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[Campaign] Revalon - Rise of the Mag'nar (1.31) V0.4.0

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Revalon - Rise of the Mag'nar


This campaign was made using version 1.31

Revalon - Rise of the Mag'nar is the first campaign of a series focused on the continent of Revalon. Fight with the Mag'nar as they attempt to stop an ancient enemy from unleashing their new "gods" onto Revalon.

Story

Rise of the Mag'nar is set in a different universe than the Warcraft one. Play with new characters such as Rokra a Mogthalac general of the Mag'nar army. Zanata a powerful troll of the Zul'Dramun, considered crazy by most but a life long friend of Rokra, and more. Battle against the Dergehoof Centaur as they attempt to ravage the land while an unkown threat rises.


Game play Features

Rise of the Mag'nar has many different gameplay features as listed below.

Bosses - Almost every mission contains a boss fight at some point. These bosses however are not simple heroes you must kill that cast some abilities. Instead the bosses in this campaign have mechanics you must play around in order to defeat them. Boss mechanics can be found in game. These bosses range in diffculty however for those up to the challenge there is mythic boss difficulty (not yet implemented). Mythic mode buffs every boss with new, harder mechanics resulting in a very challenging experience.

AI level - The enemy's you will face are stronger than ever as they scale dramatically as time passes in a mission. Missions involving a player base will have AI levels. There are 10 AI levels, each chapter has a max level based on difficulty and the chapter. Each AI level does either or multiple of: increases unit stats, increased hero levels, increase hero stats, hero items, new unit ability's, etc. When AI level increases it affects all AI even friendly ones.

New Upgrades - There are tons of upgrades to unlock in Rise of the Mag'nar. From increasing cavalry units hp to unlocking an aerial mini hero these upgrades can easily change how you approach a mission. Alongside AI levels waiting to get all your upgrades and then attacking the enemy wont always be the best strategy. Tech paths are much larger now with new upgrades. For example to reach tier 2 you have to research either unit specialization or hero specialization. Hero spec increases stats and unlocks special hero ability's for that mission while unit spec increase basic unit stats.

Elite units - Build powerful elite units (to a max of 4). These units can be considered strong demi heroes that can contain powerful ability's, however be warned your enemy will also make use of theirs.

Map wide ability's - Use powerful 1 time or long cool down ability's that can change the outcome of a battle. Call in a wave of allied troops, buff all your units on the map for a small amount of time, overcharge your defenses, etc. However be warned the enemy also contains such ability's.


WC3ScrnShot_082721_154125_01.png


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WC3ScrnShot_082721_172003_01.png

Map Progress


Prologue - Not yet started
Chapter 1 - Complete
Chapter 2 - Complete
Intelude 1 - 25%
Chapter 3 - Complete
Chapter 4 - Complete

Chapter 5 - Complete
Chapter 6 - Started


Changelog
Added Chapter 1: Scouting Mission.
Added Chapter 2: Daggerhill. Chapter 2 comes with AI levels, specializations, map abilities, and more.

Chapter 1: The mission is now easier on normal and easy mode. Centaur no longer have abilities like blink and cleave as that is now tied to AI level upgrades (so no more rangers blinking around aggroing more rangers :( )

Bug fixes: Rokra's whirlwind will no longer deal strength as damage to nearby friendly units. Icons will no longer be green when looking at the menu.
General Changes:

Changed every Hotkey I noticed to the QWER… format. This includes fixes to most hotkeys that were not correct with their tooltip like the Catapult.

Upon completing the optional quest in Chapter 1 you are notified of where the item spawns. If you have completed the mage kill requirement and then defeat the boss the item will spawn underneath Rokra instead of the boss.

Bladefist legionnaires summon ability no longer spawns a permanent unit and instead a 60 second one. This change should prevent the units spawned from running away during an attack and or drawing out the enemy defense force to your base (trust me it’s not fun). With this change the ability will also now only ever summon 1 bladefist warrior instead of the either a warrior, crossbowman, houndmaster or dark caster.

