• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

SHADOWMANCER: DYNAMIC RPG CAMPAIGN v 1.4.3h

This bundle is marked as high quality. It exceeds standards and is highly desirable.
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DYNAMIC RPG CAMPAIGN:
S H A D O W M A N C E R

by Fruit Forest

DESCRIPTION

GAMEPLAY

CHAPTERS

SCREENSHOTS

SOUNDTRACK

CREDITS

CHANGELOG

USEFUL INFORMATION

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This the story of the young elf Demenian who was saved by a shadow creature named Irv from being executed by Holy Church soldiers. Demenian saw the Church's crimes and they wanted to kill him for being a witness. Later, Irv, his mentor, taught him shadowmancer abilities.

After finishing his training, Demenian came to a small seaport village, Grahland Bay, where he asked the local government for a space to be able to start his new order.

Then, an earthquake suddenly started and militia units came to attack Demenian for no reason.
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The campaign is finished. You may beat it, just pay attention to secrets and be careful when fighting.

General Information:


An RPG with a single hero. Each chapter contains: a start and a final boss battle at its end.

This campaign was made for players who prefer dynamic and hard battles. Casual campaign somewhat at its best.

Custom universe: the plot isnt't based on any Warcraft stories, but it takes some elements from the Warcraft universe. I planned the storyline very well, trying to avoid "plot holes".

Here you may find a satire on our contemporary world policies. "Breaking of the 4th wall" jokes are also present. References to movies and games are therein too. (Chapter 5 is one big reference to an old famous game).




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Demenian Letitrendthis

The main hero. A young impulsive elf who became a witness of a Holy Church crime, when the Holy Church squad brutally killed a militia group. The Holy Church detected Demenian, but the mentor named Irv, saved him, appearing from out of nowhere. Interestingly, Demenian can't remember why did the Holy Church kill the militia and how did Irv save Demenian. After few days of running from pursuit, Irv trained Demenian by sharing his knowledge to him. Later, Demenian visited a small village, Grahland Bay, where he asked the local government for free space to begin a shadowmancer order because he wanted to use his new learned skills to protect civilians and share the knowledge with worthy ones.
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Irv (Second name would reveal in 2nd Shadowmancer campaign)

The second hero is a supporting unit. He is a soul inside Demenian's mind, giving him advice. He can create illusions of himself to visibly contact Demenian. Demenian knows quite little about him. He just knows Irv is a master of trickery and shadow magic and that he is knowledgeable and that he can make Demenian become a great shadowmancer. Irv is more than useful in battle. He uses his own mana to cast supportive spells and he is totally invulnerable to external threats when sitting inside Demenian's mind.

Secondary quests:

During gameplay, you may complete secondary quests. Spending time on secondary quests gives you rewards, but it empowers the current chapter's boss. In some chapters an empowered boss could make a hard time for you.


Item upgrading:

Every map contains an Altar of Power. It is used to extract energy resources from both runes and books. Also, it is used to upgrade items.


Resources:

Gold:

Used to buy potions and items from markets. Collect coins or sell artifacts to gain gold.

Energy:

Used to upgrade items. Collect energy stones or use an altar of power to extract energy from both books and runes. Markets exchange 1 energy for 5 gold.


Various damage types.

Physical damage:

Damage that depends on armour value.

Blunt damage:

When you say blunt damage, you think about physical damage. When you say physical damage, you think about blunt damage. Blunt damage is a kind of a physical damage, but it deals more damage to mechanical units, large units and bosses.

Spell damage:

Spell damage ignores armour value, but depends on spell resistance ratio.

All NPC mages use spell damage as their main attack. Don't underestimate small attack power value because, perhaps, the spell damage bonus could be high.


Battle Techniques:

The hero may perform triggered attacks, such as Critical Attack, Counter Attack and Extra Attack. To improve techniques you need to use runes.

Critical Attack:

Every attack may deal triple physical damage. It has less chance than other techniques. You may gather artifacts which improve Critical attacks.

Extra Attack:

Every attack may deal double physical damage. The chance is higher than that for the Critical attacks, but Extra attacks increases other attack chances. For example: Your normal critical chance is 5%. An Extra attack may do critical damage with a 15% chance. You may gather artifacts which can improve Extra attacks.

Counter Attack:

While being damaged by normal attacks, the hero may do a counter attack. It deals the same received physical (or spell, if you have the proper artifact) damage. Counter attacks reflect every normal attack, but the hero must be within melee range of the attacker. The Counter attack chance is tripled after a parry. Counter attacks also increase other attack chances, like that of the Extra Attack. For example: There is an artifact called Talisman of Ultimate Fire which has a 10% chance to creates a fire wave on attack. Counter attack increases this chance by 30%. You may gather artifacts which improve Counter attacks.

As you understood, the hero may do even Counter Extra Critical attack attack!

Triggered abilities:

This campaign ONLY has triggered spells, no standard cheap variants. Even NPCs have that, and it all depends on the spell damage bonus.



Abilities are used by the main hero. To choose the main hero press (F1).

SkillDescription
Shadow LanceMain hero ability. The hero leaves an illusion which distracts enemies. The caster becomes invisible and can attack and use other abilities not losing invisibility. After the duration is over, the illusion explodes dealing spell damage to surrounding enemies.
Lightning ChargeA Blink analogue, but after teleporting, the hero slashes surrounding enemies with physical damage. This ability, may also explode a Shadow Lance illusion when cast. A good tactic is to blow the illusion up when just 1-2 seconds of its duration remain. This ability may also be used to avoid attacks or enemy spells.
Leech HunterMass targetomg ability which curses enemies. The curse burns the enemy's mana and deals damage while restoring mana to the caster. Also, it slightly increases damage of shadowmancer abilities if it is able to deal spell damage. Doesn't affect abilities which deal physical damage. Leech Hunter also dispels positive buffs from enemies.
Shadow BlindThe hero launches a shadow wave which blinds affected enemies. Blinded enemy units can miss and have their attack speed decreased. The Hero's extra attack may be triggered with a higher chance when he attacks a blind enemy. Also, Shadow Blind removes invisibility detection for a short time. It is very useful to those who uses Shadow Lance all the time.
TremorThe Hero shocks a single target at will. Shocked enemy units take more physical damage. Stunned enemy gain large spell damage.

