Path of the Damned - Unholy Ed. 1.111

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Path of the Damned
Unholy Edition

A different take on the classic Undead campaign for RoC, with an updated game mechanic for the undead race, along with new spells for Arthas and Kel`Thuzad and new models for the Elven and Dalaran factions.

The Gameplay
I always thought that the undead on WC 3 had potential to be so much more unique instead of a simple build and train race like all the others. So I made this campaign in hope of creating a breath of fresh air for the shambling corpses. The campaign gameplay focuses much much more on the fact that you are commanding an army of risen dead warriors, replacing the traditional build and train method to something much more dynamic: using your necromancers to raise your soldiers for you, actually giving them the role they are supposed to have in an undead army, that is, to create the army itself.

Quel'Thalas and Dalaran
That's not all, of course, I also decided to address some other issues I had with Path of the Damned, like the elves and Dalaran looking way too much like traditional humans. I spiced things a little bit by replacing most models for both factions, to better fit their theme.

Arthas and Kel'Thuzad
And to finish things up, the Death Knight and Lich heroes (Arthas and Kel'Thuzad) are somewhat lame, they are probably useful on a melee game, but for a campaign, their abilities are way too underwhelming and some really not useful at all or do not have a big enough impact on the game. To fix this I've completly revamped Arthas' abilities, giving him the possibility to choose between three different spell kits (all inspired by WoW DKs) and added some new tricks to Kel'Thuzad.

screenshot-dalaran-png.302288


screenshot-elves-png.302289


Callahan, supertoinkz, Tranquil, -Grendel, Ujimasa Hojo, Alpain, Direfury, HerrDave, MatiS, GooS, NFWar, infrenus, Lichkings slave, San, viiva

Additions
*Added the Bone Runes upgrade, which grants Skeletons resistance to spells, available from mission 3 onwards
*Added the Bone Shell upgrade, which grants Skeletons resistance to attacks, also allows them to be raised again after death, available from mission 5 onwards
*Added a hint message when trying to summon additional skeletons at max supply

Rebalance
*Removed the cooldown from the Swap Runes ability
*To balance the cooldown removal, increased the casting time to activate a rune type by 1 sec
*Increased the max number of Skeletons per Necromancer
*Reset Meat Wagons to their default stats
*Rebalanced Skeletons to be far stronger and Ghouls to be far weaker
*Ghouls now cost only 1 supply
*Increased Frostmourne Hungers cooldown from 3 to 6 seconds
*Winterguard Skeleton no longer has Frostbolt

Bugs and Tooltips
*Arthas will now properly face Sylvanas durig chapter 4 intro cinematic
*Dreadlords are now properly summoned during the first interlude
*Updated Necromancer's description
*Removed the 2/3 and 3/3 creature attack upgrades from mission 3
*Properly replaced all units on mission 7 for the custom ones
*Replaced the Sacrificial Pit in mission 5 to the custom one
*Crypt Fiends can now normally burrow nd unburrow
*Crypt Fiends now properly use the Creature Carapace upgrade
*Frost Whyrms now properly use the Creature Carapace and Attack upgrades
*Updated the Death Runes tooltip, explaining that you must first learn a rune before activating it
*Burrow now work as it should

Todo
*Automatically level up the spells when learning a new rune level (curently you must reactivate the rune in order to properly upgrade the spell)
*Customize the way Abominations are created
*Further cutomize the first mission
*Add means to spawn Zombies (other than the Unholy Plague spell)

So, I hope you enjoy...
Contents

Path of the Damned - Unholy Ed. (Campaign)

Reviews
D
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...
WarcraftLiterature
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...
D
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...
A
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...
N
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...
D
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...
Daffa
Do not use the 'Acolytes in Hiding' forces for the necromancer Disable Tichondrius item information Skeletons doesn't invoke Villagers to run Ability doesn't automatically upgrade upon new level of rune learning Sylvanas is still the same old classic...
Level 19
Joined
Mar 28, 2015
Messages
2,377
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.
 
Level 5
Joined
Sep 13, 2016
Messages
110
While this could be a little bit nostalgic, I feel like the first map isn't neither better or worse from the orignial one. It feel quite the same, but a little bit different. I will come with a more updated review once I go deeper into the campaign.
 
Level 2
Joined
Dec 31, 2012
Messages
22
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.
 
Level 2
Joined
Jul 2, 2014
Messages
23
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. :oops:
 
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Level 5
Joined
Sep 13, 2016
Messages
110
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.
 
