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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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AndrewOverload519
Boneknight
Elenai
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WILL THE ALMIGHTY
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опубликован
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Frankster
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Red XIII
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Vortigon
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Wisdom
R.A.N.G.I.T


ICONS
Blizzard Entertainment
Naro
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-BerZeKeR-
Dan van Ohllus
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Hadeis
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Dalharukn
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Mc!
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Heinvers
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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




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


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

Malfurion's Quest v1.4b (Campaign)

Reviews
Orcnet19:35, 14th Oct 2013700 Malfurion's Quest (Tested DEMO release as 1.0) RateScorePercentLetter 5/591-100A RateScorePercentLetter 4/581-90%B RateScorePercentLetter 3/575-80%C RateScorePercentLetter 2/570-74%D...
Level 31
Joined
Dec 8, 2009
Messages
1,327
Hello Turnro. When do you predict the full campaign to be released? I think is a awesome work you did, and I can't wait to play it.

Hi Arthas_the_Mad,

It's hard for me to predict a time at this point since there is still much of the campaign to be done. I'll have a think about releasing a road-map on what I'll be doing over the next year or so.
 
Level 2
Joined
Sep 19, 2015
Messages
13
Hello Turnro,

Freaking awesome campaign, absolutely stellar job!
Just finished Insane dif. run, haven't had this much fun playing a campaign since the original W3!!!
Just wondering, because I'm a dumbass in this area, are there only 4 playable chapters released as of yet, because my WC3 goes back to loading after the Fear of the Prophecy interlude.
Because on your front page thingo it says 20+ chapters so XD.

Thanks, and again good job holy fk! Blizz should hire you to develop this or someshit
 
Level 16
Joined
Jul 16, 2007
Messages
1,372
Just downloaded the newest version, I'm mid way the first mission on insane difficulty. Anything I should know about before proceeding?. As in, anything I need to obtain to make the continuation possible, I'd hate it if I reach the other chapters and I had to do something here. :3
So far it's cake, I bet I'll be facing much worse.
Edit: my current inventory lists the mana stone, branch, ring, bracelet, and a few tomes I picked up so far. Currently at village one, will proceed later to the murlock camp.
Haven't been this hyped and concentrated since the Sonic games.. good luck on the campaign Turnro :)
 
Level 31
Joined
Dec 8, 2009
Messages
1,327
Freaking awesome campaign, absolutely stellar job!
Just finished Insane dif. run, haven't had this much fun playing a campaign since the original W3!!!
Just wondering, because I'm a dumbass in this area, are there only 4 playable chapters released as of yet, because my WC3 goes back to loading after the Fear of the Prophecy interlude.
Because on your front page thingo it says 20+ chapters so XD.

Thanks, and again good job holy fk! Blizz should hire you to develop this or someshit

Thank you, RubyFenix :) This campaign is currently still in development, and so the story ends at chapter 4 at the moment. When another update is ready, I'll update the front page to reflect the amount of maps done so far.

Just downloaded the newest version, I'm mid way the first mission on insane difficulty. Anything I should know about before proceeding?. As in, anything I need to obtain to make the continuation possible, I'd hate it if I reach the other chapters and I had to do something here

The only thing you need to be aware of is the final boss fight in Chapter 4 of the Highborne storyline. I have been notified that the boss fight is currently unbeatable on Insane difficulty without some health/healing items. This will be fixed in the next update, but I'm just giving you a heads up.
 
Level 16
Joined
Jul 16, 2007
Messages
1,372
The only thing you need to be aware of is the final boss fight in Chapter 4 of the Highborne storyline. I have been notified that the boss fight is currently unbeatable on Insane difficulty without some health/healing items. This will be fixed in the next update, but I'm just giving you a heads up.

Thank you! Currently on chapter two deciding a path, I'll do the sentinel one first.
 
Level 2
Joined
Sep 21, 2015
Messages
8
Greetings mate,

I also just finished playing this beta-Version and really: You did not disappoint me! I just happened to randomly stumble across your campaigns on Friday and I´ve played each and every one of them basically in a row if not to count in the time to sleep. The Adventures of Rowan the Wise were amazing. It had it´s own kind of humour and actually did keep me tied to my computer, because the story was somewhat thrilling and I just enjoyed it till the end. It had this unique feeling you get at the end of a good book where you just say to yourself: "Well... The end does make sense but I would like to just continue even further because it was that amazing... But well, gotta say 'Good Bye' sooner or later." Your Horde and Scourge Campaigns had equal effects. Even though I missed the Voice-Acting I actually had to giggle when I noticed those 'Easter Eggs' which show Characters from the other campaigns. Now after playing the demo and seeing as it´s been two years and reading a little bit through your description: I won´t blame you for not releasing more missions. Take your time so they get as good as your other missions. It was thrilling and I can´t wait for you to release the full campaign. Also as I just catched it with a glimpse: as far as I got it, Rowan was king for 1 year... What then? Did he perish? I mean IF you should be bored after you release this campaign one day... Why not sit down on 'The even more epic Adventures of Rowan the Wise... And accomplices.' Well I´m drifting off here. All I wanted to say is: Thanks for stealing a whole weekend from me. I don´t regret having my time spent playing your campaigns.
You´re an awesome Campaign Builder or whatever they call people like you.

