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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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Afronight_76
AndrewOverload519
Boneknight
Elenai
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WILL THE ALMIGHTY
JetFangInferno
Trollschnitzel
Nasrudin
Hexus
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PROXY
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Malvodion
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опубликован
EviL_BuddhA
Darkholme
Tenebrae
s4nji
Ribenamania
Mephestrial
Gookywooky
Frankster
Randomall
Red XIII
MasterHaosis
Skizzik
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Pyritie
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Infrisios
Suselishe
Matarael
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Ujimasa Hojo
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Weep
Zbc
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Heinvers
Vortigon
RightField
Wisdom
R.A.N.G.I.T


ICONS
Blizzard Entertainment
Naro
zbc
-BerZeKeR-
Dan van Ohllus
Hellx-Magnus
Hadeis
Darkfang
Dalharukn
bigapple90
PeeKay
Apheraz Lucent
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~Nightmare
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The_Silent
Lelling
Mc!
Zephyrius2412
Raging Ent
PrinceYaser
Heinvers
Infinitynexus
The Panda
Ardenian
ChevronSeven


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


MAP TESTERS
FallenStar
Ljarvisone
AnonymousOne
knight26


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




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


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

Malfurion's Quest v1.4b (Campaign)

Reviews
Orcnet19:35, 14th Oct 2013700 Malfurion's Quest (Tested DEMO release as 1.0) RateScorePercentLetter 5/591-100A RateScorePercentLetter 4/581-90%B RateScorePercentLetter 3/575-80%C RateScorePercentLetter 2/570-74%D...
I think he got the idea form Med_Mapguy and his Deadndra's Tale camapaign. There was a character Cindy there with similar personality and role :D
I really like Faradella, and I like what Turnro is aiming for in the campaign :)
Indeed. Now that you told it, I seem to recall that Dryad:wink:
Well, I hope it'll be interesting as your previous chapters Turnro.
 

X59

X59

Level 3
Joined
Sep 16, 2010
Messages
44
Turnro, I just tried your current version of the demo and I rather liked it. I did try both chapter 3 (Sentintel & Highbourne) and I liked how you had similarities and showed the Malfurion's choice led to some differences. While the quick change in personality that Furion went through does show how power can change a person, I felt that the change itself was too fast. At the same time Faradrella is a bit annoying to me, so I'm hoping that she's not a main character along side Furion in this.....she never shuts up.

Speaking of Faradrella her nature's gift spell was displayed as a green box instead of the spell icon that is seen in the level spell selection thing. Meanwhile the prologue did lag a but I'm unsure if that's an actual error or if my computer was being weird.
 
Level 30
Joined
Dec 8, 2009
Messages
1,320
Turnro, I just tried your current version of the demo and I rather liked it. I did try both chapter 3 (Sentintel & Highbourne) and I liked how you had similarities and showed the Malfurion's choice led to some differences. While the quick change in personality that Furion went through does show how power can change a person, I felt that the change itself was too fast. At the same time Faradrella is a bit annoying to me, so I'm hoping that she's not a main character along side Furion in this.....she never shuts up.

Speaking of Faradrella her nature's gift spell was displayed as a green box instead of the spell icon that is seen in the level spell selection thing. Meanwhile the prologue did lag a but I'm unsure if that's an actual error or if my computer was being weird.

Hi, X59. Thanks for the feedback :)

I have been notified of the Nature's Gift ability icon not displaying properly. This is a problem that will not occur in the final version. As for the lag, it occurs because there is so much happening on the screen at any one time. I may have a look at decreasing this lag at some point in the future.
 
