- Joined
- Jun 11, 2017
- Messages
- 988
New campaign from Warseeker? Huh, worth looking for!
(15 ratings)
Fixed!So I've just started playing it and Im stuck in chapter 2 , apparently you cant complete the main quest nor the optional quest even tho you did what was asked
chapter 1 the overseer get yeeted by grom and never comes down so he is invulnerable forever and I can't finish the level
Sounds like a strange since most people didn't encounter bugs. It might be linked to the WC3 version.I can't finish the first chapter and also the enemies that were at the mana source don't attack.
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I guess I should do something obvious that I didn't see.
chapter 1 the overseer get yeeted by grom and never comes down so he is invulnerable forever and I can't finish the level
What game version are you using? This sounds like a bug with Garrosh's Charge (Impale) ability which temporary makes impaled units invulnerable.I can't finish the first chapter and also the enemies that were at the mana source don't attack.
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I guess I should do something obvious that I didn't see.
I'll look into it.Chapter 2 - Garrosh died during a charge and now I cant revive him for whatever reason. He did kinda rag doll into a building idk if that is why
Depends on what you mean by save files.Dear Warseeker,
If you are going to update this campaign, the save files are going to be corrupted, and I can't use my precious save files?
You know why I'm asking you. You know very well.
What does you mean?Grommash first and only ability from the beginning of the mission is containing "Crypt Lord". But Grommash is not a Crypt Lord...
I don't really bothered to complete the side quest about a defiled fountain, because the player has access not too many troops to complete the mission. (2 Ranged and 2 melee unit + a melee hero is not a great competitive force against harpies, oh and there is not even a net or a raider to net them down to kill them with melee units).
A spelling mistake.Only other issue I have seen is the goblin gunner Flak Cannon spell says it deals splash to air units but it works against ground as well. Idk if thats a bug or just a spelling mistake.
there is an item in a barrel near the harpies that helpsDear Warseeker,
If you are going to update this campaign, the save files are going to be corrupted, and I can't use my precious save files?
You know why I'm asking you. You know very well.
Also, bugs:
Quillboar /Razormane enemies on the nearby mana fountain are not attacking, after I attacked them.
Grommash first and only ability from the beginning of the mission is containing "Crypt Lord". But Grommash is not a Crypt Lord...
Overseer Kag'ar is not Tregg (as shadowhog said).
I don't really bothered to complete the side quest about a defiled fountain, because the player has access not too many troops to complete the mission. (2 Ranged and 2 melee unit + a melee hero is not a great competitive force against harpies, oh and there is not even a net or a raider to net them down to kill them with melee units).
So, thank you for this new campaign and bringing us enjoyment for our life. Hope there is a bug fix soon.
1.3.1What game version are you using? This sounds like a bug with Garrosh's Charge (Impale) ability which temporary makes impaled units invulnerable.
Does that happen with the Overseer only or with every unit? Have you tried killing him without casting the Charge ability?1.3.1
Actually, if you read the posts above, most people reported one or few bugs...Sounds like a strange since most people didn't encounter bugs. It might be linked to the WC3 version.
To me, I think its suppose to be cinematic where the elementals and quilboars fighting.In the first chapter, there is a group of enemies near the mana fountain, that don't attack back, is there a reason for this?
I mean this:What does you mean?
Thank you for the tip, it worked.there is an item in a barrel near the harpies that helps
You mean he's invulnerable after the cinematic? Probably because you used the Charge ability to stun Overseer. If you still encounter bugs, try the campaign on the version that author suggested (1.29.2).My Overseer Tregg was bug too.
I belive is because he still on pause after the cinematic and the way of impale works, probably bug the unit(in my case, he become totally untargetable), after reload one save I finish the chapter.
For this bug, it's literally connected to the WC3 version, which can broke things when you attempt to load the saves when using 1.31. Please use the recommended version (1.29.2) and reload the whole campaign.I cannot finish six chapter. After destruction of generator lighting lord with his elementals stay invulnerable.
Does that happen with the Overseer only or with every unit? Have you tried killing him without casting the Charge ability?
This.My Overseer Tregg was bug too.
I belive is because he still on pause after the cinematic and the way of impale works, probably bug the unit(in my case, he become totally untargetable), after reload one save I finish the chapter.
In the first chapter, there is a group of enemies near the mana fountain, that don't attack back, is there a reason for this?
They were still paused. Fixed now.To me, I think its suppose to be cinematic where the elementals and quilboars fighting.
