Second Orc Book of Arkain (Patch 1.29.2 or newer!)

This bundle is marked as director's cut. It meets all expectations and excels in every regard.
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A Campaign Series made by Shar Dundred

! Requires Version 1.29.2 or newer !
You are not allowed to publish any edited version of any Arkain map! This includes but is not limited to Reforged edits!



Story
While the Orcs had managed to break through the lines of their Imperial enemies, it quickly became clear that their invasion was doomed from the very beginning. The Demons used their attack to further their own invasion and not only smashed through the Human defenders but also through the clans. Now they on the run. A new strategy must be found. Allies must be found.
Command the powerful Orcs and form alliances with those who would ally with your kind in order to become more powerful than any Orc army of the past. Use your new forces to withstand the armies of your enemies and destroy them to survive this war and to find a place for your people to live.
Will you be able to unite all those different factions? Will you be able to maintain peace among your own ranks while fighting your enemies or will you fight not only against the enemies of your kind but also against your own? Only time will tell.


Campaign Series Info

The Legends of Arkain is a campaign series which takes place on the world Arkain.
The races of Arkain fight against the demon invaders, who try once again to enslave every being on Arkain. The Humans, the Orcs and the Undead will have to make a stand against them... or face complete annihilation or enslavement by the Demons.
This campaign series will consist of actually three different series. There will be a Human, an Orc and an Undead campaign series. They will all run in the same timeline but will present three different stories and outcomes. When they are all finished, it's completely up to you, who wins this conflict.
Those, who win the war, will write the history.


You like the campaign?
Click here to see the progress of the series!

Click here for the First Human Book!
Click here for the First Orc Book!
Click here for the First Undead Book!


Click here for the Second Human Book!
Click here for the Second Undead Book!

Let's Play made by @Jayborino!
Features
- Three different storylines/campaign series
Take control of one of the three factions, the proud Humans of the Empire, the plundering and strong Orc Clans or the mysterious Undead Nexus and their endless army of the dead, and face the demonic invasion as well as other struggles that await you.
- New units
Command units, you already know, as well as completely new units with new upgrades and abilities.
- Decide the fate of Arkain
At some points of the campaigns, you'll have the opportunity to decide things, that affect the storyline, characters and sometimes even the chapters you play or how you have to play them. By doing or, well, not doing certain side quests, you can also affect the campaign.
- Three difficulties
You can play the campaign in either easy, normal or hard difficulty, just like in the original WC3 campaigns. It will impact on the AI difficulty and scripting as well as other minor changes.
In easy version, for example, the AI won't rebuilt lost buildings.

- Full Jass AI
In this campaign series, every single AI is written in Jass instead of being created with the AI editor. This makes the AI more intelligent.
- Universal hotkeys
All abilities, units and buildings use QWER hotkeys.
- Race Mechanics
Every available race has its own unique race mechanic to improve gameplay - and, in some cases, to add new ways influencing the story.

Characters

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Rangul
Growing up as a usual member of the Deathbreeze Clan, Rangul's abilities and his dedication to his race along with his strength made him rise up the ranks of the clan quite fast until he became the first and most trusted lieutenant of the chieftain. Rangul sees his race on its way to utter extinction and dreams of a realm for his people. A strong realm that would prosper and serve as staging ground for many invasions. Dedicating his life to create this realm himself, he planned to not only be the successor of the chieftain but to also unite all other clans under his command, sending them against the Kingdoms of the Humans. Their lands would be taken over and used by the Orcs who would then become more than simple marauders and pillagers.
However, his plan has one major hole: The Demons and their constant attacks. While Rangul thinks that his people could be powerful enough to defeat some demonic army, he has yet to come up with any ideas on how his people should wage war on the Kingdoms on the one side and defend against the Demons on the other.

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Amari
The chieftain of the Cliffhunter Clan, Amari, was born as the daughter of Rangul. While women in the Orc society were forced to stay at home and take care of it and the children while the males were fighting, Amari wanted to prove to her father, whom she knew was more tolerant towards new ideas - him adopting a human girl was perfect proof for his. She secretly gathered a few other members of the Deathbreeze Clan and went on a mission to gain his trust. However, she was betrayed and forced into exile - like all Orc women who were unwilling to "stay home". The fate of an exiled female was often death. However, Amari did not want to accept that fate. She sneaked her way through to the Kingdoms where she met other exiles and together they founded the Cliffhunter Clan - a clan consisting of all Orc women who had been exiled by their clains. Therefore the Cliffhunter Clan is considered an exile clan by the other Orc clans - and therefore hardly even considered a real orc clan.
Amari and her followers raided the Kingdoms for a long time, with Amari being smart enough to keep her clan moving instead of settling anywhere to avoid being detected by the armies of the Kingdoms. Since the foundation of their clan, the number of exiled Orc women has increased dramatically, showing that there are many women who want to fight. Amari promised to herself that, one day, she would make the other Orc clans accept her clan and reform the society of her people regarding females.

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Sasrogarn
Sasrogarn is Rangul's eldest son and a strong spellcaster - like his father. He is Rangul's left hand and one of the few Orcs who already know of his plans and supports him. Sasrogarn shares the dream of his father and has sworn that he'd carry on his dream in case his father dies. But he doesn't share the patience of his father and approves of taking a more direct and aggressive approach. This seeming eagerness for war has not quieted the whispers that the son of Rangul is a weakling and coward, however.

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Grofzag
Being the son of Ephrog, Rangul's closest advisor and ally, Grofzag grew up together with Sasrogarn, the two being friends ever since their birth, being even born on the same day.
Unlike his childhood friend, Grofzag has always been a strong and respected member of the Deathbreeze Clan. When he was still considered a child, he ripped out the back of a wolf that was trying to eat him and used it, to punch its rider, a member of an enemy clan, to death. Grofzag staying at his friend's side is often considered the only reason why Sasrogarn is even still alive, for he saved Sasrogarn's life in battle several times, providing the strength and brains his friend lacked.
While proving that he possessed the brutal strength of most Orcs, Grofzag is considered far less simple-minded than most others, including his close friend Sasrogarn - the friendship being the one thing whispered to be the only mistake he has ever made, so far. He also is one of the few members of his clan who respects the human Vanessa.

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Vanessa
Vanessa grew up as the daughter of a lesser noble in the Human Kingdoms. When she was five years old, the mansion of her father was raided by the Deathbreeze Clan. Due to the absence of her father, they managed to defeat the guards and take everything they could find. Somehow, the girl wasn't terrified by the strange creatures and didn't hide. She was found by the Orcs and their leader, the young Rangul, decided to take her with him instead of killing her. She grew up among the Orcs and was even accepted as a member of the clan - at least by the chieftain and half of the clan. Many dislike her for still being a Human instead of an Orc. Still, she dedicates her life towards Rangul and the Deathbreeze Clan.

