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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

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

Submitted by Shar Dundred
This bundle is marked as approved. It works and satisfies the submission rules.
[​IMG]


[​IMG]

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.



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

[​IMG] 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.
[​IMG] 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.
[​IMG] 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.
[​IMG] 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.
[​IMG] 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.
[​IMG] 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!




Screenshots
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Changelog
Version 1.00
Initial Release

Version 1.01
General:
- Scrolls of Healing now require a Fortress instead of a Black Citadel, making them purchasable now

Version 1.10
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

Version 1.11
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

Version 1.12
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

Version 1.20 - The Rise of the Shadow
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)

Version 1.21
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

Version 1.22
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

Version 1.23
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

Version 1.24
General:
- New model & icon for Sir Praxeus "The Holy Bastion" Braelon

Version 1.25
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

Version 1.26
General:
- Final (hopefully) fix of the Batrider model for newer versions of the game
- Several AI tweaks



Credits
Models & Skins:
Blizzard Entertainment
67chrome
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Wandering Soul
infrenus
Tauer
AndrewOverload519
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Deolrin
gookywooky
Callahan
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Kael Theron
PROXY
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Arowanna


Icons:
Blizzard Entertainment
Uncle Fester
CloudWolf
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SkriK
CRAZYRUSSIAN
Darkfang
GreyArchon
67chrome
Fjury
PrMosquito
INSEKT
Muoteck
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Frankster
CloudWolf
Kuhneghetz
Elenai
Heinvers
Shar Dundred
Uljimasa Hojo
SinisterX
Darkfang
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Palaslayer
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Hellx-Magnus
Justicebringer
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sigelang
Mr.Goblin
Mythic
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Sellenisko
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jigrael
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Pins
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-Grendel
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Mc !
Kael Theron
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-Berz-
chr2
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San
Scias
Akolyt0r
Peekay
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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!


Special Thanks

To Blizzard Entertainment for this great game.
To Turnro and RazorclawX whose great campaigns inspired me to revive this old project.
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 the Mage
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

  1. Rangul

    25.5%
  2. Amari

    30.9%
  3. Grofzag

    19.1%
  4. Vanessa

    12.8%
  5. Rath Wolfscar

    7.4%
  6. Pechan the Mechanic

    5.3%
  7. Brockta the Stomper

    8.5%
  8. Flammedus

    2.1%
  9. Grella the Bonesplitter

    2.1%
  10. Okri

    3.2%
  11. Zairmak

    9.6%
  12. Oneeye

    3.2%
  13. Lokar the Crusher

    1.1%
  14. King Gran Gorehowl

    1.1%
  15. Sasrogarn

    12.8%
Multiple votes are allowed.
  1. deepstrasz

    deepstrasz

    Map Reviewer

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    You mean like newer patches type?

    EDIT: oh you mean the command card... yeah weird.
     
  2. Kaiser Choulio

    Kaiser Choulio

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    After dark sea chapter 11 my campaing doesnt go any futher so was that it or is sth wrong?
     
  3. Shar Dundred

    Shar Dundred

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    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?
     
  4. Kaiser Choulio

    Kaiser Choulio

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    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
     
  5. Verb8im

    Verb8im

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    What's your Warcraft 3 version? You might need to update
     
  6. CaptainDavid

    CaptainDavid

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    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?
     
  7. Kaiser Choulio

    Kaiser Choulio

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    its 1.30.4 and it plays through that point
     
  8. Shar Dundred

    Shar Dundred

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    Get 1.29.2 or newer, as stated in the campaign description.
    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.
     
  9. Shar Dundred

    Shar Dundred

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    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!
    Changelog
    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
     
  10. KoenieG

    KoenieG

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    Amazing to play once again! Any clue when the next book is releasing?
     
  11. DarkSkull

    DarkSkull

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    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.
     
  12. Kaiser Choulio

    Kaiser Choulio

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    Now is fixed i downloaded the 1.11 and started over but now i can go on next chapter thanks for the hotfix
     
  13. DD Mikasa

    DD Mikasa

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    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.
     
  14. Shar Dundred

    Shar Dundred

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    Version 1.12 released!
    Changelog
    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
     
  15. XenoMorphing

    XenoMorphing

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    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 ^^
     
  16. Daffa the Mage

    Daffa the Mage

    Map Moderator

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    Each book are in different timelines.
     
  17. Rlciu

    Rlciu

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    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 ?
     
  18. Verb8im

    Verb8im

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    Look in the post right above you
     
  19. Gauda

    Gauda

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    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
     
  20. Shar Dundred

    Shar Dundred

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    Version 1.20 - The Rise of the Shadow released!
    Changelog
    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: May 5, 2019