Shadows of Hatred v2.2.2 (Patch 1.30)

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Maiev and her watchers arrived in the ruins of the orcish homeworld, Draenor. They soon discovered that Illidan had come alone, thus the recapture proved to be fairly easy. Then the naga had arrived on Outland, and they had brought new allies: the same blood elves that Maiev had helped before. Maiev and her soldiers fought the naga and their traitorous elven friends, but the new army outnumbered hers, and eventually she was defeated. The naga and blood elves recaptured Illidan and freed him. Upon the warden's final moments, Illidan decided to imprison her instead.Soon after that, Maiev would be contacted by Akama, unsatisfied by not being given the Black Temple as promised and the wary Maiev agreed to enter a partnership and vowed to see Illidan dead.


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-Story based on WoW: The Burning Crusade along with some alterations and original elements.

-Select your own difficulty:
Easy - Enemy has weaker units, slow attack time, small attack groups.
Normal - Enemy has mix of strong and weak units, average attack time, mid-size attack groups.
Hard - Enemy has stronger units, faster attack time, large attack groups.

-New custom units, models, skins, spells, items & music.
-Updated Night Elf techtree and new playable races.
-Hidden special items on selected maps.



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Maiev Shadowsong - Leader of the Watchers. She treated the Watchers as her family and she grew bitter after the death of her comrades. And when their own government would not at least avenge their deaths, then by Elune, Maiev would see it done herself.

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Akama - Elder sage of the Ashtongue tribe. Akama allied himself with Illidan and aided in the overthrow of Magtheridon, only to later find that Illidan was no better than the pit lord. He remained a loyal servant of Illidan but away from his prying eyes, Akama sought to end Illidan's reign.

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Illidan Stormrage - He along with his servants managed to overthrow the tyrannical ruler of Outland, the pit lord Magtheridon, and claim the demon's stronghold and army for himself. After that he was nearly killed in attempting to destroy the Lich King. Having survived, Illidan retreated once more to Outland to muster his forces and prepare for his new plans.

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Anyndra - A night elven member of the Watchers and Maiev's second-in-command. Anyndra succeeded Naisha in the role of Maiev's lieutenant. She accompanied her to Outland to hunt Illidan.

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Marcus Auralion - He is the a High General of the Sha'tar and commander of the draenei army that initiated the battle between the draenei of Shattrath and Illidan's army.

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Lady Sereia - An exarch of the Sha'tar. She led a group of draenei in Zangarmarsh and tasked to keep the sinister activities operated by the Naga in check.

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Kael'thas Sunstrider - Leader of the Blood Elves. Prince of Quel'Thalas, the last of the Sunstrider dynasty. In order to sate the magical addiction of his people he allied to Illidan. He only wants the best for his people.

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Lady Vashj - Leader of Illidan's naga. Her loyalty to Illidan is undeniable. Fiercely loyal to her master, she take his commands without questions nor delay.

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High Priestess Ishanah - She is the leader of the Aldor faction, an ancient order of draenei priests once run by Velen, and are currently led by herself. They are servants of the naaru in Shattrath City known as the Sha'tar.

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Voren'thal the Seer - He led a faction of blood elves that broke away from Prince Kael'thas Sunstrider and offered to assist the naaru. The naaru accepted the defectors, who became known as the Scryers.





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Youtube Playthrough by @Jayborino
Youtube playthrough by RavenPlay on Hard difficulty

CREDITS



Models

Icons

Skins

Music & Others

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Blizzard Entertainment


Ujimasa Hojo
Sinister X
Merry
JediJoe84
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~Nightmare
Edge45
AndrewOverload519
Marshmalo
General Frank
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FrIkY
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~Void~
~Nightmare
Darkfang
PrinceYaser


Music:
Two Steps from Hell
Blizzard Entertainment

Trigger:
Paladon

Map Template:
Filmting
Maxwell

Campaign Preview and Loading Screens:
Blizzard Entertainment


Special Thanks to:

~Nightmare
Heinvers
Chaosy
APproject
Shar Dundred
Forsaken
Tomoraider
Turnro
Zenonoth



If you saw your resources and yet I forgot to add you at the credits list.
Please tell me immediately and I will add your name ASAP.


Known Issues

- In Chapter 7, An aesthetic issue of Blood Elf buildings due to using the same texture as the doodads.
- In Chapter 9, the pit lord and his minions can see you even when you are invisible, it's best to keep away from them.
- Equipping an orb along with the Sea Essence will not trigger its chain lightning.





Change Log


- Released

- Fixed the Vengeance Aura tool tip
- Remove curse and poison buffs on the prologue.
- Akama's line fix from "fret" to "fare".
- Chapter One's intro cinematic can now be skipped from the beginning.
- Maiev and her watcher's cages, once their levers are activated it will now open instead of being destroyed.
- Changed Maiev's dialogue after the intro cinematic of Chapter One.
- Removed the prison bars that get in the way of the camera.
- Warlock and Grunt is now visible during the Interlude.
- Warlord's Avatar changed.
- The succubi will no longer join to attack Maiev's base.
- Fixed the floating pig farm.
- AI difficulty reduced from all chapters.
- Dungeon Keepers will now teleport if you answer the riddles correctly.
-The Revenant will no longer join the fight when fighting the first Dungeon Keeper.
- When not killed Anna Kondra will no longer say her lines during the ending cinematic.
- Tiras'alan no longer gains level in chapter Five while captive.
- Far Seer, Anchorite and Shaman's tool tip fixed.
- Hippogryph Roost tool tip fixed.
- Changed Vefar's location, nearer to the Orb's location.
- Changed Maiev's Avatar sound set.
- Fixed Voren'thal's name during the cinematic.
- Changed Warlock Boss' name from "Kazzakk" to "Kaz'kruul".
- Illidan can no longer be killed in Chapter Seven.
- Removed Maiev's Avatar food cost.
- Added a trigger that will make the Key holders back to their original position when no enemies inbound.
- Fixed Akama's line in Chapter's Eight ending cinematic.
- Creeps from north will no longer try to join during battling Teron.
- Added an alternate ending in Chapter Six if you managed to destroy their bases before the time.
- Removed day/night cycle in Chapter Eight.
- Maiev's model and icon changed back to original.
- Chapter Eight renamed from "The Betrayer's End" to "Wrath of the Betrayer".

- Grammar and dialogues slightly improved.
- Neutral Creeps no longer sleep.
- Changed Far Seer's Healing Wave ability.
- Changed Warlock's Dark Affliction ability.
- Fel Beast's Mana Burn ability removed. Also decreased damage and hit points.
- Timer is now paused during the Firelord's intro.
- Maiev's Vengeful Attack changed.
- Spammed text on Optional Quests fixed.
- Maiev's units will now be aquired/available differently.
- Cinematic Skip Triggers fixed.
- Kael's forces should now attack in Chapter 6.
- Night/day cycle is now off in cave themed chapters.
- In Chapter 3, starting gold mine's gold reduced.
- Fel Orc Heroes now have Chaos damage type.
- Kobolds remove from Outland.
- Akama's Life Stealth re-scaled from 20/40/60% to 15/30/45%.
- Salamander's armor upgrade removed.
- Salamander's attack missile should now show.
- Changed Maiev's icon and model.
- Minor changes all over the campaign.