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Commander Daric
The mercenary commander Daric spent many years in service of the Empire, putting down revolts and uprisings in many regions both in the Empire and the Kingdoms. For his service and his ingenious tactics and strategies, he had been rewarded with lands between the Kingdoms of Salria and Rengar. However, Daric refused to take any noble title and instead had decided to continue using his title as a mercenary commander, focusing on taking down the enemies of the Empire.
It is said that Sir Lerrig Goldheart has hired Daric to make up for Lerrig's own rather lacking strategic skills. While Daric himself considers Lerrig a poor tactician, the experienced mercenary acts professional and respectful and is the one keeping Lerrig's men in line - though now many soldiers began to say that things would go much better if Daric was in command instead of Lerrig.


Click here to learn more about the other characters!


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Initial Release

General:
- Scrolls of Healing now require a Fortress instead of a Black Citadel, making them purchasable now

General:
- Fixed Zarok
- Pechan no longer costs food in his Robo Goblin form
- Fixed Air Form ability tooltip of Warmechs

Chapter One:
- Fixed Korjaha's dialogue

Chapter Nine:
- Fixed tooltip for Red Drakes and Red Dragons

Chapter Ten:
- Fixed New Units message

Chapter Thirteen:
- Fixed description typo

Chapter Fourteen:
- Fixed description of the main quest

Epilogue:
- Fixed a special effect not appearing at the end of the cinematic

General:
- Renamed Orc Frigates to Destroyers
- Fixed the message for completing one part of a quest with multiple quest requirements in all chapters
- Reduced the movement speeds of Warmechs in air form
- Duke Redfist is now wearing the Scepter of Healing

Chapter Four:
- Fixed the hotkey of Rock Golems

Chapter Thirteen:
- Grofzag now starts the chapter with the Hammer of Kome and keeps it for the following chapters

General:
- War Mills now use the BETA model & icon of the Orc Lumbermill
- Rock Golems now require a Spirit Lodge instead of War Mill

Chapter Six:
- Replaced the building models used by the Darkmind Clan buildings to fit both the weather and their "renegade" status
- Added slightly more snow terrain

Chapter Thirteen:
- New model for Orie Redfist
- Replaced the building models used by the Dominion to better showcase their new organisation
- Changed the names of some edited buildings
- Cannon Towers are no longer available
- Orc Watch Towers have been upgraded:
* Higher gold cost
* Weaker version of the Cannon Tower attack against ground units in addition to the attack against air units
- Pig Farms have been replaced by Burrows for Clockworkers
- Spirit Lounge is no longer available but also not needed as all caster upgrades are already researched

Chapter Fourteen:
- Replaced the building models used by the Dominion to better showcase their new organisation
- Changed the names of some edited buildings
- Cannon Towers are no longer available
- Orc Watch Towers have been upgraded:
* Higher gold cost
* Weaker version of the Cannon Tower attack against ground units in addition to the attack against air units
- Pig Farms have been replaced by Burrows for Clockworkers
- Spirit Lounge is no longer available but also not needed as all caster upgrades are already researched

Chapter Fifteen:
- Replaced the building models used by the Dominion to better showcase their new organisation
- Changed the names of some edited buildings
- Cannon Towers are no longer available
- Orc Watch Towers have been upgraded:
* Higher gold cost
* Weaker version of the Cannon Tower attack against ground units in addition to the attack against air units
- Pig Farms have been replaced by Burrows for Clockworkers
- Spirit Lounge is no longer available but also not needed as all caster upgrades are already researched

Epilogue:
- Slight dialogue adjustments (including a scene at the end where Aridon uses the REAL name of the Master of Shadows)

General:
- Reduced repair cost of Goblin Merchants
- Pechan now has a unique item, allowing him to place Goblin Landmines (endless charges but with cooldown)
- All versions of Finger of Death and Finger of Pain can no longer target units and buildings allied to the caster

Chapter Twelve:
- Pechan now has some land mines to protect his base

Secret Chapter:
- The enemy bases now make use of several land mines to bolster their defenses
- Vanessa's Gem of Health has been replaced with a Gem of True Seeing
- Increased the hit points & mana of Vanessa by 300 each
- Increased the maximum & starting hit points & mana of Zelech & Fox by 300 each
- Replaced the building models used by the Dominion to better showcase their new organisation
- Changed the names of some edited buildings
- Replaced all Cannon Towers with Orc Watch Towers
- Orc Watch Towers have been upgraded
- Several units of the Dominion have been replaced with more powerful units
- Sand Dragons now start with their upgrade researched
- Several dialogue changes

General:
- Increased the hit points of Axethrowers from 420 to 500
- Added Redfist banners to every chapter featuring the Redfist

Chapter Four:
- Removed the northern (LB) and southern (Purple) entrances to the Grey base
- Changed the ownership of some units to avoud Grey sending out defense forces to attack the player
- The base of the Royal Army on the other side of the river no longer gets attacked by Demons (neither does the player if the Royals are killed)
- Small terrain adjustments to make some choke points less effective for the AI
- Stronger defense for Grey
- Players now share vision with the Demon waves

Chapter Six:
- The last enemy base will no longer replenish any units in the fortress apart from the Elites directly protecting it
- Replaced a few items carried by enemy heroes
- Players now share vision with the spiders
- The Darkmind Clan will now spawn AI controlled reinforcements in regular intervals to support your offensive
- Slightly moved Aedale's buildings at the entrance of the fortress away from it

Chapter Eight:
- Minor changes to some tiles in the starting area
- The Deathbreeze Clan will now spawn AI controlled reinforcements in regular intervals to support your offensive
- Increased the amount of starting units
- Increased food limit by 10
- Fixed the lack of level, abilities and items of the dwarven hero

General:
- Shieldbearer Changes:
* Decreased the damage dealt by Shieldbearers by 3
* Decreased hit points from 1500 to 1100
* Decreased food cost from 6 to 5
- Increased the food cost of Red Dragons and Sand Dragons from 8 to 10
- All workers now start with Repair activated automatically
- Increased the intervals between the attacks to make it less likely for several attacks to occur at the same time
- Minor model adjustments

Chapter Five:
- Grammar fix in the quest log

Chapter Six:
- Choosing Blen now results in all Towers & Burrows of the Orcs getting destroyed to make tower spam less likely to hurt yourself
- Corrected the name of Captain Gregor
- The Captains Gregor & Elias who have been with Blen since the first mission of the First Human Book now stay if you choose Blen over Rath
- The flames in the ending cinematic now are also properly displayed if Blen is chosen
- Human towers will now shoot their enemies correctly after the cinematic if Blen is chosen (the rest of the bases will remain passive)
- Some (by far not all!) of the defensive forces now belong to the base next to them, meaning that some of the defensive troops will be reinforced by nearby bases
- Replaced some units around Harmos' base with units of the Order of the Flame

Chapter Seven:
- Fixed the message regarding the new units
- Slightly increased the number of units for the Stonelord Dwarves and the Salrian Army
- The Redfist is no longer displayed in the score screen

