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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 III campaigns.
New Features
Choose Your Own Destiny Malfurion's Quest features two separate story lines (Good and Evil) with each providing different heroes, units, items, and much more.
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 III.
44 maps, including 20 Chapters and 17 Interludes Note that Malfurion’s Quest is still under development. The current version has 38 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!
Screenshots
Tech-Trees
Legendary Items
Specific Changes
New Units SENTRY - Tier-1 melee unit with supportive spells. Has the Shadow Meld, Light of Elune and Elune's Blessing abilities. Can be trained at the Ancient of War. FURBOLG SHAMAN - Supportive spell-caster with the Spirit Link, Lightning Shield and Earthbind Totem spells. Can be trained at the Ancient of Lore. STALKER - Melee stealth unit. Has the Shadow Meld, Envenomed Weapons, and Wind Walk abilities. Can be trained at the Den of Shadows. ASSASSIN - Tactical ranged unit. Has the Shadow Meld, Blink, Critical Strike, and Ensnare abilities. Can be trained at the Den of Shadows.
New Building DEN OF SHADOWS - Stealth unit training building. Trains Stalkers and Assassins, as well as containing the Permanent Invisibility and Blink upgrades.
New Upgrades LIGHT OF ELUNE - Grants Sentries with the Light of Elune ability, which allows them to recover 250 lost hit points per use. LUNAR UPGRADE - Upgrades Archers into Lunar Archers, permanently increasing their hit points by 100 and damage by 3. Lunar 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. ELUNE'S BLESSING -Grants Sentries with the Elune's Blessing ability, which increases the armor and hit point regeneration of a single-target friendly unit for 60 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/Earthbind Totem. WIND WALK - Allows Stalkers to move about while invisible, and deal bonus damage when breaking out of Wind Walk. ENSNARE - Allows Assassins to trap enemy units and bound air units to the ground. BLINK - Grants Assassins with the ability to teleport in and out of combat.
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
Find all legendary items while playing Malfurion's Quest v1.5b in Hard difficulty:
Gem of Power Increases the mana capacity of the Hero by 150 and mana regeneration by 25% when worn.
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.
Ancient Stone Tablet Summons a Furbolg to fight for you. Also increases the Intelligence of the Hero by 6 when worn.
Necklace of Elune Increases the Agility of the Hero by 10. Also blocks a negative spell that an enemy casts on the Hero once every 40 seconds.
Black Pendant Increases the mana capacity of the Hero by 250, and reduces Magic damage taken by 33%.
Shield of the Void Increases the armor of the Hero by 5 and Intelligence by 12 when worn.
Amulet of the Dream Increases the hit points of the Hero by 500 when worn. Also heals the Hero for 250 hit points when used.
Orb of the Elements Increases the Strength, Intelligence, and Agility of the Hero by 10 when worn. The Hero's attacks also have a chance to dispel magic and immobilize the enemy for 3 seconds.
Find all legendary items while playing Malfurion's Quest v1.5b in Hard difficulty:
Gem of Power Increases the mana capacity of the Hero by 150 and mana regeneration by 25% when worn.
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.
Ancient Totem Increases the Strength and Intelligence of the Hero by 6 when worn.
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%.
Moon Orb Increases nearby ranged units' damage by 10%. Also increases the Strength, Agility and Intelligence of the Hero by 5.
Sphere of Nature Increases the hit points of the Hero by 300 and regeneration by 4 hit points per second.
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.
Orb of the Void Increases the Strength, Intelligence, and Agility of the Hero by 8, and blocks a spell from hitting the Hero every 40 seconds.
Increased the hit points of Moon Owls from 300/400/500/600 to 300/450/600/750 per level
Malfurion's Ancient Form in the Good story path now grants 20/30 bonus damage per level
Updated the model of Satyr Heroes to make them more distinguishable from regular Satyrs
Fixed a bug where Jarod's Heroic Strike ability could target air units
Fixed up the spell descriptions for Jarod's abilities
Made slight dialogue revisions throughout the campaign
Increased the bonus Intelligence of the Sphere of the Void item from +3 to +6
The Shield of the Void item has been changed: it now provides +5 armor and +12 Intelligence to the Hero
Increased the bonus hit points of the Amulet of the Dream item from +300 to +500
Fixed a bug in Chapter 1 where the Sentinels in the "Free the Captives" quest would be frozen after a cutscene plays
Resolved a bug where enemy ancients would attack the player after being destroyed in Chapter 4 Good
Fixed a bug where the player would not regain their base after losing all their heroes in the Kobald Cave in Chapter 4 Good
Improved the AI of the Hel Bear to stop it from walking into the spiked trap unless lured there in Chapter 4 Good
Resolved some memory leak issues in Chapter 4 Good
Enabled Hippogryph Riders for players to train again in Chapter 5 Good
Added a Tome of Retraining for players to find who do not have Force of Nature in Chapter 6 Good
Fixed a bug where Malfurion would not have Mystic Affinity in Chapter 6 Evil
Monnos the Elder can now attack summoned Moon Owls in Chapter 7 Good
Slightly decreased the DPS of Monnos the Elder in Chapter 7 Good
Tyrande will now lose the Vault Key upon reaching the vault in Chapter 7 Good
The Gate at the end of Chapter 7 Good will now automatically open upon destroying both Naga bases
Disabled the Frost Bolt spell for certain Dragonspawn units during the Frozen Wasteland chase scene in Chapter 7 Good
Increased the end timer during the Frozen Wasteland chase scene in Chapter 7 Good
Fixed a bug where Legion bases would summon Undead Graveyard structures in Chapter 8 Evil
Resolved an issue where the Power Discharge ability was disabled on Arcane Golems in Chapter 8 Evil
Illidan and Kath'ranis now have additional items to make them stronger in Chapter 9 Good
Disabled the Silence spell from Mother Shahraz in Chapter 9 Good
Resolved an issue where Magtheridon would not recover his skill points in Shockwave in Chapter 10 Evil
Fixed a bug where killing Kazzak would not continue the mission in Chapter 10 Evil
Fixed a bug where Kil'jaeden would continue to cast his Meteor Strike spell while hidden in Chapter 11 Evil
NEW FEATURES
- Campaign is now compatible with Reforged (mq_reforged.w3n). However, an alternate campaign file is still available for players who have the legacy version of Warcrat III (mq_legacy.w3n)
- The Good story path is now available again, bringing with it the following new maps:
Interlude: Ancient Secrets
Interlude: The Aspects Convene
Interlude: Final Option
Interlude: Battle Preparations
Chapter 7: Cries of the Aspects
Chapter 7 Sub-map: The Frozen Wastelands
Chapter 7 Sub-map: The Secret Sect
Interlude: Dangerous Crossroads
Chapter 8: The Eternal Nightmare
Chapter 9: Final Conflicts
- Made several revision changes to the following maps in the Good story path:
Chapter 3: Ending the Chase
Interlude: Council of the Legion
Chapter 4: Spread of the Corruption
Chapter 5: Search for the Demigod
Interlude: The Return to Azeroth (previously known as The Legion's Return)
Chapter 6: Pathway into Darkness
- Malfurion's Pouch can now use certain items such as consumables (Eg. potions and scrolls), items with castable abilities and auras
- Updated some optional quests in the Good story-line to provide upgrades to the Horn of Cenarius item Malfurion has. These upgrades include:
Increased hit points
Increased hit point regeneration
The ability to summon Forest Wisps: a support unit that can replenish the life and mana of nearby friendly units
- Added a Story difficulty option to the campaign
HERO CHANGES
Swapped Entangling Roots and Lifesurge with Malfurion and Faradrella
Thorns Aura now provides a +1/+2/+3 armor bonus per level to nearby friendly units
Increased the healing of Lifesurge from 90/165/235/300 to 130/215/300/385 per level
Lifesurge no longer damages enemy units
Reduced the Area-of-Effect of Nature's Wrath from 200/275/350/425 to 200/250/300/350 per level
Increased the cooldown of Tranquility from 60 to 90 seconds, and mana cost from 125/150 to 150/200 per level
Enemy units hit by Tyrande's Moonfire now receive 1/2/3/4 reduced armor per level instead of attack speed
Increased the damage of Tyrande's Searing Arrows from 10/18/24/30 to 12/20/28/36 per level
Reduced the bonus damage granted by Trueshot Aura from 10/20/30% to 10/17.5/25% per level
Moon Owls no longer possess Spell Immunity
Changed the armor type of Moon Owls from Medium to Small
Replaced Faradrella's Spirit Link spell with Solar Beam, which prevents enemy units from casting spells for a short period of time
Faradrella's Dispel Magic ability no longer drains mana, and mana cost increased from 100/75/50/25 to 100/90/70/60 per level
Replaced Faradrella's Faerie Swarm spell with Revitalize, which revives nearby friendly units from the dead
Jarod's Heroic Strike now stuns the target for 5 seconds across all levels, and removed the healing secondary effect
Replaced Battle Shout on Jarod with Thunder Clap
Increased the duration of Jarod's Seal of Protection from 15 seconds to 30, and cooldown decreased from 30 seconds to 15
Jarod's Command Aura has been reworked to provide a melee damage bonus to nearby friendly units instead of increased attack/movement speed
Reduced the damage dealt by Kathranis' Arcane Blast spell to 20/30/40/50 per level
Kath'ranis' Restoration Shell now lasts 12 seconds instead of 15, and cooldown reduced to 6 seconds
The total hits points replenished by Restoration Shell changed to 300/400/500/600 per level, and mana replenished to 50/65/85/100 per level
Increased the cooldown of Kath'ranis' Mass Teleport spell from 20/12 seconds to 30/20 per level
Velinde's Impaling Shot has been reworked: the spell now deals significant initial damage to the target but damage per second has been removed. Armor reduction still works as normal
Reduced the mana cost of Velinde's Enchanted Arrows from 4/6/6/8 mana to 4/5/5/6 per level
Reworked Velinde's Lightbeam spell to now heal all friendly units in a large area by 20/30 hit points per second
Replaced Rain of Fire with Shockwave on Magtheridon
Increased the damage of Meteor Strike from 40/60/80/100 to 60/90/120/150 per level
Increased Immolation's damage per second from 10/15/20/25 to 12/18/24/30 per level
Replaced Flame Crash on Illidan with Immolation
Removed the damage cap from Firewave and Moonfire
Increased the movement speed of all player heroes with 270 base speed to 300
Resolved an issue where Arcane Explosion can be exploited to damage nearby enemy units multiple times in a row
Fixed an issue where a unit casting Moonfire would cause the game to crash
Tyrande's Searing Arrows ability now has a new icon
Faradrella's hero icon has been updated
Removed the custom skin for Shalis Darkhunter