Level 4
Joined
Jun 5, 2014
Messages
68
This is the most outstanding and unique campaign I've ever seen :ogre_love::ogre_love: 99999999/5 I really love the idea of choosing between the sentinels and the highbourne :ogre_love: I really love the part that Malfurion allied with the highbourne and fought the sentinels.I can't wait for the full version of the campaign :goblin_yeah::goblin_good_job::goblin_yeah:
 
Level 2
Joined
Oct 6, 2013
Messages
30
It would be Good if you added Some Uniqe Music (sorry for my english) Which will make Good for the People to have fun While playing In the Boss Round...for Example Take look at Campagine (Chosen Ones).......They made Music at each boss Round and i really like this idea and maybe some people agree to what i say :)
 
Level 30
Joined
Dec 8, 2009
Messages
1,320
It would be Good if you added Some Uniqe Music (sorry for my english) Which will make Good for the People to have fun While playing In the Boss Round...for Example Take look at Campagine (Chosen Ones).......They made Music at each boss Round and i really like this idea and maybe some people agree to what i say :)

Hi Golden Dragon,

I agree with you completely on the music. So far, though, there has been only one boss fight in Malfurion's Quest and it already has its own background music.

Are you asking me to preferably not use music from Warcraft 3 and World of Warcraft?
 
Level 2
Joined
Jun 18, 2013
Messages
11
Hey Turno, i have a question regarding Chapter 3-An Arch-Druid Reborn. How to you Catch that annoying dryad? when i used fire cage it missed for the first then she becomes invulnerable, then at the second time she becomes invulnerable again. is it a bug or you simply put it that way?please i need an answer ASAP!
 
Last edited:
Level 30
Joined
Dec 8, 2009
Messages
1,320
Hey Turno, i have a question regarding Chapter 3-An Arch-Druid Reborn. How to you Catch that annoying dryad? when i used fire cage it missed for the first then she becomes invulnerable, then at the second time she becomes invulnerable again. is it a bug or you simply put it that way?please i need an answer ASAP!

Hi Christian_Espiritu,

What you are experiencing is not a bug, it is supposed to happen. In the description of Fire Cage, it only has a 33% chance of actually catching an enemy Hero.

In other words, you must use Fire Cage on Faradrella three times before you will actually capture her.

Good luck, and I hope this helps you :)
 
Level 30
Joined
Dec 8, 2009
Messages
1,320
Hey Turnro, it would be nice if you share some progress with us, it's always reminding to see teasers/trailers :).
A few screenshots, and what you've been doing so far, would suffice as an update I suppose

Hey knight26, no worries. I posted some news earlier this month in the Development forum. I don't know if you've seen it yet or not, but I'll give you the link anyway:

http://www.hiveworkshop.com/forums/2536642-post90.html

I'll see how I go in releasing more news within the next few days.
 
Level 4
Joined
Jan 8, 2014
Messages
84
Hey knight26, no worries. I posted some news earlier this month in the Development forum. I don't know if you've seen it yet or not, but I'll give you the link anyway:

http://www.hiveworkshop.com/forums/2536642-post90.html

I'll see how I go in releasing more news within the next few days.

i dont know if you fixed it but anyway , in the first chapters where you collect tomes and items you dont have them anymore later where you met the dryad girl
 
Level 30
Joined
Dec 8, 2009
Messages
1,320
i dont know if you fixed it but anyway , in the first chapters where you collect tomes and items you dont have them anymore later where you met the dryad girl

Hmm. An interesting bug.

I myself encountered this bug many years ago while playing the night elf campaign: Eternity's End. Every time I started a new chapter, all of my heroes had none of their items and tomes that I retrieved in the chapters before.

Because of this experience, I believe that this bug is not to do with the campaign. I have even tested the demo of Malfurion's Quest just to make sure, and I encountered no such bug.

There is not a lot I can suggest for you to do, since this is a Warcraft 3 problem. However, this bug is rare, so perhaps playing the campaign again will solve it. If you are to start again, though, I would suggest that you play the campaign under a different name/user. If you are to play Malfurion's Quest again with your current save, you may risk having the same bug occur again for that specific campaign.
 