The campaign contains artifacts which improve the shadowmancer abilities. All of them depend on the hero's attributes.




Abilities used by the mentor. To choose the mentor press (F2).

SkillDescription
Mind ControlA chosen enemy will be fighting as an ally for the main hero. After the effect fades the mentor appears to slash that enemy's mind dealing spell damage.
Soul RavageThe mentor drains some of a chosen enemy's health to restore the main hero's health.
Adamant PowerThe mentor charms the hero's mind to deal massive damage to surrounding enemies in a large radius. The longer the channeling time, the more physical damage the hero deals.
Pain SuppressionIncreases hero's armour value. Every normal attack that deals physical damage, decreases this bonus by 1 point. Also, it removes stun effects every second.
Shadow RevealingDetects invisible units in a chosen area and also destroys enemy illusions.
Mana TransferAbsorb all of the mentor's mana to restore the hero's mana. After using this ability, it becomes locked. To unlock it you need to restore the mentor's mana to full.
Amplify HealingPassive ability. It is gained if the player reaches chapter 5 boss within a short time. While drinking Amplify Potion, the drinker is instantly healed. Healing power depends on current mentor's mana.
Willpower DominanceAll summoned units, except illusions, are banished or the Mentor takes control of them. This ability will be available if you complete a secondary quest.
Mind ShockLast ability in the last chapter. It is connected with a campaign plot twist. Stuns every unit in a boss arena for a few seconds, but it requires both energy and mentor's mana. If a boss can't remove this stun, it means the boss can't dodge your abilities. Use Pain Suppression to remove stun effects from the hero.

The mentor has his own mana to use spells. To restore the mentor's mana you need to use proper items or use the main hero's abilities which randomly restore the mentor's mana when they hit an enemy. The campaign contains artifacts which improve secondary abilities. All of them depend on the hero's attributes.

Skippable cinematics

Press (ESC) to skip a cinematic scene. Some can't be skipped.

Easy to use potion system

Healing Potion

Restores 25-40% of the hero's total health. Press (F3) to restore health.

Mana Potion

Restores 35-70% of hero's total mana. Press (F4) to restore mana.

Amplify Potion

Ups attributes, regenerates the hero's health, increases both armour and attack power for 60 seconds. Also, it restores the mentor's mana. Press (F5) to drink Amplify potions.

You can't drink potions while being stunned. You may hold a max of 10 potions of each type.
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Intro: The Beginning

Chapter I: Divine Pursuit

Chapter II: Foreigners from Three Worlds

Chapter III: Lord of the Ice Abyss

Chapter IV: Failed Diplomacy

Chapter V: Mechanism Eight

Chapter VI: Shadows of the Exiled

Chapter VII: Sleepless City

Chapter VIII: Friendship Miracles
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Abetus - Vampire Plague Theme (Plague Inc: Evolved OST)

Autumn - Shadowmancer

Borderlands 2 - Dam Top

Borderlands 2 - Glacial

Borderlands 2 - Highlands Battle

Bryan EL - Rrajigar Mine Remix

Colony Wars - Track 10

Command & Conquer: Renegade - Move It

Devil May Cry 3 - Dante vs Vergil Battle 2

Disciples 3 - Legion of Damned

Dungeon Siege 2 - Water Chapel Desert 3

Earth 2150 - LC Day 1

Fantasy Wars - Hammer of The Dwarves

Fantasy Wars - Sumgan

Fantasy Wars - Tixus

Fantasy Wars - Ugraum

King's Bounty: The Legend - Knight

King's Bounty: Warrior of the North - Army of the Dawn

King's Bounty: Warrior of the North - Road of Bones

Kostya - Dovahkiin

Mechwarrior 4: Vengeance - Indecision

Medieval 2: Total War - Duke of Death

Metal Gear Solid - Mantis Hymn

Metal Gear Solid: Twin Snakes - Mantis Hymn

Neverwinter Nights 2 - West Harbor Battle

NU music - Organic (UT redux v2)

Rollcage Stage 2 - Secret Life

Sacred - Dungeon 1

Sonic Adventure - Skydeck A Go Go!

Soul Calibur 5 - Through the Jaws of Death

Tekken 5: Dark Resurrection - Call of Inferno

The Elder Scrolls 5: Skyrim - Dragon Battle 1

Unreal Tournament - Mechanism Eight

UT2004 Troopers: Dawn of Destiny - TR_StarDestroyer

Unreal Tournament 2004 - SDG - ONS01

Voytek Pavlik - Meanwhile During Time

Voytek Pavlik - Suspense Movie Ending

West One Music - Battle Scene

World of Warcraft - Undercity

Yuko Kawai - Symphonic Suite Devil Third Movement

Campaign screen background: Unreal Tournament 3 - Deflector
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SPECIAL THANKS TO>>deepstrasz<<
FOR TESTING THE CAMPAIGN.
Blizzard Entertainment, CRAZYRUSSIAN, Destination9747, Direfury, donut3.5, epsilon, eubz, EviL_BuddhA, Felipe Gormadoc, frostwolf, General Frank, Geries, HappyTauren, HerrDave, Hexus, Illidan(Evil)X, JesusHipster, JetFangInferno, Jhonny Janbo, JollyD, Ket, Kitabatake, Kofi_Banan, Konblade, Kuhneghetz, levigeorge1617, LongbowMan, Marcos DAB, PeeKay, Polar_Bear, PrinceOfFame, Rizz_Boomer, Serbianbeast, SkipperSellenisko, soulreaver6, Stefan.K, supertoinkz, Teaspoon, The_Silent, The Weird Human, Thrikodius, Tranquil, Uncle Fester, Wandering Soul, wojia10502, Xardian, XiaolianhuaStudio.

The Ultimate Terraining Map Models

GUI -Friendly Damage Detection System
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First upload.