Ah I see. I forgot about that. Thanks!I mean this:
View attachment 413934
The whole "Charge" description is wrong.
Thank you for the tip, it worked.
Fixed.I cannot finish six chapter. After destruction of generator lighting lord with his elementals stay invulnerable.
I rather start over from the beginning, than continue where I leave them. This save breaking design is only very disturbing for me, when there is no chapter selection in the campaign menu, like in the Rise of the Destroyer. There is no chapter selection. When a new map is started, there is no way to start over from the custom campaign selection menu.Note: Since this is the early version of the campaign and to save you guys time from restarting the campaign from scratch after every minor update, I have made all the chapters buttons visible for now so you can continue directly from where you left off while still retaining the items you've obtained!![]()
You can't simply assume every bug is 1.31 or other game version related. Are you going to answer the same thing to everyone who posts a bug report?For this bug, it's literally connected to the WC3 version, which can broke things when you attempt to load the saves when using 1.31. Please use the recommended version (1.29.2) and reload the whole campaign.
Sorry, but I would say this map has been fixed already by the author, so if anyone experienced a problem, then this is not related to the game version.You can't simply assume every bug is 1.31 or other game version related. Are you going to answer the same thing to everyone who posts a bug report?
@Warseeker has confirmed the issues as non-patch related.
overseer only and yeah without charge is an okDoes that happen with the Overseer only or with every unit? Have you tried killing him without casting the Charge ability?
Unfortunately, yes. Campaigns like Legacy of Lordaeron, Rise of the Destroyer, Founding of Durotar, etc have no chapter selection because everything needs to be synchronized.I rather start over from the beginning, than continue where I leave them. This save breaking design is only very disturbing for me, when there is no chapter selection in the campaign menu, like in the Rise of the Destroyer. There is no chapter selection. When a new map is started, there is no way to start over from the custom campaign selection menu.
Type -difficulty in the chat to pop-up the difficulty menu. The reduce difficulty doesn't work because the difficulty is stored in the Game Cache.Another missing thing is, when I lose the map, there is no way to reduce difficulty from normal to easy. Is this intentional, or just missing? After I lose the map, and I pushed to reduce difficulty, the map is restarted with the same difficulty as it's before.
You can't simply assume every bug is 1.31 or other game version related. Are you going to answer the same thing to everyone who posts a bug report?
@Warseeker has confirmed the issues as non-patch related.
This campaign is optimized to work on patch 1.31, there is little to no memory leaks and all the specific unit events have been replaced with generic ones.Sorry, but I would say this map has been fixed already by the author, so if anyone experienced a problem, then this is not related to the game version.
So, are you saying: Even if I change the difficulty of the map in the beginning, there is zero chance that the difficulty level is going to change (In the actual game or if I restart the map)?Type -difficulty in the chat to pop-up the difficulty menu. The reduce difficulty doesn't work because the difficulty is stored in the Game Cache.
No, it will change for the current map and carry out to the next one.So, are you saying: Even if I change the difficulty of the map in the beginning, there is zero chance that the difficulty level is going to change (In the actual game or if I restart the map)?
I found the second map too hard even in Easy difficulty. It's not your fault, I'm the weak player.No, it will change for the current map and carry out to the next one.
I managed to win after two tries. on normalI found the second map too hard even in Easy difficulty. It's not your fault, I'm the weak player.
I managed to win after two tries. on normal
The tower spam only will save you in the first wave, but because all centaur attack you at the same time, you must defend the base with your units.
Ignore complety the demolisher and shamans, here are completly useless, focus on grunt, spear thrower, wolf raiders and warlocks. the building of the centaur are really weak, and 3 wolf raiders can destroy them very easily, the problem is there is too much centaur there and the lack of resource early plus the lack of healing.
I destroyed the base of the north thanks that I construct a few towers to pulled the centaurs of their base and destroy the base in worlf raider, I used the Warlocks (the true MVP) to focus down the heroes and khans, thanks to firebolt and soulburn, after destroy 1 base, the rest fall like dominoes.
No, it will change for the current map and carry out to the next one.
And I thought the night elves in the old version of the campaign were more challenging than the centaurs. I personally never had to much trouble with them, sure their intial attack wave can be hard if you're not prepared, but then the AI takes about 8 minutes (7 minutes on Hard) to send the next attack wave. Normally, it should be enough to build your base and counterattack.I found the second map too hard even in Easy difficulty. It's not your fault, I'm the weak player.