Chapter Eight:
- Fixed the Knights of Salria not being able to train Paladins
- Adjusted the attack times of the enemy bases to slightly decrease difficulty
- Increased the strength of the attacks coming from the Knights of Salria
- Decreased the time in the ending cinematic until Zairmak uses Finger of Death
- Flammedus' Centaurs are now controlled by an AI
- Doubled the amount of resources gained for completing the optional quest in Chapter Seven
- Cliffhunter Clan starts with Centaur Hooves already researched
- The Deathbreeze Clan (Player) has been replaced with Ravaging Fire Clan to make colors more distinct
- The Ravaging Fire Clan starts with Burning Oil already researched
- The Ravaging Fire Clan starts with Golem Power already researched
- The Cliffhunter Clan no longer has access to any Orc units (apart from female ones)
- The Ravaging Fire Clan no longer has access to any female Orc units or any race allied to the Orcs apart from Golems (and Bearmen if recruited)
- Moved Magic Vault to a new position between the two bases of the player
- Both the Ravaging Fire Clan and the Cliffhunter Clan are back at a maximum of 100 supply instead of 80
- Replaced the Merciless accompanying Thorn with a new unit type
- Increased the hit points of Commander Thorn by 1500
- Cassius now also trains Mercenary units

Chapter Nine:
- Fixed the message regarding the new units
- The Ogre Legion now joins the fight against the Moghtar once the avalanche has been caused by higher powers and will also train more units to join in
- Improved the graphical effect of the avalanche
- Sand Dragons & Sand Drakes in this chapter no longer cost any food

Chapter Ten:
- Doubled the interval between the summoning of new Fire Golems after the initial summons
- Slightly increased the time for the first group of Fire Golems to be spawned
- Decreased the number of summoned Fire Golems
- Increased the intervals between the attacks to make it less likely for several attacks to occur at the same time

Chapter Thirteen:
- Added some defensive units

General:
- New model & icon for Sir Praxeus "The Holy Bastion" Braelon

General:
- Fixed Batrider model for newer versions of the game

Chapter Thirteen:

- Increased the gold in the inital goldmine
- Added a second goldmine to the player base
- Tweaked AI attacks
- Seperated the bases of the player and his allies by trees to avoid the AI walking through the player to attack the allies
- Increased the lumber per tree from 50 to 300
- The Redfist Elite, a faction of the Bloodstone Dwarves & the Redfist (not the Redfist Vanguard) remain passive until certain conditions are met
- Tweaked the target change for the allied AI

Chapter Fourteen:
- Tweaked AI attacks

General:
- Final (hopefully) fix of the Batrider model for newer versions of the game
- Several AI tweaks

General:
- Several tweaks and fixes (including changes that fix some bugs caused by newer Blizzard patches)
- Changed & Replaced several unit types and hero models to fit their kingdom/faction
- New model for Shieldbearers (courtesy of @HerrDave)

Chapter Six:
- Replaced Brutes with Firestarters
- Added Force Walls to Greymoore's base to avoid the player from rushing to trigger the choice too early (the Force Walls stay until all other Castles inside are destroyed)
- Added a Sentry Ward to the second gold mine
- Added a Fountain of Health on the first level of the castle

General:
- New model for Duke Redfist (courtesy of @Rhapsodie)

Chapter Twelve:
- Bonelords now have the "Ancient Bone Armor" which reduces all non-Hero damage by 50%

General:
- Several grammar improvements

Chapter Four:
- Renamed the Imperial Army to Wolf Regiment
- Changed the color of the Wolf Regiment to Coal
- Changed the class of Elaine the Beasttamer from Ranger to Mercenary Ranger

Chapter Eight:
- Fixed ghost Flammedus in the ending cutscene
- Changed the class of Elaine the Beasttamer from Ranger to Mercenary Ranger

Chapter Twelve:
- Expanded many ingame dialogues, especially the Bonelords' (a little foreplay to the Bonelords Expansion that will be part of the True Story of Arkain)
- Renamed the Bonelord's factions from Rohir Nexus to Scarec Nexus
- Changed the color of the Scarec Nexus to Snow

Chapter Fourteen:
- Minor building movements



Models & Skins:
Blizzard Entertainment
67chrome
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Wandering Soul
infrenus
Tauer
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Mephestrial
Dojo
PrMosquito
Hawkwing
Em!
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Uncle Fester
Frankster
Mc !
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Sin'dorei300
Elenai
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CloudWolf
alreadyused
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Dmitry Rommel
Kitabatake
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Uljimasa Hojo
eXciTe
Sellenisko
frostwolf
-Grendel
Skipper
Deolrin
gookywooky
Callahan
BlinkBoy
Hueter
Coinblin
supertoinkz
SuPa-
Tarrasque
Power
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chr2
olofmoleman
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Deolrin
[email protected]
HerrDave
Meteor_demon
kangyun
Kael Theron
PROXY
JetFangInferno
JesusHipster
Makoodzaka
Rizz_Boomer
Arowanna
deepstrasz


Icons:
Blizzard Entertainment
Uncle Fester
CloudWolf
xylign
SkriK
CRAZYRUSSIAN
Darkfang
GreyArchon
67chrome
Fjury
PrMosquito
INSEKT
Muoteck
dickxunder
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CloudWolf
Kuhneghetz
Elenai
Heinvers
Shar Dundred
Uljimasa Hojo
SinisterX
Darkfang
Hemske
Palaslayer
NFWar
Hellx-Magnus
Justicebringer
Sin'dorei300
sigelang
Mr.Goblin
Mythic
antihero
Sellenisko
-ToasT
jigrael
Just_Spectating
APproject
Pins
Eagle XI
kangyun
-Grendel
BLazeKraze
Mc !
Kael Theron
Stanakin
JollyD
The_Silent
-Berz-
chr2
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San
Scias
Akolyt0r
Peekay
Edge45
ChevronSeven
4eNNightmare
Arowanna


Campaign Preview Screen:
Heinvers

Campaign Logo:
Mythic

Campaign Chief Development Tester and Grammar Genius:
Kasrkin

Additional Testing:
Championfighter25
LISBOAH


Everything else made by:
Shar Dundred

First Supporters:
Theoden of KoMe
Chen
youness
Kasrkin
kakuzu
BandolXD
Heinvers
Imperator
Veritas 117
PlankingWolf


Please contact me via PM if I forgot to give you credit for your resource!



To Blizzard Entertainment for this great game.
To Turnro whose great campaigns inspired me to revive this old project.
To Jayborino for his enjoyable let's play projects of the Arkain series!
To all who supported this project!
To all who reported bugs and gave/give constructive feedback both during and after the development!
And very many special thanks to Kasrkin, who supported the creation of this project in many, even countless ways!



Feel free to post your suggestions, opinions and questions!
Please report any bugs!

Keywords:
Arkain, Legends, Legends of Arkain, LoA, campaign, series, Gardon
Contents

Legends of Arkain Second Orc Book (Campaign)

Reviews
Daffa
One of the Hosted Projects. In addition, I have personally played the demo versions and they are well-made. Unless a major bug is reported in this particular version, I don't see why holding out approval status for this map given the sheer amount of...