Rallying cry duration reduced from 5 minutes to 2 minutes. Rallying cry with a 5 minute duration was very powerful, may consider nerving it again but for now i'll leave it as it is.

Added some new items to Chapter 2. I currently struggle a bit with when to put the right items, so expect a bit of change as the campaign goes by with items in certain maps.

Chapter 2 starting cinematic has been improved. I currently am not that great at cinematics, this one in particular was bad even by my standards. As my cinematic skills improve I’m going to improve more of the chapter 1-4 cinematics.

Hero Changes:
Disorient now allows units to attack but makes them miss 100% of the time. This has been done to stop units from running away during attacks on your base. Units affected still can’t cast spells and this is unable to be used during boss fights. Disorient also now only lasts 5 seconds no matter the level. While testing Disorient definitely ended up being a bit too op with longer durations, 5 second duration is still very strong, I may though consider lowering cooldown slightly or mana cost to make up for shorter duration.

I have changed the Hero Caches for chapter 1 and 2. This is because I made them incorrectly originally so now they should be working properly for the future of the campaign. This does mean though if you player V0.1 your hero data will now be gone, but better I did it now than wait for later.

Bug Fixes:

Fixed Chapter 2 final cinematic sometimes triggering more than once

Fixed several AI buildings requiring the player Stronghold instead of their own. Now the AI can rebuild every building instead of not being able to rebuild some.

Fixed a bug were canceling Hero Spec would not make the unit spec upgrade reappear.

Fixed Rallying Cries hotkey
Fixed skipping Dagger Hill Cinematic breaking your game.

Fixed enemy hero not leveling in chapter 2 with AI level

Revalon Orcs V0.3 notes:

Chapter 1:

  • Fel Annihilation has been dramatically changed. It can no longer be shield blocked, it does 400 damage instead of instantly killing. Greldard will now summon a water shield at three different locations. Units within the water shield are immune to the effects of Fel Annihilation. Once the channel is finished all units not inside the shield take 400 damage.

  • Greldard’s water burst has been changed. It no longer instantly kills all melee units. Instead every 60 seconds a water shield will spawn and head towards Greldard. Once it reaches the boss it will explode, dealing damage to nearby units in melee range of Geldard.

  • Kursidar now has an extra 2500 health. (increased phase 2 difficulty)

  • Phase 1 elementals now have 120 health instead of 1. (This should make this mechanic require slightly more attention while still being fairly easy to deal with.)

  • Phase 1 blizzard now lasts until the next blizzard is cast. (Very slight buff to blizzards effectiveness in phase 1)

  • Healing fountain is revealed to the player at the start of the mission.

  • Rokra now mentions prisoners in the northern Quilboar camp.

  • Fixed being able to accidentally not trigger the Centaur to attack the first Quilboar camp.

  • Mark of water now has an icon appear over the top of the affected unit.

  • Fixed a bug where Kursidar could cast incinerate on the blizzard casting unit from phase 1

  • Fixed a bug where Zanata could out of range the incinerate debuff apply

  • Cancelling boss cinematic now properly resets your camera

  • Fixed some typos

  • Lots of dialogue changes

  • Lore added to quest descriptions


Chapter 2:

  • Fixed Daggerhill somehow not being counted as repaired by the game randomly

  • Fixed Dergehoof Elites sometimes sending attack waves to the player. (They have always been intended to attack the AI however I believe in the last hotfix update I may have accidentally edited their target somehow.)

  • Reduced Morgleshes level to 3, and reduced his single target ability by 1 level.

  • Added an altar of lords to the initial player base

  • Added 1 additional peon to harvest lumber

  • Many of the bladefist preplaced units have had their faction changed so they will not be ever replaced. (Normal and hard slightly easier).

  • Daggerhill now attacks with more units in every attack wave on all difficulties. Attack rate has increased on normal. (After some more testing recently I decided Daggerhill should be a more powerful base considering how strong bladefist units are and to speed up the already big early mission. Also wanted to make the map a bit easier to help with a better difficulty curve early on.)