Deleted member 238589

D

Deleted member 238589

Great campaign. But, I find Malfurions new skin a bit too flashy, If you understand what I'm trying to say. 5/5
 
Last edited by a moderator:
Level 4
Joined
Nov 7, 2010
Messages
68
I think that it would be better if you put QWER on abilities for better and faster using of them.
 
Level 4
Joined
Nov 7, 2010
Messages
68
Also, when you are playing as sentinels (mission after you destroy the fountain), highbourne do not seem to react to your catapults hitting their towers. They are just standing there doing nothing. Was too lazy to do a sc but it was funny :D
 
Level 30
Joined
Dec 8, 2009
Messages
1,320
I am a big fan of yours turnro.
Thanks for this map.
Still waiting for the full version.

Your welcome, swarup :)

I think that it would be better if you put QWER on abilities for better and faster using of them....
... Also, when you are playing as sentinels (mission after you destroy the fountain), highbourne do not seem to react to your catapults hitting their towers. They are just standing there doing nothing. Was too lazy to do a sc but it was funny :D

Thanks for the feedback!

I'll look into changing the hotkeys for the spells. Not sure if that tower bug is a problem with Warcraft 3 in general, but I'll take a look into it.
 
Level 4
Joined
Jan 27, 2010
Messages
93
Love the demo, there were a few typos and at one point during the 2nd mission my fire spell stopped working till I got the summon the crystal Golem spell. The bug didn't happen in my 2nd playthrough though so I dunno if it was just a random glitch or an actual bug.

Terrain is pretty good though in the first mission I wish you'd put in a Mana Stone instead of that Mana Crystal... Malfurion has horrible mana regen in the first mission lol (I know it gets much better with the Staff Of The Oracle and Mystic Affinity but it's sooooooooo slow in the first mission XD)

Anywho, I can't wait to play the full campaign =3
 
Level 30
Joined
Dec 8, 2009
Messages
1,320
Love the demo, there were a few typos and at one point during the 2nd mission my fire spell stopped working till I got the summon the crystal Golem spell. The bug didn't happen in my 2nd playthrough though so I dunno if it was just a random glitch or an actual bug.

Terrain is pretty good though in the first mission I wish you'd put in a Mana Stone instead of that Mana Crystal... Malfurion has horrible mana regen in the first mission lol (I know it gets much better with the Staff Of The Oracle and Mystic Affinity but it's sooooooooo slow in the first mission XD)

Anywho, I can't wait to play the full campaign =3

Thanks for the feedback, CaoSong. I might consider adding in a mana stone in the first Chapter at some point after I get more feedback. Malfurion only runs out of mana if you spam his spells too often ;)
 
Level 2
Joined
Aug 26, 2014
Messages
12
okay. i dont want to give this a bad rating but im going to say i didnt like it. at all. i was a pretty serious player on 1v1 lorderon ladder and had a pretty high rank and was in a high ranked clan as well. this isn't really well put together. i didnt even play through a single mission. i DO realize its just a demo at this point but here's some things that got to me and i hope you take into consideration when you get working on it some more.

so here's what i thought. i started mission one on hard. okay. battles are challenging enough. strong micro makes each fight fun and exciting. there's these cool new warrior sentry units. neat i wonder what else there's going to be. i hope the rest of this race is a s unique and interesting, i hope the tech is fun too, etc etc. turns out there's no new units and there's no base in this mission. okay so its a squad based mission. no problems with that. until i got to a side quest.

a quick look at my log tells me there's something up with this lake and i should check it out. okay. i always hated those murloc guys anyways. should be fun to kill a few. not really. this mission is absolutely impossible on hard. you're impossibly outnumbered and the murlocs can sustain themselves with cannabalism. yeah sure, the king murloc abomination or whatever drops a rune of resurrection or whatever but it doesnt really help after the friendly bodies have been eaten. which bring me to my next point.

