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Northrend Bound v1.85

Northrend Bound
Brought to you by: Wark
Discord: https://discord.gg/pq5xEJYVPk

The old kingdom has fallen into disarray.
It is broken and divided, but not all is lost.
The people seek a new leader to face the trials of the North.
Will you rise to the cause?
There will be many challenges and choices. Allies and enemies.
To be a tyrant or a hero, the decision is yours.



Need info? Check out this item reference chart by Insanity_AI:
Northrend Bound Spreadsheets


Requires the latest version of Warcraft 3: The Frozen Throne

Summary

Races and Strategies

Development Info

Changelog

Credits

Screenshots


Introduction:
Northrend Bound is a strategy-RPG game.
It is based in an alternate Warcraft universe where something happened to the human kingdom of Northrend.
You are a lowly wanderer (of varying races) determined to become the next king. How you do it? That's completely up to you.
My goal is to make something that's as fun as possible, with many different ways to go about playing the game.

Synopsis:
The old kingdom is all but gone.
A decade ago, dark magic washed over these lands and exacted a terrible price.
The forests, are dying.
The mountains, are in perpetual frost.
The animals become more aggressive day by day.
Undead roam the coasts,
and the Queen has shut out her people. She hasn't been seen since that day.
What do you hope to accomplish, wanderer?

Features include but are not limited to:

  • Single player OR co-op OR free-for-all. Can add computer players.
  • Hunting, fishing, mining, farming, lumber gathering, digging, trading, base building
  • Crafting with over 200 items
  • Multiple ways to develop your characters
  • "QWER - DFG" hotkeys for skills
  • "-help" and other in-game commands with game modes
  • Kick-ass backpack system
  • Semi-balanced races; they have strengths and weaknesses
  • Unit ranking system
  • Morality system based on reputation with the townsfolk
  • Naval combat
  • Espionage through direct and indirect means
  • A focus on town building, hero development, or a combination of the two
  • Different ways to win: conquest victory (destroy all other players or capture all towns), heroic victory (kill all bosses), economic victory (have "x" gold, players vote)
_______________________________________________________________

To pick your race:
Select your race at the start the game!
Human: (starting stats: 8 Str, 8 Agi, 8 Int)
- Round-all race, armored infantry, strong casters, no air units, more diplomatic options

Orc: (starting stats: 9 Str, 8 Agi, 7 Int)
- Units have higher health and damage, but cost more food. Better at conventional warfare. Upgrades make units level up faster (more experience in battle)

Undead: (starting stats: 8 Str, 7 Agi, 9 Int)
- Weaker yet cheaper units, more options to harass players.

Elf: (starting stats: 7 Str, 9 Agi, 8 Int)
- Units have less armor but are more mobile. Ideal for hit and run tactics. Significant advantages at night.

Dwarf: (starting stats: 9 Str, 7 Agi, 8 Int)
- Units are more costly, but more hardy. More mechanical and siege units available.


Unit Counters:
Different units will prove much more effective against their counters.
It's like rock-paper-scissors-water-dynamite:

- Cavalry are good at rushing infantry, archers, and siege units
- Polearm units impale cavalry units
- Archers and towers can pick off polearm units, flying units and casters
- Infantry with shields slaughter archers and are good fodder to siege base towers . . . if they can get close!
- Casters generally counter infantry, but are better used as support.
- Siege units demolish buildings and have no counters to their damage type, but are slow and vulnerable . . . usually
- Air units are strong against most ground units, except archers or towers
- Battleships demolish ground units, buildings and other ships
- Frigates destroy air units


Example Starting Strategies:
1) Start as a hunter, build a tent somewhere for a "lumber base", hire some Thugs from a tavern to harvest your lumber, go hunting for gold, build up from there.

2) Start as a fisherman, find a fisherman's guild for a shovel, go to the corner of the map somewhere, dig and fish for gold, sell accumulated riches, buy lumber, start a base.