  • More permanent items added (Dergehoof Elites now drop a powerful permanent item along with the previous tomes.

  • Secret added (campaign wide secret)

  • Fixed Rokra not receiving the axe of dagger hill directly


General Changes:

  • Chapter 3 and 4 are now available to play.

  • Zanata Q ability has been changed to fear! Fear causes the target non hero unit to run around uncontrollably, unable to attack or cast spells for 12 seconds. Deals damage based on Zanata’s intellect stat. Damage is increased every level.

  • New Rokra icon

  • Bladefist legionnaires call reinforcement cooldown (summoning 1 grunt) has been increased from 1 minute to 2 minutes.

  • Bloodaxe worgs (summoned by Bladefist houndmasters) have had their hp reduced by 50.

  • Unit specialisation now affects caster units as well. (Significant buff to unit spec makes it much stronger especially in later missions like chapter 4 where enemy elites love to target your low hp casters with aoes)

  • Your chosen specialisation will now also be applied to your allies whenever applicable.

  • Water Shield has been buffed. Duration increased from 12s to 15s and the effect has now changed to deal the damage taken to the damage source instead of only dealing 10 damage to the damage source. (The unit with the shield still takes damage, that damage is just also dealt to the source).

  • Fixed bladefist workers being unable to build elite barracks

  • Fixed Rokras whirlwind strength damage range

  • Execute’s base damage has been increased across all levels. 100,200,300 from (50,100,150). It still can’t target heroes.

  • Execute now instantly kills targets if they are left below 20% total hit points after the ability is cast.

  • Yolmars large crack now costs 50 rage

  • Yolmars combat blink has been replaced by cleave. Cleave does high damage to two targets dealing damage based on level plus strength. Costs 60 rage.

  • Fixed several hero/units melee abilities having less range than their auto melee attacks.

  • AI grunts will now cast shield block if possible when they reach low hp (ai hated the ability some reason so I triggered them to use it now, slight ai buff)

Chapter 1:

  • Fixed cameras being zoomed out from certain triggers

  • Instantly skipping cutscene will no longer mess with the music

  • Whenever a Centaur mage dies, any water elementals it was directly controlling break free and will become friendly.

  • Rangers talisman removed

  • Boss information typos fixed

  • Added two early mana potions

  • Gauntlets of Ogre Strength replaced with Gauntlets of Centaur Strength

  • Tainted elemental core now provide +3 int as well as the lightning shield ability

  • Previous section units no longer stay with you after the boss fight

  • Added runes for where you have to run to complete the mission

  • Number of dead Centaur mages is always visible to the player

  • Greldard will move to the north of the boss arena in an attempt to get out of your way

Chapter 2:

  • Cinematics look slightly better


Chapter 3:

  • Friendly Ai is now more powerful as Legionares have been properly tuned for player use. (Previous version Legionares were just higher hp slightly more damage units with no abilities, now they are offensive focused units with 2 personal auras.)

  • Fixed buildings in destroyed camp

  • Fixed some enemy units not receiving Ailevel5 buffs.

  • Mountain lords name fixed and have bigger selection scale and hitbox

  • Flamecaller level reduced by 1 on normal and easy. Molten hound level reduced on all difficulties.

  • Blackfist attack significantly nerfed (main point of this surprise attack gameplay-wise is to possibly destroy forward bases built by the player and serve as a distraction to slightly support the Dergehoof base.)

  • Time between AI levels has been significantly increased.

  • Added a fun easter egg
  • Fixed Brown sometimes getting stuck in an area

  • Brown has had troops nerfed across all diffculties

  • 2 less spearmen and no water elementals for boss fight

  • Slave driver base mana pool reduced from 500 to 250

  • Whip attack speed and movement speed increasement decreased by 10%

Chapter 4:

  • Fixed Legionare being available

  • Fixed power generator becoming attackable after cutscenes

  • Mages will join you after 8 minutes if you have not discovered them by that point. This also reveals the optional quest.