SENTINEL TECH-TREE CHANGES
Increased the hit points of Furbolgs from 550 to 600
Furbolgs now benefit from attack/armor upgrades
Renamed the Sentries Elune's Blessing ability to Light of Elune, as well as giving it a new icon
Replaced the Swiftness of Elune ability with Elune's Blessing for Sentries. Elune's Blessing can be used to increase the armor and hit point regeneration of a target friendly unit
Increased the base damage of Sentries from 16 to 18
Reduced the build and repair time of Glaive Throwers from 48 to 40 seconds
Increased the hit points of Dryads from 435 to 450
Increased the hit points of Druids of the Claw (Night Elf form) from 430 to 475
Druids of the Claw (Night Elf form) now benefit from the Reinforced Hides armor upgrade
Furbolg Shaman spells have been revamped to the following
Spirit Link
Lightning Shield
Earthbind Totem - Places an immobile totem on the ground, reducing the attack and movement speed of all nearby enemy units
Druids of the Talon in Storm Crow Form can now attack ground units
Reduced the damage of Druids of the Talon in Storm Crow Form from 35-41 to 23-27
Druid of the Talon Storm Crow Form mana cost reduced from 50 to 25 mana
Mark of the Talon upgrade now only requires Adept Training
Hippogryphs can now attack land units via a missile attack
Hippogryphs can now use the Prioritize ability (Reforged only)
Faerie Dragons no longer replenish lost hit points while casting Phase Shift
Renamed Jailors to Assassins
Swapped the Critical Strike and Envenomed Knives abilities between Stalkers and Assassins
Removed Permanent Invisibility from Stalkers and added Shadow Meld instead
Stalkers now have the Wind Walk ability which requires an upgrade at the Den of Shadows before usage
Decreased the attack cooldown of Stalkers from 1.30 to 1.00
Increased the hit points of Assassins from 500 to 550, and changed their armor type from Medium to Unarmored
Assassins no longer possess mana
Added the Ensnare ability to Assassins, which requires an upgrade at the Den of Shadows before usage
Blink no longer requires an upgrade
Removed the Shadow Strike ability from Assassins
Ancients no longer lose their fortified armor typing while uprooted
Added the Talisman of the Wild (2 charge usage) for purchase at the Ancient of Wonders
Removed the Dust of Appearance for purchase at the Ancient of Wonders
Revised the hotkeys for several Night Elf units and buildings
HIGHBORNE TECH-TREE CHANGES
Increased the movement speed of Scholars from 220 to 250
Increased the hit points of Battle Maidens from 525 to 550, and reduced their mana capacity from 300 to 250
Increased the base damage of Battle Maidens from 14 to 16
Reduced the cast range of Battle Maiden's Frost Armor spell from 800 to 600, and slow duration from 5 to 4 seconds
Changed the damage type of Arcane Golems to normal, and reduced their damage from 27-35 to 25-30
Reduced the armor of Arcane Golems from 4 to 2
Reduced the gold repair cost of Arcane Golems, but increased their lumber cost to compensate this change
Arcane Golems can now be upgraded to Siege Golems at the Foundry, granting them Siege damage and Fortified armor
Arcane Golem's Power Discharge spell no longer deals damage. Instead, nearby enemy units will have their attack and movement speed reduced by 50%
Power Discharge no longer requires an upgrade
Removed the Enhanced Defenses upgrade
Renamed Glaive Launchers to Blade Throwers
The Enchantress' Anti-Magic Shell spell now grants spell immunity instead of Magic/spell damage absorption
Reduced the damage of the Highmistresses' Frost Bolt from 75 to 50
Renamed the Clone spell on Highmistresses to Illusion
Reduced the cooldown of Illusion from 30 seconds to 1 second
Illusion can no longer be cast on Heroes
The Feedback upgrade is now available at the Foundry, which unlocks the Feedback ability for Arcane Wyrms and Towers
Arcane Wyrms can now use the Prioritize ability (Reforged only)
Removed the attack damage bonus from the Highguard's Arcane Bolt ability
Arcane Bolt no longer affects enemy structures
Reduced the hit points of Demonesses from 1050 to 950
Violet Sanctums, Observatories and Citadels no longer possess mana, and Blizzard no longer costs mana
Changed the armor type of Arcane Towers from Heavy to Fortified
Changed the Staff of Mana Absorb (now renamed to Wand of Mana Absorb) to a perishable item with 3 charges
Revised several items sold at the Vault of Power, including adding and removing items
Mana Wells now have a new model
MISSION CHANGES/IMPROVEMENTS
Made several polishing changes throughout the campaign including cutscence changes, improved map terrain and gameplay balancing
Quests that reward additional Hero skill points will now affect future Heroes throughout the campaign
Removed Resurrection Stones from all sub-maps. Whether the player losses the mission if their Heroes die will now depend on the lose conditions of the parent map
Added new loading screen images for each map
Resolved an issue where unit and spell stats would differ depending on the player's version of Warcraft III
Tyrande's Summon Moon Owl spell is now available during cave-based missions
Resolved an issue where players could acquire duplicate items by replaying certain missions
Certain non-hero characters throughout the campaign now have unique names and stats to set them apart from regular units
Malfurion has Thorn's Aura once again from Chapter 2 onwards in the Good story-line
Researched Mark of the Claw by default in Chapter 2
Updated the terrain and doodads to use a Winterspring tileset in Chapter 3 (both story-lines)
Added a Way Gate at the start of the underground instance to allow players to backtrack more easily in Chapter 3 (Good)
An additional inventory slot upgrade for Malfurion's Quest is now acquired from completing the "Golem Mystery" quest in Chapter 3 (Good)
Fixed an issue where the player could avoid engaging in Fordred's boss fight in Chapter 3 (Good)
Replaced the existing Fountain of Mana with a Fountain of Health in Chapter 3 (Good)
Replaced Keeper Ordanus with Remulos in Chapter 4 (both story-lines)
Added villager units in Astranaar in Chapter 4 (both story-lines)
Moved the corrupted bear from "The Kind Request" quest in Chapter 4 (Good) to a new location on the map
Replaced the "Free the Beasts" optional quest with a new objective to kill all patrolling Sentinel forces in Chapter 4 (Evil)
Updated the Blackmaw Furbolgs to have unique skins in Chapter 5 (Good)
Revised the "Blackmaw Suspicions" quest requirements in Chapter 5 (Good)
The player now receives different rewards based on the "Rise of the Makrura" quest choices in Chapter 5 (Good)
Added a new optional quest "The Defiled Fountains" in Chapter 5 (Good)
The player now starts off with additional structures in Chapter 5 (Good)
Removed the Foot Switches that kills the enemy undead units in Chapter 5 (Good)
Disabled Hippogryph Riders and Lunar Archers from being trained in Chapter 5 (Good)
A short cutscene will now play if the player losses the "Key to Hyjal" quest in Chapter 5 (Evil)
The player no longer starts off with the Lunar Upgrade but can acquire it through a secret in Chapter 6 (Good)
Hidden areas of the map will no longer show as black in Chapter 6 (Good)
Renamed the "Shalis' Request" quest to "Void Secrets" in Chapter 6 (Good). In addition, this quest is no longer discovered after acquiring Assassins
Removed all Healing Fountains in Chapter 6 (Good)
Revamped the end boss fight in Chapter 6 (Good)
Updated the finale cutscene in Chapter 6 (Evil)
Made the Velinde fight scene less confusing for players in Chapter 6 (Evil)
Made numerous fixes to the Hyjal Guardians AI in Chapter 6 (Evil)
Renamed the "Cenarian Horn" to the "Horn of Mount Hyjal" in Chapter 6 (Evil)
Renamed the "Denying Reinforcements" quest to "Horn of Mount Hyjal" in Chapter 6 (Evil). In addition, a bug was fixed that prevented the Guardians AI from claiming the Horn before the player
Kath'ranis' base is no longer accessible to the player once the Power Generators have been destroyed in Chapter 8 (Evil)
Moved the location of some of the Gems of Power for the "Claiming Power" quest in Chapter 8 (Evil)
Moved the location of the Secret Key in Chapter 8 (Evil)
Renamed Chapter 9 in the Evil story path to "Ysera's Heart"
Improved the triggers for claiming the Cenarian Obelisks from Remulos' forces in Chapter 9 (Evil)
Players will now lose the mission if any Cenarian Obelisks are lost in Chapter 9 (Evil)
Way Gates are now distinctly color coordinated to make map travel easier in Chapter 9 (Evil)
Gave Cenarius the Entangling Roots and Sunfire spells in Chapter 9 (Evil)
Increased the starting Goldmine capacity for Normal difficulty in Chapter 9 (Evil)
Increased the number of starting units for the player in Chapter 9 (Evil)
Resolved an issue where certain units would not cost any lumber to train in Chapter 9 (Evil)
Increased the player's starting gold and lumber in Chapter 10 (Evil)
Enemy bases will now initiate attacks against the player on a set time limit in Chapter 10 (Evil)
Replaced the enemy Keeper of the Grove and Priestess of the Moon heroes with Jarod Shadowsong in Chapter 10 (Evil)
Replaced Sleep with Banish for Ysera in Chapter 11 (Evil)
Ysera now has a duel melee and ranged attack type in Chapter 11 (Evil)
Changed Ysera's armor type from Divine to Hero in Chapter 11 (Evil)
Added a timer to reach Kil'jaeden in Chapter 11 (Evil)
Updated the models for all Dragon Aspect characters
Kazzak the Supreme now has a new model
ITEM CHANGES
Made numerous item changes throughout the campaign, including the addition of legendary items in the Good story-line
Items dropped from creeps throughout the campaign are no longer randomised. This change has resulted in some items being removed from the game
Legendary items now have a different model to set them apart from regular items
Item abilities no longer cost mana to cast
Revised the items sold at neutral shops throughout the campaign
Reduced the Horn of Cenarius' bonus hit points from 200 to 100, and bonus hit point regeneration per second from 2 to 1
Reduced the Gem of Power's bonus mana capacity from 200 to 150
Increased the Sapphire of Mana's bonus mana from 50 to 75
Reduced the Demon Blade's life steal rate from 25% to 15%
Increased the Token of Healing's bonus hit point regeneration per second from 3 to 4
The Scepter of Healing can no longer heal friendly Hero units
Reduced the stat bonuses of the Orb of the Void legendary item from +10 to +8
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
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
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
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
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 noww 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
Tyrance 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
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
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:
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
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
- Demo Version uploaded to Hive Workshop
Check out these other campaigns in Turnro's Warcraft III Series!