Must be something preventing the worker from building the townhall. I thought I fixed it last time I checked!After the cinematic where Voljin speak with the Sandfury leader, for some reason, I only have 1 hut and the barracks, the worker didn;t construct the main hall, I wasted time in made and finish my base meanwhile I recieve attacks from the sandfury(and in melee chapter, time is esscential)
Are you playing on easy? Because the AI is handicaped on that difficulty.-IDK if is a bug, but the enemy of this chapter has the handicap of 50-60% hp?
You are supposed to light up all the switches. I know it seems confusing but I may reverse this puzzle in the next update.-The puzzle of the optional I'm don't sure that works correctly because even if one of my units touch a turn off button, they still activate
It says invalid chapter title which is true since the submaps don't have titles in the campaign menu, perhaps @Xetanth87 could make his tool not require a map title?View attachment 413989
Your campaign don't work with the Xetanth87's tool.
Submaps don't work with the splitter, only campaigns that have buttons for each map work.It says invalid chapter title which is true since the submaps don't have titles in the campaign menu, perhaps @Xetanth87 could make his tool not require a map title?
This campaign is slightly optimized, while you can view the maps in the editor and the object editor data, you can't however see the triggers and preplaced units on the map, so normally the tool could split the maps and merge the data. If not then I could split them myself and upload them here.
Did you destroy the Seige Golems? He is scripted to become invulnerable after he loses 20% of his hp then a seige golem will activate and you have to destroy it so the mountain king become vulnerable again.In chapter 9 (I believe) Part one , for some reason the divine shield on the mountain king stays permanently , so he stays invulnerable and u cant finish the mission even if u use cheats and kill him before he triggers it , the game bugs out and nothing happens. So I guess he was right in the cinematic , they will stay locked up in there forever![]()
I'm having difficulty trying to put the sounds in the campaign. How about you import them into the campaign file?By the way, no one mentioned this yet but does the custom music and voiceovers work for everyone?
I did, so when u destroy the first siege golem the divine shield does go out indeed but when u destroy the second one it stays permanentlyDid you destroy the Seige Golems? He is scripted to become invulnerable after he loses 20% of his hp then a seige golem will activate and you have to destroy it so the mountain king become vulnerable again.
Hotfix:
- Fixed Overseer name.
- Fixed Garrosh's Charge description.
- Fixed Flak Cannons description
- Changed Spear Thrower icon.
- Changed Troll Hut and Tauren Tent gold cost to 80 and lumber cost to 20.
- Changed the centaur tent hp to 600, barracks to 1200, and haven to 1500.
- Fixed Serpent Ward hotkey.
- the Hydralisk will now join you when you find him.
- Fixed Bristleback quest.
- Fixed Berserker's Boots effect.
- Fixed Rejuvenation hotkey.
- Fixed Beal'dun Mountain King dialogue.
By the way, no one mentioned this yet but does the custom music and voiceovers work for everyone?
You were right. Thanks for letting me know!I did, so when u destroy the first siege golem the divine shield does go out indeed but when u destroy the second one it stays permanently
What seems to be the problem?I'm having difficulty trying to put the sounds in the campaign. How about you import them into the campaign file?
It was intentional. The obelisks are supposed to reactivate after the lighting lord loses some of his hp.After i in chapter Gates of Anh Qiraj disabled generator lightning obelisks still attack me i dont what what the problem i playing on 1.31 version. What intersting some of them is vulnerable and some of them is not
I have killed general Amberforge in dark iron dungeons but nothing happened game is not give me victory
NotedHello mon'
Chapter 2
After the second cinematic, one of the units don't disappear/teleport with the hydromancer, and stays with the player here. After cinematic too. Not a game breaking bug, but definetly a funny moment again.(He/she has been killed after, it's a hostile unit after all.)
View attachment 414179
Were you using whosyourdaddy?I have killed general Amberforge in dark iron dungeons but nothing happened game is not give me victory
Plus I wanted to report, when I slay the guardians on the Cave entrance in Hooves of War, the game was not automatically continoued: I was able to unlock the entrance in the second time, because first time nothing happened, and I was unable to proceed. I don't cheated.It was intentional. The obelisks are supposed to reactivate after the lighting lord loses some of his hp.
Noted
No i dont use i just killed all golems and then dwarf but nothing happened(Were you using whosyourdaddy?
Lightning lord attacked me earlier so i have to kill him because he aggro through the wall when i killed some of his minions before that happenedIt was intentional. The obelisks are supposed to reactivate after the lighting lord loses some of his hp.
Noted