  • Dialogue changes

  • Time between AI levels has been significantly increased

  • All cinematics made skipable

General Changes:

  • Chapter 5 is now released

  • Boss abilities that have voiced lines no longer have a warning played once they trigger.

  • Yolmars fist has been changed to no longer float over terrain (acts as a land unit movement wise but is targeted like a flying unit). Have changed this to prevent easily exploitable things with a high hp flying unit and flying over terrain.

  • Peons benefit from melee weapons and unit armor upgrades. (They already benefited from other stuff like endurance training and specialisation). As the campaign goes on, peons will eventually have some sort of combat role through later upgrades.

  • Fixed Curse of shadow not properly increasing damage taken by 20

  • Axe of Daggerhill can now be dropped (was originally planned to be used in an orc clan type mission where having the axe would affect which clans help you subdue the rest. However that mission idea has been scrapped)

  • Axe of Daggerhill mana regen removed

  • Gar’dal lightning shock mana burn buffed from 100, 150, 200 to 150, 250, 400 mana burnt. Still does int as damage as extra damage.

  • Gar’dal blessing of fire (E abil) replaced with fire shield. Fire shield reduces targets damage taken by half of Gar’dals int and regens health over a duration. Health restore and buff duration scale with level.

  • Gar’dals boon of water (Q abil) has been replaced with Waters of Life. Waters of life resurrects 2,3,4 nearby friendly units based on level.

  • Rokra whirlwind has had its damage increase across all levels. 50, 100, 150 to 80, 150, 200.

  • Yolmars Cleave damage increased from 100,150,200 to 150,250,350

  • Rend now has a debuff animation appear over affected units.

  • Fixed tooltips for several player units and provided more details to some previously vague tooltips.

  • Tauren tents renamed to “Quilboar tents”

  • Towers have had their lumber cost increased from 80 to 200

  • Armour damage reduction has been halved. (With AI level and many upgrades, armour would easily reach points where every unit had close to the same % damage reduction, now however this won't be the case while keeping armour still a valuable stat). Armour has been increased on heavy units.

  • Damage modifiers on armour and damage types have been modified, exact % 's are now shown to the player.

  • Heroes no longer permanently die on micro maps, instead they will resurrect at a location they were recently at (approximately 60 seconds ago). If your hero dies on a boss it will be wounded for the rest of the fight. If you lose all of your units during a boss fight, the encounter will reset completely. This should prevent big progress losses in Micro maps and bosses from players accidentally not saving (and makes the whole experience smoother in general).

  • Dark casters changed to unarmored

  • Upkeep system removed.

  • Amount of gold in gold mines on every map reduced

  • Hero Specialisation no longer gives extra stats

Credits:
If you wish to have your model removed, I forgot to credit or credited the wrong person let me know and ill change it asap.
Rokra Model - Stefan K Draka
Mag'nar Grunt and Bladefist grunt - John war Grunt Models (Pack)
Orc Spearman - Bogankry OrcSpearThrower and ChaosOrcSpearThrower
Heavy Centaur Warrior - Eubz eubz'sArmored_Centaur
Heavy Centaur Archer - Callahan CentaurArcher
Centaur Flamecaller - Deolrin Centaur Flamecaller
Yolmar - Mister_Haudraurf Varok Saurfang
Yolmars Fist - Herrdave Hellscream's Fist
Bladefist Legionarre - General Frank Fel Orc Warlord
Bladefist Crossbowman - General Frank Fel Orc Crossbowman
Bladefist Buildings - Master Haosis
Fear Spell Effect - Stan0033 Fear Effect
Coup De Grace - Vinz Coup de Grace
Garona Icon - Sin'dorei300 BTNGarona
Skeleton Pack - Villagerino Skeleton Warriors (pack I)
Skeleton Felgaurd - Bossgengar Skeletal Felguard
RunningFlame_Aura - sPy RunningFlame_Aura
Spell Markers - Vinz Spell Markers
Flamestrike Models - Vinz Flamestrike
Wraith - Herrdave Wraith
Skeleton King - Donut 3.5 Skeleton King
Disarm - Vinz Disarm
Bladefist Summoner - TVK Fel Cultist
Thrall dismounted - Johnwar Warchief Thrall Dismounted (Re-Classic)
Centaur Headhunter - Johnwar Female Centaur Archer (Re-Classic)
Rain of Arrows - Em! ArrowVolley
Hero Glow - Assasin_Lord HeroGlow
 