Important Notes
There are 2 campaign files to download depending on your version of Warcraft III: mq_legacy.w3n (Warcraft III versions v1.30-1.31) and mq_reforged.w3n (Reforged version)
The normal background music of Warcraft III 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
There is currently a model bug in Reforged where units will become invisible upon loading a saved game. To resolve this issue until Blizzard fix this bug, turn off Reforged graphics in your profile
ICONS 4eNNightmare
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Afronight_76
Aldeia
Anachron
AndrewOverload519
Apheraz Lucent
Ardenian
Arowanna
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Blood Raven
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CRAZYRUSSIAN
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Dan van Ohllus
Darkfang
Darkmoon Hero
Frankster
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Hadeis
Heinvers
Hellx-Magnus
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SOUND & MUSIC Benjamin Barlett - WALKING WITH DINOSAURS
Blizzard Entertainment - WORLD OF WARCRAFT, STARCRAFT 2
BrunuhVille – DRAGON EMPRESS
Chikayo Fukuda – CENARIUS & MEDIVH BOSS THEMES
Clint Mansell - REQUIEM FOR A DREAM
Henry Beckett and Keith Zizza - ZEUS: MASTER OF OLYMPUS
Ian Livingston - BIONICLE HEROES
Inon Zur – DEEP ROADS
Jo Blankenburg - GARADORS FLIGHT
Matt Holle - BATTLE REALMS
Mikolai Stroinski - TESHAM MUTNA
Nick Phoenix - THE LAST STAND
Soundcritters - DARK TIDES
This bug was introduced as a result of the v1.31 update for Warcraft 3. Fortunately, I have updated Malfurion's Quest since then, so re-downloading the campaign should resolve the problem.
This bug was introduced as a result of the v1.31 update for Warcraft 3. Fortunately, I have updated Malfurion's Quest since then, so re-downloading the campaign should resolve the problem.
This bug was introduced as a result of the v1.31 update for Warcraft 3. Fortunately, I have updated Malfurion's Quest since then, so re-downloading the campaign should resolve the problem.
I started this campaign with HARD everything was OK but when the game crash appeared i stop playing but when i see the update i was happy so i put new the campaign file with the same name in the same folder of the old file, but when wanted to load my save progression it say
i have always this problem with Warcraft 3 update or the custom campaign update is there a solution ?
You should not overwrite the campaign and expect the save file for the previous version to work for the newer version. It just doesn't work that way.
You have to play the map/level you were on again.
i dont know how to use world Editor, but if so all items and abilities like max E or W can be modify in world editor ??? i thought that custom campaign are protected !!
i dont know how to use world Editor, but if so all items and abilities like max E or W can be modify in world editor ??? i thought that custom campaign are protected !!
Thank you so much, so there is a problem of save game because i spend a month of playing lot of custom campaigns and i wanted to reload my old saves just for remember the good time of playing and i'm sooo sad and i think that is a big problem and i hope that Blizzard in Warcraft 3 Reforged resolve this problem for now i cant replay all campaign in HARD because always can be a crash or update and i cant every time replay the same campaign.
Thank you so much, so there is a problem of save game because i spend a month of playing lot of custom campaigns and i wanted to reload my old saves just for remember the good time of playing and i'm sooo sad and i think that is a big problem and i hope that Blizzard in Warcraft 3 Reforged resolve this problem for now i cant replay all campaign in HARD because always can be a crash or update and i cant every time replay the same campaign.
1.I had Warcraft 3 TFT v29, 3 month of playing in lot of campaigns and i make lot of saves like in (Jeopardy of the Horde v3.2 in HARD)
2. SO After I make a mistake, i update the game from v29 to v30 all saves game doesn't work, but you can restart the level, good!!
3.Most of custom campaign had crash after w3 v30 update, and creators makes update of their custom campaign to work for the new Warcraft 3 update v30.
4.After Download and playing the new custom campaign files, you cant restart from last level played you must restart all the campaign from the level 1.
4.I abandon playing lot of custom campaign because (Saves doesn't work and you must restart from the first level).
3.After 2 month i see ( Malfurion's Quest in v1.4b ) i download it after level 2 crash happened i stop playing.
4.So Mr Turnro make a hot fix i said amazing, after the download!! saves game doesn't work can't restart from level 2 i must restart from level 1 with HARD.
5-If i'm wrong or i make a mistake plz say it to me
4.After Download and playing the new custom campaign files, you cant restart from last level played you must restart all the campaign from the level 1.
Wait, you're saying the patch version killed the save files? I thought you replaced the campaign with a newer campaign version.
Anyway, here's the campaign starting from level 2 (the mission button is visible). See attachment link below (the link will be up for only 30 days). Uploadfiles.io - malquestv1_4.w3n
I just download the latest version and put it in the campaign folder, yet it was nowhere to be found in the list of custom campaign, does anyone else have the same problem?
This looked promising from the very beginning and the missions are various and interesting, but near the end I think the creator burned out and was exhausted.
As for story, Furion's change of character was out of nowhere. Not believable that he could fall so quick and with almost no build-up. Not with personality of such magnitude.
And after that he basically becomes nazi with mental development of 14-year-old. Every dialog (especially near the end) is a dick-measuring contest.
And ####### with such ease, no regrets, no remorse, nothing. Are you kidding me? He would be extremely tormented in the end, final destination Silent Hill.
Boss fights are too drawn out and not dynamic. Especially near the end, you just stand and attack 90% of the time, and fights last for 5-10 minutes. Final fight is confusing and could be designed better.
And catching Faradrella is annoying. Did we really need the second time (controlling a snail-speed pitlord, with poison-slow from dryads, wtf)?
Also, Furion's Firewave Level 4 has no visual special effect.
Oh, and it was crashing (WC 1.31.1) in the end of Mission 7 every time (right after clicking "Continue" when victory dialogue shows up), even after fresh restart. Good thing that you can just go to campaign screen and select next level manually.
Hi Turnro, first of all I just wanna say I love ur campaigns especially this one as Malfurion its one of my favorite wow characters, looking foward to its final release.
Although I have a bug of some sort which I dont know if it was reported by anyone, looked in the comments quite a bit, seems to be just my problem. My Malfurion model shows a blue shape of the hero, as well as in the icon. I am using 1.26 version suspecting this might be a issue.
Hi Turnro, first of all I just wanna say I love ur campaigns especially this one as Malfurion its one of my favorite wow characters, looking foward to its final release.
Although I have a bug of some sort which I dont know if it was reported by anyone, looked in the comments quite a bit, seems to be just my problem. My Malfurion model shows a blue shape of the hero, as well as in the icon. I am using 1.26 version suspecting this might be a issue.
Finished this and here we go:
I played all missions on hard and on the latest patch.
~~My review~~
~~Negatives/Bugs~~
~Overall~
- Even tho i like the large variety of items, it really pained me to see that at times i just had too many good items and i had to give up on a lot of them (even my backpack was full)!
My suggestion for this is implementig the power to create recipes with the backpack, so the player can combine multiple good items and not having to just abandon them on the ground.
Exemples of recipes: This are all items that 100% will drop i think, so you will get them every time.
All recipes are made out of 4 , 5 or 6 items, New recipes will show up with every mission in the Backpack as a list, to be able to form the recipe the player has to write "-create" in chat with all the items in a hero's inventory.
~-~ "Red Ring of Greater superiority" [+3 all stats , +20% mana regen and +100 hp] = Ring of superiority [+1 all stats] + Ruby of health [+50 hp] + Token of agility [+1 agi] + Token of inteligence [+1 int] + Mana stone [+25% mana regen]
~-~ "Permanent Granite Golem" [same stats/spells as a normal Granite Golem] = Stone token + Potion of mana + Potion of greater mana + Scroll of protection + Scroll of restoration.
