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Malfurion's Quest v1.4b

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

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Screenshots and Tech-Trees

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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
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MALFURION'S QUEST MAP FORUM


Legendary Items

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

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Gem of Power
Increases the mana capacity of the Hero by 200 and mana regeneration by 25% when worn.
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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.
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Ancient Totem
Increases the Strength and Intelligence of the Hero by 6 when worn.
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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%.
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Moon Orb
Increases nearby ranged units' damage by 10%. Also increases the Strength, Agility and Intelligence of the Hero by 5.
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Sphere of Nature
Increases the hit points of the Hero by 300 and regeneration by 4 hit points per second.
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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.
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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
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Boneknight
Elenai
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WILL THE ALMIGHTY
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опубликован
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ICONS
Blizzard Entertainment
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zbc
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Mc!
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Heinvers
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The Panda
Ardenian
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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




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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...

nv4

nv4

Level 8
Joined
Jul 17, 2022
Messages
47
Played on hard, the difficulty was fine, except maybe the chapter 3 - fighting furbolgs and highbornes at the same time can be really hard if done unprepared, and it is very likely to be done unprepared, considering how the quest is acquired. The music is very good. The terrain is pleasant, especially in the first 2 chapters.
Unfortunately, the weakest aspect of the campaign is story. Well, originally I thought I'd wait for a full release and then play it, but I grew impatient and played it now, in version 1.4b. Since good path isn't available here, I haven't played it and have no idea whether some story related things are revealed there, so I guess some of my ranting might be unjustified.
Now, don't get me wrong, the campaign is very good, I enjoyed playing it and I totally recommend it to everyone else. But it's not as good as I hoped it to be. Maybe it's just a "me" problem, as I had my expectations too high. But overall, I feel like it didn't reach the quality level of the Adventures of Rowan the Wise. Well, yet at least. After all, it's still not finished and there are all the chances it will improve. And I certainly look forward to play a complete version.

Anyway, here's a list of some major, mostly story related issues.

The most important question - what are these fountains, what's the secret of their power, what is their origin, why did Malfurion turn evil from absorbing them, why did they appear only now? So many questions and not a single answer.
Their origin is clearly not demonic, as demons themselves know nothing about it, and Illidan said "I have seen demonic magics before, but this... this is different. The water's energies are unlike anything I have ever consumed before", also confirming non-demonic origin. It's not related to Well of Eternity, otherwise elves would recognise it, especially Illidan. There's nothing strange about the magic itself, since non of the highborne and Illidan said anything about it. And it's not some inherently evil energies, since only Malfurion turned evil after drinking it.
I was waiting for explanation, got excited to finally get it from Magtheridon, and then... He just said he doesn't know anything himself. Gee, thanks for nothing. Virtually the most important element of the story, the very catalyst for all the things that happened, and there's not a single bit of explanation.

Second important and pivotal thing - Malfurion's Inner Voice. Once again, no explanation why is it even a thing, why does it so persistently try to bend him to evil?
And why does Malfurion talk with his own inner voice like it's some other person, and not just his own self? Actually, this phrase - "Now, we will become one" - makes me believe it's not an inner voice at all. But alas, not a single answer again.

What's with demons' demographics? Like, how is Magtheridon the last of his kind? I know only 3 were shown in Warcraft 3, but there were more in WoW, and even more implied by lore. And I know it's alternate story, and Burning Legion here differs much from the one in original Warcraft, but still seems weird how pitlords here are basically a nearly extinct species. And same thing with dreadlords - why are there so few of them? 3 dreadlords from Resurrection of the Scourge, a few dreadlords as a vanguard to enter the portal, and boom! - the portal explodes and they're all extinct. The whole Legion only had a dozen dreadlords in its ranks or what?
And portal's destruction only makes it more questionable. I mean, it killed HALF of the Legion, yet not even entire Ashenvale affected, and not even to such high degree, considering how quickly elves managed to restore nature around Hyjal. And Malfurion not only survived, but didn't even suffer any considerable or long lasting damage, despite being at the epicenter of explosion. And yet the mighty Legion lost half of its warriors. You know, it really begets a question if Legion ever was as powerful as it is believed to be. The first cinematic and Malfurion's dream display Legion similar to what it is in Warcraft - countless hordes of powerful demons, an almost unstopable machine of destruction. But after that, demons just seem weak and low numbered. Even their path to Well of Eternity (unlike brutal direct approach in original Warcraft story) was a result of deceit - let others fight with each other and think they stomped Legion by destroying an unimportant base, while Kil'Jaeden simply sneaks in through the caves. Overall, I'm rather disappointed with how weak the Legion looks here. Reminds me the Wild Hunt from Witcher series - they were also hyped as some exteremely powerful and dangerous force for 2 games, and then turned out to be a complete joke in Witcher 3.
Faradrella was right.png

Actually, what is even the deal with the portal? I mean, Shahraz and Magtheridon had absolutely no problem coming to Azeroth, even brought their whole armies. And then Kil'Jaeden himself came as well with his army. And no sophisticated rituals for portals were needed, apparently. So why did they need that particular portal to begin with? The only "logical" explanation I see is that Kil'Jaeden's dialog with Malfurion inchapter 10 was true - Kil'Jaeden actually intended to lessen the Legion's population. Although that doesn't explain why the other demons just went along with this stupid portal idea.

Medivh was also disappointing. Both in gameplay and in story. Guardian of Tirisfal, virtually the most powerful mage? Bah, what a joke. And I know he's supposedly weakened, but I simply don't see how entering the emerald dream to alert the Aspects and coming back is enough to weaken him so much. Now, from the few dialogs here and epilogue in Resurrection of the Scourge, I get the impression that Eredon did something to Ysera and Medivh had to stop him. But Eredon isn't much of a fighter, so I still don't get why Medivh is so weak.
Speaking about Aspects, Alexstraza and Nozdormu just flew away and that's it. They literally had one job - to protect the World Tree - and they just abandoned it. Nozdormu, with all his time control power and ability to see different outcomes and forsee the future, didn't know that Malfurion would overpower everyone one by one? Instead of fighting together they just decided to spread out like some dumb cliche horror movie characters. And Nozdormu's dialog implies that Alexstraza died off screen, like some no name NPC.

So, there were extra paths to Well of Eternity... Really? I mean, really? That just makes no sense. Night elves spent literally thousands of years guarding the Well, not letting any outsider near it, and then suddenly there are hidden ways to the Well that not even the very NEs knew about? Or did they know and simply did nothing about it? And I can understand that Azshara knew about such hidden path, after all, she is the Azshara, who else if not her. But Kil'Jaeden? Even Malfurion didn't know about the caves, and Kil'Jaeden has never even been to Azeroth before. How did he, of all people, know about those caves? Overall, Nordrassil's defenses remind me of a gate without fence.
Gates_without_wall.jpg

What were the orcs doing all this time? All the effort they have gone through to prevent the Legion's invasion, and then they just chill out when the real deal is happening? Medivh didn't bother to ask them for help? And even the explosion that shattered the whole Ashenvale didn't pique their interest?

Malfurion claims druids (and druidism) and ancients are weak, especially pointing out how weak they turned out to be, getting so easily corrupted after the Explosion. Even the very reason to kill those corrupted ancients was Malfurion's disgust towards their weakness. Yet absorbing Ysera's Heart, making him stronger than ever before, resulted in... Being able to turn into ancient. Uhhhh, right... Anyway, not even a comment from himself or anyone around him about it?
Overall, it seems lame, like Ysera's Heart had to have some cool effect, but due to lack of ideas it does just that. It's so underwhelming that Malfurion doesn't even use it any cutscenes or epilogue. Well, expect the one cutscene with Ysera, but that is simply to show Heart's power, and he turns back into druid right after anyway. IMO it would be better to just upgrade Malfurion's stats and skills and add Meteor Strike, transformation ability just feels unnecessary.
Also, Immolation even deals 5 less damage than Fire Shield.