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Updated the thread with information on bosses currently in the campaign. In there you will find extra boss lore (especially as we get further in the campaign) and the mechanics of the fight.

V0.2 is almost done. I should be finished with it within a weeks time or less. This update will bring chapter 2 Daggerhill along with some bug fixes for chapter 1 (nothing major). Chapter 2 will introduce a new hero, bring in new upgrades like unit and hero specialization, new units and more. Both side quests in this mission will have gameplay and story impacts later on in the campaign. All I have left to finish is AI levels, hero special abilitys when you chose hero specialization and a couple triggers and cinematics. Below are a couple screenshots of the map.

WC3ScrnShot_072321_165830_01.png
Some of the quests in this mission.
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Daggerhills town hall which must be repaired after you dispose of the Centaur guards.
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Hero specilization, a begining upgrade. You must choose between this and unit specilization to be able to make a T2 hall
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The first map wide ability in the campaign.
WC3ScrnShot_072321_172701_05.png

New strength Hero, uses rage instead of mana. Appears after sometime in the mission with reinforcements for you.
 
Level 6
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V0.2 is now out!
I overestimated how hard making the Ai levels and testing them would be. Because of that V0.2 is now up and ready for download. With V0.2 brings chapter 2 Daggerhill along with a nerf on the difficulty of chapter 1 on easy and normal mode. Centaur no longer have cleave and blink while you have tier 1 upgrades on normal and easy mode. So unfortunately you wont have rangers blinking around aggroing everything :(. Rokra will also no longer cause friendly fire when using whirlwind. Hope you enjoy. Next major update will take much longer as it will come out with the prologue, an interlude and chapter 3.
 
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hey man this campaign is very good i can t wait for the full version but i only have one request can you please add a challenge and achievements system because that will make that will make your campaign perfect for me and keep up the good work
Glad you enjoyed it so far :D I have thought about a challenge or achievements system in the past, I'm thinking of adding it at a later date once I'm more confident in the difficulty being balanced, if I do end up doing it.
 
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Messages
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Just a quick information update. I've changed plans and instead have decided to release chapter 3 and 4 plus prologue and first interlude all together. This means update will take a while since I'm only about 75% done with chapter 4. The next couple of days I'm going to make a large amount of progress though so hopefully it wont take too long :)

In the meantime here are a couple screenshots of map 4. Ill also add some screenshots to the main thread when I remember to.
Elite units make their first appearance in chapter 4! For the enemy that is. Don't worry you'll get your own later but enjoy fighting elites for the first time in chapter 4, they can pack a punch to say the least. Also, I wonder what they're up to?
WC3ScrnShot_081421_212849_02.png


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Meet Yolmars fist. A pretty cool Aerial domination unit. You get it for free in chapter 3 when you party with Yolmar against a very large amount of Centaur. After that though it's locked behind a hefty costing upgrade, you get some other cool bonuses with the upgrade though.

WC3ScrnShot_081421_212142_01.png
 
Level 6
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Messages
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V0.2.1 is out!
Quick small update that fixes quite a few bugs and has some balance changes. On that note, chapter 4 is done and will be released along with chapter 3 and interlude/prologue once they are done. Chapter 3 will likely not take as long as chapter 4 at least :D Ill be updating the main thread later with screenshots of CH1, CH2 and CH4. Below are the patch notes for this update.

