(5 ratings)
I tried to play.
The moment I chose to level one of the abilities, a Critical Error occured.
I tried with patch 1.26 by the way.
Some JASS codes I'm using might not be compatible with 1.26
Not sure, I'm using 1.29, just tested the first map again to be sure and it is working fine.So I have to use patch 1.29 or above?
Not sure, I'm using 1.29, just tested the first map again to be sure and it is working fine.
Yo nice campaign u have there bud. i found funny the fact that on the map description and the map title the word damned u spelled differently. You might wanna fix dat.Some JASS codes I'm using might not be compatible with 1.26
Yo nice campaign u have there bud. i found funny the fact that on the map description and the map title the word damned u spelled differently. You might wanna fix dat.
I have only played until the third chapter, and here is my review :
While it did feel more like as if I am playing as the master of the undead, I felt that the changes made it a lot more difficult to play. Dividing my forces isn't that easy anymore, food supply is rather hard to build up now due to the buildings that provide it takes up a lot more spaces and mustering my forces isn't simple as before anymore.
I found a bug too, at the "Dreadlord Convene" interlude. When Tichondrius summons his other brothers, they do not appear nor does the spell that it normally used did.
Also, I would appreciate it if you change the description of the Necromancer. From "... maintain 2 Skeleton Warriors and 1 Skeleton Archers... " to "... maintain 2 Skeleton Warriors OR 1 Skeleton Archers... ", I lost 18 Skeleton Warriors when I tried switching their mastery.
I could not see Arthas's spell even I changed the runes
i used patch 1.26
somebody pls help
I have to say, this is promising, but there are a few issues.
One I'll highlight right now is that the Meat Wagons do little damage to buildings if you direct-target them. I suspect that you were trying to make them less devastating against enemy structures, but if you just use attack-ground, they do their full damage to the buildings anyway.
So while I see what you were trying to do, it's not worth the trouble. Meat Wagons should kill structures in a hurry, and trying to nerf them specifically against buildings isn't really worthwhile.
That is, unless of course you were trying to make Meat Wagons do less damage versus units. If that's what you were trying to do, you got the damage numbers backwards.![]()
So I got to the third mission, as promised here is an update.
The upgraded tech-tree makes building up quite slower. Having two supply buildings doesn't looks to server any reason at all, mostly because I find their abilities quite useless until this point of the story. Getting a level up and putting points in the rune abilites does nothing, it doesn't raise the level of the abilities or what they do, it does nothing, but I assume when you get a rune to level 3 you get the ultimate, but until that point your abilities are way underleveled. The Acolyte can't build on Blight because there is no Blight there, this all in the third mission, it's only at the North and Eastern edges of where you make your first base. On the third mission you can get your Ghouls to 2/1 upgrades, if we could do a Black Citadel that would have been a 3/1 upgrade, I guess that is not intentional? While the permanent Skeletons summoned by the Necromancers are a little bit better than the Ghouls they are affected by dispell, so why would I summon them when I can get temporary summons that cost way less? If this would have been an original work then probably I wouldn't have that big of a problem with it, but since it's just things added to the original campaign it just doesn't feel that good.
Speaking of clunkiness, I personally find it really clunky that the Graveyards don't generate corpses themselves. Having to sacrifice your Acolytes to create corpses doesn't feel very good, IMO, and causes your buildings to have to be really cluttered. I understand the kind of gameplay you were going for, but it just feels like it requires so many resources to even get a modest army.
And as for that whole "Why do we even need Meat Wagons" bit, isn't that obvious? You need them to counter enemy static defenses.
On another note, I'm also not keen on Arthas missing his Unholy Aura. That speed boost is VERY helpful, as is the regeneration boost, so missing it doesn't feel good. Maybe you could tie the aura to his "Frostmourne Hungers" ability?
The human revamp wasn't me, but I was definitively inspired by it.I have been waiting for this campaign since you have done the human revamp !
Gonna play it and told u how good it is.