Most of changes are connected with game balance.

1. Primary and secondary abilities:


- Leech Hunter effect isn't removed after victim's mana is depleted.

- Leech Hunter now dispels Ice Shield effect.

- Leech Hunter burn power is limited. It can't be larger than 10 % of total hero's mana.

- Soul Ravage - Transfer power depends on STR, but it can't be larger than INT. However, Cloak of Shadow Master still makes the transfer power larger than INT.

- Balanced Shadow Lance penalty while casting other abilities. Now, your abilities must hit enemies in order to gain Mentor Power or decrease the penalty level.

- Ability damage was balanced.

- Shadow Blind duration, cooldown and mana cost was changed.

2. Items


- Perfectionist gives less energy on level up.

- Amplify Potion makes the drinker immune to Soul Ravage Effect.

- Amplify Potion increases the amount of gained Mentor's mana points when an ability hits an enemy.

- Zailjani's Head causes healing which equals a part of the transferred mana. This healing can't be larger than 5 % of total hero's health.

- Garda of Shocking should work correctly now.

- Upgrade costs were fixed to adequate values (something is increased, something is decreased).

- Amplify Potion restores from 3 to 6 Mentor's power, not 5 - 12 like in the demo.

- Book of Endurance gives 20 health instead of 18 health.

- Book of Vigor gives + 2 % to attack speed instead of 1 %.

- Book of Mana gives + 3 % to mana regeneration instead of 1 %. Also, regeneration bonus inflicted on Satyr's Bow mana regeneration and Frostmoron item increased.

- Book of Experience calculation is fixed.

- Gloves of Ogre Teeth Kick - it damages unmoved units (towers, ward etc).

- Merchant Shard works correctly now.

- Mana Potion - Decreases Shadow Lance penalty, but with a chance.

3. Battle System


- Shadow Lance penalty is complex. Boss fights increase penalty level more.

- The system of Mentor Power gaining was slightly changed. You can't gain a large number of mentor power anymore.

- Blunt damage calculation was changed.

- Spell Resistance works correctly now.

- While a boss fight is going on, a second multiboard shows an information about the boss' shadowmancer debuffs and invisible detection abilities.

4. Units


- Chapter II boss periodically restores racial troll bonuses.

- Chapter III boss is still a bit buggy (I put some fixes, should help)

- More dynamic boss fights: Bosses cast spells faster.

- Fixed AI, including Shadow Blind effect.

- Possessed Archer - Doesn't die instantly anymore when his "Power Shot" effect fades.

- First treasure chest in the 1st Chapter gives 2 healing potions, first Possessed Militia Guardian drops an additional Mana Potion.

5. Quests


- Chapter III Secondary quest "Dragon Omelette" gives a reward box with runes.

- Decreased a reward value for the completing of the secondary quest "Building the Bridge".

6. General


- Experience scale value was changed.

- Made some tries to remove the slow bug (when the hero receives zero movement speed). The bug is still possible to appear. Save often, please.

- Fixed small errors in texts (yeah, sure...).

- Added small cosmetic features.

- Deleted some unused triggers. That should decrease loading time, but only a bit.
- Removed some leaks.



Campaign menu music plays correctly now.


1. Abilities

- Fixed Soul Ravage ability in chapter 2.
- Leech Hunter and Tremor now require the 3rd hero level.
2. General

- Fixed intro in the final chapter.
- Added a function to load chapters you've done before. It would be necessary not to start everything again after I release another patch.



1. Abilities

- Slightly changed stun duration calculation for Shadow Lance ability.
2. Optimizing

- Replaced 1000lv stun effect by 100 lv. It basically can decrease loading time.
- Increase INITIALIZATING MAP stage speed.
3.General

- Decreased difficulty borders in chapter 6 and 7.



1. Abilities

- Shadow Lance illusion becomes blurry during attacks. Each blow decreases the illusion's lifetime.
- Leech Hunter decrease blurring efficiency. Cursed attackers can't decrease Shadow Lance illusion's lifetime at full power.
- Shadow Blind wave increases Shadow Lance illusion's lifetime
- Shadow Lance invisibility effect decreases chance of gaining Mentor Power or decreasing Shadow Lance penalty.
2. General

- Fixed thefinal battle cinematic camera in chapter 2.
3. Optimizing

- Did some tries to decrease loading time more.
4. Items

- Cursed Stiletto should work correctly now.



1. General

- Fixed Repair Kit Horse health in chapter 1. Health is comparable with damage boost for testing version.
- Fire area damage is fixed while moving Repair Kit Horse to the bridge.



1. General

- Fixed some insignificant problems with chapter 8.
- Chapter I became easier. Added some potion drop. Secrets are marked, but only in chapter 1.
- Chapter I final boss spell damage is decreased.
- Main hero total health is increased.



1. Items

- Mana Potion restores Mentor Power, but its amount depends on the difficulty.
2. General

- Don't need to download both campaigns anymore. Game gives you an option to select difficulty at the beginning of a chapter.
- Final bosses of chapters 1 and 2 were rebalanced.
- Fixed problem with doodads in the chapter 1.
- Every chapter has a timer which increases boss attack power after expiring. You may see how long it is left in Quest Book.
- Fixed blurring bug in chapter 3.
3. Easy Difficulty

- Hero gains + 650 health points, + 200 to mana points, + 15 attack power, 2 hp/sec, 1mp/sec bonuses.
- Gathering potions is limited to 25.
4.Units

- Cooldown of healing ability for Troll Witchdoctor was increased, and healing done is decreased.
- Cooldown of healing ability for Goblin Medic was increased.
5. Abilities

- Adamant Power: While under Adamant Power, your Shadow Lance illusion gets immunity to blurring.
- Adamant Power increases Shadow Lance illusion duration and removes penalty.
- Adamant Power cooldown is decreased to 30 sec.



