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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]


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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!

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

[​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
epsilon
Wandering Soul
infrenus
Tauer
AndrewOverload519
Mephestrial
Dojo
PrMosquito
Hawkwing
Em!
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acagnip
Uncle Fester
Frankster
Mc !
IamMclovin
AhhFreshWeeD
Sin'dorei300
Elenai
Kuhneghetz
CloudWolf
alreadyused
Dark Hunter1357
Dmitry Rommel
Kitabatake
Shar Dundred
RazorClawX
Uljimasa Hojo
eXciTe
Sellenisko
frostwolf
-Grendel
Skipper
Deolrin
gookywooky
Callahan
BlinkBoy
Hueter
Coinblin
supertoinkz
SuPa-
Tarrasque
Power
Afronight_76
chr2
olofmoleman
imforfun
Deolrin
Pyramidhe@d
HerrDave
Meteor_demon
kangyun
Kael Theron
PROXY
JetFangInferno
JesusHipster
Makoodzaka
Rizz_Boomer
Arowanna


Icons:
Blizzard Entertainment
Uncle Fester
CloudWolf
xylign
SkriK
CRAZYRUSSIAN
Darkfang
GreyArchon
67chrome
Fjury
PrMosquito
INSEKT
Muoteck
dickxunder
Frankster
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
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JollyD
The_Silent
-Berz-
chr2
olofmoleman
San
Scias
Akolyt0r
Peekay
Edge45
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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

    25.3%
  2. Amari

    31.6%
  3. Grofzag

    18.9%
  4. Vanessa

    12.6%
  5. Rath Wolfscar

    7.4%
  6. Pechan the Mechanic

    5.3%
  7. Brockta the Stomper

    8.4%
  8. Flammedus

    2.1%
  9. Grella the Bonesplitter

    2.1%
  10. Okri

    3.2%
  11. Zairmak

    9.5%
  12. Oneeye

    3.2%
  13. Lokar the Crusher

    1.1%
  14. King Gran Gorehowl

    1.1%
  15. Sasrogarn

    12.6%
Multiple votes are allowed.
  1. Verb8im

    Verb8im

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    Since you limited the units we can train in Chapter 8, does that mean that now that Flammedus is AI controlled, that he'll only train centaur units?
     
  2. Shar Dundred

    Shar Dundred

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    The Flammedus AI is only training Centaur units, yes, but in addition to the Marauder, Impaler
    and Spiritcaller he has access to Khans as his elite cavalry.
     
  3. Shar Dundred

    Shar Dundred

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    Version 1.24 released!
    Special thanks to my lad @Arowanna for creating a new, absolutely fantastic skin for Sir Praxeus!
    [​IMG]

    Changelog
    General:
    - New model & icon for Sir Praxeus "The Holy Bastion" Braelon
     
  4. Verb8im

    Verb8im

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    You've said before that you want to rework the First Orc Book. Is that still a plan?
     
  5. Shar Dundred

    Shar Dundred

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    I still have plans to improve parts of the First Books, yes.
     
  6. DD Mikasa

    DD Mikasa

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    Very glad to see the nerf to the dragons(especially sinc,unlike the human book,the orcs do not have the restriction of training more than 2 dragons)
    Regarding my statment on Shieldbearers...I will have to further look into it (how the brutes fair with the new shieldbearers) although i still think this wasen't a nerf this was more of a butchering but at least this gives us a broader avenue of choices regarding our army compositions(even tho i think the players will simply opt to go mass gladiators)
    Was shieldbearer OP?If they were another project absolutely yes,in arkain where we have to constantly deal with three+ armies an absurd number of paladins(or paladins in disguies,yes shar those Knight heros should be renamed to Paladins with different flavors) they aren't entirely op,maybe a more harsher hit to their damage,attack rate and cost would be better than messing with their innate tankiness,remember they are supposed to be immovable objects basically a brute on Elite's armour...I am open to further discussion regarding to this topic,i will need to look this further tho.
     
  7. Shar Dundred

    Shar Dundred

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    Humans lost that limitation in one of the recent updates, that is why I have increased the
    food cost of Black Dragons for them.

    The Shieldbearers simply were overperforming for their cost.
    High armor values combined with 1500 hit points, anability that reduces all piering damage to 65%
    and even an ability decreasing all incoming damage by 12 per hit was too much.
    The new update does not take away their tankiness, yes they lost almost 25% hp but they still have
    tons of armor and the two aforementioned abilities. Also keep in mind that they now take less
    of your food, 5 instead of 6, meaning that they are still a viable option.

    The problem with them was that they were so powerful that it was almost a restriction of sorts
    when player wanted to try new units as their elite melee instead of Shieldbearers, simply due
    to the fact that Shieldbearers were so good.
    They are still a great unit, they are just less over the top than they used to be and more on par
    with the Clan Brutes - which is another reason for the change. Before this update Shieldbearers
    simply outmatched Clan Brutes easily.
     