And there's a list of not so major issues.
1) Why is there no global experience gain? I mean, it's not really a problem, since usually heroes are close enough to killed enemies anyway. But it's just feels like a strange choice.
2) Was it really necessary to change the icon of scroll of regeneration and orb of slow, even though the effect is unchanged? I mean, it makes sense to do so for some items to match the visual aesthetics, like it is with Amethyst Necklace, but orb and scroll were fine with their original icons.
3) I noticed some drops here are randomised (like Troll Overlord in Chapter 3), and I don't think it's a good idea to make randomised drops in campaigns, unless it's consumables.
Especially when dropable items aren't balanced between each other, as is the case with Tyrus Blackhorn in chapter 4.1 - he drops either bone chimes or doom-horn, and doom-horn is way better than bone chimes for this campaign.
4) There's an abundance of artefacts. Not that it's inherently bad, but to me it felt off. On one hand, it adds variety and stimulates to choose what's better instead of just mindlessly grabing whatever possible. On the other hand, some items made me question why are they even here - they become obsolete too quickly, some of them not even worth picking up at all.
And the abundance is particularly "problematic" for items with orb effects. Since Warcraft allows for only 1 orb effect to be active at a time, that practically limits to only 1 item with orb effect per hero. And there are only up to 3 heroes present at the same time. And even then, Velinde has her own orb effect, so it's basically just 2 heroes eligible for such items. And there are 6 orb effects: orbs of fire, corruption, slow, Darkmoon Staff (orb of lightning basically), Wand of Feedback, Demon Sword (vampirism).
Some items are just the "upgrades" stats-wise when they really shouldn't be. For example, Staff of the Oracle has "Artifact" quality, with orange letters. Naturally, that looks like it's a powerful item. And then in chapter 7 there's Wand of Mastery, which does the same but better, despite being of ordinary quality. And Tablet of Pronouncement is "Artifact" quality, yet it's almost 2x better than Gem of Power which is "Legendary" quality.
Speaking about legendaries, I know balance is important and it would be bad to give too powerful items too early, but Gem of Power and Wand of Feedback don't even feel like legendaries. Gem of Power could be replaced with just Sobi Mask and Wand of Feedback is basically just a Claws of Attack. Both are useful, sure, but still ordinary items, not legendary. Wand of Feedback's tooltip doesn't even mention that it has reduced effect on heroes.
5) Malfurion's actions and words sometimes make no sense for someone titled Arch Sage. For example, his conflict with furbolgs in chapter 3 - I understand his disdain, but his actions seem rather irrational, considering the situation. I mean, he doesn't need to accept furbolgs as full fledged allies to get some use of them. He could just quickly help them and then use them as disposable cannon fodder to ease the destruction of Illidan's base, and then finish off those who would survive - it would be way more reasonable that way. He acts rather narrow minded for an Arch Sage.
6) The text on loading screen of Chapter 3 says "2 days later" and that doesn't seem right to me. It's supposed to be enough time for Illidan to travel to the ruins, do his business there and then travel back, at the time when Malfurion demolishes his base at the end of chapter. So assuming Illidan traveled to the Broken Isles, according to the loading screen of ch2 of elven campaign in TFT, it's 1 day away from Nendis. So it's at least 2 days to sail there and back. And according to the loading screen picture, Ch3 takes place somewhere around Winterspring, that is to the west of Nendis. So it's also some time to travel from the base to the continent's coastline, from where it is 1 day to Broken Isles. So I'd say it's more like 3 days minimum for traveling there and back, and then also some time for Illidan to do his archeology homework. So IMO the loading screen text should say "Four days later" or "Five days later".
7) Chapter 3 - Hint about golems being lumber harvesters should appear earlier. I figured it out on my own before the hint even appeared.
8) Would be better to have Kath'ranis with 1 ability point unassigned, if someone would like to skill something else other than Crystallization.
9) Kath'ranis' Arcane Blast could use a better tooltip, mentioning how many blasts it does. Same issue with Malfurion's Meteor Strike.
10) Chapter 4.1 - New Allegiances secondary quest feels inconsistent and questionable. Malfurion came in Astranaar completely alone, Shindrell said the whole Astranaar talks about Malfurion and his change of usual attire, and Shindrell sensed magic in Malfurion, and he even responded "If a puny warrior can sense my powers, then my new identity is at risk". And then he casually walks up to random warriors, tells them to follow him and... They simply do so. Not a single question asked, even though everyone is so curious about him and can sense his magic? And no one wonders why only some random warriors are asked to go with Malfurion, not even elaborating why he needs them? No ones questions why didn't Tyrande (as she is the one in charge of Astranaar's defense) just command a bunch of warriors to gather and assist Malfurion with his task? And then at the end of chapter, when highbornes teleport, all these NEs just roll with it, accepting to become highborne? Even druids?
And what's with Malfurion's final phrase during his dialog with Shindrell? "They will either serve me, or be dealt with accordingly". His confidence, when he says "they will serve me", is pretty ironic and borderline arrogant. I mean, serve him like those NEs that he had to kill, while trying to catch Faradrella, because they outright refused to follow his orders due to his corruption? And it sounds even more more arrogant when he says "dealt with accordingly". Like how exactly? Murder them in the middle of Astranaar, for everyone to witness his corruption? After all the effort put into tricking NEs to allow him passage to Hyjal? Yet another instance that made me question whether he's worthy of a title of the Arch Sage.
Now, what if Shindrell said that she's not the only one missing the old days and arcane powers, that there are other NEs around Astranaar that might be willing to come with Malfurion and join the ranks of the highborne? And Malfurion, instead of his 2 cringy last phrases could say that these NEs might be useful helping him reach the temple, so he shall look for them. And suddenly the whole quest and the end cutscene make sense! The whole deal with scouring around Astranaar, looking for specific units, and how they accepted to become highborne without second thoughts, now has logical explanation.
11) Speaking of changing sides, how did these NEs even become highborne? I mean, Kath'ranis' highbornes got their magic from fountains, and Malfurion consumed them all, stating that the only other magic source is Well of Eternity. I highly doubt that Malfurion, considering his attitude, would share his own magic with a bunch of puny weaklings.
12) Some characters - Shindrell Swiftfire and Kerlonian Evershade (and maybe someone else I didn't notice yet) - have unique names only during cutscenes. Actual units could use unique names as well, doesn't even matter if their stats are the same as those of normal units, although it would be nice to have unique units with boosted stats.
13) Chapter 4.2 - perhaps it would be better to make mooncrystals non-item pickups (kind of like runes), so they don't take inventory slot. I mean, it's not really required to hold them in the inventory all the time anyway - picking up the next mooncrystal automaticaly combines it with previous one even if it has been droped somewhere on the ground.
14) So Kath'ranis said that Tyrande's forces were too formidable to block them at the entrance of the Temple, yet then Malfurion ordered him to block Tyrande's forces so she would fight Malfurion alone, and Kath'ranis' obliged without questions? Tyrande's forces not looking "too formidable" anymore? Or did he just fear Tyrande in particular that much?
Besides, learning about crystals unlocking the door to the key was more important. So IMO it would make more sense if Kath'ranis' said that he left his post because spying on Tyrande seemed like a better idea, instead of talking about "too formidable forces".
15) I guess it shouldn't be possible to destroy that crystal from here, as it kind of makes the "platforming" pointless.
WC3ScrnShot_081222_215613_01.png