1. Items

- Since your chance to decrease penalty level and regain Mentor Power point is 35 % while under Shadow Lance invisibility, Amplify Potion effect increases its chance by two times.
- Perfection item was nerfed. It was overpowered.
2. Abilities

- Adamant Power INFO shows correct information now.
3. General

- Chapter 7: Circle at the Poor's Area sewer entrance is hidden until you take the optional quest "Sealed Meteor" and activate the cinematic near the Magic Area entrance.
- Changes some attribute requiring conditions in chapter 6 and 7.
- Chapter 2 final boss gains constant 650 bonus total health points on NORMAL MODE.



1. Units

- Mountain Wolf illusion doesn't create a corpse anymore.
- Mountain Wolf chance to start cannibalize depends on Shadow Blind effect.
2. Abilities

- Cannibalize healing is decreased.
3. Item

- Mana Potion picking up bug is fixed on EASY MODE. For NORMAL MODE it works
- Potion limits for EASYMODE is fixed in chapters 6, 7, 8.
correctly.



1. Units

- Chapter 3 boss ability "Fire Rain" has a time delay on EASY MODE. Also, Fire Rain bullet hit area is shown (if you have proper abilities to see the casting area) for non - melee range.
- Chapter 3 boss scale is decreased while it is channeling "Fire Breath Volley" ability.
- Corrupted Treants in ch 5 are sharing damage with the boss. (Deals additional damage, if a treant has low mana.
- Chapter 8 final boss becomes transparent, while nvulnerable.
- Chapter 8 final boss was balanced.
- Chapter 7 final boss was balanced.
2. General

- Global change for mana regeneration. Now, the hero regenerates mana every 5 sec. Each 20 INT regains an additional mana point. MP5 Mana regeneration also depends on mana regen items. MP5 doesn't work during cinematics like EASY MODE MP1 regen. Also MP1 doesn't depend on mana regen items (it cause a large disbalance).
- Amplfy Potion buff description was changed.
- Using Shadow Lance while boss fight restores mana to boss, Amplify Potion decreases amount of restored mana.
- Chapter 4 optional quest "Invisible War" is improved. If you didn't complete this quest, then after the final battle is started, Alliance units will have 20 - 33 % of their total health. Also, it decreases healing for survivor Alliance units by 50 %.
- In Chapter 4 during final warzone is going on Alliance Forces wouldn't attack Brainwashing Ward anymore.
- Chapter 4: Attribute requiring is decreased.
- Chapter 6: Near the third village I added teleport circle. To activate teleporter which teleports you right to the first village and back, you need 10 energy.
- Chapter 7: The final boss stage 3 won't lock the camera anymore, except for the Adamant Power effect.
- Chapter 7: When the stage 3 final boss fight starts, all items from stage 2 will be returned to the hero.
- Decreased attribute requirement in chapter 8.
3. Items

- Amplify Potion effect decreases penalty gaining while using Shadow Lance.
- Since Mana Potion restores Mentor Power, the main hero may drink it even with full mana, but you can't drink it, if both the Mentor and the main hero have full mana.
- Satyr's Bow MP5 bonus cooperates with all mana regen items.
- Mechanical Dog in Chapter 6 is marked now.
- Leaf of Benediction III floating text appearance when you drink Amplify Potion shows correct information now.
4. Abilities

- Changed Bear Slam and Blizzard Rain damage in chapter 6.
- Chapter 5 final boss might summon organic Corrupted Living Treant instead of mechanical Corrupted Treant, but chance depends on Shadow Blind effect.
- Shadow Lance using restores less mana to the boss in ch 5.
- Decreases Wisp's heal in ch 5.
- Each Wisp's death slightly burns ch 5 boss mana, if the boss has either Leech Hunter effect, Shadow Blind effect or Tremor effect. Burning power depends on the effect's level.
- Chapter 6 Final boss would gain large damage if you use Shadow Revealing on its Shadow Lance illusion.
- Shadow Blind effect caused by chapter 7 final boss has a lesser duration. (15 sec. instead of 35 sec.)
- Mind Control removes all items from Tax Harvester while fighting boss in stage 2.
- Chapter 7 Final boss: Shadow Blind Wave damage done is decreased, casting time is increased.
- Improved Mind Control removes Shadow Blind effect from Tax Harveseters in 2nd stage while fighting final boss.
- Chapter 8 tactic was fixed. Tremor and Soul Ravage works correctly against it.
- Chapter 8 final boss ability Leech Hunter casts with delay.
5. Quests

- Optional quests in chapter 6 were balanced.
- Quest "Hero Feats" in chapter 6 marked as completed, if you choose non - cynical ending with Clarabella.
- In the optional quest "Elemental Equation" a shaman would help you to defeat Shackled Water Elementals. He decreases their life, and a random of 3 elementals would be destroyed during the final event start.



1.General

- Fixed a critical error when killing the dread lord in chapter 1.
- First dialog menu in chapter 1 shows correct text.



1.General

- Surrounding green fog is removed upon destroying a Hidden Chest.



1.General

- Chapter 2 contains more health potions and gold coins.
- Chapter 2: Successful INT checking during the murloc ambush event (after the mini game near the waterfall) gives you a Book of Experience.
2. Items

- Diadem of Smiting price was decreased.
3. Units

- Chapter 2 got some nerfing.



1.General

- Counting difficulty in chapter 4 works correctly now.
- Chapter 3's optional quest "Wolf Executioner" works correctly now.
- Chapter 3 optional quest "Dragon Omelette" can be correctly finished without spawning another goblin NPC.
- Chapter 3 timer is increased by 15 min.
- Chapter 3 chests contain more gold and potions.
2. Items

- Decreased price for Vampire Fang and Runic Sash items.
3. Abilities

- Shadow Lance bug in chapter 4 is fixed. The message isn't being shown anymore.



1.General

- Counting difficulty in chapter 4 works correctly now.
- Chapter 4 timer was increased by 20 min.
- Chapter 4 chests contain more gold and potions.
- The grammar mistakes in dialogues were fixed.
- Changed attribute requirements in some chapters.
2. Abilities

- Large fix for Lightning Charge ability:
- No more the bug getting slowed to zero speed.
- You still can't blink through obstacles, but you may use LC when obstacles are located behind you. It means calculation for obstacle detection was improved. Now it detects only obstacles in front of the caster.
3. Items

- Price for some items was changed.