  8. DD Mikasa

    DD Mikasa

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    Shar let's be honest how many players opted to use shieldbearers once we got access to the Dragons?Exactly not that many,you cutting their HP by 25% makes them way more weaker to chaos damage which they already struggled with,I am pretty sure I am not the only one remembering how hard was to keep them alive without at least three which doctors during the chapter where we had to save Gnoll king...I don't know what's in store for the third book of Orcs but i would take a guess and say DEMONS would still be around and they do chaos damage.

    Imo what made Shieldbearers so strong was the fact they were perfect at tanking and dishing out damage...Why not just take their damage away then they become just meatshields(which is their role) then this would force us the player to opt for gladiators and ogres(or even impalers) to fulfill that role.

    Did they deserve a nerf?Yes i just think you should have targeted other aspects of what made them so great as units...Dont take away what there supposed to be,take away what they weren't supposed to be.The food cost decrease just means that we will get another 2 or 3 shieldbearers(I usually went with 12 and the rest was filled with supporting spellcasters and siege) yes more units to fight and tank but they die faster and the witchdoctor healing is not as effective.

    My two cents.
     
  9. Jayborino

    Jayborino

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    I think this last update was a very good one, Shieldbearers were objectively too good and it really didn't matter in what way they were toned back. They still have the best survivability of all the tanks given their passive upgrades. The attacks in 11 and 12 did feel lighter also, so that helped and encouraged different unit play. I'm tempted to replay the earlier missions for fun now.

    Anyways, wall of text feedback incoming. Now that maps 4, 6, 8, and 10 have all lost their meme-worthy ridiculousness, it seems it's onto Ch13. Mass dragons is very clearly the most boring way to play and there is basically no way around it when you have three, four, sometimes FIVE, SIX (I AM NOT EXAGGERATING) attack waves consecutively attacking/clumping into one another with resurrection popping once or twice too, while individual Redfist footman heroes are better than all of the players heroes combined. I had even already destroyed the closest top and bottom Daric bases.

    Trying any ground comp offensively probably CAN work, don't get me wrong, but you simply cannot have enough heroes and units where they need to be to promptly defend also without the waves then stacking on each other. So, you have to use dragons and leave anything else at home. (I got rolled anyway after five, maybe six consecutive attacks...)

    Ch12 worked similarly, but it felt purposeful given the layout and more interesting because you had to defend a big circle while sniping with dragons - the waves didn't really stack up.

    I don't want this map nerfed into the ground, but jfc did anyone else actually play this without cheats to give constructive feedback? I know you all used mass dragons or cheated, don't lie to me :) (let's be straight, I'm confident MOST folks are using cheats when playing any of these campaigns, therefore not giving good testing feedback).

    There is a limit to how overbearing attack waves can get (assuming they're all running at you down a central lane like this) and, when that limit is hit, the player will always make flyers to snipe structures for a lengthy 90-120 min, or simply give up when it comes down to bad luck attack timings. There is a point where it peaks and adding enemies and making those enemy units have crazy stats begins to detract from the maps more than anything else.

    My opinion on possible changes/things to think about. Implementing all would be overboard:
    1. An extra 10-15 seconds spacing between the scripted waves of each faction relative to the others would make a very noticeable difference. AFAIK this time has already been increased with the last update, but am not sure if it affected every map or not. It's possible the recent changes inadvertantly caused bad luck wave buildup for me even though you increased the timings.
    2. As far as I can tell, there are 8 enemy factions (3 Redfist, 3 Daric, 2 Dwarves) versus the player; I really can't count the two allies, they stopped doing much at all once the front merc bases were gone. Are 8 factions/distinct attack waves really necessary? I think the crux of it is the stacking attack waves. Fewer enemies but with larger volume attacks retains a similar challenge but reduces the risk of crazy consecutive wave buildup.
    3. Reduce the volume of units in their separate attacks. I took a look at my video from Last Stand of the Golden Guard for comparison and the number of units per attack was much lower and my heroes were much stronger. The individual enemy units were also much less powerful, specifically the survivability of Redfist stuff verges on comical, hence attack waves stacking up. I had even destroyed two enemy bases, but still was overwhelmed.
    4. Allow some function to call for help from your allied defensive forces.
    5. Provide a safe, second gold mine.
    Arkain has a reputation of being a wild, grindy ride; I've enjoyed much of it along the way, but - let me stress - every big milestone map does not need to outdo the absurdity of every one that preceded it. SOB has not been comparable in challenge to SHB for me and is significantly harder, which I did not think could even be possible, haha. Mind you, I don't want this feedback to result in too many difficulty nerfs or SUB to end up being way easier, but there has been a running theme of escalating, overbearing craziness throughout SOB and I'm glad my and others' feedback has been helpful to apply recent patches.
     
    Last edited: Jul 28, 2019
  10. Hardric62

    Hardric62

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    Does Easy Mode count as cheating? Because it is possible to not use mass Dragons then, and allies can be of use beyond the mercs, but then again, it is against enemies with 30% less HP and no base rebuilds (and being lucky with the wave stacking not happening too much)... Okay, I guess it is cheating.

