• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

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
@Svetli The backpack idea was inspired by Medieval Villagers. It took me a while to figure out how to make the backpack non-targetable from shops and without collision problems.
@Ardenaso Darn hotkeys. That fix won't be out for a while. I'm working on quests for now, and possibly an ending/opening cinematic.
 
Level 1
Joined
Feb 10, 2014
Messages
5
Love the map, awesomely done! But I can't seem to load my saved games, even though it says on the loading screen to restart WC3, it still crashes on when loading the save.
 
Level 13
Joined
Oct 12, 2016
Messages
769
@SeeIAmDead Yes, someone else mentioned that too.
It may be since the file size is near the maximum 8MB limit for LAN or older versions of WC3, or I may have some other trigger interfering with start up.
I'll have to recheck the restart function again.
 
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Level 13
Joined
Oct 12, 2016
Messages
769
Yea, the town towers get disabled on a blood moon, although it should be only for Townsfolk.
I may have found a fix for not being able to load saved games. I'm currently testing to see if it works.
Will release it within the next day if it does.
 
Level 3
Joined
May 26, 2017
Messages
79
Hi, it is quite annoying that crafting the gears takes so much time. Sometimes when I play, my hero just sits in my base for 1 or even 2 hours, just to craft the gears: I have to throw the materials on the ground, pick them up, and put them back in, etc. I think things would be much easier if there are 6 slots instead of 4.
 
Level 13
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Oct 12, 2016
Messages
769
@SlumberTurtle Rule of thumb for me: if more than 2 people mention it, I consider a compromise. In this case, 6 inventory slots for everybody!

I tested v1.60 on both my backup version and optimised version for 1-2 hours each:
Saved games should now load again with v1.60 onward.
Additional changes and tweaks in the changelog.
This should be a more refined version, with a major focus on removing those bugs and balancing things out.
 
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Level 30
Joined
Apr 6, 2010
Messages
3,219
Saving does indeed work.

Summoner's Doom Guard gets kicked out of dungeons on spawning. Why can't it be used on neutral enemies though?
Parasite can be cast on rabbits and deer, is that supposed to happen? The summoner also autocasts it on sleeping creeps.
Molly's Frenzy should be autocast.
Autofishing seems to have less range than manual casting, several times I've seen a boat just sitting next to a fishing spot.
I think I found the place indicated by the second treasure map (are you supposed to kill a tree to be able to dig it up?), but digging there doesn't give a new one.
Naval Artillery's tooltip says it has a 90-second life.

An idea for town conquering: if your level and reputation are high enough, the town willingly submits to you.
 
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Level 13
Joined
Oct 12, 2016
Messages
769
I was using the base Doom ability, and for some reason it reacts poorly to anything with the "creep" race. Try it out yourself on a melee map, you'll see you can't use a Pit Lord's doom on any creep above level 5.
I am thinking about making a custom "Doom" ability because of it.
As for it getting kicked out of dungeons, that means I forgot it in the exceptions list for that trigger.

I think I've got Molly triggered to auto-cast Frenzy when she gets attacked for both the summoned version and the animal version.

I'll give it away: The second spot for the buried treasure is literally next to a stump on a hill on an island.

And oops, the tooltip for the naval battery is the same as the summoned naval battery.
 
Level 30
Joined
Apr 6, 2010
Messages
3,219
Yeah, I got it (although now I'm stuck digging near the fishing spot at the very northern edge of the map and getting nothing). You might want to remove the stump from the tiny chunk of land on the southwest side of the west island.

The dog whistle achievement is unclickable, saying you need to summon it 20 times.
 
Level 1
Joined
Mar 3, 2018
Messages
2
Played this map in vershion, like, idk, 1.16 or smth like that. It was pretty challenging to play against AI-bandits, but now they cant do literally nothing. I suggest you should buff them, like, A LOT. Maybe strong aura item for heroes, or just buff for every unit and building, like +50% hp and damage for insane AI, less hp and damage for weaker AI, smth like that. Also they dont attack quarries. I think AI-opponents very intresting and rare mechanic on custom map.
Also, i think air units now too strong. Most AOE magic dont hit them, and griffins for example, can have around 700 hp. There is no need to build smth except air units, you can annihilate everything with only them. And guild-players cant do nothing with air units. I suggest you should nerf air units, or make them cost more money/limit
Also during Blood Moon mobs just go to start town(west), dont see anything and dont attack player bases. Event is great, but i think it should be harder, longer and zombies must be a little smarter during Blood Moon :)

Btw, very great map, waiting every update. Thanks for your hard work :)
 
Level 13
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Oct 12, 2016
Messages
769
I do agree that I *might* have overclocked air units when adjusting unit health to balance out heroes.
I'll probably make them more vulnerable to piercing damage and slightly decrease health to make archers
or towers the bane of their existence.