1.General

- The grammar mistakes in dialogues were fixed in 7 and 8 chapters.



1.General

- Fixed camera distance in chapter 1.
2. Abilities

- Shadow Lance. After the Shadow lance illusion dies, the chance to create a new illusion with the penalty level within 4 - 6 seconds is increased. After the SL illusion's death, you should wait 4 - 6 seconds to avoid penalty.



1.General

- The quests with head collecting were fixed.



1.General

- Increase loot in some chests
2. Items
- Item upgrade prices were changed to adequate values.
- Book of Endurance gives + 12 HP, not + 20.



1.General

- Fixed some errors in texts.
- Mana regeneration is fixed.
- The chapter 1 boss blink ability cooldown is increased.
2. Abilities
- Added new ability Meditation: Restores health and mana, but it you can't restore more than 50 % of total health and 33 % of current mana, also the ability has own price. So use it wisely.



1.General

- Added some features in the chapter 1.
- Fixed some problems in the chapter 1.



1.General

- Slightly decrease the power of the chapter 1 boss.
- Increase Mana Orb appearing while boss fight.
- Some boss cinematics are able to be skipped.



1.General
- The chapter 6 now can be loaded.


1.General
- Some fixes in chapter 1.


1.General
- Decreases damage of some units in the chapter 1.
- The chapter 1 boss spell damage was decreased.
- Increases the hidden boss timer for each chapter.
- Mana Orbs are spawning more often while the boss fights go on.
2. Abilities

- Meditation decreases hidden timer by 30 sec. instead of 1 min.


1.General
- Decrease damage done caused by certain units in Chapter I.
2. Items

- Fixed the bug with the Cursed Stiletto reviving. Now the main hero wouldn’t lose passive Libram of Eternal Wisdom ability and Tremor Boost against bosses.
- Added an additional information in the Libram of Eternal Wisdom description.


1. Items
- Fixed the Orb of Farseer II and Orb of Farseer III bonuses of a gold income.


1. Items
- Diadem of Smiting now can be upgraded.
2. General

- Dialogues in the chapter 8 are slightly changed.
- Fixed bug with final boss in the chapter 7 after he felt from church's roof. He becomes unselected.
- Fixed the problem with the chapter 3 boss arena where you can fall from castle wall if staying close to balistas.

Most frequent questions you may ask

A: The character is standing on high ground. How can I increase camera height to see from afar?

Q: Choose the character and press (X), then (R). In the hero's info box you may increase camera height.


A: Shadow Lance music isn't playing during boss fights. How to make it play?

Q: Choose the character and press (X), then (R). There's an option to change variants of Shadow Lance music.


A: After loading, the game speed is too slow. What do I need to do?

Q: Choose the character and press (X), then (R). There's an option to change game speed (3 is standard). Just click to edit it. I faced this problem only once, but I decided to write this advice.


A: How to upgrade items and how to extract energy?

Q1: Put the item you wish to upgrade into an Altar of Power. The cost will appear as text. Select the Altar of Power and press (X). In some chapters, the Altar of Power would work only if you complete a special secondary quest.

Q2: To extract items, do the same thing, but put consumable items into the Altar of Power, such as books or runes.


A: I don't have enough potions. Have I missed something?

Q: Maybe, you skipped Hidden Chests which contain potions, books etc. You should look for a green concentrated fog which hides Hidden Chests. To reveal these chests, you need invisible detection abilities or items. Probably, you are also bad at avoiding damage that causes you to drink a lot of potions.


A: I found strange small sparkles during a boss fight. What is that?

Q: These are hidden Mana Orbs. You need to reveal them with invisible detection capabilities.


A: I can't beat this chapter. What am I doing wrong?
Q: Perhaps, your progress is bad. Try replaying either the previous or current chapter to gain better results. Also, look for secret chests which contain a lot of good stuff.


A: Something happened and my speed was set to zero. What should I do now?
Q: Yeah. I tried to eliminate this bug. It still appears somehow. The only way is to reload your previous saved game where you the bug hadn't occurred yet. Sad.


A: In some places, Leech Hunter, Shadow Revealing or Willpower Dominance show a wrong position of their cast point.
Q: Some places are just walkable destructible objects, which were lifted. The cursor only sees the terrain surface. For more accurate casting, put your cursor on the proper position, press the hotkey to target ability, then use the ability without moving the cursor.


A: Any bugged places here?

Q: You may face bugs during Chapter III boss fight and during Chapter IV in the final warzone.


A: Trying to press [ENTER] after initializing a map, but nothing happens.
Q: Press [ALT+F4], then [ESC] button. The cursor should appear then to be able to press OK.

Creator's commentary

Warning. Chapter 7 and Chapter 8 can be hard for you, because I hurried to finish the campaign and couldn't balance it well. I'll fix the difficulty later if be necessary. Remember, this map series is recommended to experienced players. There is a large difference between a bugged, unbalanced, impossible to complete event and "noobish" skills.

This project is just a "polygon", where I've learned all mistakes that I made during the creation process, because World Editor had a lot of underwater stones on the way. This knowledge baggage, I've got, would be then used in my next project - Shadowmancer II. If you liked this project, I will do the 2nd part. The scenario for it is ready, but it contains less dramatic moments while still keeping the atmosphere of Shadowmancer I.

SORRY for the bad music editing: I edited it to make it loop. My editing skills are terrible that any music maker would laugh hard.

SORRY for my "awesome" English: I have bought an English book, so I will improve my skills later for future projects.

ALSO: It's my FIRST project, don't judge too heavily.