okay so after i used a cheat to get into god mode i rushed through the rest of the map. i see yet another squad based mission. not what i was expecting but okay i can deal. i did the exact same thing this mission. [enter] whosyourdaddy [enter], [enter]iseedeadpeople[enter], shift+a move to finishing point. while watching this mission unfold i noticed something. this is entirely a squad based mission and there are NO HEALERS. thats how these missions work. go through every blizzard mission and find the squad based ones. there are healers. and no that starting skill does not count. this leads to an overall problem of you trying to create a squad based campaign, without one of the most basic of basic elements that make a squad based mission work.

to expand on this some more. why exactly would an enemy force just let a rune float around them for an enemy to use? and why would the enemy force drop runes after almost EVERY battle. to me, the runes was a quick fix to poor overall planning on how squad missions should be done. another situation i noticed, you have one hero on the first map, yet you have more than 6 'permanent' items available to enhance malfurion. however, you also have TONS of consumables (which are basically the same as runes) along the way. its really irritating for the player to decide what needs to stay and what needs to go. other campaigns ive played make this a much clear cut decision (for example: +1 attack item for most of mission can easily be replaced by the +3 all stats item)

anyways, im not trying to be a dick. pretty much every other detail is spot on and i only went through the first 2 missions and the third a little bit so there's probably a lot of good stuff i didnt see but as it is im not even interested enough to try it on an easier difficulty or even complete it. good luck.

edit:

just remembered one thing. at the end of mission two i noticed you the option to eat the well or kill it. as a player i didnt know if this was superficial thing or the gameplay is actually going to be affected via a change in the successive level, or something to malfurion. i did noticed malfurions spells changed. but it would be nice to bring up a warning that states the consequences, if any, before the choice is made.
 
Last edited:
Level 30
Joined
Dec 8, 2009
Messages
1,320
okay. i dont want to give this a bad rating but im going to say i didnt like it. at all. i was a pretty serious player on 1v1 lorderon ladder and had a pretty high rank and was in a high ranked clan as well. this isn't really well put together. i didnt even play through a single mission. i DO realize its just a demo at this point but here's some things that got to me and i hope you take into consideration when you get working on it some more.

so here's what i thought. i started mission one on hard. okay. battles are challenging enough. strong micro makes each fight fun and exciting. there's these cool new warrior sentry units. neat i wonder what else there's going to be. i hope the rest of this race is a s unique and interesting, i hope the tech is fun too, etc etc. turns out there's no new units and there's no base in this mission. okay so its a squad based mission. no problems with that. until i got to a side quest.

a quick look at my log tells me there's something up with this lake and i should check it out. okay. i always hated those murloc guys anyways. should be fun to kill a few. not really. this mission is absolutely impossible on hard. you're impossibly outnumbered and the murlocs can sustain themselves with cannabalism. yeah sure, the king murloc abomination or whatever drops a rune of resurrection or whatever but it doesnt really help after the friendly bodies have been eaten. which bring me to my next point.

okay so after i used a cheat to get into god mode i rushed through the rest of the map. i see yet another squad based mission. not what i was expecting but okay i can deal. i did the exact same thing this mission. [enter] whosyourdaddy [enter], [enter]iseedeadpeople[enter], shift+a move to finishing point. while watching this mission unfold i noticed something. this is entirely a squad based mission and there are NO HEALERS. thats how these missions work. go through every blizzard mission and find the squad based ones. there are healers. and no that starting skill does not count. this leads to an overall problem of you trying to create a squad based campaign, without one of the most basic of basic elements that make a squad based mission work.

to expand on this some more. why exactly would an enemy force just let a rune float around them for an enemy to use? and why would the enemy force drop runes after almost EVERY battle. to me, the runes was a quick fix to poor overall planning on how squad missions should be done. another situation i noticed, you have one hero on the first map, yet you have more than 6 'permanent' items available to enhance malfurion. however, you also have TONS of consumables (which are basically the same as runes) along the way. its really irritating for the player to decide what needs to stay and what needs to go. other campaigns ive played make this a much clear cut decision (for example: +1 attack item for most of mission can easily be replaced by the +3 all stats item)

anyways, im not trying to be a dick. pretty much every other detail is spot on and i only went through the first 2 missions and the third a little bit so there's probably a lot of good stuff i didnt see but as it is im not even interested enough to try it on an easier difficulty or even complete it. good luck.

