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The Adventures of Rowan the Wise v4.5


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The Adventures of Rowan the Wise is the first campaign in Turnro's series of Warcraft 3 campaigns. It offers an alternative parody story to what could have happened when the Scourge invaded Lordaeron.

This campaign offers Blizzard-like chapters with fun gameplay and an engaging story. You will relive many of Warcraft 3's major events, along with encountering familiar characters from the Alliance and the Undead Scourge.

If you enjoyed the original Warcraft 3 campaigns, then The Adventures of Rowan the Wise is for you!





Features

Relive the Warcraft Story
Explore the lands of Quel’Thalas, protect Dalaran from the Scourge, and travel through the freezing lands of Northrend.

Control the Vast Armies of the Alliance!
Take command of the Silver Hand, take heed to the Blood Elves, and go on treasure hunts with the dwarves of Khaz Modan.

Play as 5 Ultra Powerful Heroes
Play as the original human heroes of Warcraft 3 PLUS a new custom hero called the Ranger.

Voice Acting for all Characters
A feature that is usually rare in custom Warcraft 3 campaigns!

New Units, Spells and Items
Includes powerful legendary items found while playing Hard difficulty

New Background Music throughout Campaign

Variable Difficulty Levels, and much more!


Screenshots


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Legendary Items

Find all 10 legendary items while playing The Adventures of Rowan the Wise in Hard difficulty:

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Gem of Regeneration
Increases the Hero's health regeneration by 2 hit points per second, and mana regeneration by 25% when worn.
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Ring of Mastery
Increases the damage of the Hero by 8 when worn. Also provides an additional 3 Strength, Agility and Intelligence.
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Seal of Protection
Increases the Strength of the Hero by 6 and armor by 3 when worn.
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Swiftwalker Boots
Increases the Agility of the Hero by 12 when worn. Also causes attacks against them to miss 15% of the time.
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Mindstaff
Increases the mana of the Hero by 250. Also grants the Hero and friendly nearby units a bonus to mana regeneration.
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Runic Bracelet
Increases the Intelligence of the Hero by 8 when worn. Also reduces Magic damage taken by 33%.
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Sapphire Necklace
Increases the Intelligence of the Hero by 12 when carried.
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Axe of the Ages
Increases the attack rate of the Hero by 15% and attack damage by 15.
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Crusader Armor
Increases the armor of the Hero by 10 when worn.
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Blessed Crown of Kings
Increases the Strength, Intelligence, and Agility of the Hero by 10 when worn.


Change Log

- This campaign is now supported in Reforged. If you do not have Reforged but wish to play the campaign in a legacy version of Warcraft III (v1.26 - v1.31), you can download the legacy file here
- Added a Story difficulty option to the campaign
- Added auto-save checkpoints to all missions (Reforged only)
- Added new loading screen images for each map
- Resolved an issue where unit and spell stats would differ depending on the player's version of Warcraft III
- Divine Shield now costs 100 mana across all levels
- Changed the duration of Divine Shield from 15 seconds to 12/16/20/24 seconds per level
- Decreased the cooldown reduction of Divine Shield per level from 90/75/60/45 seconds to 90/80/70/60
- Additional levels in Mass Teleport will now provide increased Area-of-Effect instead of a reduced cooldown
- Reduced the duration of Banish from 12/18/24/30 seconds per level to 12/16/20/24
- Reduced the damage dealt by the Orc's Spiked Barricades ability on Hard difficulty in Chapter 1
- Uther's spells have been revised in Chapter 2. Instead of Divine Shield and Devotion Aura, he now has Hex and Retribution Aura
- The Treasure Box now drops a Gem of Mana (+100) instead of a Pendant of Energy (+150) in Chapter 2
- Resolved a bug where Uther would not appear after killing all the chickens in Chapter 2
- The Blademaster's Mirror Images will now deal 25% of the Hero's base damage in Chapter 3
- The player now starts off with additional structures in Chapter 4
- Arcane Vaults are now available for construction in Chapter 4
- Moved the location of the Orb of Vemon item in Chapter 4
- Moved the legendary item to a new secret location in Chapter 4
- Made changes to the items dropped from the Treasure Box on Normal difficulty in Chapter 5
- Resolved an issue where Kel'Thuzad's Death and Decay spell incorrectly dealt too much damage in Chapter 5
- Fixed a bug where Tek's name would change upon turning into a Robo-Goblin in Chapter 6
- Replaced the Fountain of Mana with a Fountain of Healing in Chapter 6
- Added a Gazlowe Easter Egg reference in Chapter 6
- Added a Mercenary Camp with Bandit units for hire in Chapter 7
- Anub'arak no longer transfers ownership when defeated in Chapter 8. Instead, a Lich Hero has been added to the main Undead base
- Enemy Faceless Ones are no longer magic immune in Chapter 9
- Increased the cooldown of Sleep on enemy Faceless Ones in Chapter 9
- Player-owned worker units are no longer classified as Ancient in Chapter 10
- Arthas is no longer magic immune in Chapter 10
- Revised all neutral shop items for sale throughout the campaign
- Reduced the mana cost of the Spell Book's Chain Lightning spell from 120 to 100
- Increases the bonus armor of the Crusader Armor item from +8 to +10
- The Robe of the Archmagi item now provides +3 bonus Intelligence in addition to its armor bonus
- Legandary items now have a different model to set them apart from regular items
- Made slight changes to the background music throughout the campaign
- Fixed numerous spelling and grammar errors