~-~ "Nature sapphire set of the oracle" = [+5 all stats , +125 hp/mp , + 35% mana regen] = Staff of the oracle [+5 int and 25% magic resist] + Nature's breastplate [+75 hp and +2 armor] + Gloves of haste [+15% as] + Sapphire of mana [+50 mana] + Sapphire necklace [+25% mana regen]
~-~ "Fiery Ring of Courage" [+6 str , + 4 int , + 3 hp regen] = Ring of life [+100 hp and +1 hp regen] + Token of strenght [+3 str] + Orb of fire [+6 dmg] + Pendant of energy [+150 mp] + Scroll of mana.
~-~ "Unholy nature set" [unholy aura lvl 2 , +8 int , +5 armor and poison orb effect on hit] = Book of the spider [endurance aura lvl 1] + Darkmoon necklace [+5 int and blocks a spell 40sec. cd.] + Mask of darkness [+3 armor and +100 hp] + Health stone [+1 regen] + Nature's amulet [+200 hp] + Orb of venom [+5 dmg]
~-~ "Shadow dragon set of great resistance" [+13 dmg , +6 int , +300 mana and + 50% magic resist] = Darkmoon staff [+5 dmg , +150 mana and lighting orb effect] + Shadow blade [+5 int and +5 dmg] + Dragonstone [+200 mp and 33% magic resist] + Wand of resistence [33% magic resist] + Forest emerald [+3 int and +50 mana] + Blessed robe [+4 int]
~-~ "Greater staff of corruption" [+10 int , +6 hp regen , -4 armor orb effect and summons 3 corrupted treants] = Staff of corruption [+8 int and summons 2 treants] + Orb of corruption [+5 dmg and -4 armor effect] + Essence of Aszune [heals 250hp when used] + Token of healing [3hp regen]
- This is just a personal gameplay critique so you can ignore it, I really hate when my heroes have average move speed, i understand that maybe some heroes are just slow cuz they are old maybe, but to be fair that affects the gameplay too much for me, in my opinion there should be only 2 types of speed: fast (for the majority of heroes like str/int heroes that walk on 2 feet without a Mount) and very fast (for agi heroes, mounted heroes and demigod hybrid heroes that have more than 2 feet) ~ except if their fat then they should have just fast ms (Pitlords for exemple).
So why that? Because:
1.Those average ms heroes slow down my control group too much, it pains me to see that all my units have fast move speed but because of this slow ass hero that has average move speed my entire army has to walk slow!
2.Because the hero is slower than my units they will eventually block eachother a lot more than usual, impacting the gameplay in a negative way.
3.And another point against average ms is just the fact of wasting time overall by walking slow.
- The spell Lifesurge seems to have a cap of 2 units for the damage part (it looks like it deals damage in only 300 range if there are more than 2 units in the way), if there are 3 units in a line and i use the spell against them only the first 2 units get damaged while the 3rd one doesn't get affected at all (doesn't happen all the time), not sure this is intended or not.
- Firewave spell, similar to Furion's first druid aoe spell it seems to have a cap of damage dealt, deals damage only to the first targets and not to the ones from the back and it doesn't hit the entire radius of the animation as well, by that i mean it doesn't hit on the edges of the fire animation.
Exemple of the animation hitting the trolls but it deals no damage to them:
- There are some sort of visual glitches happening in almost all missions, they last for maximum 2 seconds:
- Orb of corruption reduces armor by 4, but the tooltip says 5.
~Chapter 1
- Crates sometimes are too small and almost invisible, so i suggest making them more visible:
- Even tho these trees kinda look cool, walking on them makes the units glitch out and makes them really confused as well, either remove the tree bridge or repair it somehow.
- You can walk through the pedestal of the horn.
,
- There is a weird empty space near the end:
(Replayed all missions on normal after i finished the campaign and had to use cheats to get faster to some points.)
~Chapter 3
- My fps dropped since the beginning of the mission (by 30-40 fps), no idea why, but it made the gameplay pretty bad.
- There were some cutscenes that had some bad view points:
,
- At that point when we have to catch the daughter of cenarius, the game should give a tip to the player that Malfurion got a new spell, otherwise it might make the player fail the mission since he has no idea what to do.
exemple -> "Tip: Furion got a new spell in order to catch Faradrella"
~Chapter 4 part 1
- Some visual views that look bad in some cutscenes:
, ,
- Just as a funny thing to say, this was the only mission where i died in the whole campaign, killed by bears, they perma bashed me!
~Chapter 4 part 2
- At the end part where we have to race for the key and destroy the crystals, it seems like there is a bug with the way gates, when i have Malfurion and the other priestess selected and try to go through the way gate it doesn't work, only when i go with 1 unit at a time it works. (this actually made me fail the mission the first time i did it, i was pretty pissed.
~Chapter 5
- Same problem with the waygates like in chapter 4 part 2, the units get confused when i try to go through the way gate, it only works when i go with only 1 unit at a time.
~Chapter 6
- There is a weird item stranded here, i cannot get to it.
- I wanted more of those druids of the jaw, wanted them to transform in their animal form, maybe a jaguar or black panther.
~Chapter 7
- So yea this was the mission where i got stuck, the thing is i searched for the other units in order to join me, but i just didn't find them at the time, i guess i'm a bit blind thats for sure, i thought the other units that i need to save were the ones that were in prison (didn't notice at the time that was just a different optional quest and not the main quest), so i didn't think there were any more units in that first area, thats why i was so confused!
My suggestion for this little problem is just implementing a small tip if the player doesn't do any progress after lets say 3 - 5 minutes and he tries to teleport to the obelisk, a tip should appear on the screen, something like this -> "Tip: You cannot teleport and leave this area untill you have found all 5 units for the main quest, so go back and search for the rest, they are all in the same area".
- The fight at the end with that Demon lady was pretty boring, i expected more from her, maybe give her a bit more hp and a few other spells, since she is an agi hero how about critical strike, she was too weak.
- Something happened with the shield of darkness while fighting the satyrs, the shield started to remain in that blocking stage even when i run out of combat, the sound and the animation of the shield blocking against piercing kept going for a while then it stopped.
~Chapter 8
- The same problem, the boss fight with Cenarius was pretty lame, the moment with the infernals was cool but anything else wasn't, i just A clicked him for 5 minutes and thats it, he should be able to do more dmg with his spells, and have more aoe spells that require the player to avoid it (similar to the Kil'jaden fight).
~Chapter 9'
- Just this visual view was bad:
~~Positives~~
- Malfurion having a backpack, with an inventory that increases over time by completing quests, really interesting.
- The terrain looks good, in some missions the terrain is worthy of having it as a wallpaper.
- Introduction of music outside of War3, usually it's hard to make it work, but in this case it worked pretty good, even tho some mission could have had some of this new music as well.
- A decent amount of a variety of new items with unique spells/skins.
- A lot of new gorgeous unit and hero skins, the night elf guardians faction was my favorite, those dark green + gold colors blended so well together! and this hero skin was one of my favorites as well:
- A decent amount of crates/barrels/egg sacks with tomes/items. (Even tho some of the crates were quite hard to spot in some missions, especially when they were in water, so i suggest increasing the size of those crates).
- I like that the game informs the player when is a good time to save before a big battle or boss fight.
- Not beeing able to use cheats on Hard, i like it, this will give the gameplay a more realistic view and make players work hard and fair for their rewards.
Cheats that cause defeat on hard: only "whosyourdaddy" and this one doesn't do anything -> "allyourbasearebelongtous". It seems like only those 2 don't work on hard, my suggestion is to make the others don't work as well.
Cheats that work fine on hard: "iseedeadpeople" , "thereisnospoon" , "greedisgood" , "warpten".
- The last 2 fights with Kil'jaden and Illidan at the end were good, i loved them, i almost died against Kil'jaden (i was at 5% hp when the battle was over , to be fair i kinda underestimated him and didn't avoid his spells for a while thinking the fight was too easy).
- Faradrella and the Ancient of wonders are my favorite characters , loved every dialogue with them!
Overall i had a good time playing through this campaign, really enjoyed it, i don't see this often these types of stories where the main guy becomes like one of the evil characters, quite refreshing, i also loved all the dialogues between the characters, i find it hilarious how Furion after becoming corrupt started calling everyone weaklings , talking to a Demi-god meeh weakling!, talking to demon lords from other dimensions meeeh weaklings
I can't wait to see the other paths as well in the future so good luck with that and thanks for creating this superb campaign!
~~Funny~~
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He condemns it at first but proceeds to do the exact same thing for the rest of the campaign
Another quick question, just out of curiosity. Some warcraft universe characters (e.g Sargeras/Archimonde/Mannoroth/Deathwing/Malygos) do not exist in this universe/timeline?
Most of them probably don't have important roles in turnro's universe,which you have to play his other three campaigns to get a full picture of.
Burning Legion maybe was once led by Sargeras,who was killed by someone(Aegwyn?) long time ago.His death has left an empty throne to three candidates:Azgalor,Tichondrius and Kil'Jaedon,who set off a power struggle and scheme each other for years.In the end - at the beginning of Malfurion's Quest - Kil'Jaedon stood out as the leader of Buring Legion.The other two's fates were revealed in Jeopardy of the Horde and Resurrection of the Scourge.
Most of them probably don't have important roles in turnro's universe,which you have to play his other three campaigns to get a full picture of.
Burning Legion maybe was once led by Sargeras,who was killed by someone(Aegwyn?) long time ago.His death has left an empty throne to three candidates:Azgalor,Tichondrius and Kil'Jaedon,who set off a power struggle and scheme each other for years.In the end - at the beginning of Malfurion's Quest - Kil'Jaedon stood out as the leader of Buring Legion.The other two's fates were revealed in Jeopardy of the Horde and Resurrection of the Scourge.