edit:

just remembered one thing. at the end of mission two i noticed you the option to eat the well or kill it. as a player i didnt know if this was superficial thing or the gameplay is actually going to be affected via a change in the successive level, or something to malfurion. i did noticed malfurions spells changed. but it would be nice to bring up a warning that states the consequences, if any, before the choice is made.

Hi kahtwoloo,

Thanks for the feedback, and I'll take your suggestions into consideration when finishing Malfurion's Quest.
 
Level 4
Joined
Nov 7, 2010
Messages
68
He is right with that murloc mission though. The reward is not worth the cost.
Even that rune is useless because the corpses either disappear (cause of kiting, possibly) or get eaten. I just restarted and avoided it after that.
Having read, here on forums, and by playing your horde campaign, I realized my decision is going to affect the gameplay but I agree that it would be nice to put another warning/hint before you get to choose.
 
Level 30
Joined
Dec 8, 2009
Messages
1,320
He is right with that murloc mission though. The reward is not worth the cost.
Even that rune is useless because the corpses either disappear (cause of kiting, possibly) or get eaten. I just restarted and avoided it after that.
Having read, here on forums, and by playing your horde campaign, I realized my decision is going to affect the gameplay but I agree that it would be nice to put another warning/hint before you get to choose.

Yes, the murloc's can catch you off-guard. I will make murlocs unable to use cannibalize within the next update and full version of Malfurion's Quest.

Don't know about the hint before the choice at the end of Chapter 2, though. From my perspective, a hint should only be given if there is a major penalty. If the worst comes to worse, the player can just reload their save and see what happens if they chose differently.
 
Level 4
Joined
Nov 7, 2010
Messages
68
Yes, the murloc's can catch you off-guard. I will make murlocs unable to use cannibalize within the next update and full version of Malfurion's Quest.

Don't know about the hint before the choice at the end of Chapter 2, though. From my perspective, a hint should only be given if there is a major penalty. If the worst comes to worse, the player can just reload their save and see what happens if they chose differently.

Exactly, but the problem is that people don't save cause they do not think they are reaching the point of no return. That is why he suggested that a hint should be added.
 
Level 30
Joined
Dec 8, 2009
Messages
1,320
Exactly, but the problem is that people don't save cause they do not think they are reaching the point of no return. That is why he suggested that a hint should be added.

True, but there is a hint to save the game relatively near that point of decision (although the hint is mainly given so that if you lose the boss fight, you don't have to play the whole chapter all over again). At the moment if the player wants to see what would happen if they chose differently, they can simply reload their save and only replay the boss fight.

From watching people play, they will generally save the game if you tell them to. If they don't, then that means that they would feel confident in winning the boss fight (in which case, they probably have already bet Kath'ranis before and know what is going to happen).
 
Level 4
Joined
Jan 8, 2014
Messages
84
True, but there is a hint to save the game relatively near that point of decision (although the hint is mainly given so that if you lose the boss fight, you don't have to play the whole chapter all over again). At the moment if the player wants to see what would happen if they chose differently, they can simply reload their save and only replay the boss fight.

From watching people play, they will generally save the game if you tell them to. If they don't, then that means that they would feel confident in winning the boss fight (in which case, they probably have already bet Kath'ranis before and know what is going to happen).

Hey Tunro , will you add in your campaigne some cool items or artifacts with bonus spells or both :D :goblin_boom: Good luck
 
Level 12
Joined
Mar 6, 2008
Messages
1,057
Excellent campaign, I actually played it the way Malfurion abandons the Druids and gets to lead Highbourne. It was pretty interesting to see how he turns to a some sort of "bad guy" in the series. Keep up the good work mate!
 