- Dark Incantation now target enemy units.
- Dreadwing food cost increased from 2 to 4.
- Changed Hippogryph Roost hotkey from R (the same with Ancient of War) to Y.
- Descriptions in Quest boxes fixed.
- Re-scaled Judgement Strike's damage from 75/150/225 to 60/120/180 damage.
- Increased Judgement Strike's cooldown from 8 sec. to 10 sec.
- Orb of fire and Town scroll of portal are no longer available in Chapter Three.
- Faerie Dragon's health and damage reduced.
- Akama no longer picks up items in Chapter Three.
- Minor changes and various fixes all over the campaign.
- Changed the loading screens, used the default ones.
- Some changes in Chapter Three.
- Reduced the resources available in Chapter Eight.
- Removed Optional Quests in the Epilogue.
- Minor changes all over the campaign.
- Priestesses are no longer invulnerable in Chapter One.
- Alchemist's Quest bug fixed.
- Chapter 4 Optional quest bug fixed.
- Quest marks in the epilogue removed.
- Some small changes and fixes.

- Chapters in the Main menu is now fixed.
- Kamar'gor is now seen escaping in the ending cinematic in Chapter 1.
- Chapter 2 & 3 small terrain changes.
- Some minor changes from chapters 1, 2 & 3.
- The random Hippogryph Rider that joins in the prologue is now removed.
- Sea Essence's cooldown is now visible.
- The interlude after Chapter 3 is now accessible.
- Rage of Hatred duration decreased from 15 sec. to 10 sec.
- Akama's attributes re-scaled.
- Elemental Rage mana cost increased from 40 to 50 mana.
- Removed Fel Orc Kodos from the campaign.
- Replaced the Fel Orc Kodos with Fel Orc Necrolyte.
- Increased the Countdown Timer in Chapter 4.1 from 10 min. to 12 min.
- Lightened the fog in Chapter 4.2 a bit.
- Removed 2 enemy heroes in Chapter 4.2.
- Changed Anna Kondra's forces color from purple to teal in Chapter 4.2.
- Removed 2 enemy heroes in Chapter 5.
- Fixed the Optional Quests in Chapter 3 & 5.
- Added a new Optional Quest in Chapter 5.
- Added a new upgrade for some units of the Watchers, the Vitality Boost.
- Lady Sereia's voice is now fixed.
- Fixed the upgrade tool tips for the Far Seer, Warlock, Watchers and Warden.
- Made the enemy buildings in the last quest invulnerable in Chapter 5.
- Reduce the difficulty on all maps.
- Minor fixes and changes all over the campaign.

Storyline Changes:
- Storyline changed but flows similarly to the original, made it more canon in a way.
- Added new and replaced old characters such as Anyndra, replaced General Tiras'alan with Marcus Auralion, Vagath and others.
- Expanded the role of the Scryers and Aldors, thus giving more roles to Voren'thal and Ishanah.
- Changed most of the original dialogues, revamped interludes and other minor changes.

Map Changes:
Prologue: Now have a completely new cinematic.
Chapter 1:
- Kamar'gor is now replaced with Vagath.
- Added demon units.
- Changed the gameplay for a bit.
Chapter 2:
- Changed the aesthetic of the map, now resembles Shadowmoon Valley.
- Removed the fel orc bases and added an Illidari base and Blood elf base.
- Other minor changes.
Chapter 3:
- Map revamped, made roads wider, more enemy bases, etc.
- Gameplay changed a bit.
- Added an extension map.
Chapter 4:
- Map changed completely.
- Added new enemies and quests.
Chapter 5:
- Map and gameplay changed completely.
Chapter 6:
- New chapter.
Chapter 7: (the old chapter 6)
- Map changed completely.
Chapter 8:
- New Chapter.
Chapter 9:
- Map and gameplay changed.
Chapter 10:
- Map changed.
- Improved boss fights.
- Added more bosses.
Finale:
- Replaced the epilogue, no longer playable.

Hero Changes:
- Akama is now an intelligence hero and have new spells that resembles his default one.
- Maiev's model is reverted back to its original with default spells (fan of knives!).
- Maiev have Blink Strike ability instead of Blink.
- Maiev's Vengeance ability now summoned 2 spirits per corpse but still has a limit of 6 spirits.
- Lady Sereia's spells changed.
- Added Anyndra and made Voren'thal and Ishanah as playable heroes.

Tech-tree Changes:

Night Elf Watchers:
- Archers now have Tripleshot instead of Flaming Arrows.
- Battle Maiden's model changed.
- Removed Dread Raven.
- Watchers now have Berserk and Resistant Skin upgrade. Having Taunt and War Stomp as normal spells.
- Warden is renamed to Mystic. Now have the new ability Shadow Bind instead of Illusion (which was kinda useless).
- Priestess' model changed to Night Elf Runner.
- Lunar Shield now also restores health and mana instead of just armor.

Broken Draenei:
- Stalker renamed into Primalist.
- Disruptor is now changed to Harpooner with a new ability.
- Darkslayer renamed into Battlelord.
- Far Seer renamed into Spiritbinder, along with its spells. Now, have Spirit Cleanse, Spirit Mend & Wind Rush Totem.
- Warlock renamed into Channeler and now have Shadow Bolt, Weaken Soul & Summon Shadowfiend.
- Removed Avian Warriors and now replaced by Spore Bats with new abilities.
- Salamanders now have new ability, Static Charge. Removed Demolish.

Draenei:
- Now playable.
- Removed Faerie Dragons and Shaman.
- Added new buildings, changed some building models.
- Added new units such as Skyguard, Soulpriest, Elekk and Nether Ray.
- Other minor changes.

Blood Elf:
- Now playable.
- Archers now have Flaming Arrows.
- Blood Knight now have new set of abilities.
- Arcane Guardian have new set of abilities.
- Changed the Blood Knight's model.
- Replaced the Sorceress' Invisibility spell to Arcane Explosion.
- Other minor addition and changes.

Other Changes:
- Added difficulty selection on each map.
- Added a bunch of music themes.
- Other minor changes all over the campaign.

- Fixed Anyndra's Q spell.
- Fixed Save/Load issue in Chapter 3 and the Bonus Map, where loading can give you another set of heroes.
- The Way gate to Kael in Chapter 8 should now work.
- Fixed the tooltip of Healing Surge. Should now provide that it also restores mana.
- Fixed the Tooltip of Blink Strike. Should now give the correct info.
- The ending cutscene should now work in Chapter 5 after completing the objectives.
- In Chapter 3, fixed the possibility of the 2nd cut scene to not fire at all.
- Fixed the game cache in Chapter 1 not properly working when the ending scene is skipped.
- Skyguard's ability fixed.
- Defeat conditions in Chapter 4 fixed.
- Skipping the Cabal cutscene near the end will now turn on the next trigger.
- Optional quest in Chapter 9 should now be completed properly.
- Other minor fixes and changes.

- Fixed Anyndra's Q spell so that it won't cause instant kill.
- Fixed Akama's Healing Surge. Now, no longer dispels on attack.
- Penance no longer heals enemy mechanical unit.
- Nether Rays now benefit from attack and defense upgrades.
- Made small adjustments in the fight with Kael.
- Reduced the chances of Sereia selling her items in Chapter 9.
- Separated the main quest in Chapter 5. Now, having two main quests instead of one.
- Fixed the Draenei and Broken building's button position.
- Other minor fixes.