I see. So, because Azgalor is the most powerful/leader of the Pit Lords, Mannoroth doesn't exist? Same about Archimonde? And can you give me a small spoiler, does Lady Vashj die in any The Adventures of Rowan the Wise v4.4/Jeopardy of the Horde v3.2/Resurrection of the Scourge. I mean you fight some random Sea Withch in chapter nine. Also does Lord Xavius die or exist? I mean the satyrs (rightfully) have such a big role in the campaign, and he, the most powerful and their leader, isn't even mentioned.
Turnro is not forced to use any of these characters even or have them exist in the first place.
This is his alternate version of both the story and the universe.
Turnro is not forced to use any of these characters even or have them exist in the first place.
This is his alternate version of both the story and the universe.
Xavius also crossed my mind when I finished Malfurion's Quest for the first time.Was he behind all of this?Did he corrupt Malfurion's mind?It was a most likely theory considering Turnro was developing Highborne storyline during WoW 7.0.However,I have seen a thread earlier perhaps(not sure when and where) posted by Turnro or FallenStar,which claimed that Xavius wasn't reponsible for this.
Lady Vashj was absent in Turnro's earlier campaigns.I think Turnro is planning to put Lady Vashj into Sentinel storyline in the future.
Xavius also crossed my mind when I finished Malfurion's Quest for the first time.Was he behind all of this?Did he corrupt Malfurion's mind?It was a most likely theory considering Turnro was developing Highborne storyline during WoW 7.0.However,I have seen a thread earlier perhaps(not sure when and where) posted by Turnro or FallenStar,which claimed that Xavius wasn't reponsible for this.
It was Eredon the Illusionist who corrupted the Dream and whispered to Malfurion. Ysera says that in chapter 10. However it's possible that he just recruited Xavius and the Satyrs to corrupt the dream and the forest and weaken the Night Elves. And that he was behind the dream corruption and the corruption of the forest, and it's possible that he will be a boss fight when/if the sentinel story happens.
It was Eredon the Illusionist who corrupted the Dream and whispered to Malfurion. Ysera says that in chapter 10. However it's possible that he just recruited Xavius and the Satyrs to corrupt the dream and the forest and weaken the Night Elves. And that he was behind the dream corruption and the corruption of the forest, and it's possible that he will be a boss fight when/if the sentinel story happens.
No. Actually, the character was first introduced in the second (orc) campaign, than in the third (undead) campaign and will definitely have some role in this final (night elf) campaign. FallenStar mentioned that we shall see him as the enemy, most likely as a boss.
It seems as if you haven't played any/some of the previous campaigns, so you don't know much of a story characters. I recommend you play them before the full release of the Sentinel storyline, so that you can experience the game in the right way being familiar with the storyline.
I already asked question about Archimonde and Mannoroth before and Turnro replied me that both Archimonde and Mannoroth won't make an appearance in Malfurion's Quest. Whether Archimonde is alive or not is irrelevant.
The demon you remember from Adventures of Rowan the Wise was actually Eredon The Illusionist who will
Now, about Lady Vashj. She is a naga who is you enemy in the third (undead) campaign. The chapter where Vashj makes an appearance as the enemy is chapter three. It's a chapter where you have to destroy naga bases (two huge bases I think) with dreadlords and your limited skeleton army. Vashj is a naga hero of the blue base, if I remember correctly...
It was Eredon the Illusionist who corrupted the Dream and whispered to Malfurion. Ysera says that in chapter 10. However it's possible that he just recruited Xavius and the Satyrs to corrupt the dream and the forest and weaken the Night Elves. And that he was behind the dream corruption and the corruption of the forest, and it's possible that he will be a boss fight when/if the sentinel story happens.
Yeah, it's Eredon that corrupted Ysera's mind. I figured that one out when Ysera told that to Malfurion. Might be Xavius or Eredon who also corrupted Malfurion's mind as well, since Kil'Jaeden is final battle against Malfurion said it's a know yet ancient power that corrupted Malfurion's mind. Might even be Sargeras or the Old Gods, who knows? Time wil tell, I guess (as Turnro likes to say ).
Lady Vashj was absent in Turnro's earlier campaigns.I think Turnro is planning to put Lady Vashj into Sentinel storyline in the future.
Xavius also crossed my mind when I finished Malfurion's Quest for the first time.Was he behind all of this?Did he corrupt Malfurion's mind?It was a most likely theory considering Turnro was developing Highborne storyline during WoW 7.0.However,I have seen a thread earlier perhaps(not sure when and where) posted by Turnro or FallenStar,which claimed that Xavius wasn't reponsible for this.
No. Actually, the character was first introduced in the second (orc) campaign, than in the third (undead) campaign and will definitely have some role in this final (night elf) campaign. FallenStar mentioned that we shall see him as the enemy, most likely as a boss.
It seems as if you haven't played any/some of the previous campaigns, so you don't know much of a story characters. I recommend you play them before the full release of the Sentinel storyline, so that you can experience the game in the right way being familiar with the storyline.
I already asked question about Archimonde and Mannoroth before and Turnro replied me that both Archimonde and Mannoroth won't make an appearance in Malfurion's Quest. Whether Archimonde is alive or not is irrelevant.
The demon you remember from Adventures of Rowan the Wise was actually Eredon The Illusionist who will
Now, about Lady Vashj. She is a naga who is you enemy in the third (undead) campaign. The chapter where Vashj makes an appearance as the enemy is chapter three. It's a chapter where you have to destroy naga bases (two huge bases I think) with dreadlords and your limited skeleton army. Vashj is a naga hero of the blue base, if I remember correctly...
Yeah, it's Eredon that corrupted Ysera's mind. I figured that one out when Ysera told that to Malfurion. Might be Xavius or Eredon who also corrupted Malfurion's mind as well, since Kil'Jaeden is final battle against Malfurion said it's a know yet ancient power that corrupted Malfurion's mind. Might even be Sargeras or the Old Gods, who knows? Time wil tell, I guess (as Turnro likes to say ).
I've just rewatched the Prologue. It seems I was wrong. Both Archimonde and Mannoroth appear in the prologue during the War of the Ancients. It seems that both have died in the War of the Ancients and that's how Azgalore/Kil'Jaeden rose to lead the Pit Lords/Eredar. So that means that Sargeras died later and left Azgalor/Kil'Jaeden/Tichondrious the leaders of the three most powerful Legion races Pit Lords/Eredar/Dreadlords in a GoT for who will lead the Legion.
Lady Vashj being a random hero in a base is kinda lame, but I also understand Turnro and FallenStar, cause if she was in Malfurion's Quest they would have to include her in a boss fight somehow or make her one, and making boss fights is not easy.
That only leaves the question of Xavius and Blue/Black Aspect. We don't know if they exist in this universe. Turnro and FallenStar probably don't know that either at this point.
No. Actually, the character was first introduced in the second (orc) campaign, than in the third (undead) campaign and will definitely have some role in this final (night elf) campaign. FallenStar mentioned that we shall see him as the enemy, most likely as a boss.
I've played those old versions several years ago despite Turnro has updated some of them recently.So I couldn't remember every detail of NPCs.Thank you for correcting me,would you like to share some screenshots to me or point out the chapters which introduced Eredon?
I've played those old versions several years ago despite Turnro has updated some of them recently.So I couldn't remember every detail of NPCs.Thank you for correcting me,would you like to share some screenshots to me or point out the chapters which introduced Eredon?
You're welcome. Why, of course!
- The first time we can see Eredon is in Adventures of Rowan The Wise chapter seven (Curse of the Blood Elves) when Arthas's Necromancer summons him.
- The second time we see Eredon is in Jeopardy of the Horde. We can see him in the last four or five chapters alltogether of the campaign. In fact, right before the battle with Azgalor, he is a sub-boss at the end of the last chapter (Destiny of the Horde) that you have to kill in order to proceed with the chapter.
- In Ressurection of the Scourge, Eredon is seen in the final cinematic, standing right next to Kil'jaeden.
Lady Vashj had to die. You had to kill her and destroy her base, as you will not pass the third chapter in Ressurection of the Scourge if you don't destroy it. The priority of that chapter was to destroy her base, along with one more naga base.
You're welcome. Why, of course!
- The first time we can see Eredon is in Adventures of Rowan The Wise chapter seven (Curse of the Blood Elves) when Arthas's Necromancer summons him.
- The second time we see Eredon is in Jeopardy of the Horde. We can see him in the last four or five chapters alltogether of the campaign. In fact, right before the battle with Azgalor, he is a sub-boss at the end of the last chapter (Destiny of the Horde) that you have to kill in order to proceed with the chapter.
- In Ressurection of the Scourge, Eredon is seen in the final cinematic, standing right next to Kil'jaeden.
Lady Vashj had to die. You had to kill her and destroy her base, as you will not pass the third chapter in Ressurection of the Scourge if you don't destroy it. The priority of that chapter was to destroy her base, along with one more naga base.
You're welcome. Why, of course!
- The first time we can see Eredon is in Adventures of Rowan The Wise chapter seven (Curse of the Blood Elves) when Arthas's Necromancer summons him.
Hmm there seem to be a problem for me,I have the 1.29 patch installed when i drop the map in my campaign directory it does not show when i open the game...Anybody help.
Hmm there seem to be a problem for me,I have the 1.29 patch installed when i drop the map in my campaign directory it does not show when i open the game...Anybody help.