More to suggest, this one relative to the Skeleton Warriors. I get that you're trying to make them more powerful than Ghouls, but keep in mind that you have them with a similar attack damage and slower attack speed at the moment. This means that they don't end up actually being able to out-damage Ghouls because their DPS is lower.Yeah, but I dont like the whole magically generating corpses thing, it doesn't fit the theme I am going for here. I might try to think on an additional method of making corpses available... Or even rebalancing your army in order to better reward all the work to build it up.
Again, I dont remember why I nerfed the meat wagons, I'll fix that.
The aura will probably be incorporated on one of the runes, making it baseline for all probably will not fit the theme.
Ok so let’s go test this !
By the way did you upgrade so the classical human army ?
Well...
Honestly your ideas of the way the undeads should work is interesting, but it don’t work. You made graveyard stop produce corps, making so extremely hard to necromancer to raise an army. It goes as well for the way they raise units. A limit of two makes things weird you have dozen of necromancer for nothing. Either they should have no limit of raising or a number of five.
The synergies of ziggurat + graveyard don’t work either since ziggurat don’t regen mana. And the spell of the sacrificial pit don’t seem to work or it regen really a few amount of mana.
With it our army is only composed of skelettons and ghouls, that make it sad. We could use the zombies but they don’t live for long. You should suppress their time limit since their already weak. The same goes in the end for nearly all units raise.
Actually I have reached the first mission of quaelthas and I can’t build structures around the gold mine and can upgrade range weapon to t2 when I can’t with other. By the way I want to warn you on an other problem with graveyard. When they get corpse we must manually make them drop them or necromancer can raise from them like they will do with meatwagons.
To point the way that Arthas works.
The idea is interesting. I have only test so far the impie style and it’s a nice one. But Frostmourn hunger is way to strong. As u can cast it really often you hardly run out of mana. And since it take a long amount of time to switch of specialisation when he cast, why is there a cooldown to select the different specialisation ?
I hope you plan to upgrade it. I will try to go on and tell you about what I found.
Update 2 :
Why does the skelettons archer has mana ?
On first Quelthals mission graveyard produce corps when they don’t on the previous. Is there any reason for ?
More to suggest, this one relative to the Skeleton Warriors. I get that you're trying to make them more powerful than Ghouls, but keep in mind that you have them with a similar attack damage and slower attack speed at the moment. This means that they don't end up actually being able to out-damage Ghouls because their DPS is lower.
As for an extra means of generating corpses, how about changing the Graveyards so that instead of loading up corpses (which is clumsy for a building) you can instead pay a little bit of gold and the Graveyard will produce a corpse. This would save the player from needing to create and sacrifice Acolytes. Either that, or at least give the player a Tier 2 tech that, once researched, allows the Graveyard to slowly produce corpses on its own. That means it isn't necessarily free, nor is it very fast.
Also, I find the Skeleton Warriors taking up 1 supply to be highly inconvenient, as you can easily end up in low upkeep. I'm guessing you have that to gate players from making an unlimited skeleton army, so at the very least can you make Ghouls only take up 1 supply? This will reduce the likelihood of getting into upkeep.
I'll keep giving you more balance suggestions as I go.
Ok nice !
Just finish the first mission of Quelthalas.
And the problem is not comming from blight ground, it was blighted by my gold mine and necropolis, it’s just I cant build anything else. It saying need blight when there is already.
Ok nice to hear it.
I find it weird to produce acolyte to sacrifice them but well.
On the beginning of the second mission of Quelthalas, chapter four, Arthas show his back to Sylvanas when she is speaking to him. Well I know they don’t like each other but it’s a little weird.
Another weird bug. Sometime necromancien try to raise undead units, but they instantly dies. Don’t to what it is link to.
Update 2:
At the end of the chapter four when Arthas open the gate he don’t appear on the first part.
Update 3 :
On the third mission of Quelthalas the sacrifal pit you put is a common one not the modified you made. The reanimate deads of Arthas create invicible units to.
If you use the burrow ability of the cryptfiend you can’t unborrow them.
I came to the fourth mission so far, and I will write my first impression.