Pick your favorite characters


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    122
Level 3
Joined
Dec 25, 2017
Messages
43
Damn passed ch8 and 9 too

May be something useful for hard mode:
Ch8:
Damn fucked 3vs 8.(Dwarves of bloodstone,untouchable base on south east,spam of birds and helicopter)
Dangerous and op attack waves.
You have 3 entrance to defend and come out.
The north one is a trap.the northern enemies is full of 200 army with cavalry,destruct or,birds,and the base defense are concave lens shape that hard to attack,also many enemies will be driven to there.even you break its base,you no hope to defend the gold mine
The south is too narrow for deploy a large armies.
So the remaining option is dispatch most army in the middle base.
You need to use the technique to block the north and south base with lumber Miller and the watcher tower.you will build a non enter area ,that even infantry can't slide in,and behind is the base of tower spam .With that,ai computers will retreat and find another way to break in .At least you don't need 3 line battles,and the ai use longer time to beat you,so it is essentially strategy to do so .The ai may send destruct-or ,birds,helicopter to destroy your towers and spam,so you need to reserve around 20 units for 5 warmech,you will scout for the air harassment ,lure the helicoptert and bird to get shot by towers,while your war mech is priority to break the destruct-or.

For offense the enemies,the middle way is suggested,the ranger base is weak and less op units there.
You will form your force mostly shield breaker,impaler,watch doctor,and shaman ,with the 30 towers provide covering the fire to enemies knights.
You may accumulate around 10000 gold,and your allies with 7000 gold.attack the ranger base ,but don't build base there .Continued to attack the red fist and can get the arcane book with free lighting chain ,and attack the middle one with archmage hero.after that,you can build expansion there.also build 20 towers there to prevent airstrike.and use there to attack the salria army and the mercenary base.

Then the main crisis will be solved,finish the surrounded north base from attack of its behind.and time to deal with purple to finish the mission.purple is weak,but the red fist is strong of many merciless and commander thorn.use around 150unit and also pull them out from their bases is much safe.
 

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Last edited:
Level 1
Joined
Mar 12, 2016
Messages
1
How are you people finish this campaign, like wth chapter 3 normal is already hard af. Just in game for 8~10 mins and already attacked by 3 base simultaneously, and without any healer or items. The first book was fine to me but this is too harsh or i am just really suck.

Edit: nevermind, i manage to attack north west base and let the NE and blue base destroy my base(i know im suck). Slowly recovering but effective. Great campaign tho, makes me thinks a lot of ways to win the camp.
 
Last edited:
Level 3
Joined
Dec 25, 2017
Messages
43
Ch3 isn't the hell yet,you haVe a purple Ally for 2 vs6,which is quite strong maintaining 80units.and you have warlord which is powerful enough while enemies mostly re just footman

You face 3 enemies at south.purple Ally face 3 enemies at north.you have only 20000 gold mine at start,and only 15 unit .you can't just stay at Home and get surrounded by combined enemies to hit you.So train it to 50unit.and upgrade your base to fortress*s.you need 2 gold mine for producing warlords to rush enemies,so you need to be offensive.
I teach you a technique.you solve the first attack from right .And move your army with at least 40 food to the Ally in west.the southern west enemy is your fIrst target,because unlike right one,it don't have other enemies baSe there,so you have less pressure to conquer it ,and your expansion there is safe because enemies can't pass through there with the defensive of your Ally.
A trick called pull enemies to your allies.you use hero and raider troops to attack the southern west building or units.the enemies will send a big force to hit you .Keep Beating but not stay there,hit and move ,lure the enemies to your allies position,better with the paladin hero,when the enemies hit purple grunt or watch tower,purple can destroy all of these invader their own.you on this time,Not Waste any time,immediately rush the town hall and kill the peansant fast.in the progress,the Southern east will start attack your base .So time to save your base with 60 unit.after that,you can hit southern west again,destroy barracks and altar of hero,and time to plant a base there for 2nd gold mine.in this period,you need to see whether your allies are under attack by 2/3 north enemies at same time.time to Help them not overwhelmed,it can be easy.
Then for attacking of the Southern east and the bottom one enemies.i suggest you not use the west path direct straight line to attack the Grey in East,because you will meet their blue allies reinforcement at same time.use the north
  1. Path to storm their base will be easier.blue may attack your base,but your attack is firstly disable the production of enemies units,so break the castle and altar of hero,then beat the enemies hitting your base .after grey is gone,finish the bottom blue base without hero.
  2. Now you just face 3 north enemies with your strong purple allies.the right one with paladin hero will harrass your expansion regularly,so hit it first.also you have 3 gold mine now,so you have 2000-3000 gold at hand ,and build 80food armies.time to spam 30-40 watch tower on both west and right base of your allies.then you no need to worry for helping purple.when west enemy is done,then east for ranger hero base,and finally the middle one with archmage hero
  3. Cut the trees with 20 peons on the lumber mill given to you at southern west.you will find orge unit to join you.
Every mission you will face 1vs 3 or more bad scenario,so you may try to hit a weaker enemies at start for turning the tide of war for your favorite side




How are you people finish this campaign, like wth chapter 3 normal is already hard af. Just in game for 8~10 mins and already attacked by 3 base simultaneously, and without any healer or items. The first book was fine to me but this is too harsh or i am just really suck.

Edit: nevermind, i manage to attack north west base and let the NE and blue base destroy my base(i know im suck). Slowly recovering but effective. Great campaign tho, makes me thinks a lot of ways to win the camp.
 
Level 3
Joined
Dec 25, 2017
Messages
43
Second book Orcs mission always hard and adverse situation,hero and units also weak,no hp add before ch7,lack of DPs unit and normal air unit.so you can't be so easy as in human books.especiaLly,Ch 4,8,10,13 and 14 will make you cry.but the ch15, final mission is the most easy eNd game
 
Last edited:
Level 1
Joined
Apr 19, 2019
Messages
4
What do you mean by "doesn't go any further"? Do you get a crash? Is the next chapter not starting?
What is your game version?
I play the most recent one i think since i downloaded 5 days ago.After i beat the chapter and the cutscene plays there no more chapter it goes back to mission selection scene.It felt it ended too soon thats why i asked if it that was the end or if im bugged.Thanks for the reply
 
Level 1
Joined
Apr 21, 2019
Messages
1
I have a problem playing this one. the previous books I can play but this one shows me new kind of problem..

upload_2019-4-21_12-0-23.png


Does anyone know how to fix it?
 

Shar Dundred

Hosted Project: LoA
Level 48
Joined
May 6, 2009
Messages
4,840
I have a problem playing this one. the previous books I can play but this one shows me new kind of problem..

View attachment 321317

Does anyone know how to fix it?
Get 1.29.2 or newer, as stated in the campaign description.
its 1.30.4 and it plays through that point
I will take a look at it, I have never heard of this bug yet, though.
If anyone else experiences this, please let me know and also tell me of your Warcraft 3 version.
 

Shar Dundred

Hosted Project: LoA
Level 48
Joined
May 6, 2009
Messages
4,840
Okay, I experimented around a bit and I could not reproduce the bugs reported about
AI pig farm spam or Chapter Twelve not loading. Please report if more people have these issues.