It happen because TFT doesn't recognize the campaign files from the WC3 directory, but from the Documents folder instead. Try to place the campaign in your Campaign folder in WC3 from Documents directory. For example: Documents -> Warcraft 3 -> Campaign
When is the night elf path expected to release (I mean prediction as in date, like a couple of months or is it gonna get re hauled with Reforged)? I wanna play with Malfurion's E ability, it's so crazy good (hopefully doesn't get nerfed, I mean it is countered by dispel).
I’ve been replaying this campaign for the last few weeks. I know you won’t update it for a while, and that the future is uncertain(besides other reasons we have no clue about Reforged). But I found a bug and a few minor bugs and have a few questions and thoughts, and felt the urge to post it. It's version 1.31.1.something. I played the first eight chapters on hard. Tried chapter 9 on hard, got destroyed two times, then completed on normal chapters 9 and 10. Will try 9 and 10 on hard later.
BUGS:
Kath’ranis boss fight was broken. He just stood there attacking a random unit and doing nothing else, until he died. He didn’t teleport away, have ground exploding or send more Highborne at me. I did use save and load, had to Malfurion died.
Whenever Malfurion was poisoned or diseased, the Shield of Darkness kept blocking the attack with visual and sound blocking effect(Sooooo annoying)
The dialog when Malfurion confronts Remulos has quite a few typos/grammatical errors.
In many cutscenes and cinematics throughout the campaign the characters are talking behind the opstical. Some that I remember: When Malfurion and Kath’ranis are talking with the Furbolg chieftain in chapter 3, when Malfurion meets Tyrande in chapter 4, when he talks to the Druid in Astranaar, when talking to the Druids of the Jaw iirc, in big Naga base in chapter 9, when he confronts Illidan in chapter 10, in the epilogue, somewhere in chapter 7 don’t remember where.
GAMEPLAY:
Gamplay was really fun. This is possibly the longest campaign ever. Every mission takes more than 90 mins to complete. Well done. And all are really diverse and fun with a lot of elements and gameplay. My favorites are 5 and 8. I just have a few questions and some stuff:
To give the feeling of continuity with chapters 1 and 2, in chapter 3, before the base building part, the timer should be fixed to midnight like in chapters 1 and 2. Also Sentinel units should have tier one attack and armor upgrades and ultravision. Would help to feel continuity with chapters 1 and 2. And hide would be really helpful to archers/huntresses/sentries in those type of missions.
Might also be good to fix the timer every time there is no base building?
Also noticed that in chapters 3 and 5, Furbolg Shamans do not use Barkskin and Healing Wave. Why not?
Would it be better if we got the treant quest in chapter 6 in the main map, telling us to go to the sub map, to visit the grove of the Ancients?
In chapter 6 bonus map we can not train the largest corrupted treant that has Disease Cloud. Why not? Would be more fun.
Also killing the Keeper in chapter 6 bonus should be part of the quest. Would be more fun and makes sense to kill the leader of the ancients/treants.
In chapter 5 Guardian unit(male unit, forgot the name ) has medium armor, while in all others it has heavy. Was that on purpose?
Also noticed that in chapter 7 the satyrs don’t attack you. Why not?
Imo would be better if in chapter 8 the main quest would be not to lose a single obelisk. Would make more tension and be more fun.
Might be better when claiming the second obelisk in chapter 8, there were less corrupted beasts and more satyrs and corrupted treants. There were more than enough beasts at the first obelisk.
Would you consider replacing Firewave in Twisted Ancient Form with Flame Strike. Would be more interesting to switch between the two heroes.
In chapter 9 among Legion forces there are no succubuses and shivarra. Why not? There were all Legion forces in chapter 7, and here, when we face the “main army” there are no these two.
The Keeper of the Grove in chapter 9 needs to go. It’s like the 10th Keeper we fight, especially after chapter 8. A Keeper in chapter 4, than 6, than like five in chapter 8, too many if you ask me.
Imo chapter 9 is too late to meet the Watcher units for the first time(Stalkers and Jailors). How about making them appear in chapter 5? When you go underground to corrupt the fountain and fight the Warden replace the Guardian units with Watcher units(Stalkers, Jailors, Wildkin, Lunar Archers). Would make sense that the Watchers are guarding the underground important place.
Also there is a whole Guardian base that’s used for nothing in chapter 5. Maybe make it a watcher base(without Chimaeras) and an optional to destroy it? Explaining that the Guardians are elite branch of the Watchers.
STORY:
Story is good, unique and fun though it has few problems/leaves a few questions:
In the Prologue the Oracle says that only one race will survive, Night Elves or Demons. And in the Epilogue in Malfurion’s army there are both Demons and Night Elves(Highborne).
Why does Malfurion all of a sudden want to destroy Raynwood Retreat and Silverwind Refuge?
Also shouldn’t his and Tyrande’s reunion be more emotional? Their love was supposed to be legendary. He killed her too easily, he should still love her at that point. If I got it right in chapter 10 he loved her the whole time?
If the Key to Mount Hyjal was needed, how did Azhara and Kil’Jaeden come there?
If the Portal was destroyed how did Mother Sharaz, Magtheridon and Kil’Jaeden manage to get large armies to Azeroth?
Did Alexstrasza die off camera?
VISUALS:
Visuals are stunning. The terrain was nailed. Every chapter looks stunning. Everything is just stunning. Though some small stuff:
Malfurion’s Egyptian skin looks really out of place. He looks nothing like the rest of the Highborne. He needs a new skin desperately.
Malfurion gets a new skin after the world explosion. That makes no sense. Wouldn’t he wash up and change after the Highborne regrouped. That skin is awesome and he should instead get it after obtaining Ysera’s Hearth. He has story reasons to get a new skin then.
Would you consider giving Malfurion in Twisted Ancient form (Corrupted) Ancient of War voice lines? Would make this form look and sound more monstrous.
In Twisted Ancient Form Malfurion has the ability that throws down meteros. Would it be possible to make thouse meteors Rain of Fire ones, instead of Inferno ones. Inferno ones are kinda out of place, cause Malfurion has no Demon or Fel powers.
Velinde needs a new skin from chapter 7. Like Egyptian Malfurion, she looks nothing like the rest of the Highborne.
Medivh changes his skin through the Campaign. Why?
I think that night elf Ysera uses an outdated models. Possibly the other Aspects too.
I’m not a fan of Azshara’s model. She looks like a sea witch from a Japanese horror manga.
Shalis needs a different skin. She looks more like a blood elf, than a night elf.
Tyrande might look better without the leaves and with blue hair. The fall leaves in her hair really look out of place, at least they should be green.
Kath’ranis is a good hero. Though he could use a different name. It’s just a generic Blood mage name. Maybe rename him to some Highborne from WoW(e.g Mordest Evenshade, Prince Tortheldrin etc…)
Have you thought about renaming Faradrella to Lunara? Faradrella is a random dryad, and Lunara is the most powerful daughter of Cenarius.
Have you considered renaming Lady Darkscale to Lady Vashj(she survived the Dreadlords)? I mean it's hard to imagine Illidan and the Naga without her.
I think that the artifact name "Ysera's Hearth" doesn't really fit. Either story wise, and Ysera's fight while you have her "hearth" sounds weird. Maybe use some other name like "Hearth of the Land", "Essence of Nature", "Hearth of the Emerald Dream", "Essence of the Emerald Dream" etc... Crazy idea, maybe rename to "Hearth of Azeroth", would explain why Malfurion becomes so powerful, and "Azeroth's Hearth Beat" would be an awesome name for the chapter.
I think it would be visually stunning that the Magtheridon’s Demons were purple all the way. Look just how awesome it looks in the interlude with red Highborne and purple Magtheridon and demons. Red doesn’t really suit them. Also story reasons, in chapter 7 the Highborne become red once they are enslaved by Malfurion, and the Demons are his allies, not slaves.
TECHTREE:
Highborne love it. Looks really like I would imagine the Highborne during the War of the Ancients, in WC3 environment. Love that they also have Demons, just like in War of the Ancients. Love all the powerful spellcaster, Clerics reviving, Enchantresses silencing heroes, Highmistresses units that can change the whole battle, Arcane Wyrms with absorbing. Though Demoness’s Parasite could use a new icon. Something more like Torture, Curse, Void etc.. Also have you thought about enabling Ultravision upgrade to the Highborne. They are still Night Elves. It’s a simple upgrade that can make things a lot easier. And towers are kinda weak. Maybe make their attack do magic damage, and give them Feedback ability. Would make defending your base easier and assulting Highborne enemy base harder. Would also fit the Highborne culture well.
Sentinel is very interesting. Love the idea to fight different part of the sentinel tech tree. Sentinels in chapter 4, Guardians in chapter 5, Cenarion Circle in chapter 8 and the Watchers in chapter 9. However there are two problems imo. Furbolg shaman looks out of place, furbolgs are already heavily present. How about replacing the with the Druid of the Brench(night elf), that has Barkskin(renamed), Healing Wave(or some other healing spell) and a Treant Form. Like the Furbolg Shaman supportive spellcaster, but can turn into a treant to fight when you attack them. Can use barkskin in Treant Form. They would look better, at least in chapter 8 where you fight the Cenarian Circle. Also I’m not a fan of the Sentinel techtree in chapter 9. Furbolgs and Wildkin look like they are thrown into a mesh. Maybe add Sentries and Huntresses as enemies, at least in Priestess’s base. it's the ultimate base building mission and all enemies should appear. Maybe also add a mini furbolg village next to Medivhs bases that sends all furbolg creeps to attack you.