16) There are no Sentinels beyond chapter 4.2. Why were Sentinels destroyed so easly? I find it hard to believe they actually failed to defeat puny satyrs and mere wild animals. And what about other villages and cities? I mean, Astranaar couldn't really be the only Sentinels' town\village\outpost.
17) Chapter 5 - at the starting cutscene the guards just run away, leaving the gate opened - did they trust Malfurion so much they didn't bother to close it? What's funny though, is that the gate is closed after the cutscene - apparently, their trust wasn't misplaced, as Malfurion was kind enough to close the gate himself. Speaking about guards' competence, did none of them notice that highbornes don't even look like night elves? Actually, that's yet another dumb action Malfurion - what did he even expect to happen, coming to Hyjal with his highbornes out in the open? Did he really think no one would notice they're not night elves? And not even Kath'ranis said anything about this approach being outright stupid? And it's especially inconsistent, considering how secretive Malfurion tried to be in Astranaar, even though Astranaar is way less defended than Hyjal. This cutscene is just a mess.
Anyway, the gate should get closed after the guards run away to inform Velinde. Also would be better if the guards' dialog reflected their suspicions, and that would also tie in with the gate being closed even before Arch Druid. As for the highbornes, I think Malfurion should tell them to stay hidden while he talks with the guards, and then talk with the guards alone. Guards might even mention to Velinde how odd it is that Malfurion came completely alone. Part with killing orcs is unchanged. Highbornes just hide again after killing orcs and Malfurion talks with Velinde alone. And then Kath'ranis with his highbornes would teleport for the fight, after Velinde says she sees through Malfurion's charades.
18) The desecration of Guardians' fountain is... questionable. Apparently Malfurion's blood is so potent there's even a change that it will disrupt guardians' link to the Hyjal, killing them. But at the same time the effect is so subtle that guardians won't even notice that there's something wrong with fountain's waters; and nevermind that Malfurion (and thus his blood, since its effect is magical in its nature) reeks of magic so much that even ordinary NEs can feel it. These 2 facts sound rather inconsistent and contradicting to me.
Also, how come guardians die from drinking Malfurion's blood and highbornes are mind contolled and empowered?
19) "Denying Reinforcements" secondary quest isn't exactly working as it's implied to be. NEs are too occupied with orcs attacking them, and don't really have time and forces to reach the Horn.
Actually, why do they even want to sound the Horn and alert the Cenarian Circle, if Cenarius already sees everything throgh Eternal Realm? He knew about Faradrella and Astranaar even before Malfurion reached Hyjal's guardias - the Cenarian Circle should've already been informed about everything and dispatched to deal with Malfurion.
20) Chapter 6 - new heroes should be assigned subsequent hotkeys - so Malfurion stays F1, Velinde should be assigned to F2, Kath'ranis to F3.
21) Not sure how I feel about Velinde's ability kit. I mean, she's strong enough and offers both good offensive and defensive tools, and there isn't really anything wrong with her. But somehow something still didn't feel right. Like, I don't know, too basic maybe? Also, I kind of expected some star-themed spells from someone called Starstrike.
Oh, and either Enchanted Arrows should have smaller explosion VFX (which IMO looks unfitting btw) - right now it looks bigger than the damage radius.
22) Chapter 7 - Shindrell says "the fountains we encountered in Winterspring", so who are those "we"? She wasn't there, she wasn't even a highborne back then. She really should say "the fountains you encountered in Winterspring". Also, she says she didn't go to drink from the fountain because she wasn't injured, but the fountains are supposed to heal and renourish their magic needs. Considering this, it kind of sounds off that she didn't feel like sating her magical hunger.
23) Chapter 8 - uh, so Ysera's Heart is extremely powerful, but no good hero tried to use against Malfurion? Even as a last resort option, when it was virtually obvious Malfurion will have it for himself if he's not stoped? And Cenarius didn't even bother to personally guard something so much valuable and powerful, instead opting to fight Malfurion after he got powerful enough to squash Cenarius?
24) Also, it was never mentioned how Illidan became half-demon. He was still just an elf back when he escaped from prison, when Maiev left. And Malfurion didn't even say anything about that either, as if it's nothing special.

1) Malfurion's clothes in chapters 4.1-5 look out of place, they don't match the aesthetics of the highborne, night elves or even Warcraft - they look like they don't belong here at all. And they simply look bad on their own. As if doing war crimes was not enough for Malfurion, so he decided to throw in some fashion crimes. And then after the portal's explosion Malfurion even somehow managed to change for a proper attire, while also being unconsious. I see no reason for him not to have a post-explosion model starting from chapter 4.1 and onward. Also, in chapter 7 there are statues of Malfurion with his fashion crime attire, even though he doesn't wear it anymore at this point.
2) Not a fan of how Violet Citadel looks - the excessive amount of crystals kind of ruins the image and looks gaudy. Violet Observatory has crystals on top of lower towers, and in Violet Citadel they are changed to torches for some reason - doesn't make sense to me, considering the excessive amount of crystals at the main tower. And why do Observatory and Citadel have a giant torch on top of the main tower (they look like an overly decorated beacon) instead of a crystal, like Sanctum has? In Violet Citadel crystals are attached to "handles", but in Sanctum and Observatory they just float in the air. Also, trees in Violet Sanctum looked nice, a shame they gone in both Citadel and Observatory. Overall, T2 and T3 look like downgrades compared to T1 fashion-wise.
3) Battle Maiden's "sword" looks like a comicaly large knife. Maybe she's just a fan of Dundee, haha. Anyway, I wish she had a real weapon, I just can't take her seriously like that.

1) Kath'ranis' Arcane Blast animation isn't synchronised with the actual ticks of damage. The damage is applied after the blast VFX disappears instead of being applied synchronously.
2) Arcane Wyrm - Devour Magic's tooltip says it "consumes all magical buffs from units in an area", implying it only consumes buffs, but it actually consumes debuffs as well. Also, Enchantress' Ani-Magic Shell doesn't get consumed for some reason.
3) Chapter 8 - Malfurion's hotkey during fight with Cenarius becomes F2, and his pouch is F1.
4) Camera angle bugs really annoyed me throughout the whole campaigns. I know it's a v1.31.1 related bug, and for majority of other campaigns it's possible to simply play them in proper WC version. But this campaign is initially done for 1.31, there's simply no way to play in another version.
5) Malfurion's Ancient form can bug out in chapter 9 and 10.
Chapter 9 - started the fight with Azshara in Ancient form with extra stats present and druid form spells, except ultimate being transformation into druid. Malfurion was in druid form before the fight.
WC3ScrnShot_081422_183743_02.png
Chapter 10 - level starts with Malfurion again in Ancient form, but now his ultimate is transformation into Ancient. And doing so gives massive boost to basic attack damage. Although turning into druid resets the damage and "unbugs" him. And the most interesting part - I tried restarting the level several times and the bug was there every single time.
Also can't spend a skill point while in Ancient form as there is no "Hero Abilities" button.
WC3ScrnShot_081422_190506_01.png

WC3ScrnShot_081422_190825_02.png
 
Last edited:
Level 29
Joined
May 14, 2021
Messages
1,115
Where can I dowload the old version of Malfurion quest? Anyone🥺
You can only download the latest version of this campaign, which in fact, only works on the very latest versions of Warcraft 3 before Reforged (1.31).
As far as I know, older versions of the campaign is incomplete (can't play the rest of chapters from Highborne) and 1.31 still has an enormous bug.
You must not make a saves during the gameplay because of the game-breaking bug (unit-event triggers).
Also, every time when you complete the chapter, you must choose "Quit Campaign" to return back to the chapter selection and start the new one manually. Otherwise, endless black screen bug will occur.
 
Level 13
Joined
Jun 22, 2020
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198
You must not make a saves during the gameplay because of the game-breaking bug (unit-event triggers).
Also, every time when you complete the chapter, you must choose "Quit Campaign" to return back to the chapter selection and start the new one manually. Otherwise, endless black screen bug will occur.

I finished this version (1.4b) of the campaign at least 1 year ago. Most likely I didn't save/load the game but the one above with the bold green text I remember for sure I didn't practice it and everything was fine.