    ...

    Okay, I frequently use iseedeadpeople, but that's far more me wanting to see the whole map because I enjoy this than anything else (you wouldn't believe the number of time I got surprised by attack waves for someone theoretically able to see them all).

    Still, it is all nice feedback, Jay. I wonder what you will think of the last two missions... They could feel familiar somehow...
     
  11. Shar Dundred

    Shar Dundred

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    I had hoped the Second Orc Book would not give me as much headache as the First.
    I mean, the reasons are different but it is always the Orcs. :p

    Anyway, I have analyzed the chapter and its issues once again:
    There is a total of 9 enemy AIs with bases that actively send forces. Out of these 9, 4 are
    assigned to attack the allies of the player rather than the player himself.
    That means that theoretically, only 5 AIs attack the player directly.
    (as comparison: In Chapter Eleven A of the Second Human Book, it was 5 as well)
    There are a few problems that appear in reality that go unnoticed on paper and for some reason
    seemingly have not been as severe in the last version of the campaign though the AI changes
    should not have affected this.
    a) The gold mines: The secondary gold mines are located in a way that they pretty much
    lie exactly en route of the forces that attack your allies, meaning that there is no way around you
    being the one under attack in the end.
    b) The AI pathing: The location of the player base makes it very tempting for the enemy AIs to
    walk through it rather than go around it to attack your allies, meaning that you once again get
    an attack that was not meant to target you. Commander Thire, for example, keeps walking through
    the player base simply because it seems to him that it is a few meters less than the other way!
    c) The Rage of the Redfist: The Redfist not only has the most powerful units in the entire human
    arsenal (keep in mind that this mission is using elite versions of their ordinary units), they are also
    sending MASSIVE amounts of soldiers into battle. Their allies are not weak either, but I think we
    all can agree that the Redfist is the real nightmare to do battle against - as it is supposed to be.
    d) Attack timers: As only 5 enemy AIs are supposed to attack the player directly, the other 4 are
    not part of the pattern I usually use for AI attacks. Therefore they can stack with the other attacks
    since they have different targets.​

    I am currently working on a solution, planning to:
    1. (Re)move the connection between the player and his allies to stop enemies trying to walk through your base
    2. Adjust the activation of the AIs so that the bases in the back remain passive until you made a certain amount of progress
    3. Add a secure goldmine as suggested by @Jayborino
    4. Adjustments for the individual attacks & their timers (enemies & allies alike)
    I need to see if these changes have the desired effect or not & continue testing.
    It will take some time but I want my campaigns to be in the best shape possible and it was a mistake to
    release the Second Orc Book as fast as I did. That will not be the case with the Second Undead Book.

    This is something that I need a bit more information on, for me the allies worked perfectly fine even
    after the front merc bases were gone.
    Do you mean that they stopped attacking or that their attacks were ineffective?
    Little fyi, not judging you or anything, just saying that the AI in chapters like Twelve or the
    secret chapter REALLY does not like iseedeadpeople and may screw up because of it.
     
  12. Jayborino

    Jayborino

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    Thank you for clarifying, this makes a big difference to know those waves are meant for the allied bases, please disregard the last paragraph in my initial feedback in that case. Looking forward to trying an updated version!
     
  13. Shar Dundred

    Shar Dundred

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    Version 1.25 released!

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

    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


    EDIT:
    The Batrider model has been fixed for newer versions.
     
    Last edited: Aug 1, 2019
  14. DD Mikasa

    DD Mikasa

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    My allies in chapter 13 kept sending attack waves even after I finished off the two outlying merc bases,they sometime seemed to be disoriented tho,like sending a bunch of units ahead while the hero the spellcasters and ranged were lagging behind I noticed this happening to the northern base(The one whith Zarimak),while the southern one seemed to do just fine don't know if jay was refering to this occurrence.


    I found it easier to remove the first line of redfist bases then turn into the outlying merc bases i did not have that much issue with my gold mines being exposed to attacks.
     
  15. Shar Dundred

    Shar Dundred

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    Version 1.26 released!

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

    DSILORD

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    Hello. I try to play this campaign but not can. Exception: 0xC0000005 (ACCESS_VIOLATION) at 0023:651ABAC0

    The instruction at '0x651ABAC0' referenced memory at '0x651ABAC0'.
    The memory could not be 'written'.

    I try to put in window mode, but nothing.. I have Windows 10. Help me please
     
  17. Shar Dundred

    Shar Dundred

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  18. DSILORD

    DSILORD

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    Ok.. I download Warcraft III 1.31 but the folder "Campaigns" doesn't exist.. and I created one of name Campagins and still doesn't work
     
  19. Verb8im

    Verb8im

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    It's in Documents
     
  20. PhongThanGio

    PhongThanGio

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    i have a question about forest troll aka old allies of the orcs. After they were massacred by demons, their race was extinct, right?