I have fixed some other things, however.
------------------------------------------
Version 1.11 released!
General:
- Renamed Orc Frigates to Destroyers
- Fixed the message for completing one part of a quest with multiple quest requirements in all chapters
- Reduced the movement speeds of Warmechs in air form
- Duke Redfist is now wearing the Scepter of Healing
 
Level 1
Joined
Apr 23, 2019
Messages
2
This is an good epic story telling and epic campaign that I play is exactly the same in the warcraft's campaign. I just played human's and orc's books. I want you to continue this project. I cant wait to see your next book.
 
Level 14
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Dec 19, 2013
Messages
931
Finally got to play and finish the second orc book(bout god dam time).

I can say i am impressed very much impressed...Its a massive step up from its predecessor in lore,character development and sadly...IN difficulty( AND NO, no keyboards or mouses were harmed during the entire book).For once i am glad that Shar decided to "civilize" the Orcs.This whole ordeal when we jump from place to place in order to recurit new allies into our ranks,settle old grudges its gets you hooked into the story.Hell by the end of the book Orcs seemed more tolerant and willing to listen than even humans,not that humans were tolerant and all,but from the image of the orcs in the first book this is a massive change(With exception of eddgy teen Rath).
I also loved the fact that even most of the other races got their deserved spotlight,leaders and a history for us to enjoy.

This was a surprising and grindy book.

P.S:What did i tell ya Shar...Orcs and Ogres are meant to be together like peanut butter and jelly.
 
Level 2
Joined
Nov 25, 2018
Messages
9
Hey, what i dont understand is that in second human book as gardon i destroyed the golden guard and took over the purificator and used it against the demons. But now in second orc book i am going to take over the fortress and kill renald and take over purificator where brian said that gardon himself failed to take over the fortress but i actually did take over the fortress as i said i just cant seem to understand right now and im completely lost and totally confused please help me with some explanations ^^
 
Level 2
Joined
Mar 7, 2018
Messages
11
I love it , but the only think i don't get it why Blen is still alive , on the human book on every choice you pick Blen get killed by the Golden Guard , but in this one he is fighting Renault , can anyone let me know how the story is ? or is just a different story for each faction ?
 
Level 4
Joined
Jul 27, 2017
Messages
74
Waaagh!,

um ... sorry. Today i finished the last mission of the campaign so i'd like to give some feedback. I played the version from April fool's day so some things are likely outdated and i played on normal difficulty.

Overall it is a very good campaign with high difficulty appart from one (half) map.

The mechanic of many different units was nice. Not great or bad just nice. I'll cover that in the spoiler part.

Chapter One: The Exiles
As a start very interesting to see how this Dominion stuff started. The conflict with the Ironfist could have been interesting later but the Hunter's corruption was no furhter investigated.

Chapter Two: Burning Homes
This mission was for me test of patience but a positive one since i enjoyed the map. You can pull parts of an enemy group which makes it very playable. I think none of my units had full health within in the map since i always used one grunt to tank an footman or something like that and finish them with one-eye.
I was a bit sad that you could not convert grunts to axethrowers since axethrowers are better (see their tooltips)
Also you placed way to many units in the south-western part: There is nothing special to happen so the hint to not go there is also unnecessary

Interlude: A new Enemy
I like Daric or how i called him: General Hiccup. Really i was unable to take him serious due to his animation so i have to mention it. ^^

Chapter Three: Wrath of the Darkmind
To keep it short: Without cyclops it was impossible for me, also no possibility to heal units. With cyclops it became a lot easier since they have more endurance and much more damage than those Warlords. So you should build two demolishers to clear the path. Together with an ally this was in the second half of the map nice to play.
Playing a cavalry faction also was quite pointless in this forest region since there was not much possibility to move.
MVU: Cyclop
Unused unit: Outrunner (i think this was the T1-unit)

Chapter Four: Between A Rock and A Hard Place
The title is a good expression but finally a healing fountain. I did only attacked the northern human base to get an item but it didn't felt to became easier after that.
A little problem with Daric's mercenaries: When their corpses are revived some Elite-Troops of his base can come which is not so nice. Now it makes more sense why the Orcs attacked with Golems but this feels quite random to me since Grofzag says that he only could use few magic and now he can summons armies of Golems?
MVU: probably Necrolyte to get some corpses away.
Unused units: Grunt, Shaman

Chaper Five: Roars in the Forest
I really like the missions without a base since you need less micro-management there.

Chapter Six: A Dish Best Served Cold
Ok this was the failed mission. The first half of the map was good since you had plan which enemy to attack first with your large army with special units. My advice: Kill Aedele after the right base attacked you since her base is quite tough. Meanwhily i covered the entrace with Watchtowers and built a Great Hall at the second Gold Mine.
Ok then we come to the problem: Blen's Base spams units like an Insane to keep the Guards alive at the second floor. Always those stupid Vindicators and Paladins and worst of all a group of 15 units together with an enemy base and hero. If they haven't been replaced this map would be great.
I mean you are sieging a castle that seems to have only this front entrace and they have an infinite amount of units? This is not like sieges work and on easy difficulty this happens aswell and they have.
Just remove this at this spot and it is fine. Unfortunately you cannot cheat the base way since Blen comes then. I didn't tested if you could trigger that without cheating. Yes: Here i cheated but i do not regret.
Apart from that i appreciate the enemy formations since it reminds me to game of my childhood.

MVU: Watchtower (Wallcrusher)
Unused units: Outrunner (they just have no right to exist ... sorry), Warlock

Chapter Seven: The Southern Realm
Finally some real Tanks: Shieldbearers are awesome. My strategy: finish one base after each other but do not destroy the castles (yes i reloaded). I kept the bases inactive with Watchtowers and a small group of Shieldbearers and Headhunters) but it could be possible without but the two scripted attacks of the Golden Guard are hard.
You can also finish off a great part of the Golden Base and let one farm or lumbermill alive and kill the Dwarfes later
MVU: Shieldbearer!!!
Unused units: Grunt, Mech (Headhunters are better in my opinion but i haven't calculated that), Raider (ok i used them for fun), Necrolytes, Warlocks

Chapter Eight: Horse and Rider
I had to play this map mostly on slow speed since this is an insane amount of micro management but the enemy bases where placed in a way that you could really finish it without cheating.
And here starts the strange story-telling about Sasrogan: I used him as defender but later he was also in the offensive. Why does he has be a coward?
MVU: Zepelin
Unused units: Grunt, Raider, Mech, Necrolyte, Warlock, Spiritcaller, Gladiator, Demolisher, Golems

Chapter Nine: The Legion
This was probably the mission with a base that had the best flow. I defended with Vanessa and some units whily Rangul and Brokta did the most job of exploring until i hade to kill the upper base. I write it already here that you really should limit the Great Dragons. Here you don't need to spam them but later ...
The use of Bronze Dragons was interesting --> Try to explore the south-western part of the map first
MVU: Red Dragon
Unused units: Grunt, Raider, Mech, Necrolyte, Warlock, Spiritcaller (in case Centaurs were available), Gladiator, Demolisher, Dragon Welp, Red Drake, Golems