As for current AI difficulty, this may be due to a mistake on my part to fix a reputation bug.
I think it unwittingly nerfed AI income for killing enemy units. Either way, hard mode still exists for those that dare!
You can check game modes and commands by typing "-help" in game.

As for smart zombies... that'd be crazy! I could tweak the AI script for roaming dead and see what happens...
 
Level 1
Joined
Mar 3, 2018
Messages
2
Maybe its idea for another event, with smart demon invaiders or something like that, but zombies clearly need some more aggression, because, as i said, they ignore anything and go to west town if you dont kill them(i mean everu separate zombie). After ressurection they usually try kill you, but its still strange.
 
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Level 13
Joined
Oct 12, 2016
Messages
769
Version 1.61 involves ALOT of AI changes across the board, weapon rebalancing, an air unit nerf, and the addition of radiant quests to the Heralds.
One of the more intricate updates. Details are in the changelog. (Also, expect yet another hidden boss and/or event)

EDIT: It's still only really good for 1 AI player. You have been warned!
 
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Level 13
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Oct 12, 2016
Messages
769
I would say "Easy" before fixes to the bandit economy, "Medium" otherwise. "Insane" is just that - pretty insane.

The AI crashing with more than 1 computer player after 2+ hours of gameplay is really thwartin' my plans.
I think I'll release another patch shortly and completely restructure AI bandits to have less structures, and maybe make them use Zeppelins to reach island bases. (sky pirates :O)
 
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Level 7
Joined
Jun 27, 2014
Messages
227
I have a major bug which I wish to report. Both hilarious and game-breaking. Essentially, it all started as a conga line of many, many, MANY travelers - which I've traced the existence of from "Raise Undead" from the obelisk. Essentially, your trigger tracks when ever a unit dies of the type civilian or traveler, they would have to be replaced. However, when they are raised through the obelisk that you pay many resources for.... well, lets just say you get the following:

Imgur

And yes, this is in the most recent version of the map :D please fix this
 
Level 13
Joined
Oct 12, 2016
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769
Oh damn. Is that the shrine of resurrection thingy? I have got to try this.

EDIT:
Haha, that's hilarious! I managed to get an army of over 200 Soldiers on my try.
The bandits didn't stand a chance against the patrols.
Anywho, I know how to fix this, although this sort of thing would never occur to me when playing solo.
Thanks for the report!
 
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Ardenaso

HD Model Reviewer
Level 34
Joined
Jun 22, 2013
Messages
1,958
Raw meat says it sells high in south when it actually sells high in east. Ore locations does not ping the iron ore at the south island. Shipyard locations ping the Smugglers Den at the west/does not ping the Smugglers Den at the north. Could you make AI red's base a recommended base location? Also, could you make quests not spawn in base locations? It gets annoying when quests spawn in your base or spawn in AI insane's base.
 
Level 13
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Oct 12, 2016
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A problem I found with pinging multiple locations on the map is that there seems to be a limit on the number. I noticed it doesn't actually ping everything I have listed in those locations.
I could try staggering the pings with a wait function, maybe?

The quests should not spawn inside an AI's base, since I do have it checking for buildings within a region and changing regions if there are more than 0 buildings.
I had it working in tests, but I can check again, and make the regions larger.

EDIT:
@Ardenaso Yup, I put the functions in the wrong order unintentionally. Also, figured out how to get those points to ping on the minimap. Apparently, the limit for pings is 16.
 
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Level 1
Joined
Mar 13, 2018
Messages
5
Hi i really appreciate your work and efforts, i hope you would contunue to develop until become masterpiece work :D
While playing game i figured glitches;

*Some weapens which have orb effect doesnt work since 1.62, for example; Vampire Queen(unique weapon) item life steal effect is not working and axe weapons tier 2 and tier 3 armor reduction effect also not working.
*While playing elf with founder i choose mage(staff item) job cause elf has a high int and than i train my extra hero(Archer) while selecting 2 of it my elf extra skill(D) function is dissapering and it shows archer invis(meld) skill at my main hero(elf) :D that was really annoying i couldnt able to use blink,ethereal or spell shield. I think Archer had got invis skill already she doesnt need meld skill which hide at night time.

This is not glitch but i saw sometimes players make a dozen war ship and attack Hydra and Mage boss. The result war ships are very strong and gives area damage to hydra's thats why they can kill it in 5 sec. which must be the challangeble boss. And they become lvl 50 at 10 min with that spam :D i think war ships shouldnt able to pass near to hydra location.

And this suggest is just my personel suggest at hero path which have ranger hero; i think that auto cast flame arrow should be upgrade option , sometimes without realizing it becomes auto even i didnt active and drain all my mana at critic times :D
For now thats all :)
 
Level 13
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Messages
769
Version 1.66 is out with more refined bug fixes and balancing. Also featuring: a Quickstart mode with Economic Victory initially turned off!
-greediswin now votes to enable economic victory, and -quickstart votes for a massive boost at the start.