- Added custom loading screens in all maps.
- Added a new 2D campaign screen.
- Added a new scene in the 2nd Interlude.
- Added few plot points explaination in the loading screens of some maps, to explain better what is going on.
- Changed some dialogues of Kael in the 1st Interlude.
- Changed the base ability of Anyndra's Q to avoid one-shotting its target when used along with Maiev's E.
- Fixed the bug where the instance with Vashj is inaccessible in Chapter 5.
- Fixed the icon of Static Charge to a passive one.
- Fixed the issue of Static Charge not having techtree requirement.
- Fixed War Drums ability not active in Chapter 10.
- Other minor fixes and changes.

- Increased the spawn time of units in the battle against Vashj and Kael.
- Fixed the bug in Chapter 7, where Illidan's draw soul fully restores his health.
- Fixed the requirement in the optional quest in Chapter 2 "Against the Illdari" which does not marked as completed when it should.
- Lost One tribes in Chapter 5 will now try to ally with naga.
- Added a bit more gold coins and reduced the bundle of lumber obtainable in Chapter 10.
- The cutscene with Vashj in Chapter 6 is now skippable.
- Fixed the buff of Haywire.
- In Chapter 8, the Yellow AI should now work fine in Hard difficulty.
- Minor additions and fixes.
(10/4/2020)
- Added WoW voices in the fight with the Illidari Council.

- Removed corpses in the ending cinematic in Chapter 10.
- Fixed some triggers in Chapter 5.
- Decreased a bit the difficulty of Kael's fight. Spawned units now have increased intervals.
- Remove the mana of Salamanders.
- Arcane Guardian's Haywire now decreases movement of speed instead of increasing it.
- Increased the damage of A'tamal cannon a bit.
- Akama's Healing Rain no longer gives immunity for the first 5 seconds after casting.
- Minor fixes.

- Removed the mana of Guardian and Skyguard.
- Reduced the food cost of Skyguard from 5 to 4.
- Fixed the AI of Chapter 2.
- Fixed the bug in Chapter 9 where Varendis is revealed before freeing and killing Azaloth.
- Added an enemy hero in Chapter 9.
- Increase the mana cost of Arrow Volley from 75 to 85 mana.
- Nerfed the purple AI in Chapter 3.
- Fixed the cooldown of Blink Strike, now should properly have 10/7/4 sec. cooldown instead of 10/10/1 sec.
- Reduced the damage of Blink strike from 60/120/180 to 30/60/90 and reduced the mana cost from 50 mana to 50/30/10 mana.
- Reduced the duration of Lunar Shield from 25 sec. to 15 sec. and increased its cooldown from 15 sec. to 25 sec.
- Buffed the Raise Dead ability of Fel Orc Necrolyte.
- Increase the damage of Arcane Explosion from 125 damage to 150 damage.
- Units affected by Moonlight Shadow no longer auto-attack enemy units when idle.
- Minor item drop changes.
- Minor additions and other changes all over the campaign.

- New 3D campaign screen.
- Increase the range of Skyguard from 350 to 450, similar to the standard rangari.
- Splitting Mirage Illusion now deals 25% damage instead of 50% and takes 150% more damage.
- Removed Mana Burn from Marsh Walkers.
- Other minor fixes and changes.

- Fixed the Magtheridon bug in Chapter 3.
- Minor model changes.




If you have anything to say, feel free to post!
Contents

Shadows of Hatred v2.2.2 (Campaign)

Level 17
Joined
Jul 26, 2008
Messages
1,198
Level 22
Joined
Apr 12, 2014
Messages
1,843
In Chapter 2, After I destroyed the Illidari Base (purple), the optional quest did not get completed. The Requirement did not get completed too.

It was fine with the eclipson base though. I suggest you take a look at it.

Thank you. I'll see to it.

How can i play this on current patch?

I hope the replies above were enough to enlighten you.

Edit: Also, I've added to the "Known Bugs" section that the Sea Essence do not stack with orbs. So, that may explain why it does not trigger when it should.
 
Level 22
Joined
Apr 12, 2014
Messages
1,843
Yeah, it helped me, thank you very much! :)

Great!

Hello, so I'm planning another fix and some little additions. Hehe

Version 2.1.1
- Increased the spawn time of units in the battle against Vashj and Kael.
- Fixed the bug in Chapter 7, where Illidan's draw soul fully restores his health.
- Fixed the requirement in the optional quest in Chapter 2 "Against the Illdari" which does not marked as completed when it should.
- Lost One tribes in Chapter 5 will now try to ally with naga.
- Minor additions and fixes.
 
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Level 22
Joined
Apr 12, 2014
Messages
1,843
I've added WoW voices for the Illidari Council. (Thanks to Zenonoth) Yes, that was all on the update moments ago. I was originally going to wait for another major update to include that but I think another major update will not be in the near future (hopefully no more major bugs) so I've added them now.

Heck, double post. The last post is a few days ago anyway. :p
 
Level 8
Joined
Oct 1, 2015
Messages
334
I reached chapter 5 and stuck there. I did as the quests stated yet one of the main quests for destroying the naga bases isn't marked as completed.
Replayed the chapter twice and same bug. You should know that I have v1.29. If the bug is because of the patch then I'm afraid I can't continue playing
 
Level 22
Joined
Apr 12, 2014
Messages
1,843
I reached chapter 5 and stuck there. I did as the quests stated yet one of the main quests for destroying the naga bases isn't marked as completed.
Replayed the chapter twice and same bug. You should know that I have v1.29. If the bug is because of the patch then I'm afraid I can't continue playing

That's weird. Let me check it again.

Anyway does anyone playing the current version encountered the same problem?
 
Level 2
Joined
Apr 22, 2020
Messages
27
Yes, I have also encountered the same problem. I destroyed every enemy buildings and units and also used the full map cheat to see if any units survived. But there were no enemies left. After that I remembered that I had not completed the optional quest. After I completed it, a naga myrmidon appeared suddenly near the shatar base. I killed it and the mission was completed.
 
Level 2
Joined
Apr 22, 2020
Messages
27
And also in the mission 'The darkened sun' it is very hard to defeat Kael. A few units were given to kill nearly eight bosses. Please increase the number of units or decrease the power of the bosses. Overall, I liked the campaign very much. Akama's element mastery is great and I also liked Maiev's umbrai trap very much. Hope you will make more awesome campaigns like this one.
 
Level 22
Joined
Apr 12, 2014
Messages
1,843
Yes, I have also encountered the same problem. I destroyed every enemy buildings and units and also used the full map cheat to see if any units survived. But there were no enemies left. After that I remembered that I had not completed the optional quest. After I completed it, a naga myrmidon appeared suddenly near the shatar base. I killed it and the mission was completed.

That's pretty weird. I'll check it out.

And also in the mission 'The darkened sun' it is very hard to defeat Kael. A few units were given to kill nearly eight bosses. Please increase the number of units or decrease the power of the bosses. Overall, I liked the campaign very much. Akama's element mastery is great and I also liked Maiev's umbrai trap very much. Hope you will make more awesome campaigns like this one.

It's not that hard if you keep your units alive until facing Kael but I'll tone it down a bit again. Are you using patch 1.29 too?
 
Level 8
Joined
Apr 14, 2011
Messages
458
You know, after replaying the campaign, do you ever considered making a coop version since maaaany chapters are playing with their allies? It'd be great since most of the chapters are pretty fun with the ias, though I'm unsure how Chapter 3 submap could work on multiplayer.
 
Level 22
Joined
Apr 12, 2014
Messages
1,843
You know, after replaying the campaign, do you ever considered making a coop version since maaaany chapters are playing with their allies? It'd be great since most of the chapters are pretty fun with the ias, though I'm unsure how Chapter 3 submap could work on multiplayer.