Level 30
Joined
Dec 8, 2009
Messages
1,320
Hey Tunro , will you add in your campaigne some cool items or artifacts with bonus spells or both :D :goblin_boom: Good luck

We shall see ;)

Excellent campaign, I actually played it the way Malfurion abandons the Druids and gets to lead Highbourne. It was pretty interesting to see how he turns to a some sort of "bad guy" in the series. Keep up the good work mate!

Thank you very much, Witch-King :)
 
Level 4
Joined
Jan 8, 2014
Messages
84
We shall see ;)



Thank you very much, Witch-King :)

Hey Tunro , i hope your are ok and doing good . what i need to ask is are you gonna make it, to relese beta at 31.12.2014 ? If you need more time ok but NJAHHH i just cant wait for this awesome campaigne:goblin_yeah:. good luck:goblin_good_job:
 
Level 30
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Messages
1,320
Hey Tunro , i hope your are ok and doing good . what i need to ask is are you gonna make it, to relese beta at 31.12.2014 ? If you need more time ok but NJAHHH i just cant wait for this awesome campaigne:goblin_yeah:. good luck:goblin_good_job:

Hi Letgoit2,

The beta most definitely won't be done by the end of the year. I underestimated how long this would take.

If you would like to know how I am going and how much has been done so far, check out this campaign's official forum:

Malfurion's Quest Forum
 
Level 4
Joined
Jan 8, 2014
Messages
84
Hi Letgoit2,

The beta most definitely won't be done by the end of the year. I underestimated how long this would take.

If you would like to know how I am going and how much has been done so far, check out this campaign's official forum:

Malfurion's Quest Forum

I see ... ok then i wish you good luck ^^ i hope you enjoy making it :) and you definatly created a great campaigne serie:goblin_good_job::thumbs_up:
 
Level 16
Joined
May 2, 2011
Messages
1,345
I like the first proluge.
two things to note:
1. isnt meieve supposed to have been killed by rowan?
2. can music volume be increased? I made my volume to max i barely hear and then i hear one hit that has too high volume lol
__________________________
i just started this again
____________________
edit: i went to the fish camp and thought i wont waste mana on them, but then they drop rune of mana :(
anyway, i think i wasted sometime there near the den looking for an item, but i didnt find anythng. not just that, it seem the trees had spaces between but i still couldnt move into it.
_____________
edit: or wait, maybe i made the music that low. not sure, does my music volume in f10 effect the music run by triggers?
________________________
also let me guess about the prologe. Stormrage has dreamed of the battle between them, or lets say how the battle would be, but it never actually happened. or did he really die and come back to life?
__________________________________
finished 1st chapter. There is one thing i wanted to ask.

why is there some "Thing" behind the trees at the top there. I saw it, i destroyed the trees and then destroyed it. it did not drop anything at all. it just played the sound of a "hint" or some secret mission discovery.


___________________________________
also, you can change the text in the beginning to "the last campaing of turnros epic warcraft III" instead of warcraf 3. it looks more beautiful, lol
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about chapter 3 higbourne: what am i supposed to do to stop her? like, i can out run her but i dont see what should do. is there someway to destroy circle of power?
 
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Level 30
Joined
Dec 8, 2009
Messages
1,320
I like the first proluge.
two things to note:
1. isnt meieve supposed to have been killed by rowan?
2. can music volume be increased? I made my volume to max i barely hear and then i hear one hit that has too high volume lol
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i just started this again
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edit: i went to the fish camp and thought i wont waste mana on them, but then they drop rune of mana :(
anyway, i think i wasted sometime there near the den looking for an item, but i didnt find anythng. not just that, it seem the trees had spaces between but i still couldnt move into it.
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edit: or wait, maybe i made the music that low. not sure, does my music volume in f10 effect the music run by triggers?
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also let me guess about the prologe. Stormrage has dreamed of the battle between them, or lets say how the battle would be, but it never actually happened. or did he really die and come back to life?
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finished 1st chapter. There is one thing i wanted to ask.

why is there some "Thing" behind the trees at the top there. I saw it, i destroyed the trees and then destroyed it. it did not drop anything at all. it just played the sound of a "hint" or some secret mission discovery.