EDIT: Pal use the link in point 2 from HERE and enjoy the game.
 
Level 2
Joined
Mar 13, 2022
Messages
2
No, it's still being worked on. Estimated time until it's finished can't be predicted. Maybe some time next year or so... The creator will post an update, which you can monitor if you're interested.
It is being worked on, but it also is finished all the way towards the end, or at least one of the endings since the thing being worked on is the alternative path. So, I it really is finished enough to play through, and you can later play the alternative path once development is truly done

Played on hard, the difficulty was fine, except maybe the chapter 3 - fighting furbolgs and highbornes at the same time can be really hard if done unprepared, and it is very likely to be done unprepared, considering how the quest is acquired. The music is very good. The terrain is pleasant, especially in the first 2 chapters.
Unfortunately, the weakest aspect of the campaign is story. Well, originally I thought I'd wait for a full release and then play it, but I grew impatient and played it now, in version 1.4b. Since good path isn't available here, I haven't played it and have no idea whether some story related things are revealed there, so I guess some of my ranting might be unjustified.
Now, don't get me wrong, the campaign is very good, I enjoyed playing it and I totally recommend it to everyone else. But it's not as good as I hoped it to be. Maybe it's just a "me" problem, as I had my expectations too high. But overall, I feel like it didn't reach the quality level of the Adventures of Rowan the Wise. Well, yet at least. After all, it's still not finished and there are all the chances it will improve. And I certainly look forward to play a complete version.

Anyway, here's a list of some major, mostly story related issues.

The most important question - what are these fountains, what's the secret of their power, what is their origin, why did Malfurion turn evil from absorbing them, why did they appear only now? So many questions and not a single answer.
Their origin is clearly not demonic, as demons themselves know nothing about it, and Illidan said "I have seen demonic magics before, but this... this is different. The water's energies are unlike anything I have ever consumed before", also confirming non-demonic origin. It's not related to Well of Eternity, otherwise elves would recognise it, especially Illidan. There's nothing strange about the magic itself, since non of the highborne and Illidan said anything about it. And it's not some inherently evil energies, since only Malfurion turned evil after drinking it.
I was waiting for explanation, got excited to finally get it from Magtheridon, and then... He just said he doesn't know anything himself. Gee, thanks for nothing. Virtually the most important element of the story, the very catalyst for all the things that happened, and there's not a single bit of explanation.

Second important and pivotal thing - Malfurion's Inner Voice. Once again, no explanation why is it even a thing, why does it so persistently try to bend him to evil?
And why does Malfurion talk with his own inner voice like it's some other person, and not just his own self? Actually, this phrase - "Now, we will become one" - makes me believe it's not an inner voice at all. But alas, not a single answer again.

What's with demons' demographics? Like, how is Magtheridon the last of his kind? I know only 3 were shown in Warcraft 3, but there were more in WoW, and even more implied by lore. And I know it's alternate story, and Burning Legion here differs much from the one in original Warcraft, but still seems weird how pitlords here are basically a nearly extinct species. And same thing with dreadlords - why are there so few of them? 3 dreadlords from Resurrection of the Scourge, a few dreadlords as a vanguard to enter the portal, and boom! - the portal explodes and they're all extinct. The whole Legion only had a dozen dreadlords in its ranks or what?
And portal's destruction only makes it more questionable. I mean, it killed HALF of the Legion, yet not even entire Ashenvale affected, and not even to such high degree, considering how quickly elves managed to restore nature around Hyjal. And Malfurion not only survived, but didn't even suffer any considerable or long lasting damage, despite being at the epicenter of explosion. And yet the mighty Legion lost half of its warriors. You know, it really begets a question if Legion ever was as powerful as it is believed to be. The first cinematic and Malfurion's dream display Legion similar to what it is in Warcraft - countless hordes of powerful demons, an almost unstopable machine of destruction. But after that, demons just seem weak and low numbered. Even their path to Well of Eternity (unlike brutal direct approach in original Warcraft story) was a result of deceit - let others fight with each other and think they stomped Legion by destroying an unimportant base, while Kil'Jaeden simply sneaks in through the caves. Overall, I'm rather disappointed with how weak the Legion looks here. Reminds me the Wild Hunt from Witcher series - they were also hyped as some exteremely powerful and dangerous force for 2 games, and then turned out to be a complete joke in Witcher 3.

Actually, what is even the deal with the portal? I mean, Shahraz and Magtheridon had absolutely no problem coming to Azeroth, even brought their whole armies. And then Kil'Jaeden himself came as well with his army. And no sophisticated rituals for portals were needed, apparently. So why did they need that particular portal to begin with? The only "logical" explanation I see is that Kil'Jaeden's dialog with Malfurion inchapter 10 was true - Kil'Jaeden actually intended to lessen the Legion's population. Although that doesn't explain why the other demons just went along with this stupid portal idea.

Medivh was also disappointing. Both in gameplay and in story. Guardian of Tirisfal, virtually the most powerful mage? Bah, what a joke. And I know he's supposedly weakened, but I simply don't see how entering the emerald dream to alert the Aspects and coming back is enough to weaken him so much. Now, from the few dialogs here and epilogue in Resurrection of the Scourge, I get the impression that Eredon did something to Ysera and Medivh had to stop him. But Eredon isn't much of a fighter, so I still don't get why Medivh is so weak.
Speaking about Aspects, Alexstraza and Nozdormu just flew away and that's it. They literally had one job - to protect the World Tree - and they just abandoned it. Nozdormu, with all his time control power and ability to see different outcomes and forsee the future, didn't know that Malfurion would overpower everyone one by one? Instead of fighting together they just decided to spread out like some dumb cliche horror movie characters. And Nozdormu's dialog implies that Alexstraza died off screen, like some no name NPC.

So, there were extra paths to Well of Eternity... Really? I mean, really? That just makes no sense. Night elves spent literally thousands of years guarding the Well, not letting any outsider near it, and then suddenly there are hidden ways to the Well that not even the very NEs knew about? Or did they know and simply did nothing about it? And I can understand that Azshara knew about such hidden path, after all, she is the Azshara, who else if not her. But Kil'Jaeden? Even Malfurion didn't know about the caves, and Kil'Jaeden has never even been to Azeroth before. How did he, of all people, know about those caves? Overall, Nordrassil's defenses remind me of a gate without fence.

What were the orcs doing all this time? All the effort they have gone through to prevent the Legion's invasion, and then they just chill out when the real deal is happening? Medivh didn't bother to ask them for help? And even the explosion that shattered the whole Ashenvale didn't pique their interest?

Malfurion claims druids (and druidism) and ancients are weak, especially pointing out how weak they turned out to be, getting so easily corrupted after the Explosion. Even the very reason to kill those corrupted ancients was Malfurion's disgust towards their weakness. Yet absorbing Ysera's Heart, making him stronger than ever before, resulted in... Being able to turn into ancient. Uhhhh, right... Anyway, not even a comment from himself or anyone around him about it?
Overall, it seems lame, like Ysera's Heart had to have some cool effect, but due to lack of ideas it does just that. It's so underwhelming that Malfurion doesn't even use it any cutscenes or epilogue. Well, expect the one cutscene with Ysera, but that is simply to show Heart's power, and he turns back into druid right after anyway. IMO it would be better to just upgrade Malfurion's stats and skills and add Meteor Strike, transformation ability just feels unnecessary.
Also, Immolation even deals 5 less damage than Fire Shield.