Not really in my plans. But if someone can then that could be alright. Yeah, that chapter could be a problem for a coop version.

Might do an update today. Let's see if I can fix the problem of chapter 5.
 
Level 2
Joined
Apr 22, 2020
Messages
27
I see. Anyway what do you mean a naga myrmidon suddenly pops out near the sha'tar? could you tell me more of that? lol
Well, I went to complete the optional quest to the east of the map. I defeated those nagas and returned to the west of the map to complete it. After the completion, suddenly a naga myrmidon appeared not far from the shatari base. But I swear it was not there before as I have checked the full map with cheat. The shatars would have killed it as it was near them but they could not as it just appeared that time. Also the shatars showed the minimap signal and I killed the naga. After that the mission ended.:pir::pir::pir:
 
Level 22
Joined
Apr 12, 2014
Messages
1,843
Well, I went to complete the optional quest to the east of the map. I defeated those nagas and returned to the west of the map to complete it. After the completion, suddenly a naga myrmidon appeared not far from the shatari base. But I swear it was not there before as I have checked the full map with cheat. The shatars would have killed it as it was near them but they could not as it just appeared that time. Also the shatars showed the minimap signal and I killed the naga. After that the mission ended.:pir::pir::pir:

That's weird. Perhaps he was submerged or something lol

Another update arrived. Details are in the changelog. :)
 
Level 2
Joined
May 13, 2019
Messages
15
Very good campaign, but there's some problem.

First Rangari and Nether Ray, both of their food combined is 4 food, but when become Skyguard, it have 5 food.

Second, there is some units such as Skyguard or Guardian have mana, but they doesn't have skill which cost mana.
 
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Level 10
Joined
Dec 20, 2015
Messages
182
Found a bug on Map 9: The really strong demon hunter appears after the Kargath cinematic whether you have let out Azaloth or not. Yellow's base was destroyed before I got to that generator and it made it virtually impossible to let out Azaloth.
 
Level 22
Joined
Apr 12, 2014
Messages
1,843
Found a bug on Map 9: The really strong demon hunter appears after the Kargath cinematic whether you have let out Azaloth or not. Yellow's base was destroyed before I got to that generator and it made it virtually impossible to let out Azaloth.

Does this happened after you destroyed all the generators or before? I might relocate him or the generator too then.
 
Level 10
Joined
Dec 20, 2015
Messages
182
Does this happened after you destroyed all the generators or before? I might relocate him or the generator too then.
I had it happen after destroying 1 generator and then again with no generators destroyed. Seemed to be specifically linked to the Kargath cinematic.
 
Level 22
Joined
Apr 12, 2014
Messages
1,843
I had it happen after destroying 1 generator and then again with no generators destroyed. Seemed to be specifically linked to the Kargath cinematic.

That's pretty weird. I'll have to check the Kargath cinematic triggers.

Welp, checked the triggers and found out that in that cinematic, I hid all the units and unhide them after the cinematic and the demon hunter was revealed through that. Thank you. I'll fix it!

Edit: Edited my first comment for some important thingss.
 
Last edited:
Level 4
Joined
Oct 14, 2020
Messages
13
I've started your campaign since 18/10/2020 and my god I love it.

----- Feedback -----​

- Chapter 2 was difficult but i can see why, prolonging the map so players have to think outside the box to win the chapter.

- Loved the sub-map in chapter 3, really well done their. Was a beautiful surprise.

- Chapter 8 - The robot boss that's located on the left side where he heals up from the generators, he needs a buff, that boss was pretty easy just doing it with 2 heroes alone, maybe make the generators invulnerable from being attacked until you kill the two guards protecting it?

-Chapter 9 - When you're given an optional quest to try and find a way to release the pitlord, there should be notification icons or at least show what what we have to destroy to release him. The demon hunter that's defending the generator is way too difficult. when it comes to fighting that demon, it's physically impossible to destroy him.
You should move the demon hunter to a different location or the generator as you require a big army to kill him, after spending 2-3 hours on the one chapter, I realized to not bother trying to release the pit lord and just go for the three generators, but the whole purpose of releasing the pit lord was to distract majority of hell citadels armies to make it easier to go around but i just concealed them anyways.

- You defiantly should show on the map where to actually go to unlock the pit lord.
- You also should add another anchorite as if the only one you have dies, it's impossible to dodge the bosses magic abilities.

- Cinematic were on point. Respect for the work that has been put in and still being updated to this day. Will come back to this and edit when I have finished. Some of the English needs to be touched up a bit.

- Defiantly add a hero to reds base, given when you invade the same time as your allies, yellows base gets annihilated.

Continuous bugs I found:

- When buying orb of corruption from the broken's marketplace, while you hover over the icon (Orb of corruption) you can also see it telling you your food amount.

Chapter 8 - The hero on the aldors side, when you use her 'q' ability... (the healing one) she also heals the enemies blood elves.

- When using dragonstone on a spell breaker, it does not have an effect or any mana resistant units. (The optional quest item you get when rescuing Maive in the dungeon). Wasn't sure if this was intended or not.


Overall result:
Really enjoyed the campaign that much I've actually ruined my sleeping pattern, I hate to admit it but I used one cheat in chapter 2 because I was just stuck and annoyed at the same time. Really enjoyed the Ai's performance in every chapter, it was nice and fun watching the AI's battle. The models were beautiful, I wish you used Maive's new model rather then her old one since it's based in the wow expansions. Chapter 9 defiantly needs a touch up, I feel like the Ai was performing all too well if you invade the same time as your allies you finish yellow's base off too easy. Music is a bit loud in some cinematics.

Thank you for providing a beautiful campaign that continues on from frozen throne, I've been really looking forward to these. It's unfortunate that reforged wasn't actually warcraft which continues off from frozen throne, would of loved to have voice overs in every cinematic.
Rating - 4.8/5
 
Last edited:
Level 1
Joined
Oct 19, 2020
Messages
2
is there anyway to download v1.30 ? since my reforge cannot go backward and forgot my cd key,i need to start new account,and it only update to 1.27b ,please help
 
Level 10
Joined
Dec 20, 2015
Messages
182
Finished this up last night and videos will continue to be released over the coming weeks.

EDIT: To clarify, I am on 1.31.1

Overall excellent changes made when compared to v1. All of the new terraining is very welcome as Map 2 is a lot more fitting and I liked many of the layouts of the dungeon/raid instances. Battle for Shattrath is many times better than its v1 counterpart in my opinion, and I really like how you made the entrances split between you and an ally on each side rather than being entirely separate entrances.

Great work finding fitting assets for all of the unique bosses as well. This campaign emulates The Burning Crusade quite accurately! Music is well used throughout, though consider turning it down a tad so as to not overshadow the voice acting in the very final cinematic with Illidan.

Something you will hear me talk about at length in my videos is my opinion on how to make the boss encounters a bit better. Currently, they feel a bit chaotic and happen very fast. One overall change that you may consider is giving the bosses more health, but less damage output overall. This reduces the chances that a player gets all their units locked down and killed in a doorway on their way in before they even know what is happening. Once I started abusing magic immunity from the Anchorites, I began taking bosses down with only heroes and not bothering with my other units because they died to AOE blasts so quickly that it was more worth saving them for whatever the final encounter would be. I think Hellfire Citadel is the most difficult with regard to these observations whereas the later ones had larger, better arenas that allowed you to get your units in before the fights began.