Level 12
Joined
Jun 19, 2009
Messages
543
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.

Yes, I agree that things got a little bit more complex, but that is part of the experience. The food though, I think I can balance it out on the next update.

That cinematic bug, I thought I had fixed that... Guess I'll need to take another look. Thanks for pointing it out.

I'm sorry for you loss, lol. I'll update their description.

I could not see Arthas's spell even I changed the runes
i used patch 1.26
somebody pls help

You must learn the runes first, otherwise they do not add any spell. I will probably add a hint message whenever the player actiavates an "empty" rune.

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. :oops:

I honestly can't remember why the meat wagons were nerfed. They will be rebalanced for the next update.

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.

Thanks for the in depth feedback. I will try to address these issues.
I agree that it is quite slower and clunky now, but that can be rebalanced I think.
Leveling up the runes should upgrade the spells as well, this might be a bug. I will look into it.
The lack of blight is by Blizzard design, this works exactly the same on the original mission.
The 2/1 possibility is not intentional, another bug I will look into.
I am thinking about the skeleton situation and probably will add upgrades to enhance the permanent summons, to make them more worthwhile. Like adding Resisatant Skin, I am just not sure yet if this will help dealing with dispels.
 
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Level 2
Joined
Jul 2, 2014
Messages
23
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?
 
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Level 12
Joined
Jun 19, 2009
Messages
543
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?

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.
 
Level 4
Joined
Mar 30, 2014
Messages
79
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 ?
 
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Level 2
Joined
Jul 2, 2014
Messages
23
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.
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.
 
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Level 12
Joined
Jun 19, 2009
Messages
543
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 ?

Graveyards simply popping corpses out of the blue does not fit the theme I am going for here, so that won't be changed.
I will drastically increase the number of summoned units per Necromancer for the next update, yes.
The mana regen spell does work, but in small bits, you need to sacrifice quite a few Acolytes in order to regen a considerable amount, this is to make the player spend more gold, otherwise you will just sit there seeing your gold pile increase with nothing to spend it on since your army is composed of free summoned units.
Yes, I do miss some zombies in the mix, but I am struggling to find a good mechanic to summon/spawn/train them that would fit well with the theme. will definitively add them in the future, though.
Acolytes can only summon on blight, that's a basic undead mechanic, you must first summon a Necropolis or a Haunted Gold Mine in order to generate blight.
The Graveyard not dropping the corpses is a bug with the cargo hold ability used to store corpses, it will only automatically do so if the unit/building can walk and since the graveyard is static (for obvious reasons) it does not drop them by itself, I don't think there is any way to fix that, it's hardcoded on the ability.
Frostmourne hungers is purposefully OP.
You're right, considering the casting time to change runes, I should actually remove the cooldown.
Skeleton Archers can cast Searing Arrows on future missions, that's why they have a mana pool

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.

Yes, I will further increase the power gap between skeletons and ghouls, I really don't like ghouls, so I would rather leave them as simple very weak lumber harvesters.
Well, paying gold to generate a corpse doesn't solve the issue because there's still a corpse popping out of nothing there, but what I might do is to allow the train acolyte/sacrifice acolyte process to be automatic, that should be easy enough through some triggering.
You got the point, if they do not cost supply the player would simply be able to have an infinite army, but the ghoul costing 2 is really unnecessary, I'll reduce it to 1.

I really appreciate the good feedback, I will keep improving the campaign as I receive more reviews.
 
Level 4
Joined
Mar 30, 2014
Messages
79
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.
 
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Level 1
Joined
Jul 14, 2018
Messages
5
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
 
Level 4
Joined
Mar 30, 2014
Messages
79
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.
 
Level 12
Joined
Jun 19, 2009
Messages
543
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 will check that, it is really weird that it is not allowing you to build even on blight.
That is the whole purpose of an acolyte, to serve Ner'Zhul in undeath, that's why you sacrifice them. I am trying to find a way for the player to acquire villagers for sacrifice as well, that would fit really well.
The summon die instantly because you've reached your max food, permanent skeletons cost supply and when you don't have enough they are triggered to instantly die, preventing you from raising an infinite army.
I'll fix that cinematic, thanks for pointing it out.
Oh, forgot to replace that Sacrifical Pit...
I'll rebalance Animate Dead.
Burrow will be fixed.