- Updated all cinematics for widescreen support
- Resolved several sound issues as a result of the current Warcraft 3 patches
- Hero, unit, building and spell stats no longer change depending on the player's Warcraft 3 version
- Fixed hotkey inconsistencies with the Call of Arms ability across the entire campaign
- Increased the starting level of Tek and Razzil in Chapter 6
- Replaced some rock tileset on the lone Goldmine island in Chapter 7 to allow more room for constructing a Town Hall
- Reduced the power of Anub'arak's Locust Swarm ability for Levels 2 & 3


- Increased the mana cost of Divine Shield from 125/100/75/50 per level to 125/110/95/80
- Fixed a bug in Chapter 2 where night elven units would disappear during cinematic mode
- Fixed a bug in Chapter 5 where the Hood of Cunning would show up in multiple places after completing the optional quest
- Increased the Agility gained from the Swiftrunner Boots to +12
- Made numerous changes to Chapter 4:
- Added additional undead units and heroes throughout the ruins of Silvermoon
- The legendary item will now drop from a lich hero within the main undead base
- The Orb of Venom no longer drops from destroying the Marketplace
- Changed the name of the Shield Breaker's Storm Hammer ability to Thunder Bolt
- Changed Kel'Thuzad's model to the Reign of Chaos version


- Divine Shield now grants spell immunity to Rowan when activated
- Reworked Divine Shield to now last 15 seconds across all levels. Additional levels will instead grant reduced mana cost and cooldown
- Fixed a bug where activating Divine Shield would cause a green icon to appear when selecting an aura for Blessing of Wisdom
- Reduced the amount of mana provided by Blessing of Wisdom from 75/150/225/300 per level to 50/100/150/200
- Increased the mana cost of Mend from 115 to 125
- Reduced the mana cost of Frost Bolt from 75 to 50, cast range from 600 to 800, and stun duration from 5 seconds to 2
- The player now has an additional 30 seconds to complete the first quest in Chapter 2 on Hard difficulty
- Uther now possesses the damage-absorb Divine Shield ability in Chapter 2
- Reduced the player's Goldmine to 15000 in Chapter 2 on Hard difficulty
- Footmen and Knights now start off with +1 weapon and armor upgrades in Chapter 3
- Reverted the voice over of the Orc Raider in Chapter 3 to an earlier version
- Added Healing and/or Mana Fountains throughout Chapters 3 & 5
- The player now starts off with additional gold and towers in Chapter 5
- Moved the levers for the Treasure Box in Chapter 5 to make them easier to find
- Draenei Advanced Boulder Towers now have Heavy armor in Chapter 6 on Hard difficulty
- Changed the background music played during the first quest in Chapter 7
- Reduced the level of Arthas from 15 to 12 in Chapter 7 on Hard difficulty
- Added an additional Goldmine to one of the islands in Chapter 7. However, Sylvanas' forces will now be able to send attack waves via Sky Barges
- Modified the terrain of Chapter 7 to allow base assaults by sea
- Human Frigates no longer cost any food in Chapter 7
- Human Battleships can now be hired in Chapter 7
- Added an Arcane Vault to the dwarven base in Chapter 8
- Anub'arak now transfers ownership to the Undead Stronghold base when initially defeated in Chapter 8
- Improved the creeps available at the Mercenary Camp in Chapter 8
- Added an undead versus nerubian fight scene at the front of the Labyrinth in Chapter 9
- Added additional Nerubian dialogues throughout Chapter 9
- Increased the cooldown of the Forgotten One's Spawn Tentacle ability in Chapter 9
- Re-balanced the Lich King and its defending heroes in Chapter 10