General Changes:

Changed every Hotkey I noticed to the QWER… format. This includes fixes to most hotkeys that were not correct with their tooltip like the Catapult.

Upon completing the optional quest in Chapter 1 you are notified of where the item spawns. If you have completed the mage kill requirement and then defeat the boss the item will spawn underneath Rokra instead of the boss.

Bladefist legionnaires summon ability no longer spawns a permanent unit and instead a 60 second one. This change should prevent the units spawned from running away during an attack and or drawing out the enemy defense force to your base (trust me it’s not fun). With this change the ability will also now only ever summon 1 bladefist warrior instead of the either a warrior, crossbowman, houndmaster or dark caster.

Rallying cry duration reduced from 5 minutes to 2 minutes. Rallying cry with a 5 minute duration was very powerful, may consider nerving it again but for now i'll leave it as it is.

Added some new items to Chapter 2. I currently struggle a bit with when to put the right items, so expect a bit of change as the campaign goes by with items in certain maps.

Chapter 2 starting cinematic has been improved. I currently am not that great at cinematics, this one in particular was bad even by my standards. As my cinematic skills improve I’m going to improve more of the chapter 1-4 cinematics.

Hero Changes:
Disorient now allows units to attack but makes them miss 100% of the time. This has been done to stop units from running away during attacks on your base. Units affected still can’t cast spells and this is unable to be used during boss fights. Disorient also now only lasts 5 seconds no matter the level. While testing Disorient definitely ended up being a bit too op with longer durations, 5 second duration is still very strong, I may though consider lowering cooldown slightly or mana cost to make up for shorter duration.

I have changed the Hero Caches for chapter 1 and 2. This is because I made them incorrectly originally so now they should be working properly for the future of the campaign. This does mean though if you player V0.1 your hero data will now be gone, but better I did it now than wait for later.

Bug Fixes:

Fixed Chapter 2 final cinematic sometimes triggering more than once

Fixed several AI buildings requiring the player Stronghold instead of their own. Now the AI can rebuild every building instead of not being able to rebuild some.

Fixed a bug were canceling Hero Spec would not make the unit spec upgrade reappear.

Fixed Rallying Cries hotkey
Fixed skipping Dagger Hill Cinematic breaking your game.

Fixed enemy hero not leveling in chapter 2 with AI level
 
Level 6
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Done with my break here is V0.3. Very big update.

2 new chapters and tones of balancing/polish to the existing two maps.

Revalon Orcs V0.3 notes:

Chapter 1:

  • Fel Annihilation has been dramatically changed. It can no longer be shield blocked, it does 400 damage instead of instantly killing. Greldard will now summon a water shield at three different locations. Units within the water shield are immune to the effects of Fel Annihilation. Once the channel is finished all units not inside the shield take 400 damage.

  • Greldard’s water burst has been changed. It no longer instantly kills all melee units. Instead every 60 seconds a water shield will spawn and head towards Greldard. Once it reaches the boss it will explode, dealing damage to nearby units in melee range of Geldard.

  • Kursidar now has an extra 2500 health. (increased phase 2 difficulty)

  • Phase 1 elementals now have 120 health instead of 1. (This should make this mechanic require slightly more attention while still being fairly easy to deal with.)

  • Phase 1 blizzard now lasts until the next blizzard is cast. (Very slight buff to blizzards effectiveness in phase 1)

  • Healing fountain is revealed to the player at the start of the mission.

  • Rokra now mentions prisoners in the northern Quilboar camp.

  • Fixed being able to accidentally not trigger the Centaur to attack the first Quilboar camp.

  • Mark of water now has an icon appear over the top of the affected unit.