3) Say sod building, talk to villagers, gain the "silver tongue" achievement, trade goods between markets for gold, gear up, go do dungeon quests to level up, kill armies with your hero.

_______________________________________________________________

The current progress of the map is as follows:

Dungeons: 100%
Lore: 99%
Races: 100%
Terrain: 100%

Systems: 98%
Tutorial: 100%
Unit Data: 100%


To Do:
- Introduction and ending cinematics
- Add info on elites and bosses

Deadline for next update:
Pending
_______________________________________________________________

Map Release: August 25, 2017 (version 1.0)
  • Version 1.68: Conquest victory through controlling neutral towns now has a 4 minute timer so other players can react. Adjusted some spell mana costs. Corrected some in game messages. Moved around some lore objects to make them more visible (bottles, signs, graves, books, and spirits).
  • Version 1.69: Updated colour schemes for the lastest version of WC3. Made some minor terrain palette changes. Did prepwork for a major ocean/calamity event update.
  • Version 1.74: Increased player limit to 12. Adjusted zombie AI drastically. Fixed the multiboard and added a clock. Changed the UI to something more appropriate. Added a "-friend" game mode so all players can start off allied. Magic offhands can now be combined. Fixed bugs with game modes. Fixed a zombie problem. Fixed player numbers for dug up units. Fixed a problem with bosses and defeat.
  • Version 1.75: Pickaxes now deal double damage to structures and can mine ores from deposits. Axes now can chop trees. Fixed some text in quest dialogues. Added the Demon Invasion calamity. Added the Nature's Wrath miracle. Items can now stack in full inventories (does not apply to buying items), and right clicking stacks now split them equally. Computer players will now have different scripting and random start locations.
  • Version 1.76: Fixed a bug with despawning the Shrine of Chaos. Turtles no longer give bounty. Fixed a bug with the 3 moons key.
  • Version 1.79: Changes to lighting and map limits! Player limits will be reduced to 8 once again, and the file size will be maintained at below 8 MB. Changed the Cavalry Charge ability for some cavalry type units. Vaults now provide 6 food for the Hero techtree. Reduced experience scaling from crafting. Buffed Fenris. Touched up some terrain. Fixed some lighting. Tweaked again for backwards compatibility.
  • Version 1.80: Bug fixes for the dungeon entrances.
  • Version 1.82: Summoned unit and content update! Added a new mercenary camp in the south by the ruined village. Reverted lighting back to normal, for now. Buffed Tinker summons and removed the bomb ability. Increased tree health and regrowth rates. The backpack now has a toggle option to force summoned units to follow the Hero that summoned them. Changed the AI script completely for the Forces of Chaos. Removed animals that spawn in base locations. Adjusted the formulas for item market values to have a longer recovery time. Added inventory to Orc units. Fixed the "Green Thumb" perk. Added a Troll Hero to the Frost Gate mercenary camp. Limited Dry Docks to 2 and Naval Batteries to 5 per player. Fixed a graphical glitch with green stuff everywhere. Zombies now decay in sunlight during the day.
  • Version 1.84: Hotfixes to the blood moon event, Gnoll Poacher, and troll arena. Tweaked summons AI a bit and limited zombie populations. Added the "-give" command to give selected units to different player numbers.
  • Version 1.85: Skeletal pirates now roam and attack bases. Worn Chain and Bandit Leather can now be used for crafting tier 2 armor. Buffed Nimble Gloves. Increased boss hit points while reducing some of their spell damage. New craftable accessory: Safeguard Amulet. Buffed tentacles. Fixed the item duping bug. Increased zeppelin cost. Increased Bloodmoon cost. Added the Naga, which becomes unlockable through a quest (hint: requires fishing). Added some reefs and shallow waters for possible aquatic bases.

