Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
"The warning has been given. Their fate is now their own. - Medivh (c)"
OVERVIEW
"The original Warcraft 3: Reign Of Chaos Alliance campaign, completely redesigned into a tower defense genre. The inspiration came from Ironhide Studios' acclaimed series of games called Kingdom Rush, and from the genre as a whole.
This is a completely finished and reworked version. You have access to absolutely all chapters of the original campaign for playing."
STORY
"You are Prince Arthas, whose journey with Lord Uther to Stranbard Village has brought you into a vortex of growing tension in the kingdom. Can you make the right decisions? Or maybe fate itself is playing against you? Maybe you will be able to direct the young prince to the truth, or will you blindly submit to his anger? Find out by replaying the redesigned campaign."
FEATURES
FIGHT FOR COUNTRY... Will you flee or die trying? Will you fight with Prince Arthas and his forces against enemies of your crown?
FIGHT FOR KING...
Relive the memory of Prince Arthas - a young human paladin, whose destiny was predetermined long before his birth.
Will Arthas be able to defend his homeland or will he fall to the unknown?
FIGHT FOR BELOVED... Meet Arthas friends, lovers, and his enemies. All of them are known to YOU, but do you remember how Arthas visited Jaina for the last time?
Do you remember the friendship between Uther and Arthas? Or Arthas and Muradin?
Fixed a bug, that prevents player from completing a mission;
Fixed a bug with Searinox, so it would spawn and move properly;
Minor translation checking;
Chapter 3:
Fixed a bug that prevents player from completing a mission;
Fixed a bug when Elemental Surge and Jaina was hostile to player units;
Minor translation fixes & checks;
Chapter 5:
Fixed an issue when Arthas was speaking with invisible Jaina;
Chapter 7-9:
Fixed a Muradin issue - he didn't avaliable for player or he didn't spawned;
Scourge Enemies:
Deleted an abomination "Kaboom!" ability - it could lead to some weird bugs;
Removed "lumber rewarding" after wave completing in all Undead & Horde levels;
Fixed a gargoyle speed to proper;
Some minor balance fixing for some enemies, such as Zombie, Ghoul, Skeleton etd;
Horde Enemies:
Replaced Grunt "Medium" armor type with "Heavy", because he should recieve more DMG from magic towers;
Special Towers:
Fixed a bug, that occured when player tried to buy second ability in "Rangers Hideout" tower;
Fixed some buttons in special towers menu, so they wouldn't look kinda weird now.
BUG FIXES & CHANGES
Add a dialog in chapter 2, 5 and 6, related to skip an interlude level and go to next playable level;
Changed "Far Shots" upgrade bonuses;
Minor translation fixes etc;
Chapter 2:
Now Doomguard should walk more slowly;
Chapter 3:
Now player should recieve his stars after completing level;
Chapter 4:
Now player should be able to finish level;
Chapter 5-7:
Now player should recieve their properly earned lumber.
BUG FIXES
Replaced Horde Troll spell "Healing" with "Regeneration Aura";
Corrected hero spell descriptions;
Chapter 3-7*:
Now player should be able to control his heroes after skipping starting cinematic.
BUG FIXES
Corrected all hero spell cast text for all playable heroes (Arthas, Jaina, etc);
Minor translation fixes;
Chapter 3:
Now player should have access to his heroes after skipping a starting cinematic;
Chapter 4:
Now Arthas & Jaina resets their HP when entering to Kel'Thuzad;
Spawn Time of all Kel'Thuzad Phase 1 units has been increased by 20-25%;
Phase 1 timer was decreased by 20%;
Now Kel'Thuzad suffer defeat when he reaches 35%, not 10% of his HP;
Chapter 6:
Meathook Mini-Boss was nerfed: his Max HP reduced by 35% and starting STATS - by 35%.
BUG FIXES
All Chapters:
Fixed an issue with wave enemies - now they shouldn't return back to their spawn regions;
Minor text changes across whole campaign;
Chapter 3:
Now achievement "Above Limits" requires 3 lvl for Jaina, not 8;
Chapter 8:
Now mercenaries, spawned by player, shouldn't return back to their spawn regions.
BUG FIXES & BALANCE
All Chapters:
Now playable only on 1.31;
Fixed an issue with Player Artillery upgrades - now damage bonus should add properly;
Increased overall multiboard size for most campaign missions;
Chapter 7:
Fixed strange issues, occured with Player Workshop on mission start - now player should have his access to his upgrades;
Fixed an issue, which occured with Player Spellbook hero - now it should properly move to Muradin Camp and be controlable;
Small balance scailing across Drakkari part;
Now for completing first main quest "Establish a Camp" player will be rewarded with additional 1000 gold;
Chapter 8:
Now mercenary & hero spawn region moves with each defeated boss;
Now each mercenary type is have limited unit amount, which could fight on map at the same time;
Properly checked difficulty change commands;
Small translation fixes;
Now last Crypt Lord boss is moved from cliff to lowground;
Chapter 9:
Now player can access map without any issues;
Slightly tweaked difficulty of map - path to Frostmourne Guardian difficulty is strictly set as "Easy";
Added small "thank you" letter after map completition;
Fixed some strange translation errors in campaign ending cinematic.