  • Fixed a bug where Kursidar could cast incinerate on the blizzard casting unit from phase 1

  • Fixed a bug where Zanata could out of range the incinerate debuff apply

  • Cancelling boss cinematic now properly resets your camera

  • Fixed some typos

  • Lots of dialogue changes

  • Lore added to quest descriptions


Chapter 2:

  • Fixed Daggerhill somehow not being counted as repaired by the game randomly

  • Fixed Dergehoof Elites sometimes sending attack waves to the player. (They have always been intended to attack the AI however I believe in the last hotfix update I may have accidentally edited their target somehow.)

  • Reduced Morgleshes level to 3, and reduced his single target ability by 1 level.

  • Added an altar of lords to the initial player base

  • Added 1 additional peon to harvest lumber

  • Many of the bladefist preplaced units have had their faction changed so they will not be ever replaced. (Normal and hard slightly easier).

  • Daggerhill now attacks with more units in every attack wave on all difficulties. Attack rate has increased on normal. (After some more testing recently I decided Daggerhill should be a more powerful base considering how strong bladefist units are and to speed up the already big early mission. Also wanted to make the map a bit easier to help with a better difficulty curve early on.)

  • More permanent items added (Dergehoof Elites now drop a powerful permanent item along with the previous tomes.

  • Secret added (campaign wide secret)

  • Fixed Rokra not receiving the axe of dagger hill directly


General Changes:

  • Chapter 3 and 4 are now available to play.

  • Zanata Q ability has been changed to fear! Fear causes the target non hero unit to run around uncontrollably, unable to attack or cast spells for 12 seconds. Deals damage based on Zanata’s intellect stat. Damage is increased every level.

  • New Rokra icon

  • Bladefist legionnaires call reinforcement cooldown (summoning 1 grunt) has been increased from 1 minute to 2 minutes.

  • Bloodaxe worgs (summoned by Bladefist houndmasters) have had their hp reduced by 50.

  • Unit specialisation now affects caster units as well. (Significant buff to unit spec makes it much stronger especially in later missions like chapter 4 where enemy elites love to target your low hp casters with aoes)

  • Your chosen specialisation will now also be applied to your allies whenever applicable.

  • Water Shield has been buffed. Duration increased from 12s to 15s and the effect has now changed to deal the damage taken to the damage source instead of only dealing 10 damage to the damage source. (The unit with the shield still takes damage, that damage is just also dealt to the source).

  • Fixed bladefist workers being unable to build elite barracks

  • Fixed Rokras whirlwind strength damage range

  • Execute’s base damage has been increased across all levels. 100,200,300 from (50,100,150). It still can’t target heroes.

  • Execute now instantly kills targets if they are left below 20% total hit points after the ability is cast.

  • Yolmars large crack now costs 50 rage

  • Yolmars combat blink has been replaced by cleave. Cleave does high damage to two targets dealing damage based on level plus strength. Costs 60 rage.

  • Fixed several hero/units melee abilities having less range than their auto melee attacks.

  • AI grunts will now cast shield block if possible when they reach low hp (ai hated the ability some reason so I triggered them to use it now, slight ai buff)
 
Level 6
Joined
Jul 8, 2018
Messages
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Version 0.4.0 is now out. Major features in this update include:

Upkeep removed in all maps
AI level timing rebalanced
Boss fights are reset if you fully wipe (meaning you dont need to worry about saving)
Heroes respawn on non base missions
Chapter 5 The Tomb added

Full changelog here:
Chapter 1:

  • Fixed cameras being zoomed out from certain triggers

  • Instantly skipping cutscene will no longer mess with the music

  • Whenever a Centaur mage dies, any water elementals it was directly controlling break free and will become friendly.

  • Rangers talisman removed

  • Boss information typos fixed

  • Added two early mana potions

  • Gauntlets of Ogre Strength replaced with Gauntlets of Centaur Strength

  • Tainted elemental core now provide +3 int as well as the lightning shield ability

  • Previous section units no longer stay with you after the boss fight

  • Added runes for where you have to run to complete the mission

  • Number of dead Centaur mages is always visible to the player

  • Greldard will move to the north of the boss arena in an attempt to get out of your way

Chapter 2:

  • Cinematics look slightly better


Chapter 3:

  • Friendly Ai is now more powerful as Legionares have been properly tuned for player use. (Previous version Legionares were just higher hp slightly more damage units with no abilities, now they are offensive focused units with 2 personal auras.)