Chapter Ten: Dogs of War
To keep it short: Get rid of those stupid Gnolls, build a few Shieldbearers and Medecine Mens and protect with them and the heroes your base. Then build Zepelins and free harpies and flood with them the enemy bases. At least you can cheat the firemage away but with this strategy you can also make it without.
About the hint saying that there are multiple ways: Those two ways are the only ones without cheating since the enemy has a huge amount of strong Cavalry and Infernals spawn in a number of 4 in a too high rate.
MVU: Zepelin
Unused units: Grunt, Raider, Mech, Necrolyte, Warlock, Centaurs, all Gnoll Units apart from the workers, Shamans, Demolishers, Golems

Interlude: The Duke
Good interlude in my opinion to finally understand this butt (Chapter Ten made me hating him). Vanessa also survived because of Deus ex machina.
PS: I already thought in that Interlude that Aridon does not care about promisses (See the bonelords later)

Chapter Eleven: Dark Sea
At least spamming Battle ships is not needed here: i like it.
It became a challenge when your second army arrived in the north since this disabled me to replace my healers in the south. Apart from penetrant catapults again this map was good.
MVU: Shieldbearer
Unused units: Grunt, Raider, Mech, Necrolyte, Warlock, Centaurs, all Gnoll Units, Shamans, Demolishers, Golems

Chapter Twelve: Risen Resistance
Fighting the humans felt quite relaxing at the beginning but the loading screen already implicies that the undead are coming. Yes this was an relaxing map.
When the undead are coming: It feels strange when Lieutenants are attacking alone.
MVU: Red Dragon
Unused units: Grunt, Raider, Mech, Necrolyte, Warlock, Centaurs, all Gnoll Units, Shamans, Demolishers, Golems

Interlude: Birth of the Dominion
So Sasrogan is presented as a wimp and he has not done what we used him for in the First Orc Book? It is quite a time ago when i played the first Orc Book but this feels just so random and forced. I mean he was a hero and Grofzag was just an normal Warlord. Sas had a lot more kills and he was a good defender in the missions before. It just feels like you forced the story to make him a wimp.

Chapter Thirteen: A Red Day
Many, many enemy bases but at least you have usefull allys. And here Red Dragons became OP and i also spammed them. On the other hand: the enemy sends attacks one after another so you can fail quite fast. The Healing fountain is in a good but challenging position.
Something i don't really like is that the enemy has many Artillery-Units so your supports are quite useless since they are always focused in a penetrant way.
MVU: Red Dragon
Unused units: Grunt, Raider, Mech, Necrolyte, all Gnoll Units, Demolishers, Golems, Red Drages, Red Dragon Welps

Chapter Fourteen: Coats of Gold
This map starts to become annoying since i've already played many missions in the human campaign there. The Paladin Base was a little challenge with the early troops but at least your ally can help you to finish the castle and all workers. Later ... it was spamming Red Dragons ftw.
The enemy has huge amounts of Artillery Tanks, sends flying units to your base, the Engineer is an absolute OP-Hero and the other 2 factions have an extra Castle next to this OP-guy.
Storming this is suicide in my opinion so my heroes defended the base while i killed the Base of Van Durce then many workers of him to finally sacrifice many Red Dragons to kill his second castle to stop the Worker-Production
For the Dwarves i could at least do a ground-Attack.
MVU: Red Dragon (again)
Unused units: Grunt, Raider, Mech, Necrolyte, all Gnoll Units, Shamans, Demolishers, Golems, Red Drages, Red Dragon Welps, Harpies, Batriders

Chapter Fifteen: Warriors of the Dominion
This map is by far not as hard as the last human campaign so i probably could also have done it but lose Logan and Pechan for that. (Yes i reloaded when i used the Canon) Although preventing Logan from dying like the noob he is can be challenging when the Dreadlord starts a full-scale assault.
Apart from that i made my seccond challenge here to only use 2 Red Dragons.
MVU: probably Witchdoctor for the healing wards
Unused units: Grunt, Raider, Mech, Necrolyte, all Gnoll Units, Demolishers, Golems, Red Drages, Red Dragon Welps, Harpies, Batriders

Epilogue: An Age of Peace
Yes, finally: Aridon was wrong. This is the moment i was waiting for.

Summary
You have many units but unfortunately for most of them i just see no right to exist. Legends of Arkain is mostly not something to find a personal playing style but to find the one and only one (exaggerated) and many just require too much micro-management to be usefull since the Heroes already need some time to use all skills.
My favorite character: Sasrogan (he deserved a better ending)
My rating: 4/5 (it still has some weaknesses but it is positive that maps are not protected)

Ok after one hour of writing i also have to add this theory:
If i haven't missed anything importent the Demons are just doing all of this to get some slaves and Aridon wants to keep some sort of Balance.
Why do the Demons need slaves? You need slaves to make them fullfilling your wishes or do some funny stuff with them. My theory is: The demons are just big party lions who do not want to get the beer on their own but to have someone bringing them the beer.
Aridon on the other hand might have an ancient relationship with the demons. All this crazy speaking about a Demon God and a Dark One. So i think he is an old guy and something like a grandpa to the demons. He had to get a beer always by himself and wants the demons to learn that. So he does anything that they have no slaves and get their beer on their own. Maybe there is also soemthing similar with the other races.

Ok that is all for now.
Thanks to anyone who has the patience to read this long text. PS: I am waiting for the second book about da undead boyz
 

Shar Dundred

Hosted Project: LoA
Level 48
Joined
May 6, 2009
Messages
4,840
Version 1.20 - The Rise of the Shadow released!
General:
- War Mills now use the BETA model & icon of the Orc Lumbermill
- Rock Golems now require a Spirit Lodge instead of War Mill

Chapter Six:
- Replaced the building models used by the Darkmind Clan buildings to fit both the weather and their "renegade" status
- Added slightly more snow terrain

Chapter Thirteen:
- New model for Orie Redfist
- Replaced the building models used by the Dominion to better showcase their new organisation
- Changed the names of some edited buildings
- Cannon Towers are no longer available
- Orc Watch Towers have been upgraded:
* Higher gold cost
* Weaker version of the Cannon Tower attack against ground units in addition to the attack against air units
- Pig Farms have been replaced by Burrows for Clockworkers
- Spirit Lounge is no longer available but also not needed as all caster upgrades are already researched

Chapter Fourteen:
- Replaced the building models used by the Dominion to better showcase their new organisation
- Changed the names of some edited buildings
- Cannon Towers are no longer available
- Orc Watch Towers have been upgraded:
* Higher gold cost
* Weaker version of the Cannon Tower attack against ground units in addition to the attack against air units
- Pig Farms have been replaced by Burrows for Clockworkers
- Spirit Lounge is no longer available but also not needed as all caster upgrades are already researched