BOSSFIGHTS:
Boss fights are really interesting. Everyone is unique. My favorites are Smolderas, Illidan(both) and Cenarius. Loved also Kath’ranis a lot, but now it’s broken. The rest are really good though:
Sharaz is really good idea when you fight shivarra and succubuses, but Sharaz herself could be more powerful. At least she could have immolation.
Kazzak is also good with Demons swarming you, but Kazzak himself didn’t seem to use any abilities.
However there are three bossfights I didn’t really like:
Tyrande was just standing and fireing searing arrows at you. She is supposed to be one of the three most powerful Night Elves alive(beside Malfurion and Illidan). Beside the owls some archers/huntresses/sentries should also join the fight. Also she should be running around and using some more “starfalling abilities”.
Medivh. I lloved the Azshara part. But Medivh not really. He multiplies and uses abilities, so you know which one is real. Also his abilities are kinda lame for the last guardian. At this point he should be a mage on par with Malfruion. I don’t know, maybe look at World of Warcraft or Heroes of the Storm for inspiration.
Ysera’s fight is kinda boring. It comes down to destroying portals. She only uses sleep and stun. She should be the most powerful druid ever. You already have a dozen druid abilities. Also maybe make green wheps/drakes/dragons just appear without portals, so you have to fight them without the portals. I’m not really a fan of destroying gems. Maybe after she transforms into a dragon shen flies up and becomes invulnerable and starts healing. You have to kill three of her consorts (more powerful dragons with some abilities), who appear with some whelps/drakes/dragons on the corners of the battlefield. The sooner you kill them, the less Ysera is healed. After you kill them, she lands and fights you with empovered abilities. Also Ysera is using Onyxia’s model from WoW. Why? She would look much better with her own WoW model. Also she says her goddess is Elune, she is actually called Eonar.
I’ve been replaying this campaign for the last few weeks. I know you won’t update it for a while, and that the future is uncertain(besides other reasons we have no clue about Reforged). But I found a bug and a few minor bugs and have a few questions and thoughts, and felt the urge to post it. It's version 1.31.1.something. I played the first eight chapters on hard. Tried chapter 9 on hard, got destroyed two times, then completed on normal chapters 9 and 10. Will try 9 and 10 on hard later.
BUGS:
Kath’ranis boss fight was broken. He just stood there attacking a random unit and doing nothing else, until he died. He didn’t teleport away, have ground exploding or send more Highborne at me. I did use save and load, had to Malfurion died.
Whenever Malfurion was poisoned or diseased, the Shield of Darkness kept blocking the attack with visual and sound blocking effect(Sooooo annoying)
The dialog when Malfurion confronts Remulos has quite a few typos/grammatical errors.
In many cutscenes and cinematics throughout the campaign the characters are talking behind the opstical. Some that I remember: When Malfurion and Kath’ranis are talking with the Furbolg chieftain in chapter 3, when Malfurion meets Tyrande in chapter 4, when he talks to the Druid in Astranaar, when talking to the Druids of the Jaw iirc, in big Naga base in chapter 9, when he confronts Illidan in chapter 10, in the epilogue, somewhere in chapter 7 don’t remember where.
GAMEPLAY:
Gamplay was really fun. This is possibly the longest campaign ever. Every mission takes more than 90 mins to complete. Well done. And all are really diverse and fun with a lot of elements and gameplay. My favorites are 5 and 8. I just have a few questions and some stuff:
To give the feeling of continuity with chapters 1 and 2, in chapter 3, before the base building part, the timer should be fixed to midnight like in chapters 1 and 2. Also Sentinel units should have tier one attack and armor upgrades and ultravision. Would help to feel continuity with chapters 1 and 2. And hide would be really helpful to archers/huntresses/sentries in those type of missions.
Might also be good to fix the timer every time there is no base building?
Also noticed that in chapters 3 and 5, Furbolg Shamans do not use Barkskin and Healing Wave. Why not?
Would it be better if we got the treant quest in chapter 6 in the main map, telling us to go to the sub map, to visit the grove of the Ancients?
In chapter 6 bonus map we can not train the largest corrupted treant that has Disease Cloud. Why not? Would be more fun.
Also killing the Keeper in chapter 6 bonus should be part of the quest. Would be more fun and makes sense to kill the leader of the ancients/treants.
In chapter 5 Guardian unit(male unit, forgot the name ) has medium armor, while in all others it has heavy. Was that on purpose?
Also noticed that in chapter 7 the satyrs don’t attack you. Why not?
Imo would be better if in chapter 8 the main quest would be not to lose a single obelisk. Would make more tension and be more fun.
Might be better when claiming the second obelisk in chapter 8, there were less corrupted beasts and more satyrs and corrupted treants. There were more than enough beasts at the first obelisk.
In chapter 9 among Legion forces there are no succubuses and shivarra. Why not? There were all Legion forces in chapter 7, and here, when we face the “main army” there are no these two.
The Keeper of the Grove in chapter 9 needs to go. It’s like the 10th Keeper we fight, especially after chapter 8. A Keeper in chapter 4, than 6, than like five in chapter 8, too many if you ask me.
Imo chapter 9 is too late to meet the Watcher units for the first time(Stalkers and Jailors). How about making them appear in chapter 5? When you go underground to corrupt the fountain and fight the Warden replace the Guardian units with Watcher units(Stalkers, Jailors, Wildkin, Lunar Archers). Would make sense that the Watchers are guarding the underground important place.
Also there is a whole Guardian base that’s used for nothing in chapter 5. Maybe make it a watcher base(without Chimaeras) and an optional to destroy it? Explaining that the Guardians are elite branch of the Watchers.
STORY:
Story is good, unique and fun though it has few problems/leaves a few questions:
In the Prologue the Oracle says that only one race will survive, Night Elves or Demons. And in the Epilogue in Malfurion’s army there are both Demons and Night Elves(Highborne).
Why does Malfurion all of a sudden want to destroy Raynwood Retreat and Silverwind Refuge?
Also shouldn’t his and Tyrande’s reunion be more emotional? Their love was supposed to be legendary. He killed her too easily, he should still love her at that point. If I got it right in chapter 10 he loved her the whole time?
If the Key to Mount Hyjal was needed, how did Azhara and Kil’Jaeden come there?
If the Portal was destroyed how did Mother Sharaz, Magtheridon and Kil’Jaeden manage to get large armies to Azeroth?
Did Alexstrasza die off camera?
VISUALS:
Visuals are stunning. The terrain was nailed. Every chapter looks stunning. Everything is just stunning. Though some small stuff:
Malfurion’s Egyptian skin looks really out of place. He looks nothing like the rest of the Highborne. He needs a new skin desperately.
Malfurion gets a new skin after the world explosion. That makes no sense. Wouldn’t he wash up and change after the Highborne regrouped. That skin is awesome and he should instead get it after obtaining Ysera’s Hearth. He has story reasons to get a new skin then.
Velinde needs a new skin from chapter 7. Like Egyptian Malfurion, she looks nothing like the rest of the Highborne.
Medivh changes his skin through the Campaign. Why?
I think that night elf Ysera uses an outdated models. Possibly the other Aspects too.
I’m not a fan of Azshara’s model. She looks like a sea witch from a Japanese horror manga.
Shalis needs a different skin. She looks more like a blood elf, than a night elf.
Tyrande might look better without the leaves and with blue hair. The fall leaves in her hair really look out of place, at least they should be green.
Kath’ranis is a good hero. Though he could use a different name. It’s just a generic Blood mage name. Maybe rename him to some Highborne from WoW(e.g Mordest Evenshade, Prince Tortheldrin etc…)
Have you thought about renaming Faradrella to Lunara? Faradrella is a random dryad, and Lunara is the most powerful daughter of Cenarius.
I think it would be visually stunning that the Magtheridon’s Demons were purple all the way. Look just how awesome it looks in the interlude with red Highborne and purple Magtheridon and demons. Red doesn’t really suit them. Also story reasons, in chapter 7 the Highborne become red once they are enslaved by Malfurion, and the Demons are his allies, not slaves.
TECHTREE:
Highborne love it. Looks really like I would imagine the Highborne during the War of the Ancients. Love that they also have Demons, just like in War of the Ancients. Love all the powerful spellcaster, Clerics reviving, Enchantresses silencing heroes, Highmistresses units that can change the whole battle, Arcane Wyrms with absorbing. Though Demoness’s Parasite could use a new icon. Something more like Torture, Curse, Void etc.. Also have you thought about enabling Ultravision upgrade to the Highborne. They are still Night Elves. It’s a simple upgrade that can make things a lot easier.
Sentinel is very interesting. Love the idea to fight different part of the sentinel tech tree. Sentinels in chapter 4, Guardians in chapter 5, Cenarion Circle in chapter 8 and the Watchers in chapter 9. However there are two problems imo. Furbolg shaman looks out of place, furbolgs are already heavily present. How about replacing the with the Druid of the Brench(night elf), that has Barkskin(renamed), Healing Wave(or some other healing spell) and a Treant Form. Like the Furbolg Shaman supportive spellcaster, but can turn into a treant to fight when you attack them. Can use barkskin in Treant Form. They would look better, at least in chapter 8 where you fight the Cenarian Circle. Also I’m not a fan of the Sentinel techtree in chapter 9. Furbolgs and Wildkin look like they are thrown into a mesh. Maybe add Sentries and Huntresses as enemies, at least in Priestess’s base. it's the ultimate base building mission and all enemies should appear. Maybe also add a mini furbolg village next to Medivhs bases that sends all furbolg creeps to attack you.
BOSSFIGHTS:
Boss fights are really interesting. Everyone is unique. My favorites are Smolderas, Illidan(both) and Cenarius. Loved also Kath’ranis a lot, but now it’s broken. The rest are really good though:
Sharaz is really good idea when you fight shivarra and succubuses, but Sharaz herself could be more powerful. At least she could have immolation.