In the first mission, I don't feel any change, but maybe it is to get familiar with Arthas new spells.
In third mission, you can't build on blight around starting base goldmine.
In fourth mission, I can't unburrow my fiends.
I like that this new tech tree is harder and units are generally weaker. That makes it more challenging to play.
It is kind of bad mechanic to have skeletons dispellable. I just spend so much time to build an army and one elven priest destroys it in second.
In the end, I end up using skeleton minions instead of warriors because I can produce them during combat and overwhelm the opponent.
Maybe if you make them not treated like summoned units and make them faster to spawn, they would be more useful. Usually, my necros die before they can spawn them.
I generally like the tech tree, but some of the buildings can have greater potential, like graveyard and sacrificial pit.
It would be cool if you could make abominations from multiple corpses that are stored in the graveyard. And for sacrificial pit to create corpses from units and store it in graveyard.
That would fit your theme and wc3 original abomination description.
Anyway, keep up the good work I will reply again when I go further in campaign
Also in fourth mission, fiends can't upgrade armor, but in rune shop, it says that creature carapace upgrades armor of fiends.
Another update. On mission 6, creature attack does not upgrade dmg to frost wyrm but it does to crypt fiends
Little point on Dalaran Mission.
The worker we have create the classicals buidlings. It make us forced to play the classical game. And honestly since I have reached Abomination I am no more using necromancers.
An idea about the abomination will be to merge zombies created by necromancers into an abomination.
Ok here is some more bugs :
On last map frostwyrm don’t receive upgrades.
And on frost spécialisation when Arthas cast remorless cloud, he is casting it on himself. It end up making Arthas unable to do anything.
And I want to point out something.
You specialisation are unbalanced. The impie one is by far the less strong with and ulti that stun your allies as well you ennemies for only create one pour abomination.
Frost is completly op and if it wasn’t buged the ulti + the aura will be to strong. And the skeltons we spawn is already stronger than an abomination since it can cast frostball.
I haven’t tested yet the blood spé but it seem to strong with abomination. Especially with the link.
To finish one sad point on this idea of run is that it make us reach way to fast our ulti,and when we have reached the level 6 we don’t have much to spend in. Since Arthas can’t get above level 10 you can even max out all his abilities. I suggest u to complelty rework Arthas.
First Arthas don’t use bloodrun. He is mainly known to use frost and impie one. You could so create a mix of abilities beetween your two spé.
Then if you want to keep you idea of run why not have Arthas have basic spells, and when we upgrades runs it add bonus to those spells.
That one of being unable to build around the first gold mine is a bug in the map that's even in the base game. Dunno what else to tell you about it.Hop sorry for the double post but since it was a while.
On the second human mission, since you greatly reduce the strenght of gouls, it makes it hard to do the first partt of the mission. They are getting simply massacrered leaving only Arthas and three meatwoagons agaisnt a lot more people. Could u replace some of the ghouls by skeletons ?
Update 2 :
Euh I just realise we have the attack upgrade for the cryptfiend in the second mission. But there is not point getting this one since all are units that we have on this mission only benefits from the ghoul one.
Update 3 :
Ok now we see the dreadlors at the interlude. But why are they so missplaced walking on each other ?
And on the chapter four Arthas spawn directly on the elven base...
And we can't still build around the goldmine even on blighted ground. The game keep saying you can only build on blighted ground.
It actually would. You would gather your Necromancers and other casters near the Ziggurat, as well as a bunch of Acolytes. Perform a sacrifice, fueling the Ziggurat, which will then rapidly use Spirit Touch to give mana to all nearby Necromancers (not just one).Yes it’s a nice idea for the ziggurat but still if the sacrifice krep briging so few mana it won’t work.
I gonna try those new changes. One particulary interest me is the fact that we can raise again skeletons.
I don’t know yet if it is a boost or a nerf to the impie rune or not but we will see, what brings good with this is that we can now bring necromancers again on the front line.
Questions :
Do the runic bones allow Skelettons to receive less damage from the spell chanel by the archmages in the first mission of Dalaran ?