Chapter Fifteen:
- Replaced the building models used by the Dominion to better showcase their new organisation
- Changed the names of some edited buildings
- Cannon Towers are no longer available
- Orc Watch Towers have been upgraded:
* Higher gold cost
* Weaker version of the Cannon Tower attack against ground units in addition to the attack against air units
- Pig Farms have been replaced by Burrows for Clockworkers
- Spirit Lounge is no longer available but also not needed as all caster upgrades are already researched

Epilogue:
- Slight dialogue adjustments (including a scene at the end where Aridon uses the REAL name of the Master of Shadows)
 
Last edited:
Level 19
Joined
Mar 28, 2015
Messages
2,387
Version 1.20 - The Rise of the Shadow released!
General:
- War Mills now use the BETA model & icon of the Orc Lumbermill
- Rock Golems now require a Spirit Lodge instead of War Mill

Chapter Six:
- Replaced the building models used by the Darkmind Clan buildings to fit both the weather and their "renegade" status
- Added slightly more snow terrain

Chapter Thirteen:
- New model for Orie Redfist
- Replaced the building models used by the Dominion to better showcase their new organisation
- Changed the names of some edited buildings
- Cannon Towers are no longer available
- Orc Watch Towers have been upgraded:
* Higher gold cost
* Weaker version of the Cannon Tower attack against ground units in addition to the attack against air units
- Pig Farms have been replaced by Burrows for Clockworkers
- Spirit Lounge is no longer available but also not needed as all caster upgrades are already researched

Chapter Fourteen:
- Replaced the building models used by the Dominion to better showcase their new organisation
- Changed the names of some edited buildings
- Cannon Towers are no longer available
- Orc Watch Towers have been upgraded:
* Higher gold cost
* Weaker version of the Cannon Tower attack against ground units in addition to the attack against air units
- Pig Farms have been replaced by Burrows for Clockworkers
- Spirit Lounge is no longer available but also not needed as all caster upgrades are already researched

Chapter Fifteen:
- Replaced the building models used by the Dominion to better showcase their new organisation
- Changed the names of some edited buildings
- Cannon Towers are no longer available
- Orc Watch Towers have been upgraded:
* Higher gold cost
* Weaker version of the Cannon Tower attack against ground units in addition to the attack against air units
- Pig Farms have been replaced by Burrows for Clockworkers
- Spirit Lounge is no longer available but also not needed as all caster upgrades are already researched

Epilogue:
- Slight dialogue adjustments (including a scene at the end where Aridon uses the REAL name of the Master of Shadows)

I look at the new Dominion buildings and I can only think of two things: the Iron Horde from Warlords of Draenor and Isengard from LOTR.

His REAL name? This sounds awesome! I am looking forward to see it!
 
Level 1
Joined
May 6, 2019
Messages
8
Omg how do you guys even pass the 4th chapter, let alone finishing the secondary objectives. Im playing on normal and its too hard, you basically get no reprieve to launch an assault. Ive played every single arkain book on normal without cheats so far but im really tempted here. Shar why are you upping the difficulty with every book, instead of enjoing the levels, im sweating to beat even the 1st chapters and at the end of the chapter i feel exhausted instead of satisfied, lower the difficulty man...
 
Level 2
Joined
Jul 24, 2016
Messages
10
Is it supposed to force us to skip the secondary objectives at ch.4 ? Cause it feels like the only way to beat this chapter on hard is to rush purple, either this or:
1) wall of towers (which is a bad design for any campaign);
2) since u dont have much time to destroy any base entirely in one attack - kind of rtarded harass where u come and kill the castle then fall back to defend ur base and then repeat with production buildings.
 

Shar Dundred

Hosted Project: LoA
Level 48
Joined
May 6, 2009
Messages
4,840
Please read this post by @Kasrkin:
You need to make a decision on what you want to do when the mission starts. Smash and grab or fighting retreat. The bases in the east can hold indefinitely unless otherwise attacked by you and it is best to leave the Royal base alone until you have less threats to deal with. If you do attack an eastern base you must make sure it dies the first time you attack it or they will send soldiers to attack you while also fighting the demons. You're mainly attacking these side bases for items/tomes or the relief of pressure on your own base. Getting rid of the bulwark preventing the demons from attacking the bases in the west. Setting up a base in these locations is not the safest thing to do unless you have time to clear some trees or set up more defenses.

As for base defense you'll need a mixture of towers and burrows to alleviate the pressure along with a support group of no more than three to five units.

On the latter part you can dedicate everything you have to base defense and slow buildup dedicated to taking out purp and only purp. Doing this the mission should only take 20-35 minutes. Please note doing this likely means you will eventually have your base overrun as you complete the objective but it shouldn't matter since you've won by this point.

Taking on light blue is a bit of a juggle if you want to do it, purp is a very dangerous enemy if left alone but perhaps you just want that tome. Destroy the base covering the south east flank against the demons if you want to have extra help, at least a little bit in between attack waves.
Alternatively, read this post by @badest:
Damn finally pass the ch4 yesterday,type the guide soon,only it is possible with the healing fountain.

Used 3week to try already

First,after the patch,2 change is important
1.the fountain of health
2.invasion of right hand side Demòn is enhanced

And the initial gold Mine is 30000
We need to build up 80food unit army,most important thing is 12 arcotyes for chain lighting,you will number it with 3.others are golem and grunt.

The second is build up the base tower defense on left direction
You will leave a space in the entrance ,build around 30 towers,but important is it will cover with lumber mill.lumber can absord the damage and block the elites from smashing the towers

There are 3 serious vital damage to the towers
Capulets,elites,star fall

So you have to use the combined units to deal with them
Chain lighting,hero skill rock throw ,sleep,and towers

Your army will laid behind the coloums towers,once see the elited ,use teams 3 chain lighting to shot the elites,the enemies will chase you,and the grunt and golems to absorb the damage while the enemies eating up arrows.also,the elves rangers will use star fall when mutlipe units,so stun her or sleep her.and the golems and grunt will destroy the Capulet with easily beat.when your unit is nearly die,pull them back to health fountain.

The attack waves will include the grey and pale blue combined ,and the purple it's own.purple relatively weak compare to the former one,but be care full to shock wave if the knight hero that can damage multiple towers .You will find the interval for rest to refill uNits and towers

Around 40mins,as mentioned before,the blue royal army will be crushed by demons since they are weak and not enough towers,this optional quest will be finished without your doing.the gold Mine is around 12000 while you should have the 3000 gold at hand,80 units and 40 towers .Time to build a tower hall there ,move 1 hero 10 units to there and mass 15 towers at once with around 8 peons minimums.
You will use the base 42000 gold Mine for finish the Mission,so plant 30 towrer and use the barracks as the cover blocking demons to hit your tower.

So it is time to hit the purple .You will also set up the tower spam on the road they visit you regularly.set 30 towers there to lock down the area.purple can't keep threatening you with the attack,but it's defend force is still strong.you need to accumulate 3000gold at hand,ready for filling up the 100units rushing,and 4 phases to eliminate the purple
1.the blue knights around 10 and one barracks
2.the towers guarded with elites
3.the Ares knights inside the base
4.the remaining unit

Every time You will use the hero to lure the purple out and let them eat the arrows.