Cheers mate! Keep up the good work!
 
Level 31
Joined
Dec 8, 2009
Messages
1,327
I also just finished playing this beta-Version and really: You did not disappoint me! I just happened to randomly stumble across your campaigns on Friday and I´ve played each and every one of them basically in a row if not to count in the time to sleep. The Adventures of Rowan the Wise were amazing. It had it´s own kind of humour and actually did keep me tied to my computer, because the story was somewhat thrilling and I just enjoyed it till the end. It had this unique feeling you get at the end of a good book where you just say to yourself: "Well... The end does make sense but I would like to just continue even further because it was that amazing... But well, gotta say 'Good Bye' sooner or later." Your Horde and Scourge Campaigns had equal effects. Even though I missed the Voice-Acting I actually had to giggle when I noticed those 'Easter Eggs' which show Characters from the other campaigns. Now after playing the demo and seeing as it´s been two years and reading a little bit through your description: I won´t blame you for not releasing more missions. Take your time so they get as good as your other missions. It was thrilling and I can´t wait for you to release the full campaign. Also as I just catched it with a glimpse: as far as I got it, Rowan was king for 1 year... What then? Did he perish? I mean IF you should be bored after you release this campaign one day... Why not sit down on 'The even more epic Adventures of Rowan the Wise... And accomplices.' Well I´m drifting off here. All I wanted to say is: Thanks for stealing a whole weekend from me. I don´t regret having my time spent playing your campaigns.

Happy to hear you enjoyed playing my campaigns, Ruff :)

I always try to put effort into what I do, especially when it comes to games. I didn't really go into what happened to Rowan after The Adventures of Rowan the Wise since it wasn't necessary for Jeopardy for the Horde, which was told from the orcs perspective. However, it is an idea to do one day once I have finished Malfurion's Quest.
 
Level 28
Joined
Feb 18, 2014
Messages
3,579
Hi ! turno why your campaign isn't done yet like your others campaigns ? I understand what you making on this, you create two campaigns at the same time (Good Malfurion and the Bad Malfurion) and that a lot ! You should to make a step by step, well it my suggesion, it your chosse ?! Anyway, I like it so well ! Nice job
 
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Level 31
Joined
Dec 8, 2009
Messages
1,327
Hi ! turno why your campaign isn't done yet like your others campaigns ? I understand what you making on this, you create two campaigns at the same time (Good Malfurion and the Bad Malfurion) and that a lot ! You should to make a step by step, well it my suggesion, it your chosse ?! Anyway, I like it so well ! Nice job

You will be happy to know that I am currently making this campaign one chapter at a time (or step by step, in other words). Future updates will come once I have finished more maps.
 
Level 2
Joined
Sep 25, 2015
Messages
9
Good campaign.. But the cons is two. I dont like Glaive Thrower not like usually >< and the Interlude and Dialogue (Not Batlle) is too long. Can you cut those on few interlude?
At least i like this. And i pick Furion to become a villain in first. Then the second one i will pick Furion to become a hero :3
 
Level 20
Joined
Dec 19, 2013
Messages
1,084
Is this a bug? When i'm load game and go with Way Gate. It must click a several before i can go through Way Gate. Please fix it if it's bug :D

Please do not double post.In case you have to add something new and there are no new comments just edit your old comment.
 
Level 31
Joined
Dec 8, 2009
Messages
1,327
Is this a bug? When i'm load game and go with Way Gate. It must click a several before i can go through Way Gate. Please fix it if it's bug :D

Unfortunately, this bug is specific to Warcraft 3. It happens regardless if you play from a saved game or not.

While there isn't much I can do to fix this issue, I will have a play with possible solutions over the next patch or two.
 
Level 2
Joined
Sep 16, 2015
Messages
12
hey turnro i am icen from jeopdry of the horde i have finished this beta i really loved it keep up the good work :D
 
Level 3
Joined
Oct 25, 2015
Messages
23
I am impressed.

I've played a couple of your campaigns, but I haven't seen one that let's you decides the overall turn-out of the story. Once again, Turnro, you've exceeded my expectations.

If I may suggest another campaign, make one focuses on the story of Kil'jaeden or Archimonde or someone important from the Burning Legion. Getting to be the bad guy is quite entertaining.
 