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

Well, the first mission is micro only and since my goal was to change the techtree and hero abilities, it won't feel very different. I'll maybe add different means to complete the quest on that missions, just to make it feel more customized, but that's no priority.

I am adding some upgrades to make permanent skeletons more resistant to spells (hopefully including dispel) for the next update.

You are supposed to summon Skeleton Warriors and Archers in your base, because they take longer, I can't reduce the summon time too much otherwise it would become too OP, since they are permanent units. Imagine you instantly summoning permanent skeletons that are as strong as footmen when the AI has to take several seconds to train their footmen... There must be a balance, that's also why Necros have a separate Raise Dead ability, so they can still viably summon the dead mid combat.

That idea... for the Abomination... It's perfect! I'll certainly add that! The Sacrificial Pit though, I don't like the whole idea of automatically generating corpses, that's why I've nerfed to the ground the corpse generation of the Graveyard, but I am thinking of adding a mechanic to sacrifice villagers as I said earlier.

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

Will be fixed

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.

Will be fixed and as for the Abominations, I'll change the way they are produced, so they don't simply replace skeletons.
_______________________________________________________________________________________

The next update will take a while, I have a lot of bugs and balance issues to fix and I want to add new mechanics to make it more interesting. Maybe in 1 or 2 weeks it will be ready.
 
Level 4
Joined
Mar 30, 2014
Messages
79
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.
 
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Level 12
Joined
Jun 19, 2009
Messages
543
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.

I don't think I'll rework Arthas, maybe just change one spell or two and rebalance the rest, that should be enough.

The new version has been uploaded, 1.111 should fix most (if not all) bugs reported so far, some things were rebalanced and new upgrades were added, check the changelog in the main post for the full list of updates.
 
Level 4
Joined
Mar 30, 2014
Messages
79
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.
 
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Level 4
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Mar 30, 2014
Messages
79
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.
 
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Level 2
Joined
Jul 2, 2014
Messages
23
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.
  • 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.
This would make the Ziggurat's mana restore mechanic actually worthwhile and not just a huge time-wasting gold sink.

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.
 
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Level 2
Joined
Jul 2, 2014
Messages
23
Yes it’s a nice idea for the ziggurat but still if the sacrifice krep briging so few mana it won’t work.
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).

Essentially, this would make those sacrificed Acolytes far more worth it. Though I do agree that the Ziggurats should get more mana per Acolyte.
 
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Level 1
Joined
Feb 26, 2018
Messages
1
Hello there, nice ideas in this revamp which i like a lot but there are some annoyances with the AI. It tryhards too much mazing through my front line of skeletons/ghouls trying to snipe my meatwagons and necros; i micro them back but yet the AI chases them too hard, which forces me to immediately retreat to my base. This kind of behavior kinda not siut well with the theme u trying to build, which i imagine a fierce battle with skeletons and necros in the back summoning more. Yes, i know that if u change the AI to just target close units it will probably be too easy but at least enjoyable and not frustrating.
Another thing that bothers me is the magic resistance upgrade which looks worthless for arthas in blood rune spec, cause it wont allow death pact to be used on skeletons anymore.
Other than that i like alot the aco sacrifice mechanics and how it synergizes with graveyards and ziggurats. :)
 
Level 12
Joined
Jun 19, 2009
Messages
543
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.

The Bone Runes does not protect against the Dalaran magic field.
I will probably change the Frost Rune ultimate as it cannot be fixed, the ability is hardcoded to affect allies as well it seems
That corpse pile from neutral buildings is kinda cool, I'll probably implement that

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.

I will replace some of the Ghouls there, thanks for pointing it out
The Creature Attack upgrade affect Ghouls on this campaign, that's why it is available
The triggering for that cinematic is all messed up, I have fixed it for the next update
Arthas did not spawn on their base for me... Are you sure?
The gold mine situation is actually a bug with that mission, it seems, can't be fixed without redoing the whole map

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.
  • 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.
This would make the Ziggurat's mana restore mechanic actually worthwhile and not just a huge time-wasting gold sink.

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 won't remove Animate Dead, it has been severely nerfed to fit as a non ultimate spell
Ghouls will be replaced with skeletons on that mission
I don't think I'll reduce the Ghouls cost, otherwise they would become a better choice than skeletons again
I think I'll change the Ziggurats mana spell to AoE, that makes sense
 
Level 1
Joined
Jul 30, 2018
Messages
1
Would have been cool if you used another Arthas model tho, since you wanted to make a new feel to the campaign, shouldn't Arthas be the first to be updated? The campaign so far is great but seeing the same old Arthas model that I grew up with just takes the fun away.
 