_______________________________________________________________

The custom models and icons in this map are not my own.
A special thanks to the following people for making some awesome models and icons, or otherwise helping me in the making of this map:

- Special Thanks -
monkeyboy15, for testing my map
TC_Firestar, for the shoulderpads
steamgirl.arisu, for the loading screen
ShadeGabriel and Sifonseal, for the inspiration
Insanity_AI, for his spreadsheet

- Coding Help -
Maker, Laercio, ColdBone, NFWar, Paladon, Svetli, Spinnaker, Fruit Forest, Bribe

- Models and Icons-
Sin'dorei300, Sunchips, Blood Raven, AndrewOverload519, Wandering Soul, skrab, Ket, communist_orc, Illidan(Evil)X, HerrDave, Minimage, Ergius, CRAZYRUSSIAN, HappyTauren, graystuff111, Mythic, LoDown, !!GORO!!, Stanakin, Ujimasa Hojo, Kitabatake, Muoteck, JollyD, Eagle XI, Mr.Goblin, Elenai, Direfury, Tranquil, General Frank, -Grendel, epsilon, Tenebrae, Kuhneghetz, Laercio, CoLd Bon3, KILLCIDE, Em!, ~Nightmare, San, inhuman89, Mr. Bob, Deolrin, darkdeathknight, Lockheart, The Weird Human, stan0033, 00110000, Chriz, Uncle Fester and Blizzard Entertainment
_______________________________________________________________

Previews:
See below for samples of gameplay, terrain, and features!


_______________________________________________________________
Previews
Contents

Northrend Bound v1.85 (Map)

Reviews
deepstrasz
Avoid playing music through the sound channel. Use the other Play Music trigger. And stop playing it every time the day/night starts or does it just play from time to time? Why fade to black and out when night/rain comes? Did you credit the original...
Level 13
Joined
Oct 12, 2016
Messages
769
How is the AI becomes difficult?
I changed some of their settings to "have no mercy," meaning they will tend to focus players when they are most vulnerable or outnumbered.
I've also increased the spawn size of "shambling pirates."
They will now also cluster their bases tighter, build more towers, and have a larger maximum army.
On top of that, they now no longer cause random crashes.

Town towers don't attack zombies.
That is intentional during blood moons. They go back to normal after.
Also during the blood moon, murdering villagers that get in your way now does not make you lose reputation.
 
Level 2
Joined
Oct 17, 2017
Messages
14
Hello there
despite that i am new here but i have played Founder of the North before and i love your map, hehe
but i found some bug i think(?) :
- whenever i cast shield bash and last skill in Orb of thunder (i forgot the name, sorry :p, but not the tornado), if i got too close, the hero/leader also follow the target while get bashed by its own skill
- flintlock also give 1 INT and
- undead Haunted Goldmine and Gate have same hotkey
- is it intentional that achievement for cooking is in indonesia/malay? its funny tough, baker and bakar. hehe
- and is it also intentional that all bow based weapon (longbow, crossbow and weapon drop from leviathan (i forgot again the name, sorry)) have same ability?

And also, i have suggestion, can you make that there is no attack bonus on attribute? it make STR based stat damage sooooo hurt (it not fair to AGI and INT hero/leader have low ATK i think) instead giving attack bonus, how about damage reduction? or make STR attribute is for secondary attribute requirement for every weapon, offhand and armor (for example crossbow need 10 STR and 10 AGI . Of course wand and robe type no need for STR) So the only damage source from attack command is from weapon only. But after all its up to you tough. hehe
Sorry for bad English, not my native.
also, good job with your work! :)
 
Level 13
Joined
Oct 12, 2016
Messages
769
Tidak masalah, @Nyantothep . Dan ya, nama prestasi itu disengaja.

All the bow weapons are meant to have the same abilities, yes. I am thinking about adding different abilities later for bows.
I have had a number of ideas to balance out the damage of agility and strength weapons. Right now, agility-based spells are much stronger than strength-based spells. I may increase the damage of agility weapons (like what you see with the dagger), or make offhand agility and intel weapons have more damage.
I have heard about the "shield bash" skill affecting the caster, but I have never seen it when testing it.
You said an orb of lightning, too? Is that air magic's lightning bolt?