I also think slowing the overall pace of the boss fights down could allow you to incorporate more unique mechanics if this is something that you'd like to do. As it stands, I struggle to think about unique boss mechanics as most Unholy Frenzied themselves, had a War Stomp, and might summon some extra units. Otherwise, it all happened very quickly and I never really perceived extra mechanics if and where they existed. I say all of this really only to focus back on the chaotic nature of many of the fights where it is difficult to get into the arena in the first place and then it's all over in a few seconds, win or lose (except Illidan of course). I hope this is helpful feedback! At the end of the day, I think they all function well regardless, though Hellfire Citadel in particular could afford some slightly larger arenas.

I would never take a star off for this, but see if you can ask a native English speaker to proofread the script. It's like 90% completely fine, but some spots could be touched up to fully polish the cinematics and in-game dialogue.

Big positives across the board:
  • a good variety of powerful, robust tech to allow the player to experiment and win using different macro strategies
  • well made cinematics and use of music
  • stays very accurate to the Burning Crusade with fun liberties taken to replace the WoW player character with in-universe NPCs, especially with the dungeon/raid instances missions
  • noticeable terrain improvements from v1 to v2
  • fun to use and extremely powerful heroes
  • Illidan encounter was well done and the victory lap with the extra folks showing up and the music going was really great
  • great items from side quests and hidden about the world to find that rewards player exploration

Mild negatives:
  • unforgiving nature of some of the boss encounters, specifically in Hellfire because of the arenas
  • I mentioned powerful heroes in my positives because they're fun to use but perhaps TOO powerful to the point where the enemy has to be made so strong to give them a challenge that they tend to absolutely blast through your non-hero compositions
  • Mission 2 attack wave frequency seemed unintended, though I can't be sure
  • Mission 3 Sha'tar actually killed Kargaths left base by themselves, so I never worried about getting over there quickly - I assume this is unintended
  • Mission 9 is pretty unforgiving on Anyndra's side of things - I know you've addressed the strong demon hunter spawning in too early - though the other three perhaps giving a Rune of Resurrection could be in order unless you feel that would make thing's too easy; if the player is saving before fighting then they should be fine to try multiple times and not lose extra units
Well done overall!
 
Last edited:
Level 22
Joined
Apr 12, 2014
Messages
1,843
I've started your campaign since 18/10/2020 and my god I love it.

----- Feedback -----​

- Chapter 2 was difficult but i can see why, prolonging the map so players have to think outside the box to win the chapter.

- Loved the sub-map in chapter 3, really well done their. Was a beautiful surprise.

- Chapter 8 - The robot boss that's located on the left side where he heals up from the generators, he needs a buff, that boss was pretty easy just doing it with 2 heroes alone, maybe make the generators invulnerable from being attacked until you kill the two guards protecting it?

-Chapter 9 - When you're given an optional quest to try and find a way to release the pitlord, there should be notification icons or at least show what what we have to destroy to release him. The demon hunter that's defending the generator is way too difficult. when it comes to fighting that demon, it's physically impossible to destroy him.
You should move the demon hunter to a different location or the generator as you require a big army to kill him, after spending 2-3 hours on the one chapter, I realized to not bother trying to release the pit lord and just go for the three generators, but the whole purpose of releasing the pit lord was to distract majority of hell citadels armies to make it easier to go around but i just concealed them anyways.

- You defiantly should show on the map where to actually go to unlock the pit lord.
- You also should add another anchorite as if the only one you have dies, it's impossible to dodge the bosses magic abilities.

- Cinematic were on point. Respect for the work that has been put in and still being updated to this day. Will come back to this and edit when I have finished. Some of the English needs to be touched up a bit.

- Defiantly add a hero to reds base, given when you invade the same time as your allies, yellows base gets annihilated.

Continuous bugs I found:

- When buying orb of corruption from the broken's marketplace, while you hover over the icon (Orb of corruption) you can also see it telling you your food amount.

Chapter 8 - The hero on the aldors side, when you use her 'q' ability... (the healing one) she also heals the enemies blood elves.

- When using dragonstone on a spell breaker, it does not have an effect or any mana resistant units. (The optional quest item you get when rescuing Maive in the dungeon). Wasn't sure if this was intended or not.


Overall result:
Really enjoyed the campaign that much I've actually ruined my sleeping pattern, I hate to admit it but I used one cheat in chapter 2 because I was just stuck and annoyed at the same time. Really enjoyed the Ai's performance in every chapter, it was nice and fun watching the AI's battle. The models were beautiful, I wish you used Maive's new model rather then her old one since it's based in the wow expansions. Chapter 9 defiantly needs a touch up, I feel like the Ai was performing all too well if you invade the same time as your allies you finish yellow's base off too easy. Music is a bit loud in some cinematics.

Thank you for providing a beautiful campaign that continues on from frozen throne, I've been really looking forward to these. It's unfortunate that reforged wasn't actually warcraft which continues off from frozen throne, would of loved to have voice overs in every cinematic.
Rating - 4.8/5

Thank you, I'm glad you liked it and it's exciting to read long feedbacks!

- Chapter 2 was not intended to be like that. Expect that the aggressive AI will be fixed next update.
- Chapter 9, that powerful demon hunter should not be there before you release Azaloth. Found the cause of that so it will be fixed too. And yeah, I will add a hint on how to set the pitlord free next update.
- I'll check Ishanah's Q ability then.
- I think dragonstone does not work to Spellbreakers because they are magic immune.
- The other bugs you mentioned, I'll see to it.
- Perhaps I can consider to add a hero for the blood elves in Chapter 9.
- voice acting would not be possible for a one man campaign.

is there anyway to download v1.30 ? since my reforge cannot go backward and forgot my cd key,i need to start new account,and it only update to 1.27b ,please help

Shadows of Hatred v2.1.2 (Patch 1.30)

Finished this up last night and videos will continue to be released over the coming weeks.

EDIT: To clarify, I am on 1.31.1

Overall excellent changes made when compared to v1. All of the new terraining is very welcome as Map 2 is a lot more fitting and I liked many of the layouts of the dungeon/raid instances. Battle for Shattrath is many times better than its v1 counterpart in my opinion, and I really like how you made the entrances split between you and an ally on each side rather than being entirely separate entrances.

Great work finding fitting assets for all of the unique bosses as well. This campaign emulates The Burning Crusade quite accurately! Music is well used throughout, though consider turning it down a tad so as to not overshadow the voice acting in the very final cinematic with Illidan.

Something you will hear me talk about at length in my videos is my opinion on how to make the boss encounters a bit better. Currently, they feel a bit chaotic and happen very fast. One overall change that you may consider is giving the bosses more health, but less damage output overall. This reduces the chances that a player gets all their units locked down and killed in a doorway on their way in before they even know what is happening. Once I started abusing magic immunity from the Anchorites, I began taking bosses down with only heroes and not bothering with my other units because they died to AOE blasts so quickly that it was more worth saving them for whatever the final encounter would be. I think Hellfire Citadel is the most difficult with regard to these observations whereas the later ones had larger, better arenas that allowed you to get your units in before the fights began.