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Level 2
Joined
Jul 2, 2014
Messages
23
Something extra I'd like to suggest: Could you add Tomes of Retraining to Goblin Merchants? This would be really handy for those who want to experiment with Arthas' runes or who want to re-spec Kel'Thuzad. Obviously, they should cost a considerable amount of gold, but it'd be really nice to not have to go back to mission 1 if we decide we don't like our setup.
 
Level 4
Joined
Jun 25, 2016
Messages
72
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
 
Level 12
Joined
Jun 19, 2009
Messages
543
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

Man, the human campaign wasn't me... Also, thank you for the rude review, I guess.
 
Level 4
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Jun 25, 2016
Messages
72
i didnt mean to be rude im just stating my thought again the big problem is that the strategy stays the same after you get those frostwyrms i wanted a different strategy a diffrent build something new and exiting im sorry if i was too rude i didnt mean to
really i didnt
 
  1. Do not use the 'Acolytes in Hiding' forces for the necromancer
  2. Disable Tichondrius item information
  3. Skeletons doesn't invoke Villagers to run
  4. Ability doesn't automatically upgrade upon new level of rune learning
  5. Sylvanas is still the same old classic, could use some changes
  6. The elves are technically the same thing, they only get small aesthetic upgrades
  7. There's a big issue with blight pathing at chapter 3, near the starting mine
  8. Ice Coffin description says it deals 15 damage per second, but only deals about 5 damage per second
  9. Death Coil level 2 only heals by 200, like it's level 1 counterpart. Apparently, it heals half the value written.
  10. Acolytes cannot turn into shades because they lost their Sacrifice ability in chapter 5
  11. Starting Crypt Fiend in Chapter 6 doesn't benefit from upgrades
  12. For some reason, many enemy heroes has red glow in chapter 6, this makes Brown Blademaster an easy pick to find.
  13. Frost Wyrm still works much better than trying to build an army set in chapter 6 upward
  14. Dalaran is slightly better, though since we can gain control of their unit, please properly change their soundset and aesthetic related stuff as well, especially Battlemage (it's a rifleman, no doubt).
  15. MAJOR BUG : If Arthas got struck by Remorseless Winter, he will be stuck from using any of his spell or attack until he's killed.
  16. Any allied unit struck with Remorseless Winter will be unable to attack or use spell, intentional or not?
  17. Gryphon Aviary? It's not producing that thing.
Well, it has potentials, but there are many issues need to be sorted out first. The fact that enemies remain mostly the same with aesthetic difference is kind of ruining the atmosphere. I was hoping the elves and Kirin Tor would offer more difference than how Blizzard did, but guess that isn't a thing for now.

AWAITING UPDATE
 
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Level 22
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Apr 6, 2010
Messages
2,842
The fact that the permanent skeletons cost food and that they disappear if you summon the other kind when at the limit isn't mentioned in the tooltip.

Corpse generation is far too slow.

The specialization switch could be interesting (for example, quickly switching from healing to damage mid-battle), but the overly-long channeling makes it useless.
And Animate Dead should really be replaced with Unholy Aura, the latter is far more useful than bringing up a limited amount of units.

Death Coil's tooltip doesn't reflect its damage (i.e. says 400 but heals 200).

Mannor -> Manor

Weird bug at the end of Key of the Three Moons: after bringing Arthas to the CoP with the key, he was invisible for the first part of the cutscene (where he smashes the gate) and the talking portrait is a crypt fiend.

Ghoul tooltip should have "basic attack unit" removed, since they're oviously no longer meant to be attack units.

There's a bug where using Stone Form will only sometimes activate, temporarily causing the gargoyle's model to disappear and return when moving, causing two Stone Form icons to appear, and most importantly, they get the Stone Form regeneration but can still move and attack.

Graveyards don't release corpses for use by Necromancers by themselves.

Sacrificing doesn't work in Silvermoon. The spell only selects acolytes, but nothing happens.

The Revelation cutscene caused a game crash once it ended. Possibly related, Blackroll And Roll Two gets a "cannot load map data" message when loading. The last two levels load correctly when selected from the menu, though you start with no items and all points unattributed.
 
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Level 3
Joined
Apr 16, 2016
Messages
29
When I spend my first skill point, the game crashes. Is this for the latest version only? If yes you should warn...
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.
 
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