Level 2
Joined
Sep 19, 2015
Messages
13
To Turnro:
Just finished Evil Malfurion questline on insane, its do-able, don't decrease the difficulty!!
Albeit, you win/lose by your damage fluctuation which is kinda LOL, took me like 20 tries but I did it.
Hints:
1. Don't put any supporting/casting items on furion: switch them over to the other mage dude before Chapter 4 Part 2, make sure furion's only holding stat items.
2. Animation cancel like fuck!!! You can't do this, you're not beating Tyrande - you need to be impeccable with your animation cancelling, cancelling about 70% through your attack animation to get maximum effeciency.
3. Position yourself to hit all of the owls with your breath of fire skill.
4. DON'T turn your mana shield off until it's completely depleted, which should happen about 3/4 way through your second spawn of owls. After your mana shield is depleted, save it until the LAST starfall tick is about to kill you, so that you get the maximum effeciency out of your mana shield.
 
Level 2
Joined
Sep 19, 2015
Messages
13
Also to the people who are having difficulty, some good advice is:
GOOD FURION:
-micro your units so they all take some damage and then try to line up furion WHILE orb walk attacking to heal/damage as many units as possible.
EVIL FURION:
-buy a tome of retraining at chapter 4 part 1 and get rid of 2 levels on flame shield, also taunt and run with your crystal golem, use WC3 pathing system to your advantage!

THIS THING NEEDS AN IMPOSSIBLE DIFFICULTY RAWR!!!!!
 

X59

X59

Level 3
Joined
Sep 16, 2010
Messages
44
Turnro, I replayed your series which made me check and play this current version of Malfurion's Quest. I have to say that I'm really liking hows it turning out and I noticed that the prologue didn't lag at all and felt just really smooth. Also Faradrella was less and yet somewhat more annoying then I remember.

I thought it was neat that we got to see what the Legion was up to though Varimathras being alive surprised me. After all according to Ajar the tome of Medivh has a protection spell against demons surrounding it. Thought it probably means that he's slowly dying then and Ajar was more resigned to dying due to figuring he couldn't escape after completing the Apocalypse spell, then dying soon after wielding the book.

I will say that one of my favorite parts so far is how the Sentinel Campaign gave insight into Tyrande's actions in attacking the Humans and the Orcs. It really helped connect the other stories together in my opinion, plus it was really cool seeing past heroes like Thrall and Rowan again. Though the Highborne campaign is the most surprising, especially with who the current last boss is and how the clash goes down.

Speaking of the Highborne campaign does the choice to use the beasts to attack the Night Elves or attack them yourself create individual side quests? Because I decided to use the beasts and only received 2 of the 3 optional side quests (Kill Ordanus before the creeps can and the Necklace).

Lastly in Chapter 4 of the Sentinel Campaign I briefly heard fighting before I had the option to pick a difficulty. It didn't bother me but did let me know that I had to be prepared for a fight.
 
Level 31
Joined
Dec 8, 2009
Messages
1,327
Speaking of the Highborne campaign does the choice to use the beasts to attack the Night Elves or attack them yourself create individual side quests? Because I decided to use the beasts and only received 2 of the 3 optional side quests (Kill Ordanus before the creeps can and the Necklace).

It does, but it shouldn't affect the amount of optional quests in the mission. The optional quests are:
- Kill Ordanus (free creeps) OR Deactivate the bridges (destroy Sentinels with own forces)
- Acquire Sentinel forces (starts when you approach a Sentry when you first enter Astranaar)
- Find the Necklace
 

X59

X59

Level 3
Joined
Sep 16, 2010
Messages
44
It does, but it shouldn't affect the amount of optional quests in the mission. The optional quests are:
- Kill Ordanus (free creeps) OR Deactivate the bridges (destroy Sentinels with own forces)
- Acquire Sentinel forces (starts when you approach a Sentry when you first enter Astranaar)
- Find the Necklace

Redid the mission and got the Sentinel forces quest. So either I moved across from the Sentry at a distance that didn't activate the conversation or I turned at the entry point and went to meet Tyrande from there in my first play-through of the mission.

So thanks for letting me know about it and I'll make sure to keep an eye out to ensure that I don't miss anything.
 
Level 31
Joined
Dec 8, 2009
Messages
1,327
Merry Christmas everyone! The new update for Malfurion's Quest is available, which includes 5 new maps and several bug fixes.

For those who wish to skip to the new content, read the instructions below:


1. Enter the campaign as per usual and play Chapter 1 - A Destiny Unravels
2. Once in, press enter and type one of the following codes:
"sentinel 13" (this will skip to Chapter 4 of the Sentinel storyline)
"highborne 12" (this will skip to Chapter 4 Part 1 of the Highborne storyline)

NOTE: Typing these codes will also unlock all existing maps before it in the loading screen, depending on which story line you choose to skip to.