I also think slowing the overall pace of the boss fights down could allow you to incorporate more unique mechanics if this is something that you'd like to do. As it stands, I struggle to think about unique boss mechanics as most Unholy Frenzied themselves, had a War Stomp, and might summon some extra units. Otherwise, it all happened very quickly and I never really perceived extra mechanics if and where they existed. I say all of this really only to focus back on the chaotic nature of many of the fights where it is difficult to get into the arena in the first place and then it's all over in a few seconds, win or lose (except Illidan of course). I hope this is helpful feedback! At the end of the day, I think they all function well regardless, though Hellfire Citadel in particular could afford some slightly larger arenas.

I would never take a star off for this, but see if you can ask a native English speaker to proofread the script. It's like 90% completely fine, but some spots could be touched up to fully polish the cinematics and in-game dialogue.

Big positives across the board:
  • a good variety of powerful, robust tech to allow the player to experiment and win using different macro strategies
  • well made cinematics and use of music
  • stays very accurate to the Burning Crusade with fun liberties taken to replace the WoW player character with in-universe NPCs, especially with the dungeon/raid instances missions
  • noticeable terrain improvements from v1 to v2
  • fun to use and extremely powerful heroes
  • Illidan encounter was well done and the victory lap with the extra folks showing up and the music going was really great
  • great items from side quests and hidden about the world to find that rewards player exploration

Mild negatives:
  • unforgiving nature of some of the boss encounters, specifically in Hellfire because of the arenas
  • I mentioned powerful heroes in my positives because they're fun to use but perhaps TOO powerful to the point where the enemy has to be made so strong to give them a challenge that they tend to absolutely blast through your non-hero compositions
  • Mission 2 attack wave frequency seemed unintended, though I can't be sure
  • Mission 3 Sha'tar actually killed Kargaths left base by themselves, so I never worried about getting over there quickly - I assume this is unintended
  • Mission 9 is pretty unforgiving on Anyndra's side of things - I know you've addressed the strong demon hunter spawning in too early - though the other three perhaps giving a Rune of Resurrection could be in order unless you feel that would make thing's too easy; if the player is saving before fighting then they should be fine to try multiple times and not lose extra units
Well done overall!

Looking forward to the videos! I'll link them here afterwards.

- Ooh, I'm glad you liked the new Shattrath, yeah I think its much better to reinforce your allies that way.
- I've received numerous feedbacks about the music, it seems they are indeed too loud. I'll keep that in mind.
- About the boss fights, I've actually made some changes in terms of rune drops during boss fights (expect next update), like rune of resurrection, spirit link, etc. But in Hellfire I did not since your units are resurrected anyway. About the arenas that are somewhat small, I'll try to make adjustments.
- In terms of boss mechanics, except for Illidan, Magtheridon, Vashj, & Kael which have multiple phases. The others mostly have summon more units, restore mana and cooldown on abilities then that's it. Another exception is the bosses in Black Temple which have at least 1 phase each.
- About the scripts yeah, they can definitely be improved. Hopefully, I can find one.
- About the hero spells, I plan to nerfed Blink Strike from 60/120/180 damage to 30/60/90, mana from 50 to 50/30/10 and the cooldown will remain the same 10/7/4 seconds. Would that be good trade? Anyone can give their opinion on this.
- Yep, Chapter 2 was not intended to be like that. I've seen the video and I was taken aback.
- Yeah, the Sha'tar AI was quite powerful, I was going to nerfed them before but I just added more towers in Kargath's base and thought they would not be able to break through but they actually did huh.
- Yeah, I actually realized lately that I should make the demon hunters more rewarding like dropping tomes since you can literally just aim for the generators then hide quickly. More useful rune drops on next update!

Thank you very much, I've enjoyed every bit of your feedback. :)
 
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it's not much but could we add some Sons of Lothar in Shattrath? like they will quickly respond to the allies being attack but with only a small handful of Footmen, High Elf Priests, Dwarven Mortar Team, and Knights (perhaps a random combination of 2-3 of them plus one Footman) so it doesn't make it too easy or make it too cramped. Perhaps make it as a quest reward from the earlier chapters?
 
Level 2
Joined
Oct 12, 2020
Messages
12
Really good better than the first version but I think the blink strike is too op I think you should reduce it as I has 1 sec cooldown deals 180 damage and can also hit flying units which makes fan of knives lack luster
But that is only mine opinion
 
Last edited:
Level 22
Joined
Apr 12, 2014
Messages
1,843
it's not much but could we add some Sons of Lothar in Shattrath? like they will quickly respond to the allies being attack but with only a small handful of Footmen, High Elf Priests, Dwarven Mortar Team, and Knights (perhaps a random combination of 2-3 of them plus one Footman) so it doesn't make it too easy or make it too cramped. Perhaps make it as a quest reward from the earlier chapters?

In my initial plans for creating this campaign, I've never really thought about considering them and I think it's fine. So, I will keep it that way.

Really good better than the first version but I think the blink strike is too op I think you should reduce it as I has 1 sec cooldown deals 180 damage and can also hit flying units which makes fan of knives lack luster
But that is only mine opinion

Thank you. Yeah, I will reduce the damage next update. It supposed to have 4 seconds though. Does blink have 1 sec cooldown on 1.31? Because the default in 1.30 is 10/7/4 seconds. I'm curious.
 
Level 2
Joined
Oct 12, 2020
Messages
12
In my initial plans for creating this campaign, I've never really thought about considering them and I think it's fine. So, I will keep it that way.



Thank you. Yeah, I will reduce the damage next update. It supposed to have 4 seconds though. Does blink have 1 sec cooldown on 1.31? Because the default in 1.30 is 10/7/4 seconds. I'm curious.
Yeah it seems instant I think the cooldown is the normal level 3 blink and you can watch jayborino video's to see how fast the cooldown comes back to me it seems like 1 second
 
Level 22
Joined
Apr 12, 2014
Messages
1,843
Yeah it seems instant I think the cooldown is the normal level 3 blink and you can watch jayborino video's to see how fast the cooldown comes back to me it seems like 1 second

Thank you. I'll be fixing this.

Current changelog:
Version 2.2
- Removed the mana of Guardian and Skyguard.
- Reduced the food cost of Skyguard from 5 to 4.
- Fixed the AI of Chapter 2.
- Fixed the bug in Chapter 9 where Varendis is revealed before freeing and killing Azaloth.
- Added an enemy hero in Chapter 9.
- Increase the mana cost of Arrow Volley from 75 to 85 mana.
- Nerfed the purple AI in Chapter 3.
- Reduced the damage of Blink strike from 60/120/180 to 30/60/90 and reduced the mana cost from 50 mana to 50/30/10 mana.
- Reduced the duration of Lunar Shield from 25 sec. to 15 sec. and increased its cooldown from 15 sec. to 25 sec.
- Minor item drop changes.
- Minor additions and other changes all over the campaign.
 
Level 21
Joined
Jun 20, 2013
Messages
707
There is a problem with this week version in chapter 9. Following the plan of releasing the Pitlord, at some point it goes and it's killed by a Demon Hunter, that parts works as intended.

Main problem is that once the three power generators are destroyed it triggers an unskipabble cinematic in the balcony were the Pitlord was killed. If i killed the Demon Hunter before, there will show an empty floor, or if i don't it will show the Demon Hunter doing nothing for a long time, no dialogue or anything else, unless is timmed, but i left it like 5 minutes before closing the program.
 
Last edited:
Level 22
Joined
Apr 12, 2014
Messages
1,843
There is a problem with this week version in chapter 9. Following the plan of releasing the Pitlord, at some point it goes and it's killed by a Demon Hunter, that parts works as intended.