The whole idea is to not just spec into 1 attribute. A mix is usually better.
Thank you for the bug report. I'll check out the Flintlock and change the hotkeys for the Haunted Goldmine.
I'll have another update out shortly for AI (again) and another possible dungeon.
 
Level 2
Joined
Oct 17, 2017
Messages
14
Tidak masalah, @Nyantothep . Dan ya, nama prestasi itu disengaja.

All the bow weapons are meant to have the same abilities, yes. I am thinking about adding different abilities later for bows.
I have had a number of ideas to balance out the damage of agility and strength weapons. Right now, agility-based spells are much stronger than strength-based spells. I may increase the damage of agility weapons (like what you see with the dagger), or make offhand agility and intel weapons have more damage.
I have heard about the "shield bash" skill affecting the caster, but I have never seen it when testing it.
You said an orb of lightning, too? Is that air magic's lightning bolt?

The whole idea is to not just spec into 1 attribute. A mix is usually better.
Thank you for the bug report. I'll check out the Flintlock and change the hotkeys for the Haunted Goldmine.
I'll have another update out shortly for AI (again) and another possible dungeon.

hello @Wark, terima kasih, itu sangat lucu dan membuat saya kaget, you know, like, WOAAAH my native language used in game!!! hahaha

yup, i think agility spell damage is hurt, and also yes, its air magic 's lightning bolt if you cast it too close.

yes, that what i want to say, hahaha
its hard to speak out your idea from your mind in different language

also, good luck from your job wark!!
 
Level 2
Joined
Aug 1, 2016
Messages
22
Sounds good, doesn’t work. Btw to max out a skill’s potential you need 40 pts spent on one attribute. E.g. it take 40 int for a max tier spell.

Giving stat gain to heroes make them way too OP they are already hard to kill especially if you are playing against another player! Now imagine at level 50 with 58 all base attributes, assuming that your race is human, and a maxed out int type. EXTRA THICC MANA SHIELD, 58% EVASION, AND 580+Base hitpoints. Now imagine that you are a unit probably a footman or something. Insta killed by whatever skill the hero throws. It just beats the purpose of city leading and makes the game mechanic lean more to its RPG aspect where you just grind your hero to full level.

If anything I think the stat system is fair enough, but the skill scaling system should have some tweaking. Perhaps make magic spells have casting time (like Gaias Retalliation?) which scale with agility (yup I play mage a lot and with enough experience you become invoker with 6 types of magic in the backpack), having str spell damage nerfed (since agi and int defensive capabilities are already buffed and players still agree that STR is still OP), and the much awaited (and hopefully balanced) skill set from the incoming agi offhand items.
 
Level 2
Joined
Aug 1, 2016
Messages
22
Or and make STR weapons’ atack speed slower, or make weapons and equipment have weight, thereby slowing the movement speed of STR items to force them to get agility stat.
 
Level 2
Joined
Aug 1, 2016
Messages
22
Along with equipment weight comes a proper str requirement, thereby forcing Int and agi types spend points in str. And probably make scaled abilities like maximum tier spell immunity from club or that silence cloud that grants invi (I forgot the skill sorry I haven’t played agi in a while lol) cost more mana to force str and agi types invest in int.
 
Level 30
Joined
Apr 6, 2010
Messages
3,219
Elusive Stag spawns within sight of patrolling guards, so it's kind of easy to spot.
Do the new critters respawn? I accidentally got the bunny killed by town towers.

Hammer has the same description as the club. Also, how exactly can wool be used to make a hammer?

Leaderboard bug: Going into negative rep causes "Reputation" to change to the amount.
 
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Level 2
Joined
Sep 14, 2017
Messages
19
Tier 2 Leather armor (reinforced jerkin) doesn't provide the armor bonus displayed on the tooltip. It provides 1 armor.