And there's a list of not so major issues.
1) Why is there no global experience gain? I mean, it's not really a problem, since usually heroes are close enough to killed enemies anyway. But it's just feels like a strange choice.
2) Was it really necessary to change the icon of scroll of regeneration and orb of slow, even though the effect is unchanged? I mean, it makes sense to do so for some items to match the visual aesthetics, like it is with Amethyst Necklace, but orb and scroll were fine with their original icons.
3) I noticed some drops here are randomised (like Troll Overlord in Chapter 3), and I don't think it's a good idea to make randomised drops in campaigns, unless it's consumables.
Especially when dropable items aren't balanced between each other, as is the case with Tyrus Blackhorn in chapter 4.1 - he drops either bone chimes or doom-horn, and doom-horn is way better than bone chimes for this campaign.
4) There's an abundance of artefacts. Not that it's inherently bad, but to me it felt off. On one hand, it adds variety and stimulates to choose what's better instead of just mindlessly grabing whatever possible. On the other hand, some items made me question why are they even here - they become obsolete too quickly, some of them not even worth picking up at all.
And the abundance is particularly "problematic" for items with orb effects. Since Warcraft allows for only 1 orb effect to be active at a time, that practically limits to only 1 item with orb effect per hero. And there are only up to 3 heroes present at the same time. And even then, Velinde has her own orb effect, so it's basically just 2 heroes eligible for such items. And there are 6 orb effects: orbs of fire, corruption, slow, Darkmoon Staff (orb of lightning basically), Wand of Feedback, Demon Sword (vampirism).
Some items are just the "upgrades" stats-wise when they really shouldn't be. For example, Staff of the Oracle has "Artifact" quality, with orange letters. Naturally, that looks like it's a powerful item. And then in chapter 7 there's Wand of Mastery, which does the same but better, despite being of ordinary quality. And Tablet of Pronouncement is "Artifact" quality, yet it's almost 2x better than Gem of Power which is "Legendary" quality.
Speaking about legendaries, I know balance is important and it would be bad to give too powerful items too early, but Gem of Power and Wand of Feedback don't even feel like legendaries. Gem of Power could be replaced with just Sobi Mask and Wand of Feedback is basically just a Claws of Attack. Both are useful, sure, but still ordinary items, not legendary. Wand of Feedback's tooltip doesn't even mention that it has reduced effect on heroes.
5) Malfurion's actions and words sometimes make no sense for someone titled Arch Sage. For example, his conflict with furbolgs in chapter 3 - I understand his disdain, but his actions seem rather irrational, considering the situation. I mean, he doesn't need to accept furbolgs as full fledged allies to get some use of them. He could just quickly help them and then use them as disposable cannon fodder to ease the destruction of Illidan's base, and then finish off those who would survive - it would be way more reasonable that way. He acts rather narrow minded for an Arch Sage.
6) The text on loading screen of Chapter 3 says "2 days later" and that doesn't seem right to me. It's supposed to be enough time for Illidan to travel to the ruins, do his business there and then travel back, at the time when Malfurion demolishes his base at the end of chapter. So assuming Illidan traveled to the Broken Isles, according to the loading screen of ch2 of elven campaign in TFT, it's 1 day away from Nendis. So it's at least 2 days to sail there and back. And according to the loading screen picture, Ch3 takes place somewhere around Winterspring, that is to the west of Nendis. So it's also some time to travel from the base to the continent's coastline, from where it is 1 day to Broken Isles. So I'd say it's more like 3 days minimum for traveling there and back, and then also some time for Illidan to do his archeology homework. So IMO the loading screen text should say "Four days later" or "Five days later".
7) Chapter 3 - Hint about golems being lumber harvesters should appear earlier. I figured it out on my own before the hint even appeared.
8) Would be better to have Kath'ranis with 1 ability point unassigned, if someone would like to skill something else other than Crystallization.
9) Kath'ranis' Arcane Blast could use a better tooltip, mentioning how many blasts it does. Same issue with Malfurion's Meteor Strike.
10) Chapter 4.1 - New Allegiances secondary quest feels inconsistent and questionable. Malfurion came in Astranaar completely alone, Shindrell said the whole Astranaar talks about Malfurion and his change of usual attire, and Shindrell sensed magic in Malfurion, and he even responded "If a puny warrior can sense my powers, then my new identity is at risk". And then he casually walks up to random warriors, tells them to follow him and... They simply do so. Not a single question asked, even though everyone is so curious about him and can sense his magic? And no one wonders why only some random warriors are asked to go with Malfurion, not even elaborating why he needs them? No ones questions why didn't Tyrande (as she is the one in charge of Astranaar's defense) just command a bunch of warriors to gather and assist Malfurion with his task? And then at the end of chapter, when highbornes teleport, all these NEs just roll with it, accepting to become highborne? Even druids?
And what's with Malfurion's final phrase during his dialog with Shindrell? "They will either serve me, or be dealt with accordingly". His confidence, when he says "they will serve me", is pretty ironic and borderline arrogant. I mean, serve him like those NEs that he had to kill, while trying to catch Faradrella, because they outright refused to follow his orders due to his corruption? And it sounds even more more arrogant when he says "dealt with accordingly". Like how exactly? Murder them in the middle of Astranaar, for everyone to witness his corruption? After all the effort put into tricking NEs to allow him passage to Hyjal? Yet another instance that made me question whether he's worthy of a title of the Arch Sage.
Now, what if Shindrell said that she's not the only one missing the old days and arcane powers, that there are other NEs around Astranaar that might be willing to come with Malfurion and join the ranks of the highborne? And Malfurion, instead of his 2 cringy last phrases could say that these NEs might be useful helping him reach the temple, so he shall look for them. And suddenly the whole quest and the end cutscene make sense! The whole deal with scouring around Astranaar, looking for specific units, and how they accepted to become highborne without second thoughts, now has logical explanation.
11) Speaking of changing sides, how did these NEs even become highborne? I mean, Kath'ranis' highbornes got their magic from fountains, and Malfurion consumed them all, stating that the only other magic source is Well of Eternity. I highly doubt that Malfurion, considering his attitude, would share his own magic with a bunch of puny weaklings.
12) Some characters - Shindrell Swiftfire and Kerlonian Evershade (and maybe someone else I didn't notice yet) - have unique names only during cutscenes. Actual units could use unique names as well, doesn't even matter if their stats are the same as those of normal units, although it would be nice to have unique units with boosted stats.
13) Chapter 4.2 - perhaps it would be better to make mooncrystals non-item pickups (kind of like runes), so they don't take inventory slot. I mean, it's not really required to hold them in the inventory all the time anyway - picking up the next mooncrystal automaticaly combines it with previous one even if it has been droped somewhere on the ground.
14) So Kath'ranis said that Tyrande's forces were too formidable to block them at the entrance of the Temple, yet then Malfurion ordered him to block Tyrande's forces so she would fight Malfurion alone, and Kath'ranis' obliged without questions? Tyrande's forces not looking "too formidable" anymore? Or did he just fear Tyrande in particular that much?
Besides, learning about crystals unlocking the door to the key was more important. So IMO it would make more sense if Kath'ranis' said that he left his post because spying on Tyrande seemed like a better idea, instead of talking about "too formidable forces".
15) I guess it shouldn't be possible to destroy that crystal from here, as it kind of makes the "platforming" pointless.
View attachment 405223
16) There are no Sentinels beyond chapter 4.2. Why were Sentinels destroyed so easly? I find it hard to believe they actually failed to defeat puny satyrs and mere wild animals. And what about other villages and cities? I mean, Astranaar couldn't really be the only Sentinels' town\village\outpost.
17) Chapter 5 - at the starting cutscene the guards just run away, leaving the gate opened - did they trust Malfurion so much they didn't bother to close it? What's funny though, is that the gate is closed after the cutscene - apparently, their trust wasn't misplaced, as Malfurion was kind enough to close the gate himself. Speaking about guards' competence, did none of them notice that highbornes don't even look like night elves? Actually, that's yet another dumb action Malfurion - what did he even expect to happen, coming to Hyjal with his highbornes out in the open? Did he really think no one would notice they're not night elves? And not even Kath'ranis said anything about this approach being outright stupid? And it's especially inconsistent, considering how secretive Malfurion tried to be in Astranaar, even though Astranaar is way less defended than Hyjal. This cutscene is just a mess.
Anyway, the gate should get closed after the guards run away to inform Velinde. Also would be better if the guards' dialog reflected their suspicions, and that would also tie in with the gate being closed even before Arch Druid. As for the highbornes, I think Malfurion should tell them to stay hidden while he talks with the guards, and then talk with the guards alone. Guards might even mention to Velinde how odd it is that Malfurion came completely alone. Part with killing orcs is unchanged. Highbornes just hide again after killing orcs and Malfurion talks with Velinde alone. And then Kath'ranis with his highbornes would teleport for the fight, after Velinde says she sees through Malfurion's charades.
18) The desecration of Guardians' fountain is... questionable. Apparently Malfurion's blood is so potent there's even a change that it will disrupt guardians' link to the Hyjal, killing them. But at the same time the effect is so subtle that guardians won't even notice that there's something wrong with fountain's waters; and nevermind that Malfurion (and thus his blood, since its effect is magical in its nature) reeks of magic so much that even ordinary NEs can feel it. These 2 facts sound rather inconsistent and contradicting to me.
Also, how come guardians die from drinking Malfurion's blood and highbornes are mind contolled and empowered?
19) "Denying Reinforcements" secondary quest isn't exactly working as it's implied to be. NEs are too occupied with orcs attacking them, and don't really have time and forces to reach the Horn.
Actually, why do they even want to sound the Horn and alert the Cenarian Circle, if Cenarius already sees everything throgh Eternal Realm? He knew about Faradrella and Astranaar even before Malfurion reached Hyjal's guardias - the Cenarian Circle should've already been informed about everything and dispatched to deal with Malfurion.
20) Chapter 6 - new heroes should be assigned subsequent hotkeys - so Malfurion stays F1, Velinde should be assigned to F2, Kath'ranis to F3.
21) Not sure how I feel about Velinde's ability kit. I mean, she's strong enough and offers both good offensive and defensive tools, and there isn't really anything wrong with her. But somehow something still didn't feel right. Like, I don't know, too basic maybe? Also, I kind of expected some star-themed spells from someone called Starstrike.
Oh, and either Enchanted Arrows should have smaller explosion VFX (which IMO looks unfitting btw) - right now it looks bigger than the damage radius.
22) Chapter 7 - Shindrell says "the fountains we encountered in Winterspring", so who are those "we"? She wasn't there, she wasn't even a highborne back then. She really should say "the fountains you encountered in Winterspring". Also, she says she didn't go to drink from the fountain because she wasn't injured, but the fountains are supposed to heal and renourish their magic needs. Considering this, it kind of sounds off that she didn't feel like sating her magical hunger.
23) Chapter 8 - uh, so Ysera's Heart is extremely powerful, but no good hero tried to use against Malfurion? Even as a last resort option, when it was virtually obvious Malfurion will have it for himself if he's not stoped? And Cenarius didn't even bother to personally guard something so much valuable and powerful, instead opting to fight Malfurion after he got powerful enough to squash Cenarius?
24) Also, it was never mentioned how Illidan became half-demon. He was still just an elf back when he escaped from prison, when Maiev left. And Malfurion didn't even say anything about that either, as if it's nothing special.