Kazzak is also good with Demons swarming you, but Kazzak himself didn’t seem to use any abilities.
However there are three bossfights I didn’t really like:
Tyrande was just standing and fireing searing arrows at you. She is supposed to be one of the three most powerful Night Elves alive(beside Malfurion and Illidan). Beside the owls some archers/huntresses/sentries should also join the fight. Also she should be running around and using some more “starfalling abilities”.
Medivh. I lloved the Azshara part. But Medivh not really. He multiplies and uses abilities, so you know which one is real. Also his abilities are kinda lame for the last guardian. I don’t know, maybe look at Heroes of the Storm for inspiration.
Ysera’s fight is kinda boring. It comes down to destroying portals. She only uses sleep and stun. She should be the most powerful druid ever. You already have a dozen druid abilities. Also maybe make green wheps/drakes/dragons just appear without portals, so you have to fight them without the portals. I’m not really a fan of destroying gems. Maybe after she transforms into a dragon shen flies up and becomes invulnerable and starts healing. You have to kill three of her consorts (more powerful dragons with some abilities), who appear with some whelps/drakes/dragons on the corners of the battlefield. The sooner you kill them, the less Ysera is healed. After you kill them, she lands and fights you with empovered abilities. Also Ysera is using Onyxia’s model from WoW. Why? She would look much better with her own WoW model. Also she says her goddess is Elune, she is actually called Eonar.
Hello there, we're glad you've enjoyed the Highborne storyline of Malfurion's Quest.
I cannot answer all of your questions, that is up to Turnro but I'll try and tackle some of those that I can.
1: BUGS
Most of these bugs weren't present when Malfurion's Quest was released (Kath'ranis, the camera being behind obstacles, etc.). That unfortunately happened due to Blizzard's updates to Warcraft III which messed up a lot of Warcraft Custom Campaigns. Some of these bugs will be looked into at a later time.
2: GAMEPLAY "Imo would be better if in chapter 8 the main quest would be not to lose a single obelisk. Would make more tension and be more fun." There's a cutscene if you do lose one of the obelisks. Your suggestion means that we need to cut that out and we'd rather not at this point.
"In chapter 9 among Legion forces there are no succubuses and shivarra. Why not? There were all Legion forces in chapter 7, and here, when we face the “main army” there are no these two." From our perspective in this alternative universe the Burning Legion is formed by a coallition of several demonic factions. Mother Shahrazz leads most of the Shivarra and succubuses as well as Magtherion.
These units follow their respective leaders who in turn follow the Legion's leader. However, due to their inner conflicts, some of these branched out with their own motives (Shahraz leaving Kil'jaeden to fight Malfurion, Magtherion leaving the Black Citadel)
Once Mother Shahraz is killed the shivarra are off the table.
"In the Prologue the Oracle says that only one race will survive, Night Elves or Demons. And in the Epilogue in Malfurion’s army there are both Demons and Night Elves(Highborne)." Malfurion controls everyone in the bad ending through his blood which resembles the fel energies. All races are his thralls now and are a part of his army unable to think or act of their own accord no matter their race.
"Why does Malfurion all of a sudden want to destroy Raynwood Retreat and Silverwind Refuge?" He's aware that his ruse to trick the elves won't work forever as it didn't in Chapter 2 (He only had absorbed the first fountain of power and the ancients were able to recognize the energies within him).
Weakening the Night elves was apart of his plan as he knew they would become depended on him to defend Astrannar from the corrupted. If the other two settlements would've won, Astrannar would've been safe. This would result in Tyrande paying full attention to Malfurion and his change making him unable to reach the Temple of the Moon, let alone recover the key.
"Also shouldn’t his and Tyrande’s reunion be more emotional? Their love was supposed to be legendary. He killed her too easily, he should still love her at that point. If I got it right in chapter 10 he loved her the whole time?" If he had met her when he absorbed the 1st fountain, perhaps things would've been different. However he was already too far gone by that point.
The reason why those scenes weren't made too dramatic it's simply because we didn't wanna turn the story into a drama-fest. We thought that it being quick, swift and pricise wouldn't detter from the main point of the game: Playing as the bad guy.
The highborne Malfurion is meant to be the polar opposite of Sentinel Malfurion. We didn't want something in between.
"If the Key to Mount Hyjal was needed, how did Azhara and Kil’Jaeden come there?" As Malfurion states in Chapter 9: "Reaching Mount Hyjal is no easy task without the key"
While Malfurion went for Ysera's Heart heart and fought off Kath'ranis and Mother Shahraz, the Naga and the Legion were both advancing on the World Tree through tough areas meeting heavy Night Elves resistance.
Malfurion was able to catch up to them due to the fact that he had the key.
"If the Portal was destroyed how did Mother Sharaz, Magtheridon and Kil’Jaeden manage to get large armies to Azeroth?" Portals can transport smaller armies and divisions. That's what Magtherion, Kil'jaeden and Shahraz used.
The portal that was initially opened in War at Mount Hyjal could transport the entire Legion through.
The other ones, not so much which is why the Night Elf resistance as well as Malfurion was able to crush through them easier.
"Did Alexstrasza die off camera?" She was supposed to be a part of Chapter 9 but she was cut off unfortunately due to pressure in releasing the campaign on time.
Short answer: yes, she died off camera.
Boss Fights "Sharaz is really good idea when you fight shivarra and succubuses, but Sharaz herself could be more powerful. At least she could have immolation." Shahraz is not much of a fighter. She uses espionage, tricks and her forte is her intelligence and spies. She can't stand up to other Legion lieutenants which is why she's trying to outsmart them.
"Kazzak is also good with Demons swarming you, but Kazzak himself didn’t seem to use any abilities." Same reason for Alexstrasza. There's a possibility in the future though, no promises.
"Tyrande was just standing and fireing searing arrows at you. She is supposed to be one of the three most powerful Night Elves alive(beside Malfurion and Illidan). Beside the owls some archers/huntresses/sentries should also join the fight. Also she should be running around and using some more “starfalling abilities”. She was holding back especially after locking down some of Malfurion's powers. Her love is what killed her.
"Medivh. I lloved the Azshara part. But Medivh not really. He multiplies and uses abilities, so you know which one is real. Also his abilities are kinda lame for the last guardian. I don’t know, maybe look at Heroes of the Storm for inspiration." Same reason for Kazzak. There's a possibility in the future though, no promises.
"Ysera’s fight is kinda boring. It comes down to destroying portals. She only uses sleep and stun. She should be the most powerful druid ever. You already have a dozen druid abilities. Also maybe make green wheps/drakes/dragons just appear without portals, so you have to fight them without the portals. I’m not really a fan of destroying gems. Maybe after she transforms into a dragon shen flies up and becomes invulnerable and starts healing. You have to kill three of her consorts (more powerful dragons with some abilities), who appear with some whelps/drakes/dragons on the corners of the battlefield. The sooner you kill them, the less Ysera is healed. After you kill them, she lands and fights you with empovered abilities. Also Ysera is using Onyxia’s model from WoW. Why? She would look much better with her own WoW model. Also she says her goddess is Elune, she is actually called Eonar."
Turnro is making all of these boss fights on his own, granted with some input here and there.
We had great ideas for pretty much every fight but sadly we had to cut some of these short due to time, effort, etc.
Future updates may perfect and cover up some of these boss fights weaknesses but we'll have to see.
Malfurion's Quest Sentinel storyline has its own boss fights that differ from the Highborne path so having everything working as it should with only 1 man working is quite a challenge.
Great Review though and we're very grateful that you played and enjoyed the campaign.
We're looking forward to any future input you have to give us!
"Imo would be better if in chapter 8 the main quest would be not to lose a single obelisk. Would make more tension and be more fun." There's a cutscene if you do lose one of the obelisks. Your suggestion means that we need to cut that out and we'd rather not at this point.
"Also shouldn’t his and Tyrande’s reunion be more emotional? Their love was supposed to be legendary. He killed her too easily, he should still love her at that point. If I got it right in chapter 10 he loved her the whole time?" If he had met her when he absorbed the 1st fountain, perhaps things would've been different. However he was already too far gone by that point.
The reason why those scenes weren't made too dramatic it's simply because we didn't wanna turn the story into a drama-fest. We thought that it being quick, swift and pricise wouldn't detter from the main point of the game: Playing as the bad guy.
The highborne Malfurion is meant to be the polar opposite of Sentinel Malfurion. We didn't want something in between.
Imo it should definitely be more dramatic. They are the main characters, and the love triangle is one of the main plots in the story. Maybe also add more dialog in Tyrande's fight how she loves him and can't kill him for that reason. Making a point that her love killed her. But that's just me and it's your choice.
"Did Alexstrasza die off camera?" She was supposed to be a part of Chapter 9 but she was cut off unfortunately due to pressure in releasing the campaign on time.
Short answer: yes, she died off camera.
So Alexstrasza and Nozdormu boss fights were cut out? Too bad . Time is always limited . It's still one of the best campaigns out there. If there are no ideas, maybe look at HotS or WoW again for inspiration. If there is no time maybe just make her die in the cutscene when Malfurion consumes the World Tree and destroys the World Tree. Would still be lame for the death of the Dragonqueen, but better than nothing.
Also can you give me a small spoiler. Is it planed in the Sentinel story, for Tyrande to have a larger role, possibly be the main protagonist alongside Malfurion? Also I know we won't be fighting allied bosses in the Sentinel story(e.g Tyrande, Cenarius, Velinde), but also not the Sentinel enemy Highborne bosses(e.g Shahraz, Kazzak, Smolderas, Azshara)?
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