Enjoy. Fruit Forest.
Contents

SHADOWMANCER v 1.4.3g (Campaign)

Reviews
A Void
Code: Haven't checked yet, it would probably don't matter much for single player campaigns. Terrain: It's normal, nothing too great or special about it. Standard game resources were used. Try using some custom models. Aesthetics: It felt kinda...
A Void
Code: Haven't checked yet, it would probably don't matter much for single player campaigns. Terrain: It's normal, nothing too great or special about it. Standard game resources were used. Try using some custom models. Aesthetics: It felt kinda...
Level 11
Joined
May 16, 2016
Messages
730
VERSION 1.4.3
View changelog to see details.
Finally new patch here. The main feature - new ability Meditation. It restores health and mana, but you can't restore more, than 50% of total health and 33% of total mana. It's like an emergency skill which has own price. So use it wisely. You may find this ability in the Option.
 
Level 8
Joined
Dec 30, 2013
Messages
106
I have played your map, the intro and the first chapter and here are my thoughts:
  • So many grammar errors. The map is filled with them, sometimes I don't understand what they mean to say, even though the dialogue is made of really simple sentences.
  • Words appearing in the same line during cinematics instead of regularly making it in a new transmission is very annoying for me. Also the time you set for reading those transmissions is way too long.
  • The first thing you see when playing is the landscapes, which are really good looking in cinematics. Especially the one when you talk with Irv and you see the cathedral in the back
  • The 4th wall break is nice, but...
  • I really hate the main character. He is really unfunny and behaves like a child.
  • Irv however serves only as explanation character, telling you what to do and how to do it.
  • The spells are really awesome. Love the Shadow Lance (the one that turns you invisible) and the short music that is played with it. Mind control is fun too use as well
  • However the invisibilty has 2 bugs:
    -Enemies still target you, not your clone with area attacks.
    -The clone usually attacks in the wrong direction
  • I really like the fact that you play 2 heroes in one, but it wasn't told in any hint that I can click on Irv to cast his spells.
  • The stats (after pressing X) are in my opinion overly complex so I didn't bother with them. Make them more understandable or perhaps less of them. But overrall nice that you can view all your stats like in a real RPG
  • I enjoyed the mini-boss fights and that every one of them has different mechanics.
  • While I appreciated that you reminded often about saving, please, it's REMINDER not REMINDING (Sorry but this annoyed me more than this should <3 )
  • If you pickup the shards for the altar before you discover the Altar you get a message that you cant pick them up yet, but they still disappear and dont reappear later on so I couldnt complete the quest
  • While it's nice from the gameplay side of things how does Irv know the last boss' skills logically ? :p
  • The terraining is above average but it was really fantastic inside the church
  • I really liked that the demon was all the time behind the church Gallant
  • Two things about the boss:
    -It's nice that he is challenging and that to beat him you have to die a couple of times (like in Dark Souls) but that is ruined by the incredibly long loading screen
    -My character was simply to weak to beat him no matter if I dodged his abilities or not. I was still level 1 so thats probably why, so I suggest that before you enter the cathedral there is a hint about the recommended player level
  • I wanted to try the next levels so I tried cheating throught the boss but although funny (Daddy cant help you :D), I think you could allow players to cheat.

All in all the gameplay of this map is fun and engaging, the story looks promising but a bit cliche. The biggest drawback however in my experience was how the story was told; please look over your dialogues and re-do them, make them more complicated, implement world building in them and go through a spell-checker once or twice. Not everyone might feel this way but good conversations in a RPG are important.
I might actually try to start over some time later , once I do I will be sure to update my review about later chaptes.
 
Level 11
Joined
May 16, 2016
Messages
730
-Enemies still target you, not your clone with area attacks.
-The clone usually attacks in the wrong direction
Whaaa? The Shadow Lance description told you what enemy still can cast on your position. or else it will boring to play:D
The clone doesn't attack.
If you pickup the shards for the altar before you discover the Altar you get a message that you cant pick them up yet, but they still disappear and dont reappear later on so I couldnt complete the quest
Oh snap. I need to fix.
-My character was simply to weak to beat him no matter if I dodged his abilities or not. I was still level 1 so thats probably why, so I suggest that before you enter the cathedral there is a hint about the recommended player level
Ok. I'll add this.
Irv however serves only as explanation character, telling you what to do and how to do it.
Chapter 1 requires to involve the player. Someone must explain it.
While it's nice from the gameplay side of things how does Irv know the last boss' skills logically ?
Plot twist.
 
Level 11
Joined
May 16, 2016
Messages
730
The latest
I've increased cooldown of boss blink in 1.4.3. He shouldn't dodge so much.
Try to save your shadow blind ability cooldown and use only while ward is implemented.
Blind him while he finished to cast the Ward, then activate the shadow lance and start to attack it in melee. then time of SL is almost over, then use lightning charge on the illusion position to explode it and deal damage while the boss is stunned.
If adds appear use the mind control on it or the soul ravage to get healing. Of course you can interrupt Ward spell by exploding the shadow lance with the lightning charge combo.
If your Shadow Lance starts the Penalty, use emergency Mana Transfer ability (Irv has it)
P.S. Leave the church and walk around it, you may find the 10th hidden chest there which contains support stuff.
 
Level 6
Joined
Sep 8, 2010
Messages
188
Could someone please tell me where do I find the 4 gold shards in Chapter 2? I've managed to find 3/4 With 10/10 hidden chests, but i have no idea where is the last shard of the necklace.

I've found the one in the arena
One in the murloc cave
And the one in top left side of the map, near the turtle
 
Level 6
Joined
Sep 8, 2010
Messages
188
Hello once again. I'm having a lot of fun playing your campaign, however, as i finished chapter V [The mission on the trains] I can not get into the next chapter.

Whenever i try to enter Chapter VI I get fatal error for some reason. Any way to fix this? Or has anyone encountered this bug? This hasn't happened in any previous chapters for me.
dZB2Haw.png


I would really love to continue playing the game, but ive tried everything and i keep getting this error.
 

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,241
I would really love to continue playing the game, but ive tried everything and i keep getting this error.
Could it be a patch version error? What patch do you run the game on? What version was the campaign saved on @Fruit Forest?
I had no problems with the previous patch. I haven't tried it on the newest version though.

It might entirely be something else, of course.
 