1) Malfurion's clothes in chapters 4.1-5 look out of place, they don't match the aesthetics of the highborne, night elves or even Warcraft - they look like they don't belong here at all. And they simply look bad on their own. As if doing war crimes was not enough for Malfurion, so he decided to throw in some fashion crimes. And then after the portal's explosion Malfurion even somehow managed to change for a proper attire, while also being unconsious. I see no reason for him not to have a post-explosion model starting from chapter 4.1 and onward. Also, in chapter 7 there are statues of Malfurion with his fashion crime attire, even though he doesn't wear it anymore at this point.
2) Not a fan of how Violet Citadel looks - the excessive amount of crystals kind of ruins the image and looks gaudy. Violet Observatory has crystals on top of lower towers, and in Violet Citadel they are changed to torches for some reason - doesn't make sense to me, considering the excessive amount of crystals at the main tower. And why do Observatory and Citadel have a giant torch on top of the main tower (they look like an overly decorated beacon) instead of a crystal, like Sanctum has? In Violet Citadel crystals are attached to "handles", but in Sanctum and Observatory they just float in the air. Also, trees in Violet Sanctum looked nice, a shame they gone in both Citadel and Observatory. Overall, T2 and T3 look like downgrades compared to T1 fashion-wise.
3) Battle Maiden's "sword" looks like a comicaly large knife. Maybe she's just a fan of Dundee, haha. Anyway, I wish she had a real weapon, I just can't take her seriously like that.

1) Kath'ranis' Arcane Blast animation isn't synchronised with the actual ticks of damage. The damage is applied after the blast VFX disappears instead of being applied synchronously.
2) Arcane Wyrm - Devour Magic's tooltip says it "consumes all magical buffs from units in an area", implying it only consumes buffs, but it actually consumes debuffs as well. Also, Enchantress' Ani-Magic Shell doesn't get consumed for some reason.
3) Chapter 8 - Malfurion's hotkey during fight with Cenarius becomes F2, and his pouch is F1.
4) Camera angle bugs really annoyed me throughout the whole campaigns. I know it's a v1.31.1 related bug, and for majority of other campaigns it's possible to simply play them in proper WC version. But this campaign is initially done for 1.31, there's simply no way to play in another version.
5) Malfurion's Ancient form can bug out in chapter 9 and 10.
Chapter 9 - started the fight with Azshara in Ancient form with extra stats present and druid form spells, except ultimate being transformation into druid. Malfurion was in druid form before the fight.
View attachment 405220Chapter 10 - level starts with Malfurion again in Ancient form, but now his ultimate is transformation into Ancient. And doing so gives massive boost to basic attack damage. Although turning into druid resets the damage and "unbugs" him. And the most interesting part - I tried restarting the level several times and the bug was there every single time.
Also can't spend a skill point while in Ancient form as there is no "Hero Abilities" button.
View attachment 405221
View attachment 405222
Based off my limited knowledge of Warcraft lore, my theory is that the fountains of power came from the Old Gods. They also are responsible for corrupting Malfurion from the start in the form of "Malfurion's inner voice" and are the reason why Malfurion is so evil when compared to anyone else who absorbed the Fountain's powers (which to be fair we didn't see many others absorb the powers of the fountains much).
This would explain why the powers of the fountain aren't demonic in origin and why Malfurion's powers were described as something along the lines of coming from an ancient power (or I believe someone makes a comment like that). The ending cutscene where we see all the races enslaved to Malfurion seems like something the Old Gods would want, or that everyone lives in eternal suffering and torment, as opposed to the Legion's goal of extinguising all life.
Also, when it comes to the Legion not being as powerful as they perhaps seem like they should have been, I think this can be somewhat attributed to Kil'Jaden's backstabbing of other members in the Legion. Not only did he setup the former leader of the Legion to die against the Orcs, but he also killed Tichondrius. And Tichondrius was perhaps the most competent leader in the Legion at that point as he raised Durotar and brought ruin to much of the Human's lands, and likely wouldn't have stopped there if he wasn't killed. Since Kil'Jaden's number one priority was obtaining power instead of actually furthering the Legion, the Legion grew more divisive and was weaker as a result.


But of course, all of this is just speculation on my part and Turno could have a completely different idea on things but it is nice to think about nonetheless.