Main problem is that once the three power generators are destroyed it triggers an unskipabble cinematic in the balcony were the Pitlord was killed. If i killed the Demon Hunter before, there will show an empty floor, or if i don't it will show the Demon Hunter doing nothing for a long time, no dialogue or anything else, unless is timmed, but i left it like 5 minutes before closing the program.

Yeah, I've actually encountered that bug last time too. I'll check it out.
 
Level 2
Joined
Oct 12, 2020
Messages
12
Hey I think no one mentioned it but sometimes the battle maidens portrait gets broken because sometime they have that helm on them and sometimes they don't
 
Level 2
Joined
Jan 7, 2018
Messages
9
Greetings.
Since the Reforged fiasco I have been away from Warcraft 3, but such a masterpiece is always bound to draw anyone with taste back to it. So, how can I play this with Blizzard client? If impossible, can someone please, pretty please, tell me how?
 
Level 2
Joined
Oct 12, 2020
Messages
12
Greetings.
Since the Reforged fiasco I have been away from Warcraft 3, but such a masterpiece is always bound to draw anyone with taste back to it. So, how can I play this with Blizzard client? If impossible, can someone please, pretty please, tell me how?
Search here Warcraft patch 1.31 back up files and then you will see how to download old version but you must have the cd key
 
Level 22
Joined
Apr 12, 2014
Messages
1,843
Greetings.
Since the Reforged fiasco I have been away from Warcraft 3, but such a masterpiece is always bound to draw anyone with taste back to it. So, how can I play this with Blizzard client? If impossible, can someone please, pretty please, tell me how?

Follow what Betrayed said or you can go here

Another update arrived! See changelog for more details.
 
Level 23
Joined
Apr 6, 2010
Messages
2,871
On 1.31, downloaded 24/10:

Orc casters should have caster tooltips.
One Spirit of Vengeance has the Archer tooltip, the other has none.

First mission:
Possibly a patch bug, but in the intro the camera backs up into a doodad, blocking the rest of the scene.
Why do those two Draenei stay neutral?
Maiev's Shadowmeld doesn't work, she has the Hide icon but it stays unclickable.

Second level:
Attack waves come in simultaneously.

Third level:
Invulnerability potion should be made available as soon as the quest is taken.
Ultravision should be pre-researched, especially since it starts as a stealth mission.
Simultaneous attack waves, again.
Town hall should really be at T2 when you find it.
Ring of Light doesn't do anything when clicked.

Black Citadel:
Archers have unresearched Mount Hippogryph.
Mines without a summon or a way to detect invisibility? Really?
Lava spawns kept showing up even after the summoner died.
Don't know if it's intentional, but the channelers stop using Drain before the fight starts.
Magtheridon's "Did you think etc." line triggered right after "I will not be taken", but didn't play any sound.

Interlude:
burrow -> tunnel
Kil'Jaeden doesn't have a portrait.

Fourth level:
Weird bug where the menu button text is shifted to the side.
Primalist and Battlelord have unresearched skills.
There's a room full of enemies just after a corridor with 4 warlocks. Blinking Maiev into the room without breaking the door lets her kill the enemies with impunity as they don't fight back or run away (she had Holy Barrier on, that might be a factor).
Doodads around Shovrar should be removed, otherwise he summons treants that get stuck behind rocks and it's just sad to watch.
Maybe find a better justification for the sidequest that just helping out a hobbyist.
Why are the power generators floating in midair?
The final battle should start when the gate is broken instead of when the ogre's group is dead (reanimating one causes the game to wait until the reanimated unit is dead for good).
Pre-final battle cutscene isn't immediately skipped, you have to press ESC twice to skip it.
The channelers joined in the battle but were still invulnerable.
During the end cutscene, all heroes should attack (or at least remove firebolt from the warlocks), otherwise they stun her and it just looks silly.

Interlude: Maybe have the part about where they are be said after the battle.
 
Level 22
Joined
Apr 12, 2014
Messages
1,843
On 1.31, downloaded 24/10:

Orc casters should have caster tooltips.
One Spirit of Vengeance has the Archer tooltip, the other has none.

First mission:
Possibly a patch bug, but in the intro the camera backs up into a doodad, blocking the rest of the scene.
Why do those two Draenei stay neutral?
Maiev's Shadowmeld doesn't work, she has the Hide icon but it stays unclickable.

Second level:
Attack waves come in simultaneously.

Third level:
Invulnerability potion should be made available as soon as the quest is taken.
Ultravision should be pre-researched, especially since it starts as a stealth mission.
Simultaneous attack waves, again.
Town hall should really be at T2 when you find it.
Ring of Light doesn't do anything when clicked.

Black Citadel:
Archers have unresearched Mount Hippogryph.
Mines without a summon or a way to detect invisibility? Really?
Lava spawns kept showing up even after the summoner died.
Don't know if it's intentional, but the channelers stop using Drain before the fight starts.
Magtheridon's "Did you think etc." line triggered right after "I will not be taken", but didn't play any sound.

Interlude:
burrow -> tunnel
Kil'Jaeden doesn't have a portrait.

Fourth level:
Weird bug where the menu button text is shifted to the side.
Primalist and Battlelord have unresearched skills.
There's a room full of enemies just after a corridor with 4 warlocks. Blinking Maiev into the room without breaking the door lets her kill the enemies with impunity as they don't fight back or run away (she had Holy Barrier on, that might be a factor).
Doodads around Shovrar should be removed, otherwise he summons treants that get stuck behind rocks and it's just sad to watch.
Maybe find a better justification for the sidequest that just helping out a hobbyist.
Why are the power generators floating in midair?
The final battle should start when the gate is broken instead of when the ogre's group is dead (reanimating one causes the game to wait until the reanimated unit is dead for good).
Pre-final battle cutscene isn't immediately skipped, you have to press ESC twice to skip it.
The channelers joined in the battle but were still invulnerable.
During the end cutscene, all heroes should attack (or at least remove firebolt from the warlocks), otherwise they stun her and it just looks silly.

Interlude: Maybe have the part about where they are be said after the battle.

Detailed as ever. I think the camera and the Kil'jaiden portrait missing is patch related issue. I've noticed it from Jay's playthrough.
 
Level 1
Joined
Nov 1, 2020
Messages
1
Hallo evryone. At the moment I'm using the 1.30.4 like the links from the developer recommend it. There is a problem I can't solve by my self and didn't found a solution yet. The WE can't see the campaign file. It's because the file is in .w3p and W3 and the WE are reading only the .w3n files right now.

Do someone know how to translate the file?
 
Level 23
Joined
Apr 6, 2010
Messages
2,871
On 1.31, v2.1.2

Channeler's Weaken Soul isn't autocast by default.
Draenei catapult projectiles are on fire before the upgrade.
Sidequest buttons should have a little explanation as to what you're supposed to do.
"Take quest" button should disappear once the quest is completed.
Divine Storm SFX displays after enemies are stunned.

Fifth level:
Did I mention the fact that attack waves come in simultaneously? They curbstomped the allied base on my first playthrough.
Giving Summon Sea Elemental to the naga casters is a very bad idea, they end up summoning half a dozen of the things in one go.
Sea Master tooltip doesn't mention that they have Blizzard or Breath of Frost.
No warning that there's a time limit on the sidequest.
Sidequest: Reliquary should be built from the start. Also, there really should be a way to quickly trade lumber, otherwise it's a gamble that the enemies will attack your allies instead of disrupting your gathering operations.
No comment from the enemy draenei once you eliminate them?