- Made slight terrain changes around the path to the Lich King in Chapter 10
- Re-balanced the enemy AI throughout several missions on Hard difficulty
- Removed the additional damage upgrade for the Undead Scourge on Hard difficulty in Chapters 8, 9 & 10
- Arthas can no longer summon more than 6 units using Animate Dead against the player
- Increased the power of Anub'arak's Locust Swarm ability on Hard difficulty
- Ivory Towers possessed by the player's Heroes are no longer passed into future missions
- Shield Breakers now leave footprints on the ground as they walk
- Reset the hotkey for the Build command back to B
- Changed the hotkey for upgrading the Town Hall/Keep to Z
- Command hotkeys (such as Build, Attack, etc) can now be overwritten by the player's custom hotkey settings
- Items are no longer dropped by destroying creep buildings
- Unique models have now been given to Tomes of Retraining, Potions of Invisibility, Scrolls of the Beast and Scrolls of Resurrection
- Runes are now color coordinated, making them easier to identify for the player
- Made numerous item changes throughout the campaign, including the location of legendary items


- Fixed a major problem in Chapter 3 where the Blademaster would become invulnerable and frozen in place
- Mal'Ganis no longer holds a Potion of Healing in Chapter 3 Hard difficulty
- Fixed the hotkey for purchasing Ivory Towers in Chapter 5



- The following characters have had their voice overs redone:
Lord Nicholas Buzan, Demon Summoner, Orc Bladesmaster, and Orc Raider
- Most Anti-Cheat systems have been removed. The player will now only instantly lose in Hard difficulty if ‘WhosYourDaddy’ is used
- Fixed a bug in Chapter 7 where the different boss phases with Arthas would not run when expected
- Fixed an item crashing issue on Mac computers from the new items added into the game from Patch 4.0
- Resolved an issue where the Night Elf attacks would be delayed as their forces would often get stuck inside their base
- Fixed a bug in Chapter 5 where the second gate to Dalaran would not get destroyed, blocking off Undead reinforcements
- Reverted the Hold Position hotkey back to H
- All Undead bases will now send constant attacks to the player in Chapter 10 Hard difficulty
- Added slightly more gold to the gold mines in Chapters 2, 4, 7 & 8
- Added new altar building models to the Dwarf and Blood Elf sub-factions
- Altered the statistics of Swordsmen and Guardians to make them more unique from Footman
- Re-added the Blood Elf/Dwarf building hints to Chapters 7 & 8
- Flesh Golems now have an anti-air attack
- The main bandit in Chapter 1 will now drop a healing potion in Hard difficulty
- Re-added +1 weapon and armor upgrades for the High Elves in Chapter 3
- Changed the legendary item location in Chapter 4 Hard difficulty



- The player is no longer blocked-off from reaching the bandits if teleport is used in Chapter 1
- The Rock Golems in Chapter 2 will now correctly use Hurl Boulder
- The final minions in the boss fight with Arthas in Chapter 7 are now actual units instead of animated dead. This fixes a bug where the player could deliberately wait for the minions corpses to decompose before facing the final stage of the boss fight
- Fixed a bug in Hard difficulty which made the player automatically lose the mission, even if no cheats were used



- Fixed an issue where passive icons in the game would appear as a green icon
- The Book of the Silver Hand in Chapter 1 now has a cooldown after being used. In addition, Rowan will stop casting teleport when a cinematic commences
- Fixed an issue in Chapter 5 where the 'secret' magic vault would not drop any items in Normal difficulty