  • Fixed buildings in destroyed camp

  • Fixed some enemy units not receiving Ailevel5 buffs.

  • Mountain lords name fixed and have bigger selection scale and hitbox

  • Flamecaller level reduced by 1 on normal and easy. Molten hound level reduced on all difficulties.

  • Blackfist attack significantly nerfed (main point of this surprise attack gameplay-wise is to possibly destroy forward bases built by the player and serve as a distraction to slightly support the Dergehoof base.)

  • Time between AI levels has been significantly increased.

  • Added a fun easter egg
  • Fixed Brown sometimes getting stuck in an area

  • Brown has had troops nerfed across all diffculties

  • 2 less spearmen and no water elementals for boss fight

  • Slave driver base mana pool reduced from 500 to 250

  • Whip attack speed and movement speed increasement decreased by 10%

Chapter 4:

  • Fixed Legionare being available

  • Fixed power generator becoming attackable after cutscenes

  • Mages will join you after 8 minutes if you have not discovered them by that point. This also reveals the optional quest.

  • Dialogue changes

  • Time between AI levels has been significantly increased

  • All cinematics made skipable

General Changes:

  • Chapter 5 is now released

  • Boss abilities that have voiced lines no longer have a warning played once they trigger.

  • Yolmars fist has been changed to no longer float over terrain (acts as a land unit movement wise but is targeted like a flying unit). Have changed this to prevent easily exploitable things with a high hp flying unit and flying over terrain.

  • Peons benefit from melee weapons and unit armor upgrades. (They already benefited from other stuff like endurance training and specialisation). As the campaign goes on, peons will eventually have some sort of combat role through later upgrades.

  • Fixed Curse of shadow not properly increasing damage taken by 20

  • Axe of Daggerhill can now be dropped (was originally planned to be used in an orc clan type mission where having the axe would affect which clans help you subdue the rest. However that mission idea has been scrapped)

  • Axe of Daggerhill mana regen removed

  • Gar’dal lightning shock mana burn buffed from 100, 150, 200 to 150, 250, 400 mana burnt. Still does int as damage as extra damage.

  • Gar’dal blessing of fire (E abil) replaced with fire shield. Fire shield reduces targets damage taken by half of Gar’dals int and regens health over a duration. Health restore and buff duration scale with level.

  • Gar’dals boon of water (Q abil) has been replaced with Waters of Life. Waters of life resurrects 2,3,4 nearby friendly units based on level.

  • Rokra whirlwind has had its damage increase across all levels. 50, 100, 150 to 80, 150, 200.

  • Yolmars Cleave damage increased from 100,150,200 to 150,250,350

  • Rend now has a debuff animation appear over affected units.

  • Fixed tooltips for several player units and provided more details to some previously vague tooltips.

  • Tauren tents renamed to “Quilboar tents”

  • Towers have had their lumber cost increased from 80 to 200

  • Armour damage reduction has been halved. (With AI level and many upgrades, armour would easily reach points where every unit had close to the same % damage reduction, now however this won't be the case while keeping armour still a valuable stat). Armour has been increased on heavy units.

  • Damage modifiers on armour and damage types have been modified, exact % 's are now shown to the player.

  • Heroes no longer permanently die on micro maps, instead they will resurrect at a location they were recently at (approximately 60 seconds ago). If your hero dies on a boss it will be wounded for the rest of the fight. If you lose all of your units during a boss fight, the encounter will reset completely. This should prevent big progress losses in Micro maps and bosses from players accidentally not saving (and makes the whole experience smoother in general).

  • Dark casters changed to unarmored

  • Upkeep system removed.

  • Amount of gold in gold mines on every map reduced

  • Hero Specialisation no longer gives extra stats
 
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