I'm not sure about anyone else but I'm still having AI crashes when I attack into a bandit base. I don't know if the color of the bandit matters but I was playing with red, teal and grey bandits. Attacking into teal and red bases caused crashes for me. I haven't tested grey's base yet.
 
Level 13
Joined
Oct 12, 2016
Messages
769
but with further mounts/dismounts they all go back to Recruit level.
I know about this and did as best as I cant prevent it. Unfortunately, rapid dismounts without combat does reset veteran levels.

@Graflar So, the conditions didn't work. Thank you for the testing, and feedback on the armor bug.

EDIT:
Just did a test, and I didn't get any crashes with a full map of AI. This bug is either very weird, or the next version has no crashes? I let them build up for an hour before killing them. Again: if anyone is good with AI script, let me know! I don't like crashes.
 
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Level 2
Joined
Sep 14, 2017
Messages
19
I turned on all AI players and did a bit of playing around. I destroyed yellow base with no issues. I tried attacking teal again and ran into a crash once again.

I was about 90 minutes into the game.

@Wark Does the teal AI bandit give you any problems when you attack his base?

I'll do a bit more testing on the other AI players later on when I have some more time.
 
Level 13
Joined
Oct 12, 2016
Messages
769
I think it might just be available building space for the AI.
I am going to play around with Teal and Red and increase their base size.
If I get no problems, I'll put that in the next update with the Troll arena.

EDIT:
Expanded those specific base locations, tested it twice, no crashes *knocks on wood*
Also finished the troll arena, and made the killer bunny not spawn in the ocean. Look out for Ol' Molly!
 
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Level 13
Joined
Oct 12, 2016
Messages
769
Man, you guys are real - trolls - with that arena. Alright, I'll make and test a reset function:
next update, the trolls will reset to round 1 when all heroes inside die or leave the arena.
I think I'll also move that arena exit slightly.
 
Level 2
Joined
Oct 17, 2017
Messages
14
hmm...
i don't know what happen but i still get the item though, i am not sure about EXP
or maybe it is because there is nearby deer or wolf?
 
Level 1
Joined
Oct 25, 2017
Messages
3
Hello there. So, we've been enjoying this map quite a bit with a couple of my friends, and a problem occurred: whenever we gather our forces and launch an assault on one of the bots, as soon as we enter the bot's field of view, the game crashes. It's a recurring problem, we've tried three times and the game just won't let us stomp them bandits into the ground where they belong.
 
Level 13
Joined
Oct 12, 2016
Messages
769
@Nyantothep Thank you for that, I'll fix it right up for the next update.

@Count Razladov I know about this problem. Each time I think I nick it, it keeps coming back to bite me. I know it is the AI script itself. Can you tell me if it's the same bandit color (red, blue, teal), or if it's any bandit AI in general?

I am very sorry about that crash problem. It usually happens late game when the AI is fully built.
And again, if anyone has had a similar problem with it, or knows how to fix the script, please let me know. I might have to ask Unregret for help.
 
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Level 13
Joined
Oct 12, 2016
Messages
769
Yes, but I didn't get anywhere with it.
One guy suspected it was the triggers causing problems, but after he looked over everything he said he saw no leaks.
That's why I am certain it's the AI script.
 
Level 1
Joined
Oct 25, 2017
Messages
3
Update on the AI crash situation, the crash can be avoided by spawning only one AI. The problem, it seems, is in the scripts making the bandits defend each other (it's only an assumption, I dunno if such a script even exists).
Also, found out a minor bug: if you upgrade steel chestplate into mythril one, the steel plate remains in the forge, creating two versions of the item: an upgraded and unupgraded one.
 
Level 13
Joined
Oct 12, 2016
Messages
769
Oddly enough, that has something to do with the Blacksmith. When one is made, they are somehow connected. I have no idea why.

EDIT
I think I figured it out. I was using a cluster rockets order string for one of the craft abilities. For some reason, that conflicts with your hero. I'll make that a hotfix with the other problem, and the AI not using heroes because of the AI script changes.
 