The central base are overwhelmed by the grey and pale blue,but it is not matter anymore because no gold Mine there,you can use the barracks on the below continue to produce units,the right base still offering you gold Mine

The red and another regime is not need to deal with while spending your golds and units,and the. Gold mine will not be useful for you,since the Demòn will hit your base and peons.

Actually the rangers base can be destroyed,but grey will attack your new base there too,so it is not beneficial to do so
And if the red and ranger base gone,the demons will rush your base too

Thanks you for the patch
 
Level 2
Joined
Jul 24, 2016
Messages
10
Just curious because literally every single chapter of any arkain book has been possible to pass without building more than 6-8 towers, not a fan of TD in campaigns and was trying to avoid this gamestyle all the time but well guess I can't do it in this one. Still all of your campaigns are great and I'm sure this one is no exception, thanks ;p
 
Level 1
Joined
May 6, 2019
Messages
8
Just curious because literally every single chapter of any arkain book has been possible to pass without building more than 6-8 towers, not a fan of TD in campaigns and was trying to avoid this gamestyle all the time but well guess I can't do it in this one. Still all of your campaigns are great and I'm sure this one is no exception, thanks ;p
Yes sadly all of the chapters are unfair and you must build at least 30 towers on each entrance.
Its tedious to play them, instead of enjoing them.
You must have a fetish for nervousness if you enjoy playing the later books.
 
Level 1
Joined
May 6, 2019
Messages
8
Shar i dont like lowering the difficulty now that i've finished all books on normal without cheats, except this one.
Why are some levels very easy, like the "The Exiles" and "The roars in the forest" while others with base building are hell on earth?
I've also noticed how every new book ups the difficulty considerably.The first few books were well balanced but now the last 2 books are really hard, at least on the 2nd human book you have destructors, with orcs no flying uber catapults...
The "normal" difficulty sure as hell ain't normal, feels like hard and i dont even know how "hard" is even playable.
The enemy AI attacks constantly with large armies leaving you no room to counterattack.
Maybe the playtesters are too much of a hardcore enthusiasts, but the hundreds of people who download and play your campaigns probably arent.
Also something else, I've noticed that later campaigns dont have any neutral creeps on the map, its just you and the AI...
 
Last edited:
Level 3
Joined
Dec 25, 2017
Messages
43
the fortified tower isnt available?

Shar i dont like lowering the difficulty now that i've finished all books on normal without cheats, except this one.
Why are some levels very easy, like the "The Exiles" and "The roars in the forest" while others with base building are hell on earth?
I've also noticed how every new book ups the difficulty considerably.The first few books were well balanced but now the last 2 books are really hard, at least on the 2nd human book you have destructors, with orcs no flying uber catapults...
The "normal" difficulty sure as hell ain't normal, feels like hard and i dont even know how "hard" is even playable.
The enemy AI attacks constantly with large armies leaving you no room to counterattack.
Maybe the playtesters are too much of a hardcore enthusiasts, but the hundreds of people who download and play your campaigns probably arent.
Also something else, I've noticed that later campaigns dont have any neutral creeps on the map, its just you and the AI...

the hardest map is ch4 without health fountain,ch6 choosing rath as to win ,ch 14 without ally
 
Last edited by a moderator:

Shar Dundred

Hosted Project: LoA
Level 48
Joined
May 6, 2009
Messages
4,840
Shar i dont like lowering the difficulty now that i've finished all books on normal without cheats, except this one.
Curious, the Second Human Book was considered harder afaik.
Maybe the playtesters are too much of a hardcore enthusiasts, but the hundreds of people who download and play your campaigns probably arent.
So far I have only seen very few such claims, not hundreds.
I see no issues with the difficulty. Sure, playstyles differ and some people will have more problems than others.
Also something else, I've noticed that later campaigns dont have any neutral creeps on the map, its just you and the AI...
Most creeps in the older books were neutral to the AI anyway.
 
Level 1
Joined
May 13, 2019
Messages
7
Hi i have a little trouble can u help me with that ? look when i start this campaign it write me this thing and exit the game what shall i do to play this campaign?
FATAL ERROR
Program:.....
Exception:0xC0000005(ACCES_VIOLATION) at 00:23:025F40EC

This instruction at "0x25F40EC" referenced memory at "0x00000014"
The memory could not be "written"

Press OK to terminate the application.

HELP PLEASE! what i shall do?

can u tell me where i can download free warcraft 3 1.29 version please link
 

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deepstrasz

Map Reviewer
Level 55
Joined
Jun 4, 2009
Messages
15,963
HELP PLEASE! what i shall do?
arkainPatch.png
arkainPatch2.png
arkainPatch3.png

Patching Classic Games
patchingWarcraftIII.png

can u tell me where i can download free warcraft 3 1.29 version please link
[Need Help] Back to 1.29
There's no "free" version. You need both Reign of Chaos and The Frozen Throne original CD-Keys.

Also:
Please use the green Edit button at the bottom of your posts and add text there instead of writing one post after another of yours unless it's an important update.
Site Rules
 

Shar Dundred

Hosted Project: LoA
Level 48
Joined
May 6, 2009
Messages
4,840
Version 1.21 released!

General:
- Reduced repair cost of Goblin Merchants
- Pechan now has a unique item, allowing him to place Goblin Landmines (endless charges but with cooldown)
- All versions of Finger of Death and Finger of Pain can no longer target units and buildings allied to the caster

Chapter Twelve:
- Pechan now has some land mines to protect his base

Secret Chapter:
- The enemy bases now make use of several land mines to bolster their defenses
- Vanessa's Gem of Health has been replaced with a Gem of True Seeing
- Increased the hit points & mana of Vanessa by 300 each
- Increased the maximum & starting hit points & mana of Zelech & Fox by 300 each
- Replaced the building models used by the Dominion to better showcase their new organisation
- Changed the names of some edited buildings
- Replaced all Cannon Towers with Orc Watch Towers
- Orc Watch Towers have been upgraded
- Several units of the Dominion have been replaced with more powerful units
- Sand Dragons now start with their upgrade researched
- Several dialogue changes
 
Level 3
Joined
Dec 25, 2017
Messages
43
why SOB orcs Goblin dont have these two useful unit in SHB Ch10?Even paladins afraid of thei dps
and just the shredders,war mech ,airship to use which is weak
 

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Level 2
Joined
Dec 29, 2018
Messages
13
where can i download the latest patch of warcraft im currently playing on a new pc but i kinda forgot how i dowloaded my last one and cant transfer that one cuz its broken and i cant seem to turn it on pls help i would like to start playing your campaigns and others oh and i got help here to previously when i started playing when a map keeps crashing cuz the one i was playing on isnt the latest patch
 
Last edited:
Level 2
Joined
Dec 29, 2018
Messages
13
If you own a legal version of WC3, just click on bnet in the main menu and it will upgrade your game.
If you don't own one, well, tough luck.
sadly i dont but i remember someone sending me a link for the latest version of the game but i cant seem to find it on my alerts the latest alert i received was on may 19 and cant find the previous ones
 
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