Details are in the changelog. Also, I am looking into ideas for Calamities, Miracles, or other game modes; as well as expanding into new areas for wc3 v1.29.
Game development discussions are open at the forum:
[Strategy / Risk] - Northrend Bound: v1.66
 
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Level 7
Joined
Jun 27, 2014
Messages
227
Mines are powerful utilities; you can quite easily win the game within 30 minutes just by using them - conquering towns requires 5-6 mines in total, which I can actually do within 20 seconds of grace period end... do look into this, as mines cost 100 gold each - and don't provoke town to become aggressive towards the player :) maybe add that majors cannot be affected by mines?
 
Level 13
Joined
Oct 12, 2016
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769
@BloodyMagicka
Now that's just excessive.
And I could have sworn that unbuildable terrain would prevent this... am I going to have to limit Dry Docks to 3 maximum?

@Ardenaso
Yea, the dragon has a 1 in 7 chance to spawn with each event after 1 hour has passed. It's meant to be a 1 time event, and a rare spawn. So, 3 hours meant bad RNG for a while.
I though it'd be too OP if it spawned earlier. It spawns at a random quest point in the North.
Them base detection triggers are working properly now, so it'll never spawn in the middle of a base.
 
Level 13
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I had a discord link up for a while, but the owner didn't want anymore people getting on it.
I honestly don't have time to manage one. Some people on Guilty Crown chat about it there.
 
Level 1
Joined
Mar 13, 2018
Messages
5
I always forget this one, just while playing i remember i should report this one; Bandit's and skeleton's troops whic come with events are not patroling just staying there and every time event repeat they just gather more and wait there :D I remembered before 4 or 5 version ago they were patroling around but now they aren't. i marked points with red.

spawn.jpg


And this is just suggest; maybe the blood moon will trigger with event would be more nice, sometimes other players displease when someguy spam bloodmoon just for trolling :D
 
Level 13
Joined
Oct 12, 2016
Messages
769
@BloodyMagicka The events spawning units that don't move is intentional. Before, people never even saw the skeletons since they just suicided on the townsfolk.
Now, it's pretty fun to come across a random skeleton army for some exp, gold, and bones.

I may make it announce who starts the bloodmoon, so if they're trolling, players can search and destroy that one player.
It's entirely possible for someone to base there and guard the shrine, too.
 

Ardenaso

HD Model Reviewer
Level 34
Joined
Jun 22, 2013
Messages
1,958
May I suggest a fishing guild and/or a Smuggler's Den at the bottom right? Also, the notifications say that skeletons spawn at the eastern coast when actually they are spawning at the west. Maybe also add skeleton spawns to the furthest bottom right?

Edit: One more thing, human Barracks looks too large, you should shrink it's model size a bit.
 
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Level 7
Joined
Jun 27, 2014
Messages
227
Will it be possible for towns to give player the town guard units as opposed to having the guards still controlled by the town. Several times, those guards literally kill your major as you go with your business. I mean, I know they shouldn't be used for wars, so they could probably be limited to stay within a region perhaps? Overall, there would still be a fixed amount that the player would not be able to make, and they would quite literally be guarding the town as opposed to giving you problems
 
Level 13
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769
@xHennx
I could do that, but that would be much easier when the 24 player limit comes out. Then, I can make each town a separate player.
On top of that, I didn't want conquering all towns to be a pushover - since that's a victory condition.
You'll need to tediously manage your reputation and spread an army thin to defend each mayor for a victory of those sorts.
Limiting players to a certain number of towns owned could be an option, too, then I could just remove that victory condition.

Again, that will change when each town is a separate player. I'll just spawn an army when the mayor is contested at that point.

@Ardenaso I don't like the idea of a fisher's guild or den in the bottom right. That area's good for one thing: being remote.
I'll change that text for the next update. I'm working on calamities and possible game modes for now.
 
Level 7
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Messages
227
@Wark
May I suggest daily reputation deterioration when it comes to owning cities; like having to manage each city manually to keep things tedious, and if you haven't done the daily activities such as regulating the town or some town mission, the reputation drop would be drastic. That way, each city would take away 100 reputations if their job is not done; if reputation drops below a certain point, it spawns an army that will fight to liberate the city.

Meanwhile, do make bandits un-likable. Bandits being the sort of force that can't get good reputation no matter what they do; it's only fair (There should also be some sort of victory condition for bandits perhaps? Something like holding all the trade routes?

Also, it isn't quite fun to have conquest an instant victory, I suggest you put a 3-4 minute timer for the fun of it ^^ making things as tedious as they can get...?
 
Level 1
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Apr 15, 2018
Messages
2
Hey, I'm a bit late but I loved FoTN, I really appreciate you putting this much time and effort into creating such an amazing map! One thing I may suggest is the usage of more custom models if possible and a global event such as the werewolfes or the frankenstein in FoTN. Is it possible? Also I read about the bloodmoon mechanic may I ask how do I trigger it or is it a natural event that triggers now and then. Thanks again for this awesome map! :)
 
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