My only big complaint about the story is that Malfurion never gets what's coming to him because nothing on Azeroth can beat fire breath and healing runes
 

nv4

nv4

Level 8
Joined
Jul 17, 2022
Messages
47
This would explain why the powers of the fountain aren't demonic in origin and why Malfurion's powers were described as something along the lines of coming from an ancient power (or I believe someone makes a comment like that).
Yeah, Magtheridon and Kil'Jaeden both comment about that, but in a very vague way.
Well of Eternity orgin hints.png
And yes, I also considered that it could be related to he Old Gods, but it raises yet another questions.
None of the Aspects said anything about it, even though they certainly know about the Old Gods and are very likely to recognize their power. I mean, they were created not long after the Old Gods' imprisonment, with the duty to protect Azeroth. And then they fought Deathwing, who was corrupted by the Old Gods. And I can understand other Aspects not saying anything as they didn't directly meet Malfurion, but Ysera did and still said nothing. Of all Aspects, she's the one to certainly know about the Old Gods' power, considering that the Emerald Nightmare is of their doing. And the NEs are also familiar with the Emerald Nightmare, so I assume they would at least sense there's something very fishy about the fountains. At least assuming this part of lore is unchanged, which might not be the case.
But what is certainly unchanged is nagas. Of all people, Azshara would be the one to recognize the Old Gods' powers, and even she said nothing about it. And why would the Old Gods try their luck with such an unlikely plan instead of empowering Azshara? The plan could fail several times before even Malfurion woke up - Legion could get to the fountains, Illidan's forces could secure them for themselves, and NEs could simply cleanse them. And even after Malfuion reached the fountain, it was still way more likely for him to cleanse the fountains instead of succumbing to the temptation. And okay, against all odds he actually consumed the power, but what then? The NEs would turn against him the moment he shows his new true self, and he would be alone against everyone else. How likely was it that the highborne would join his side? And so the Old Gods decided to go for such extremely high risk gamble instead of going for a safe option with Azshara? I mean, Azshara was the first to reach the Well of Eternity despite everything that happened, so imagine what she could do if the fountains' power was hers. Considering how ridiculous Nordrassil's defenses at the water side turned out to be, with fountains' power Azshara could probably singlehandedly speedrun the Hour of Twilight.
Also, when it comes to the Legion not being as powerful as they perhaps seem like they should have been, I think this can be somewhat attributed to Kil'Jaden's backstabbing of other members in the Legion.
Well, my point was mostly about the Legion's numbers. The way the story goes makes it look like the Legion is just some major faction, comparable in size to Azeroth's major races, and not an immensly powerful, innumerable army, that conquered countless worlds and races. Maybe the Legion actually isn't supposed to be as strong here, considering that it's an alternative universe, but as long as lore alterations aren't explicitly mentioned anywhere I assume those things are the same as they are in original Warcraft.
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
Hi all! I am excited to announce there will be a new update for Malfurion's Quest coming out sometime in mid 2023!

beta_logo.png

Here are some of the exciting changes this patch will bring:
  • The Good story-path will be brought back, along with its revamped story and missions
  • Two new chapters for the Good story-path: Cries of the Aspects and The Eternal Nightmare
  • Spell revamps for several heroes and units in the Sentinel tech-tree
  • New legendary items to find throughout the Good story-path
  • Added the ability for Malfurion's Pouch to use certain items such as consumables
  • The Horn of Cenarius item can now be upgraded by completing certain quests in the Good story-path
  • Several quality of life changes and bug fixes to existing missions
  • Balance changes to the Highborne tech-tree
  • And much more!
 
Level 29
Joined
May 14, 2021
Messages
1,115
is there way to get this campaign for older versions of wc3?
There's no older versions of the Malfurion Quest. The only Malfurion Quest you have is 1.4, which still requires a 1.31.1. Furthermore, all older versions have incomplete chapters and still buggy at that time.

The author might release a big update (2.0) for this campaign the next year, which also supports the Reforged (1.32/1.33), as well as small updates for other campaigns (including Resurrection of Scourge).
 
Level 5
Joined
Oct 28, 2018
Messages
42
i been having this bug where the game kept crashing when i get to the point of the fountain (when it triggered the second cinematic for the demon) after the orc things and this happened about 5 time already? what kind of bug is this that, the one that tell me to report to Blizzard one. rather annoying. how do i circumvent this?
 
Level 5
Joined
Oct 28, 2018
Messages
42
If you have any saved games in the Save folder from this campaign as well as from others that you no longer need - delete them. Also, before you start playing, try to free up as much RAM as possible by stopping all unnecessary processes. I think at least one of the two things or both together will solve the problem.

Another thing you can try is to not use the Load Saved Game option and start the particular mission from the beginning.

If any of this help please post back here.
now that solved my problem, game running smoothly. thank you my friend
 
Level 1
Joined
Oct 30, 2022
Messages
1
Good afternoon,
Which version of WC3 should I have in order to play this map? I have downloaded it but it does not show up when I am trying to search it in-game in the Campaign maps section.
 
I remember this campaign had two options to choose when Malfurion reaches the defiled fountain back in 1.2 version, it was of course the early stages and still developing. But I have to say I didn't expect such alternative story. Well done.

Not going through details... I'm just here to say I quite enjoyed playing the campaign. Great job!
 
Level 2
Joined
Jul 24, 2021
Messages
1
Hey , so with the new PTR custom campaign update i have this immediate urgency to test it since i have a few very good CC in mind.
I test This CC and it works well enough through the most part.

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As You can See on the ScreenShots it works as intended , i forgot to screenshots the prologue but the cutscene too is working as intended.
Some Custom Textures is not converted to reforged Art but i guess it will work on Classic Art , again forgot to screenshots.
So far i managed to completed the "slay the murlocks" then Crashed.
i dont know its my part or the reforged part and i haven't tested it on Classic Art , so there you go about the new PTR.
 
Level 31
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Dec 8, 2009
Messages
1,330
Hi all,

As many of you are aware, Custom Campaigns are now available in Warcraft III Reforged! Moving forward, I'll be supporting both Reforged and Legacy when releasing new campaign updates in future.

Here is what to expect for future updates:
  • There will be 2 separate campaign files: one for Reforged and another for Legacy
  • The Reforged version can be played in SD graphics only (may support HD in future)
  • The Reforged and Legacy versions will be almost identically. The only differences with Reforged is the difficulty selection will be moved to the campaign loading screen, and the game will auto-save for you throughout certain missions (such as at the start of boss fights)
  • These changes will apply to the Malfurion's Quest v1.5b update later this year. I also intend to release a Reforged version for my earlier campaigns at some point, though this may not be for a while as I am busy with working on Malfurion's Quest
 
Level 16
Joined
Jul 16, 2007
Messages
1,372
Hi Turnro, glad to know you're still working hard.

My question would be, since I feel Malfurion's Quest won't be the last we see from you, what could we expect in the future of your work? Any ideas in mind for more campaigns?
 
Level 5
Joined
Dec 7, 2022
Messages
14
I'd like to give a review of Malfurion's Quest campaign: (review contain spoilers)

Global enjoyment: It was a great experience, on of the most fantastic I probably ever had. Everything looks great and
I was waiting for 1 thing every day I woke up: it was playing this campaign. I really love its content and
the fresh air it brings out to warcraft 3 by using mostly basic features that are directly available in
the game. +1

Scenario: This is a very important part for me, and this one is very credible. It's not childish or shonen spirit
oriented. What makes me think this scenario is dope is when you get attached to characters such as Kathranis or
Tyrande and they get stabbed in the back. Malfurion is a well done character in his evil form, believing he's
the savior of the world and in the end become a greater threat than what he tried to hunt since forever. Illidan
coming back to the last fight was so much epic too. I haven't seen or don't remember any syntax/grammar problem. +1

Terrain: The terrain uses simple elements, but it uses them very well. The placement of the buildings makes it
nice appealing, the temple where the key of Hyjal is, is so beautiful, aswell as the woods at the start of
the first chapters. +1

Techtree: Nothing to say, highbornes are amazing, the highmistress is a very cool caster, the battle maid got a
cool concept with the mana shield and the mana well synergizing with them. Everything is coherent and looks
very good, maybe nerf the troops Magtheridon brings because by spamming them with their high stats just make you
go no brain at some point in the missions. +1

Heroes: Kathranis is probably one of my favorite out there, his entire kit of spell is so lovely and enjoyable. The powers
of the heroes are never too much, and even when Magtheridon came to the party it didn't fell that powerful, it
was always just enough which is very respectable for heroes going to level 15. I am a bit disapointed in Malfurion's
W and E, I was probably expecting more chaos but this is nothing compared to everything around. +1

Difficulty: I made everything in hard, and it was always just enough, everything is so well done to not make it
just lame and annoying, this is actual difficulty. The boss fights aren't ensured that you win which is great, they are well timed and made, Kil'jaeden being the hardest one. The missions concepts were so much diversified that it was just too enjoyable. +1

This is an example of a perfect campaign and should be an example. 6/5, I am glad to have played this.
 