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Level 2
Joined
Oct 17, 2017
Messages
14
Hallooo...
another bug report again, sorry
-first, i found that settlement and blacksmith have same hotkey
-after 2 hours playing, the game become laggy, i tough it was because a lot of unit so i reveal all the map to see what unit it was and what i found was a lot of regular zombie that spawn at night get stuck in the cliff near graveyard
-quarter staff and another tier of it include the boss drop, not only cannot perform arcane missile like @cleavinghammer says, it also lost that skill if you equip arcane magic
thank you @Wark for your hard work, good luck :)

Oh yeah i forgot, it happen once tough, when you choose undead as race, after build necropolis the table that inform reputation and status become -50 Shady to all player include the header/title and when you upgrade it to black citadel it become -100 no mater what and how much reputation you get, but after use "talk" the player who use "talk" come back to what it used to be +5, but the bandit and header/title still -50 tough and guard and tower still attack the bandit even they become shady
 
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Level 13
Joined
Oct 12, 2016
Messages
769
Damn zombies...
*grabs a shovel and mutters curse words while walking towards the necropolis*

EDIT:
Actually, what version is that? I did upload versions 1.43 and 1.44 while I was in an airport.
I hope it's not corrupted. I have not been able to repeat the problem with the reputation or arcane missiles on my backup version.
 
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Level 2
Joined
Sep 14, 2017
Messages
19
Just a few bugs to report.

Fishing rod is difficult to pickup after it's dropped. You need to click a very specific spot.

Digging in a graveyard with a shovel causes your reputation to decrease past maximum negative reputation cap (-1000).

Using the spy "shadowsight" ability does not cause you to lose reputation contrary to what the tooltip displays.

The thorns aura from the treant boss "Hollow wood"? reflects melee physical abilities such as the backstab ability causing you to take huge chunks of damage when using abilities.
 
Level 2
Joined
Oct 17, 2017
Messages
14
Actually, what version is that? I did upload versions 1.43 and 1.44 while I was in an airport.
I hope it's not corrupted. I have not been able to repeat the problem with the reputation or arcane missiles on my backup version.

sorry, yesterday is verrry busy day
i am playing 1.44, also the reputation problem only happen once, after i playing 3 time with undead in all of that game the bug not happen again, also, about the the quarter staff bug i am not using quarter staff again after that bug happen, i will try it again now, it seem to be 1.43, i am playing a lot of this game that time, sorry

EDIT
the quarter staff is ok, the bug is not happen, sorry it seem like the one that i play is 1.43 that time, but i am sure that the reputation bug is 1.44, i am using undead this time and not happen again, soooo i am currently wandering what happen that time
 
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Level 13
Joined
Oct 12, 2016
Messages
769
Just a few bugs to report.
OK, yes. I forgot an integer check for grave robbing. People have mentioned the fishing rod problem before, so I'll just change its item model to the standard chest.

Killing yourself on Hollow Wood is an intentional mechanic. That fight is supposed to be harsh for melee heroes, especially when using big hits. I've even thought about increasing the Thorns damage return.

As for that reputation bug that sometimes happens, I think it has something to do with the townsfolk killing themselves somehow. I put in another player check for the murder trigger. I'll move the spawn location of those night time zombies, too.


Next update, I am going to try out different game modes. Players will be able to vote between three different game modes:
Normal Mode - What we have right now!
Quickstart Mode - You start with +2000 gold and a land deed. Will you build a town instantly, or gear up your hero and do some quests and stuff?
Hard Mode - All monsters and bandits have +50% health, upgraded defense, and upgraded attack damage. Bounty for kills will be doubled.
Players can vote on which game mode they want. The choson mode is based on a majority vote. If there is no majority for one mode, by default Normal Mode will be choson.

I will also be introducing an experimental unique weapon: boxing gloves. These will be the first weapons (weapon and offhand) to have a set bonus.
 
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