BUG FIXES & BALANCE
All Chapters:
Now player will recieve lumber 'star" reward from completing achievements. Each achievement will reward with 1 lumber;
Now players, who use victory cheats, can recieve lumber 'star" reward as they properly completed level;
Minor fixes across whole chapters;
Chapter 2:
Probably fixed issue with strange final cinematic behaviour;
Minor translation fixes;
Chapter 4-6:
Minor translation fixes
NEW FEATURES & BUG FIXES
All Chapters:
Playable on Reforged!
Now you can download and play Scourge of Lordaeron TD Edition on latest 1.35 Warcraft 3 Reforged version, thanks to addition of "custom campaign" feature.
Both classic and reforged graphics are supported
Wave Indications.
By using map icons, now you can properly see from which side enemy will attack you on incoming wave. Includes special icons for mission mini-bosses and bosses, and player base of course;
Translation Fixes.
Most of remained untranslated texts has been replaced with corresponding english ones. Please report, if you find something untranslated!
Chapter 1:
Updated tutorial hint messages;
Small tweaks across the whole map;
Chapter 2:
Now Blademaster will correctly transform into Doomguard after defeat, horde mobs will continue to spawn correctly;
Now Feanor will show his Dragon Hunters only after the player buys his help;
2 last Construction Sites were replaced with Lvl 3 Archer Towers;
Chapter 3:
Fixed minor issue with Jaina-related achievement;
Chapter 5:
All Hearthglen units & buildings no longer use lumber, instead relying only to gold;
Fixed minor translation issues;
Chapter 7:
Fixed bug, when a player doesn't get control over Construction Sites after skipping starting cinematic;
Chapter 9:
Now players can properly use cheat codes to win missions.
BUG FIXES
All Chapters:
Fixed (?) a new bug, that occurred with tower costs & upgrades after a recent Warcraft 3 Reforged patch.
Now tower kills should give your heroes EXP.
I'd appreciate any bug reports, suggestions, and tips!
There are some text issues with Arthas' armour and the tower's attack info. Some dots appear there instead of proper text referring to damage and armour resistance and vulnerability. Same with the armor of enemy units.
I think you could spice up the...
Loved the map, may I suggest adding more unit spawners rather than having most of them be towers? Honkai Impact 3rd did a similar event based on Kingdom rush TD, and I kinda miss it; this map pack tickled that itch quite well.
Loved the map, may I suggest adding more unit spawners rather than having most of them be towers? Honkai Impact 3rd did a similar event based on Kingdom rush TD, and I kinda miss it; this map pack tickled that itch quite well.
Can't wait! also a couple of suggestions from playing the 3 maps thus far;
Maybe give the heroes a revive timer. If not, at least give Uther one considering he's presumably unique to specific maps.
Give Uther his own units and spawners; maybe Knights if those guys ever get implemented.
Make more barrack type towers, maybe have them produce ranged and caster units like Dwarven riflemen and priests. Imo, having crossbowmen and riflemen together kinda feels a bit redundant since I'd often transition to using only crossbowmen and mortar teams in the third map.
Something from Hi3's take that I personally enjoyed and might be a fun; make the units have branching specializations. For example in Hi3, the melee barracks has an option of specializing 3 different paths, namely; in reduced spawn timer (and stronger units), being high health and damage units, and finally an option for cleaving/aoe units. Just making an example when I say "branching paths/specializations."
Can't wait! also a couple of suggestions from playing the 3 maps thus far;
Maybe give the heroes a revive timer. If not, at least give Uther one considering he's presumably unique to specific maps.
Give Uther his own units and spawners; maybe Knights if those guys ever get implemented.
Make more barrack type towers, maybe have them produce ranged and caster units like Dwarven riflemen and priests. Imo, having crossbowmen and riflemen together kinda feels a bit redundant since I'd often transition to using only crossbowmen and mortar teams in the third map.
Something from Hi3's take that I personally enjoyed and might be a fun; make the units have branching specializations. For example in Hi3, the melee barracks has an option of specializing 3 different paths, namely; in reduced spawn timer (and stronger units), being high health and damage units, and finally an option for cleaving/aoe units. Just making an example when I say "branching paths/specializations."
Uther is not an active hero in this campaign, he just does some animation stuff in Chapter 2;
Probably Uther will be teased in a separate campaign mission or maybe I'll add "AI Tower Builder" for Chapter 2 to assist the player. Thank you for the suggestion!
About branching and so-on: I'm focusing on reproducing the Kingdom Rush gameplay style in this campaign, so barrack towers will have 2 different branches just like any other game player tower.
Thanks to Blizzard, I was forced to update this campaign for the recent Reforged version. Now it should be playable as it was before the latest update. Maybe I was too fast, but anyway.
Just a small bugfix, nothing more.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.