his father and one map later he is slaughtering villagers. He also does a 180. But it doesn't come out of the blue. We spend the better half of the human campaign witnessing his descent into madness, from Chapter 6 onwards, we see him pushing his morality aside for vengeance and in a very naive and disturbing take on 'the end justifies the means', so that by the end of that campaign it makes perfect sense that he doesn't really care what becomes of his people and welcomes the new power offered to him by the Lich King.

Compare now, your Malfurion, in the Highborne section. He betrays his love, kills Furbolgs, dismisses his entire people. This is not the Malfurion we know. His turning to darkness is so sudden and complete that it's really hard to take it seriously. You need time to execute such character development.

I understand that it would be infeasible to go back and change the maps to make the whole thing more believable, so here is a suggestion that would take only a little time to implement and partly fix the problem:
Swap the role of his Inner Voice to one that at least berates or criticizes his descent into evil once he becomes evil. So, you know, kind of how like his Inner Voice is doubtful and menacing during the Sentinel part where he is good, his inner voice would be ashamed and disbelieving of his dismissal of his old ways in the Highborne part where he is evil.

This way, we would see that he isn't completely evil, his 'inner voice' knows and acknowledges that he is behaving in an extremely selfish and evil manner and he is actively suppressing it for 'what needs to be done'. (Note: I haven't yet completed the Highborne part, I'm at the start of the Temple of Moon, if this does happen, it needs to happen earlier.)

TLDR: I love the campaign, great work, excellent terrain and gameplay, Sentinel story is okay, Highborne story needs some work to be more believable.
 
Last edited:
Level 7
Joined
Mar 1, 2012
Messages
189
So I completed the Sentinel portion of this campaign and played some of the Highborne.
I liked it overall. Terrain and gameplay are - for the most part - great.
There are some weaker spots like the Cave of Shadows map, which is just annoying, but still, great work overall. I want to emphasize that I like the campaign, before brining up the problem that I want to bring up.

And that problem is the Highborne part.
It leaves me somewhat dissatisfied as it becomes incredibly hard to suspend disbelief.
Okay, so you're taking Malfurion, an archetypical good guy and turning him evil. A great idea, unique and fun, but the execution is clumsy. One map after his decision to take on this new power to save his people he is outright extremely evil, dismissing almost everything he once cared for. He does a complete 180 turn and it's very hard to go along with it.

Compare and contrast Arthas Menethil, who we witness going through a similiar transformation. He takes up Frostmourne and at the end of the same map he kills his father and one map later he is slaughtering villagers. He also does a 180. But it doesn't come out of the blue. We spend the better half of the human campaign witnessing his descent into madness, from Chapter 6 onwards, we see him pushing his morality aside for vengeance and in a very naive and disturbing take on 'the end justifies the means', so that by the end of that campaign it makes perfect sense that he doesn't really care what becomes of his people and welcomes the new power offered to him by the Lich King.

Compare now, your Malfurion, in the Highborne section. He betrays his love, kills Furbolgs, dismisses his entire people. This is not the Malfurion we know. His turning to darkness is so sudden and complete that it's really hard to take it seriously. You need time to execute such character development.

I understand that it would be infeasible to go back and change the maps to make the whole thing more believable, so here is a suggestion:
Swap the role of his Inner Voice to one that at least berates or criticizes his descent into evil once he becomes evil. So, you know, kind of how like his Inner Voice is doubtful and menacing during the Sentinel part where he is good, his inner voice would be ashamed and disbelieving of the dismissal of his old ways in the Highborne part where he is evil.


Hello there, I'm glad you've played Malfurion's Quest 1.23b.
I would like to reply to some of your feedback.

First of all, the entire campaign has been for the most part reworked with new characters, a more evolved storyline, more balanced gameplay and we've been focused on filling a lot of plot holes. In the newest version of the highbourne story, I'm confident that a lot of the things that are happening will make a lot more sense.

We've worked on his highbourne's personality making it more believable, and while some people will not agree to his purpose or goal or the way Malfurion does things, they can't misunderstand his reason for doing so.

Your comparison to Arthas is quite interesting and we've noticed this as well but we're not aiming for something similar. Malfurion's personality changes or it's affected throughout his dreams in the Emerald Realm. The prologue, for example, focuses on his dream and what outcome might happen. When Malfurion notices that everyone is being oblivious to the Burning Legion's coming, he becomes afraid and doubts his own powers and people since they're not so well organized after Jeopardy of the Horde. All of these will be addressed on in the new patch.

I can't talk about his "Inner voice" without spoiling what it is or why it's happening the way it is, but there will be enough proper adjustments in the early chapters that will make it better.

Malfurion's Quest is far from being complete, the Sentinel version being planned for 2019-2020 where, once again, all chapters will be reworked both in gameplay and story and will add new characters and new story elements to this alternative universe. Throughout 2017 and 2018 we've been focused a lot on the story, the dialogue, and the gameplay to bring a better experience in the Highborne storyline.
Hopefully, you'll give it another try in the future when the new patch will be released and we'll await your feedback and discuss the campaign with you.

Have a nice day/evening and thanks for the comment.
 
Top