Level 6
Joined
Oct 31, 2014
Messages
170
Alright so here is a review of what should be fixed IMPERATIVELY before driving other people insane for making them try this map.

Negative points : (and only the most obvious because I died at the second challenge and didn't feel like going through all the blabla and loading again.. yes it's late)

-The blabla : you have a pretty nice opening cinematic but your douche heroes just throw it in the garbage bin by saying who cares about narration and make us feel like it was just a waste of time. The tone of the cinematic and dialogue is light and (wish to be) funny. But the gameplay is very serious and there is all sorts of parameters to take a look at. So, the dialogues don't fit the kind of gameplay you are offering, they should be taken seriously and you should put more work into the story. Also, hire some native english speaker to fix this terrible english, it hurts my eyes.

-The loading screen : AHHHH IT BUUURNS ... please remove this terrible white loading screen and add an illustration, anything even a picture of the naked Queen Elisabeth will do.

-the gameplay : way too complicated. I mean, come on there is like 100 different abilities to take a look at. you should display those by using a simple command, not on the character, it's way too messy. and please don't make my character die at the second enemy .. it just makes me want to close warcraft and open a book .. you hear me ? A FUCKING BOOK !

-Irvy : what .. the hell is that thing ? okay you want to scare us and then making a little joke in the cinematic and make the evil lich actualy our heroes friend but ... don't .. actualy please remove all humor from your writting because it's just not as funny as in your head.

positive points :

-The general inventory/skills system : Is pretty impressive, seriously, don't change your spells they are perfect, just cut all the blabla and make it easy to understand for example : Dash forward and deal damages is enough to describe your second spell (W), or create a double that will be focused by enemies for the first spell. AND THATS IT ! Very good idea for the potions, I was actualy looking of a way to add a potion system out of the inventory but this system is brilliant, I don't know if it existed before but I love it ^^

-The enemies : I don't know about all the ennemies and bosses because I didn't (couldn't) test further your game but even the first ennemies are interesting with their front/back skills.

to finish, I think you are a very good map maker. you have some real potential, but you are a terrible writter and you don't know how to make a uniform and strong game design. (even if the level design seems pretty well balanced but as I said, I didn't check further)
So please, take care of those negative points as soon as possible because it really gives a bad impression.
 
Level 6
Joined
Sep 8, 2010
Messages
188
Could it be a patch version error? What patch do you run the game on? What version was the campaign saved on @Fruit Forest?
I had no problems with the previous patch. I haven't tried it on the newest version though.

It might entirely be something else, of course.


I'm running on the 1.26a patch, which should support the campaign. The save file was made on the same version as well. I've tried to enter chapter 6 On both my laptop and my desktop, and it didnt work on either of those. Computer specs are of course, way above reccomended, so that shouldnt be the problem.
 
Level 11
Joined
May 16, 2016
Messages
730
-The loading screen : AHHHH IT BUUURNS ... please remove this terrible white loading screen and add an illustration, anything even a picture of the naked Queen Elisabeth will do.
What do you mean white? Do you mean you see the white screen only? It couldn't be. Every loading screen is a screenshot picture. Or perhaps the reason in the screen resolution.
Whenever i try to enter Chapter VI I get fatal error for some reason. Any way to fix this? Or has anyone encountered this bug? This hasn't happened in any previous chapters for me.
Hm I'll see. I didn't use any custom scripts. It shouldn't get an error.
and please don't make my character die at the second enemy
Well It depends on game experience. I'm still balancing between hardiness and easiness. Perhaps you wasn't ready for regular NPCs who can make a real menace for the hero.
-The blabla : you have a pretty nice opening cinematic but
Yeah somebody asked me to change it a bit, because the game atmosphere can't determine itself: does it must be a serious drama or comedy.
Also, hire some native english speaker to fix this terrible english, it hurts my eyes.
Some replicas has intentional errors (internet slang or troll speech)

I see you'd completed 5th chapter. Great job.
If I fix it, don't forget to use Loading Chapter system. It loads your progress.
 
Last edited:
Level 11
Joined
May 16, 2016
Messages
730
If i may ask, what exactly does the loading chapter do? Will it load my progress from previous versions onto the new [patched and fixed] one?
I already predicted a lot of patches (I founded the proper backup version what loads the ch6. I'll try to restore it to the previous patch) so i made a system. When you download a new patch, then you don't need to start all from the zero. Just press Loading Chapter in the campaign screen, wait the loading and move to campaign menu again... ???.... Happiness!
Anyway You said you gets the white loading screens? What resolution do you have?
 
Level 6
Joined
Sep 8, 2010
Messages
188
Thanks for clarifying the loading system, looks like an amazing feature.

About the resolution, I'm using 1920x1080 With all high video options.
The game gets the Fatal error before even entering the Chapter VI Loading screen, it crashes around 1-2 sec after clicking the "Chapter VI" Button in the Campaign menu.
 
Level 11
Joined
May 16, 2016
Messages
730
About the resolution, I'm using 1920x1080 With all high video options.
Probably this is the problem. Try to load other chapters again in low resolution.
The game gets the Fatal error before even entering the Chapter VI Loading screen, it crashes around 1-2 sec after clicking the "Chapter VI" Button in the Campaign menu.
Don't try anymore. The last worked version is 1.4.1g. I'm using the changelog to restore the history of changing to see what I did wrong.
 
Level 7
Joined
Feb 14, 2008
Messages
289
I will play Shadowmancer and review my thoughts from the perspective of a new player. I will review this my own way. Where I play it for a while and give my thoughts as they come

Please take in mind that I might, perhaps, be a bit harsh from my naturally blunt way of reviewing things. I mean everything in honest love. I actually love it when people are blunt and honest when they review my own things.

1. The name 'Shadowmancer' sparks interest. It doesn't reveal the plot, it doesnt reveal anything more than the idea that there is some kind of shadow mage involved. I feel the person is the anti-hero or the villain, and that intrigues me because at the same time it doesnt reveal any of the story before its due time.