- New custom music throughout cinematics and gameplay
- The hotkeys for units, buildings, spell, etc, have been changed around the QWER composition. However, these hotkeys will have no effect on the game if Custom Hotkeys are enabled through the user’s profile
- New items to find, with extremely powerful legendary items to acquire in Hard difficulty
- All known cheats that give the player an unfair advantage have been disabled on Hard difficulty. If a cheat is used, the player will automatically lose the mission
- The entire campaign has been polished. This includes, but not limited to, changes to terrain, cinematics, and in-game events
- Fixed a bug in Chapter 2 where Rowan would appear in an in-game cinematic after dying
- Rowan's Divine Shield ability now correctly absorbs spell damage as opposed to gaining health
- Fixed a problem with the AI where waves sent to attack the player would retreat back to base once they have killed a single unit/structure
- Fixed a bug in Chapter 2 where the woman would not always give the player a Potion of Mana
- Fixed a few issues for the boss fight with Arthas in Chapter 7
- Changed the armor types of enemy structures to Heavy Armor in Chapters 1 & 3
- The first Shade killed in Chapter 4 will now count towards Shades killed for the optional quest
- Remade the losing cinematic in Chapter 5
- Fixed Tara's spell description for Mage Armor
- Bevan's Trueshot aura no longer grants additional attack range. Instead, Bevan will start off with increased attack range by default
- Decreased the mana cost of Bevan's Wounding Arrow ability from 175 to 150
- The Shield Breakers Storm Hammer upgrade will now enable that ability as opposed to increasing its overall strength
- Reduced the magic resistance of Shield Breakers from 50% to 25%
- Added new models for potion and scroll items throughout the game
- Night Elf Glaive Throwers now have a new skin



- Fixed a crashing bug which would occur on Mac computers
- Slight terrain improvements across all maps
- Added, redone and/or replaced several voice recordings for the following characters:
Rowan the Wise, Footman, Knight, Villager, Maiev Shadowsong, Uther, Captain, Chaplain, Archmage, Tek, Bevan the Swift, High Elf Priest, Logan the Mysterious, Spell Breaker, Shield Breaker, Rifleman, Malganis, Akama, and Admiral Proudmoore.
- Slight cinematic changes (including dialogue, camera movements, etc.) throughout all Chapters
- Slightly altered the ending (Epilogue) of the campaign
- Added more in-game dialogue and/or events to Chapters 2, 5, and 7
- Improved the boss fight with Arthas Menethil in Chapter 7
- The damage absorbed from Divine Shield now correctly absorbs 100% damage taken
- The following spell changes have been made:

ROWAN
- Blessing of Wisdom no longer grants additional mana regeneration
- Divine Shield is no longer deactivatable. In addition, the spell’s duration has been changed to 12/18/24/30 seconds, and has increased in both mana cost and cooldown
- Command Aura has been reverted to only affect melee units
- Retribution Aura’s damage reflected has been changed to 15/25/35/45%
- Resurrection no longer increases the amount of allies raised with each level. Instead, the cooldown will further decrease by 90 seconds for each level

BEVAN
- Far Range has been removed
- Bevan now has Trueshot Aura again. This spell also grants additional range for the hero, but does not increment with each level
- Critical Shot has been reverted back to a passive ability
- Increased the mana cost of Mend from 105 to 115
- Decreased the mana cost of Wounding Arrow from 225 to 175

TARA
- Mage Armor is now classified as an auto-cast ability. However, this spell will not automatically be activated at the start of each chapter
- Decreased the casting delay of Mass Teleport for levels 2 & 3 from 5 seconds to 3

LOGAN
- Increased the duration of Banish to 12/18/24/30 seconds. In addition, the cooldown for this spell also decreases with each level (6/4/2/0 seconds) and has a mana cost of 75 throughout all levels

NATHAN
- Bash now grants both increased damage and a chance to bash with each incremental level