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Level 31
Joined
Dec 8, 2009
Messages
1,330
Hi Turnro, glad to know you're still working hard.

My question would be, since I feel Malfurion's Quest won't be the last we see from you, what could we expect in the future of your work? Any ideas in mind for more campaigns?

Hey there, I haven't really thought about that yet. I'd say it would be something I'd consider once Malfurion's Quest is done
 
Level 29
Joined
May 14, 2021
Messages
1,115
Amazing campaign!
But i dont know how to play the good path, does anyone know?
As you mentioned here, the Sentinel storyline progress is yet to be completed. When you complete the second chapter, you'll be given the choice, but only one was unlocked: consume fountain energy. This will start the Highborne storyline, which was continued until the end of the campaign itself.

As Turnro said, the completion of Sentinel campaign progress might be on hold due to the fact Blizzard had re-introduced the Custom Campaigns back in Reforged. As a result, the upcoming major update of Malfurion's Quest, along with the previous 3 campaigns, will be playable on both Reforged Classic and non-Reforged Classic WC3 (1.31).
 
Level 11
Joined
Jul 29, 2014
Messages
328
Speaking of game versions, Turnro, are you planning to patch the game to newest version or will you keep making it on v1.31? Personally, I think the current game version is the most fitting one.
 
Level 29
Joined
May 14, 2021
Messages
1,115
hey, i'm using the latest version. 1.35. the game keeps crashing at random points.

but i'm experiencing the same issue with other campaigns. so might just be a problem with the current patch
Currently, you can only play this campaign on 1.31.
The author will probably release a big update to make this campaign along with other 3 playable on Reforged (SD mode only).
Most campaigns that are available on Hive are prone for game crashing due to the custom models.
The most notorious one is "ERROR #131: The file data is corrupt" or something similar.
 
Level 2
Joined
Aug 19, 2016
Messages
14
Hey man, I rly enjoyed all of you camps but i have to ask u
Are u still working on Sentinels story line or not? I have finished the highborne camp and it was awesome to see the big arch druid become cruel and evil bastard, but im lokinf forward to see Sentinels path.
Keep going please, you creators of these good campaings are the reason i still play this game and didnt quit it a long time ago!!!
 
Level 29
Joined
May 14, 2021
Messages
1,115
Hey man, I rly enjoyed all of you camps but i have to ask u
Are u still working on Sentinels story line or not? I have finished the highborne camp and it was awesome to see the big arch druid become cruel and evil bastard, but im lokinf forward to see Sentinels path.
Keep going please, you creators of these good campaings are the reason i still play this game and didnt quit it a long time ago!!!
Originally, the author stated that he might complete the development of the good path for Malfurion's Quest this year, but when Blizzard re-introduced the custom campaigns on 1.35, he instead decided to make a small updates of the entire campaign series for Reforged compatibility. So, this project is still on hold, but he promised that this campaign will receive a unique beta update, which contains a Sentinel storyline. I think you'll have to wait until at least the beginning of 2025 for the final version of Sentinel storyline.
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
Hey man, I rly enjoyed all of you camps but i have to ask u
Are u still working on Sentinels story line or not? I have finished the highborne camp and it was awesome to see the big arch druid become cruel and evil bastard, but im lokinf forward to see Sentinels path.
Keep going please, you creators of these good campaings are the reason i still play this game and didnt quit it a long time ago!!!
Happy to hear you enjoyed the campaign :)

Yeah the campaign is still being developed. The full release won't be for a while, but there will be a beta release sometime this year that will unlock the Good storyline again, add some new maps (up to Chapter 8), and a bunch of awesome new improvements.
 
Level 2
Joined
Mar 11, 2006
Messages
8
Currently, you can only play this campaign on 1.31.
The author will probably release a big update to make this campaign along with other 3 playable on Reforged (SD mode only).
Most campaigns that are available on Hive are prone for game crashing due to the custom models.
The most notorious one is "ERROR #131: The file data is corrupt" or something similar.
How do you get version 1.31?
 
Level 29
Joined
May 14, 2021
Messages
1,115
How do you get version 1.31?

Keep in mind, you'll still need an original CD-Key for Reign of Chaos. Make sure to not let the game auto-update.
 
Level 4
Joined
Apr 22, 2020
Messages
58
e is what to expect fo
Happy to hear you enjoyed the campaign :)

Yeah the campaign is still being developed. The full release won't be for a while, but there will be a beta release sometime this year that will unlock the Good storyline again, add some new maps (up to Chapter 8), and a bunch of awesome new improvements.
Such as hidden tomes, more items, more upgrades, easter egg items? a special tome? A special item for every character that will be upgraded? As for faradrella will you change her skills? That linked spirit spell is too basic.. as a dryad a heal or ar blessing,movement speed, attack speed, a regeneration aura based on unholy..
---------
Also can you estimate when will You land the beta test of the campaign?
How about an unique item for every here, faradrella an orb, velinde her bow..kathranis a runebook magical..
 
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Level 31
Joined
Dec 8, 2009
Messages
1,330
Such as hidden tomes, more items, more upgrades, easter egg items? a special tome? A special item for every character that will be upgraded? As for faradrella will you change her skills? That linked spirit spell is too basic.. as a dryad a heal or ar blessing,movement speed, attack speed, a regeneration aura based on unholy..
---------
Also can you estimate when will You land the beta test of the campaign?
How about an unique item for every here, faradrella an orb, velinde her bow..kathranis a runebook magical..
The new beta version will come out sometime this year, most likely in the second half of the year.

I've also been making several changes to existing maps and posting about them in this thread. Here's one about Faradrella I made quite a while ago: Malfurion's Quest v1.4b
 
Level 4
Joined
Apr 22, 2020
Messages
58
The new beta version will come out sometime this year, most likely in the second half of the year.

I've also been making several changes to existing maps and posting about them in this thread. Here's one about Faradrella I made quite a while ago: Malfurion's Quest v1.4b
Keep it up, don't forget to add hidden tomes like in the evil story and more customised items, by the way i am a big fan of you too. This campaign is becoming sexy as the days are passing. :) thanks for changing my favorite hero after Furion.. cannot wait to see more!!
 
Level 4
Joined
Apr 22, 2020
Messages
58
Yo @Turnro... you said that the horn will be upgraded.. but... how about an item that malfurion in evil part will have..? what stats will give the horn and what item will have evil furion?
Also i think Velinde's Q is kinda useless.. and her damage is a bit low since he gains only 1.5 ag per level, maybe a buff...
Will you put a list here with all heroes and their gaining stats upon reaching lvl 1,2 ,3 ? how much str, ag and int, gets when they level up? Such as 25 +1.7, 15+2.7, 12+2.20
 
Level 4
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Mar 31, 2021
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28
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the chapter where malfurion just become arch druid is very laggy most of the time i couldnt do anything and the screen just froze there im change all my setting to low but still the same
 
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