___________________________________
also, you can change the text in the beginning to "the last campaing of turnros epic warcraft III" instead of warcraf 3. it looks more beautiful, lol
____________________________
about chapter 3 higbourne: what am i supposed to do to stop her? like, i can out run her but i dont see what should do. is there someway to destroy circle of power?

Thanks for the feedback, map designer. In answer to your questions:

1. Yes, Maiev is dead. The scene you saw was an event that happened in the past (the first half of the Prologue was from the past, with the last scene being Malfurion's dream he had).

2. I do believe the music volume in your settings does effect the music volume during cinematics. Try turning it up.

- The "thing" you destroyed behind the trees does drop an item, but not at its location. Next time you play that chapter, look for a circle of mushrooms ;)

- There are no items near the den (Just to let you know)

- I can certainly replace 3 with III

- Finally, you get a new ability when you have to capture Faradrella called "Fire Cage". Malfurion will acquire this ability automatically, and you must use it 3 times on Faradrella in order to continue the Chapter
 
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Level 16
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May 2, 2011
Messages
1,345
- The "thing" you destroyed behind the trees does drop an item, but not at its location. Next time you play that chapter, look for a circle of mushrooms ;)
-.-
- Finally, you get a new ability when you have to capture Faradrella called "Fire Cage". Malfurion will aquire this ability automatically, and you must use it 3 times on Faradrella in order to continue the Chapter

I see. so I must find a trick to use it a third time. I already uesed it twice but I was thinking i use it to delay the her so that i reach the end before her, and some how block the path
 
Level 3
Joined
Dec 14, 2014
Messages
29
I must admit I didn't read all 17 pages so, forgive me if the post has been pointed out previously.

I'm still playing the campaign and OMG absolutely gorgeous! Cinematics got my eyes glued to the screen in order not to miss a second.

I'm still playing the second mission but found something.... rather odd.
When Furion reaches the Barrow Den, he calls forth the druids of the TALON, specifically asking for the 'crows of the storm to fill the skies'.
But the call is answered by Druids of the CLAW, who are the bear dudes.
Also doesn't make too much sense that the Ancients (the buildings) behind the Den are Ancients of WIND, and druids of the CLAW are trained in ancients of LORE.

So far, amazing demo for an amazing campaign, but I'd still fix this small issue. ^_~

Peace,
Rick.
 
Level 30
Joined
Dec 8, 2009
Messages
1,320
I must admit I didn't read all 17 pages so, forgive me if the post has been pointed out previously.

I'm still playing the campaign and OMG absolutely gorgeous! Cinematics got my eyes glued to the screen in order not to miss a second.

I'm still playing the second mission but found something.... rather odd.
When Furion reaches the Barrow Den, he calls forth the druids of the TALON, specifically asking for the 'crows of the storm to fill the skies'.
But the call is answered by Druids of the CLAW, who are the bear dudes.
Also doesn't make too much sense that the Ancients (the buildings) behind the Den are Ancients of WIND, and druids of the CLAW are trained in ancients of LORE.

So far, amazing demo for an amazing campaign, but I'd still fix this small issue. ^_~

Hi Abhuyl, glad to hear that you are enjoying Malfurion's Quest so far :)

The inspiration of the Barrow Den idea came from the original Night Elf campaign, since the Druids of the Talon resided outside the Barrow while the Druids of the Claw were within it.

Perhaps that scene was not executed properly, so I thank you for your suggestion and will improve that cinematic.
 
Level 10
Joined
Feb 21, 2015
Messages
363
good campaign so far
please change the name of furion to "malfurion the wise"
and then add his mount
5/5
waiting for more campaigns
 
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