- Bevan’s model now uses the Priest death sound when killed
- Fixed a problem in Chapter 5 where flying units like Gargoyles could slip pass the player’s defenses, which caused the player to unexpectedly lose the mission
- Fixed a problem in certain missions where cinematics would make the player’s worker units forget their build orders
- The Silver Hand army in Chapter 1 will no longer run away when fighting the Orcs
- Decreased the range of Ballista from 1150 to 1000
- Fixed a bug in Chapter 1 where having Rowan dead would not make the player loss the mission
- Added in a new Optional Quest to Chapter 5
- Transport Ships in Chapter 7 no longer cost food
- The Archmages in Chapter 5 now have slightly different models
- The Mask of Death in Chapter 9 has been replaced with the Necklace of Spell Immunity
- Pressing the space bar will now bring the player to quest-specific locations on the map
- The Undead will now have increased damage in Hard Version in Chapters 8, 9, & 10



- Slight AI improvements to the Undead in Chapters 4, 7, & 8. In addition, a problem was fixed in Chapter 7 which allowed the player to destroy the Undead with ease using only Ballistae
- Flesh Golems now deal Normal damage from Chaos, have less health, and are affected by weapon/armor upgrades
- Tek and Razzil are now classified as Hero units in Chapter 6. This means that their unit stats and spells are now identical to the default Goblin Tinker and Alchemist
- The following spell changes have been made:

ROWAN
- Command Aura now affects both melee and ranged units
- Divine Shield has been reworked: it is no longer usable on units other than Rowan. The spell provides a shield which absorbs damage for a set amount of time. In addition, this change fixes a bug in Chapter 5 where the Undead would retreat back to their base after Rowan uses Divine Shield
- The damage reflected by Retribution Aura has been increased from 10/20/30/40% to 12/24/36/48%. In addition, the aura’s model effect has been changed

BEVAN
- Trueshot Aura has been removed
- Critical Shot is now a Hero ability, with each level further increasing damage
- Bevan has been given a new passive ability: Far Range. This permanently increases his attack range by 100

NATHAN
- Ensnare has been replaced with Demolish, which allows the Mountain King to deal 2x damage vs. buildings

- Minor terrain changes and additional doodads have been added to Chapters 1, 3, 5, 7, 8, & 9
- The Bandit’s voice in Chapter 1 has been replaced
- Additional creeps have been added in the second part of Chapter 8. Before, much of the terrain was empty, making exploring on behalf of the player boring and pointless
- The Quest Descriptions in every chapter have been revised to fix grammar errors
- Minor item rearrangements in Chapter 9
- The experience rate for heroes in Chapter 9 have been slightly increased
- The ending to the Interlude “The Alliance’s Reunion” has been completely remade
- Decreased timing between attacks from the Undead in Chapter 10
- Maiev no longer uses Shadow Meld in Chapter 2. This fixes an issue where the Warden would become permanently invisible at night, and disabled the player from seeing her until it is daytime
- Re-edited the cinematic in Chapter 1 when Rowan reads the Tome of Knowledge
- Slight dialogue/voice changes to the final cinematic of Chapter 5
- Blood Elf Archers and their upgrades no longer require a Blacksmith
- The player now starts with a Blood Elven Barracks in Chapter 7
- The Undead Shipyard in Chapter 7 no longer needs to be destroyed for the player to complete the chapter. In addition, lost Undead Ships will now be retrained at the shipyard
- Fixed a major problem in Chapter 1 where Rowan would become stuck in among doodads after using the Scroll of Town Portal in Chapter 1
- Fixed a problem in Chapters 1 & 6 where the hotkey for Rowan’s Divine Shield was not D
- Fixed a problem in Chapter 6 where skipping certain cinematics would cause random items on the ground to permanently disappear
- The Forgotten One’s health in Chapter 9 has been slightly increased, to compensate for Nathan’s Demolish ability