When you download the new version of Malfurion's Quest, it is highly recommended that you DO NOT change the name of the file. Doing so may cause the map traveling feature in Chapter 5 of the Sentinel story to no longer work.

Finally, this update is a great way to end the year and I look forward to continue to working on Malfurion's Quest into the new year :)
 
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Level 2
Joined
Dec 27, 2015
Messages
9
Awesome campaign so far (chapter 2 finished).
A bug I've noticed:
Right before the first boss battle against Kael'thas-like dude (after the cinematic) you lose your control groups. And Druids of the Claw automatically transform to their druid form.

Also there's a typo in Faradrella's phrase (at the beginning of Chapter3-Sentinel): "You're going to need my help, Shan'do, if you want to reach the Ancients and defeat IllidanYou don't mind if I come too?".
 
Level 3
Joined
Feb 1, 2014
Messages
53
Found something.
After the Battle against Smolderas, The portal opened and then It stucked on the screen where the dreadlords are looking at the portal.
 
Level 31
Joined
Dec 8, 2009
Messages
1,327
Awesome campaign so far (chapter 2 finished).
A bug I've noticed:
Right before the first boss battle against Kael'thas-like dude (after the cinematic) you lose your control groups. And Druids of the Claw automatically transform to their druid form.

Also there's a typo in Faradrella's phrase (at the beginning of Chapter3-Sentinel): "You're going to need my help, Shan'do, if you want to reach the Ancients and defeat IllidanYou don't mind if I come too?".

No worries. I'll look into these issues.

Found something.
After the Battle against Smolderas, The portal opened and then It stucked on the screen where the dreadlords are looking at the portal.

I don't think I quite understand what you mean, turec. Is there a screenshot you can do?
 
Level 28
Joined
Aug 7, 2015
Messages
602
Hi Turnro, I would like to ask where can I find last 2 tablet fragments in the temple?

EDIT: You can just ignore this question, and I have finished the version now, and I'm suprised that Furion is able to destroy the portal and the Burning Legion(I'm not sure are all of them dead)!
 
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X59

X59

Level 3
Joined
Sep 16, 2010
Messages
44
Right off the back the updated content had alot of surprises for me.

Highborne: Seeing Medivh was cool but I found myself wondering why he warned Tyrande but not the Hyjal Guardians? Was he hoping that Malfurion would go back to his druidic path or did the guardians refuse to believe such "lies" about the great Shan'do? Furthermore that cliff hanger was mean because I really want to know what's happening next. Though I really want to know how damaged the Legion was from this explosion if any one will try to take advantage of this time of chaos to try and take the Legion from Kil'jaeden?

Sentinel: Really liked seeing Gazlowe again and was caught completely off guard by Malfurion's Dark Voice reappearing at the end of the chapter. Now I tried to ally with the Makrura so I'm expecting them to help out in the future, but I was curious on how things work out if you declare the lobster people enemies of the night elves.

At the same time I found myself completely confused by Jarod Shadowsong's appearance in the chapter. Mainly because I thought he was dead since every time I've played Azgalor's Return in Jeopardy of the Horde Jarod Shadowsong appeared as the commander of the top left Night Elf base, and I tended to destroy the base before the Legion showed up.

Lastly I did not experience any bugs while playing and I'm looking forward to how things finish up.
 
Level 2
Joined
Dec 31, 2012
Messages
22
I have a bit trouble at finding the third part of the key of the three moons in chapter 4 part 2, does the invulnerable crystal have any connections with it?
 
Level 34
Joined
Sep 19, 2011
Messages
2,119
After playing a couple more campaigns i understood how much of a gem is this work.

Still not a big fan of non-canon and not too interesting storylines, but boy is this campaign well-done. The choice of imported content, the gameplay, the almost complete lack of bugs and errors.

Moreover, i think mods should consider giving it a 5\5 rating.
 
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Level 28
Joined
Feb 18, 2014
Messages
3,579
I have a bit trouble at finding the third part of the key of the three moons in chapter 4 part 2, does the invulnerable crystal have any connections with it?

I believe yes, the invulnerable crystal are usual, I think there is a way to disable those crystal, like a tree, Natural Evolution I think this one should work to create treant to attack the crystal and open gates/road
 
Level 2
Joined
Dec 31, 2012
Messages
22
I believe yes, the invulnerable crystal are usual, I think there is a way to disable those crystal, like a tree, Natural Evolution I think this one should work to create treant to attack the crystal and open gates/road

Pardon me but, I do not really get your point, and do you know the way to get the third part of the key?
 
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