Sixth level:
Naga casters have entirely too many offensive spells.
Sporeling quest is awkwardly worded, it sounds as though there's a line missing.
Ghazan only drops a rune of mana?
If killing Meenu is required to progress, it shouldn't be an optional quest.
Mekgineer tries to join the Hydromancer fight while the barrier is still up.

Vashj fight:
* The intro music drowns out her dialogue, she should be louder.
* Units keep getting stuck behind the path blockers after the cutscene. I ended up cheating to win because a third of my forces weren't around to help.
* Boss music doesn't loop correctly.
* The stalkers should NOT have mana burn, especially since they come in before I could kill the previous ones, my heroes and casters are completely dry before I can even take out a single generator (not helped by the fact that half my units are behind the pathing blockers).
* Enemy reinforcements come in too quickly, the elementals end up stunlocking the few units that aren't trapped behind the walls. And they're not even tied to the generators?
 
Last edited:
Level 23
Joined
Apr 6, 2010
Messages
2,871
Skyguard has shorter range than Rangari, don't know if this was fixed in the new version.
Vindicator and Blood Knight should have caster tooltips.
Guardian should have a different death animation, hearing them die all the time is distracting.

Seventh level:

Ha. Ha. Ha. No.

No gold gatherers at the start, barely more moon wells than there are units, enemies attack at the same time, allies might as well not be there.

Interlude: Not sure if this is intentional, but Adal's portrait shows him as purple where his model is white.

Eighth level:

Scryer upgrade tooltips are unchanged (mention gunpowder, dwarf units, etc.).
Have I mentioned the fact that enemies attack simultaneously? This time they concentrate on the allies first, which is nice of them.
Illusions that deal damage? On a regular unit? I never knew how much I needed to send 12 illusory elephants to crush my enemies until this moment.

Kael'thas:
* The unchosen faction's upgrades should be set to your own instead of wherever the AI stopped upgrading.
* Miniboss cutscenes are unskippable.
* Astromancers have Sorceress tooltips.
* Waygates didn't turn off during the High Astromancer fight.

Ninth level:
Flyers can go through the main gate.
Pit Lord generator can be taken out from the Blood Elf base.
So are you supposed to kill the Demon Hunter before you kill the Pit Lord's generator?

Tenth level:
There should be enough food buildings to replace all lost units.
Can't say I really liked the final fight, too much going on for any real micro-ing. But at least there are enough units given for "throw everything and heal often" to work.
lllidan repeatedly says "I can feel your hatred." Similarly, all of Maeiv's line are used in quick succession.
Boss music keeps playing during the final cutscene, drowning out the dialogue.


Overall good, if in sore need of adjusted difficulties in some areas. I'd have liked more stealth segments (the Black Citadel infiltration is much more easily done by taking out the bases and then bringing in Maiev).
 
Level 22
Joined
Apr 12, 2014
Messages
1,843
Hallo evryone. At the moment I'm using the 1.30.4 like the links from the developer recommend it. There is a problem I can't solve by my self and didn't found a solution yet. The WE can't see the campaign file. It's because the file is in .w3p and W3 and the WE are reading only the .w3n files right now.

Do someone know how to translate the file?

I don't know anything about this. Sorry.

On 1.31, v2.1.2

Channeler's Weaken Soul isn't autocast by default.
Draenei catapult projectiles are on fire before the upgrade.
Sidequest buttons should have a little explanation as to what you're supposed to do.
"Take quest" button should disappear once the quest is completed.
Divine Storm SFX displays after enemies are stunned.

Fifth level:
Did I mention the fact that attack waves come in simultaneously? They curbstomped the allied base on my first playthrough.
Giving Summon Sea Elemental to the naga casters is a very bad idea, they end up summoning half a dozen of the things in one go.
Sea Master tooltip doesn't mention that they have Blizzard or Breath of Frost.
No warning that there's a time limit on the sidequest.
Sidequest: Reliquary should be built from the start. Also, there really should be a way to quickly trade lumber, otherwise it's a gamble that the enemies will attack your allies instead of disrupting your gathering operations.
No comment from the enemy draenei once you eliminate them?

Sixth level:
Naga casters have entirely too many offensive spells.
Sporeling quest is awkwardly worded, it sounds as though there's a line missing.
Ghazan only drops a rune of mana?
If killing Meenu is required to progress, it shouldn't be an optional quest.
Mekgineer tries to join the Hydromancer fight while the barrier is still up.

Vashj fight:
* The intro music drowns out her dialogue, she should be louder.
* Units keep getting stuck behind the path blockers after the cutscene. I ended up cheating to win because a third of my forces weren't around to help.
* Boss music doesn't loop correctly.
* The stalkers should NOT have mana burn, especially since they come in before I could kill the previous ones, my heroes and casters are completely dry before I can even take out a single generator (not helped by the fact that half my units are behind the pathing blockers).
* Enemy reinforcements come in too quickly, the elementals end up stunlocking the few units that aren't trapped behind the walls. And they're not even tied to the generators?

Skyguard has shorter range than Rangari, don't know if this was fixed in the new version.
Vindicator and Blood Knight should have caster tooltips.
Guardian should have a different death animation, hearing them die all the time is distracting.

Seventh level:

Ha. Ha. Ha. No.

No gold gatherers at the start, barely more moon wells than there are units, enemies attack at the same time, allies might as well not be there.

Interlude: Not sure if this is intentional, but Adal's portrait shows him as purple where his model is white.

Eighth level:

Scryer upgrade tooltips are unchanged (mention gunpowder, dwarf units, etc.).
Have I mentioned the fact that enemies attack simultaneously? This time they concentrate on the allies first, which is nice of them.
Illusions that deal damage? On a regular unit? I never knew how much I needed to send 12 illusory elephants to crush my enemies until this moment.

Kael'thas:
* The unchosen faction's upgrades should be set to your own instead of wherever the AI stopped upgrading.
* Miniboss cutscenes are unskippable.
* Astromancers have Sorceress tooltips.
* Waygates didn't turn off during the High Astromancer fight.

Ninth level:
Flyers can go through the main gate.
Pit Lord generator can be taken out from the Blood Elf base.
So are you supposed to kill the Demon Hunter before you kill the Pit Lord's generator?

Tenth level:
There should be enough food buildings to replace all lost units.
Can't say I really liked the final fight, too much going on for any real micro-ing. But at least there are enough units given for "throw everything and heal often" to work.
lllidan repeatedly says "I can feel your hatred." Similarly, all of Maeiv's line are used in quick succession.
Boss music keeps playing during the final cutscene, drowning out the dialogue.


Overall good, if in sore need of adjusted difficulties in some areas. I'd have liked more stealth segments (the Black Citadel infiltration is much more easily done by taking out the bases and then bringing in Maiev).

Thank you. Very insightful. I will try to consider your suggestions for future updates!
 
Level 9
Joined
Jul 31, 2019
Messages
110
Finished all in insane difficulty and was satisfied in all aspects. :infl_thumbs_up: One suggestion tho: Shattrath mission was almost impossible to manage in insane difficulty. During the last five minutes, Aldor and Scryers bases were overwhelmed, and I was forced to corner Maiev and Anyndra with A'dal And Velen. Well, Velen really helped to hold off, but just before only one minute left, mission failed (Altar of Elders, the last structure, destroyed. xD)
How about adding Sons of Lothar as reinforcements? That would be a cool lore point and help.:grin: Good luck!
 
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