Did you fixed the bug with the ulti of the frost rune ?
Just an idea base on all the point of raising corpse for necromancers. I don’t know if it is possible to do so, but could you create a pill of corpse when some buildings are destroyed especially the ones that are supposed to be used by villagers, for example farms, town halls, forges, sawmills, etc. Those pill of corpses will have a certain amount of HP, that will decrease when a necromancer, why not even Arthas, will raise bodies from it, or when a meatwagon will take corps from it, or even ghouls and Abomination feed from it. This way that won’t be to strong and it will be a good way to exploit the small and defenselless places that we can find sometime on the maps. That could be also a good point to create the abominations. Instead of going into zombies that merge each other we use a certain amount of bodies to realise them. Corpse piles will perfectly fit in this idea.
Yet I don’t know if it is possible to make this.
Hop sorry for the double post but since it was a while.
On the second human mission, since you greatly reduce the strenght of gouls, it makes it hard to do the first partt of the mission. They are getting simply massacrered leaving only Arthas and three meatwoagons agaisnt a lot more people. Could u replace some of the ghouls by skeletons ?
Update 2 :
Euh I just realise we have the attack upgrade for the cryptfiend in the second mission. But there is not point getting this one since all are units that we have on this mission only benefits from the ghoul one.
Update 3 :
Ok now we see the dreadlors at the interlude. But why are they so missplaced walking on each other ?
And on the chapter four Arthas spawn directly on the elven base...
And we can't still build around the goldmine even on blighted ground. The game keep saying you can only build on blighted ground.
That one of being unable to build around the first gold mine is a bug in the map that's even in the base game. Dunno what else to tell you about it.
But back to something I'd like to suggest: I think that the Animate Dead ability for the Unholy rune should be removed and replaced with Unholy Aura. Animate Dead is an ultimate-level ability, and letting Arthas have 2 ultimate-level abilities in one rune is kinda broken. Besides, Unholy Aura is extremely helpful, increasing your armies' movement speed and aiding in regeneration.
Another recommendation: At the start of Mission 2, Digging up the Dead, it'd be nice if Arthas had more than 5 Ghouls as his starting army, since the Ghouls are now extremely weak and die easily. Maybe add some Skeleton Warriors? And speaking of Ghouls, along with making them weaker and cost only 1 supply, maybe you could also make them a tad cheaper (i.e. 100 gold instead of 120)?
Another thing to talk about: the Ziggurats. I know you're trying to make it so you have to sacrifice a lot of Acolytes to get enough mana out of it, but the amount you need is excessive. Even if you were to sacrifice, say, 6 Acolytes, that only refills a single Necromancer. That's 450 gold, far more than, say, a Scroll of Mana, which would do much more.
To fix the issues, I suggest that you change the Ziggurat in the following ways.
This would make the Ziggurat's mana restore mechanic actually worthwhile and not just a huge time-wasting gold sink.
- Change Ziggurat's Spirit Touch to be the same as the Obsidian Statue - restores a small amount of mana to all nearby allied units (not just a single ally), costs 10 mana from the Ziggurat, short cooldown.
- Change the Ziggurat so that it has negative mana regeneration (like the Obsidian Destroyer), so that you need to sacrifice Acolytes to fuel it.
But the biggest problem I'm seeing with this campaign edit is that you are trying to force the player to use too many different resources. Between corpses, gold, wood, mana from Ziggurats, etc., you're demanding both a lot of waste and far too much time spent in build-up.
i loved the human one you made it felt like im playing a hole new race but this one sucked the first 3 campings felt ok but after those most of the gameplay felt the same casue mass froswoyrms i liked the dhanges but i hoped there would be more when i original saw this map i was excited casue the human one was so good but this one just sucked sorry man
Updated and all worked. Great campaign, You done a great job with the tech tree and design here, something that cuckzzard did not explore. This is not on par with Lordaeron Enhanced's Scourge, but it is still great work. My only complain is that you focused a bit too much on the bones, rather than flesh.When I spend my first skill point, the game crashes. Is this for the latest version only? If yes you should warn...