2. definitely do not like the image. I don't see how some ghoulish face and an "m" relates to the story, to the map, or to anything. It looks like a random piece of art depicting evil slapped in. It is high quality but I don't like how random it feels.

3. The description has poor grammar and usage of words.

4. the usage of music in the campaign screen was actually very interesting. Never seen that before, and it is nice and upbeat.

5. the eyes in the campaign screen could big bigger and have more emphasis. they are difficult to see, so it looks like I'm just looking at a black screen... which is not a good thing. I realize what you are trying to do with the 'shadow' theme, but you want to reach a balance between too much darkness and not enough. Right now it is too far in the extreme of too much darkness, making it look like a black screen, and that just screams bad quality. Consider looking into art like The Darkness, where the 'Darkness' is black as well, but uses other colors to give shape and emphasis to the darkness of it. Or at the very least better eye quality so it is much easier to see the eyes.

6. long loading screen is long. Not a bad thing with the art being refreshing.

7. "Time to listen some narration."? Thats a big putoff. not that I mind narration, but to go and say that in the loading screen is just... really not going to help you. Just leave it as "somewhere near Grahland Bay." It is always expected in the beginning to have narration.

8. Not sure how I feel about starting with a button. On one hand it lets me have control of when it starts. On the other hand, I had just hit a button 2 seconds ealier to end the loading screen. I don't see why I need to say "yes, I want to start. YES I want to start! YES I DO WANT TO START STOP ASKING ME!"

Thats not even that bad, the worst part is that the mouse cursor disappears in the midst of the 'narration mode' so I have to struggle to hit the button at all. I found you can actually hit enter, which is great. Emphasis that more so I don't spend 5 minutes like I just did looking for the button.

9. For having to sit through an unusually long loading screen, and being forced to acknowledge multiple times that I am ready, for an intro that is about stating "i dont like intros and btw this intro wont give u any plot or story at all, and lets just break the fourth wall because yolo." I dont know whether to facepalm or laugh and find it amusing or delete the campaign. Its... just a complete waste of time.

10. WHY NOT USE THE DESCRIPTION OF CHAPTER 1 AS YOUR INTRO!? that would have been okay!

11. How in the world is it odd for a house you just bought to have been recently lived in? Uh... I'm confused.

12. I like the modified UI

13. why in the hell would you tell the PLAYER to fix the camera FOR you??? I'm sorry, but that is your problem. Not theirs.

14. the house really doesnt look like much of a house... more like the porch or patio from the house out to a river where you sit outside. I think I get that feeling more from the walls.

15. dude, the cinematics are tripping me so hard. Its like you give me the first half of a sentence... and you wait... 5 seconds... for the last... half of... the sentence... then the next sentence (first half) appears... and you wait... another... six seconds... for the second half... of the second sentence... thats not... smooth... thats tripping... me... so hard. Almost like that sentence I just gave you. It is like a show where these bad actors have to give emphasis to every single word. Like "What... was she... doing... in... the kitchen?.. *LE GASP*" That just makes my skin crawl.

16. Why is he saying what he feels at the same time as his actions and his words and in the same way?? You also keep changing his title from "damehion" to other things that I don't catch because changing his name every few seconds is not really a good way of emphasising how he feels. His name is his name. He isn't known as Damehian the Heavy Breather or something... is he? o.0

17. Random coin is random?

I would continue, but the way the cinematic speech is handled is literally making my skin crawl.

I explored the hero controls and the spells it gave me. The spells are well designed, easy to understand, and arent hard to reach on the keyboard. The hero control area is a bit much to take in, but its not hard.

I also like the fact that you start with a kinda tutorial on how to use his main abilities. Definietely a plus.

Overall I want to say the map has potential, but I feel people will be put off before exploring it solely because of the way these cinematics and intro is handled. May I suggest looking at other maps, where you know they have cinametics, and see how the speech is handled? It is usually with segments that can be read in about 4-6 seconds, and it is moved on withtout just sitting there adding more words to the same text. It is a different segment entirely.

Terrain - 6/10 (What I saw made it feel lively, but also cluttered and incredibly disorganized. Fine for a home, but still not pretty. The UI was quite nice too, and I consider that part of the terrain in a sense just because of the 'feel' it gives to the enviroment you operate in.)

Controls - 8/10 (Very well made. The finer hero controls are a bit difficult to grasp at first glance, but have information readily available while emphasising the specific keys you want for the primary spells. you also have easy access to other features through the F1-12 keys. I didn't like how close I was to the ground, and rotating the camera wheel did nothing to fix that.)

Spells - 8/10 (What I saw was very nice. Easy to understand. Some of them were pretty while others were a bit... had too much going on to know what was happening in the spell. Like too much flashing.)

gameplay - 5/10 (didn't get that far to get a proper feel. so I'll leave it neutral)

Cinematic and story telling - 1/10 (The one thing that put me off so bad I couldn't take it. the fact that I was being given half a sentence at a time every few seconds, as fast as I read, made me feel like a man dieing of thirst just wanting to move on to the next cinametic segment, or scene, or to reach the gameplay. Also just throwing away a perfectly good intro, and wasting my time, was a big disappointment.)

end result: 28/50 - the biggest weakness is the cinematics. Fix that it and it will improve greatly.
 
Level 11
Joined
May 16, 2016
Messages
730
VERSION 1.4.3e
View changelog to see details.
1.General

- Decreases damage of some units in the chapter 1.

- The chapter 1 boss spell damage was decreased.

- Increases the hidden boss timer for each chapter.

- Mana Orbs are spawning more often while the boss fights go on.

2. Abilities

- Meditation decreases hidden timer by 30 sec. instead of 1 min.

Is anyone notice any bugs?
 
Level 11
Joined
May 16, 2016
Messages
730
VERSION 1.4.3f
View changelog to see details.
1.General
- Decrease damage done caused by certain units in Chapter I.
2. Items
- Fixed the bug with the Cursed Stiletto reviving. Now the main hero wouldn’t lose passive Libram of Eternal Wisdom ability and Tremor Boost against bosses.
- Added an additional information in the Libram of Eternal Wisdom description.
 
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