- The credits map has been removed
- Fixed a problem where the difficulty would set to Hard when currently in Normal version. In addition, the difficulty system has been changed: the player can now choose the game difficulty at the start of each map
- Redone several voice recordings (both partly and completely) for the following characters:
Rowan the Wise, Lord Nicholas Buzan, Villager, Knight, Footman, Captain, Antonidas, High Elf Priest, Logan the Mysterious, Demon Summoner, and Admiral Proudmoore
- Fixed a problem in Chapter 1 where Rowan would become stuck in between fences after using a Scroll of Town Portal
- Minor/moderate terrain changes to all Chapters
- Maiev no longer uses Blink in Chapter 2
- Malganis no longer casts Sleep in Normal version
- A timer has been added to the first quest in Chapter 2
- The quest to slay Uther in Chapter 2 has been redone
- The mirror images of the Blademaster now deal 10% of the Blademaster’s base damage
- The Blademaster’s mirror images no longer disappear after a certain amount of time. However, they will cease to exist once the Blademaster is dead
- Made AI changes to Chapters 3, 4, 5, 8, & 10
- The following spell changes have been made:

ROWAN
- Rowan no longer has Spell Immunity
- Divine Shield has been reworked: it is now an ability that can be cast on nearby friendly units. The spell now protects friendly units from all magic attacks and spells for a fixed time. However, if Rowan casts Divine Shield on himself, he will instead turn invulnerable for the same duration
- Devotion Aura has been semi-replaced with Blessing of Wisdom: it grants Rowan increased mana pool and regeneration, as well as a choice of three different auras. The auras effects and the bonus mana for Rowan will increase with each level

BEVAN
- True Sight has been replaced with Critical Shot: it gives Bevan a 15% chance to deal 1.5 times normal damage to an enemy unit
- Trueshot Aura also increases the attack range of Bevan with each level

TARA
- Control Magic has been replaced with Frostbolt
- Brilliance Aura has been replaced with Mage Armor: it increases the armor and grants mana regeneration to nearby friendly units

LOGAN
- Increased the Phoenix’s hits points and damage for levels 2 & 3
- Feedback has been replaced with Life Drain, which converts 15% of his attack damage to health

NATHAN
- Reverted the cooldown increase of Avatar for each incremental level. However, the amount of additional damage has been changed from 20/40/60 to 20/30/40
- Increased the duration of Ensnare and reduced its cooldown for Nathan
- Bash no longer increases the chance of Nathan casting Bash with each level. Instead, the damage it deals has been increased with each level
- Additional runes have been added into Chapter 6
- Fixed a problem in Chapter 6 Normal version where the AI for the Draenei would not run
- A Marketplace has been added into Chapter 6 which can sells items to the player’s heroes
- Fixed a problem in Chapter 7 & 10 where Sylvanas would no longer attack the player after charming units
- Fixed a problem which disabled the player from building a Gryphon Aviary to train Dragonhawk Riders until a Castle is present
- Fixed a bug where creeps would not drop items in Hard version
- Fixed an issue in Chapter 9 concerned with bridge pathing problems
- The amount of Faceless Ones to kill in Chapter 9 has been slightly reduced
- The Lich King’s damage in Chapter 10 has been reduced. However, his attack range has been increased
- Arthas’ and Kel’Thuzad’s base in Chapter 10 has been split
- The Undead heroes in Chapter 10 no longer disappear when their base is destroyed. They merely help defend other bases, and can even defend the Lich King if all Undead bases are destroyed
- The Dwarf Foundry has been replaced with the Tavern
- Random items no longer appear during cinematics
- The Boulder Towers in Chapter 6 Hard version no longer have fortified armor
- The Spell Book no longer grants the hero bonus mana and mana regeneration
- The Tome of Retraining is no longer available in Chapter 5
- Tek’s Command Aura has been replaced with Pocket Factory. In addition, Tek has been given Demolish, which allows him to deal 2x normal damage to buildings
- Numerous small changes have also been made



- Fixed a problem where Chapter 4 wouldn't load
- Corrected a few spelling/grammar errors
- Fixed an issue where the Chaplain would attack the Silver Hand's buildings in the final cinematic of Chapter 2



- Re-edited Chapter 1’s loading screen text to offer more of an introduction to the story
- Minor changes to cinematics
- Minor changes to terrain
- Changed the name of the Storm Boulder ability to Storm Hammer, as well as changing its icon
- Fixed building hide/unhide problems in Chapter 2
- Removed the Possession ability from Ghosts and Wraiths in Chapter 6. Instead, they can cast Curse
- Created new minor challenges/puzzles to Chapter 6
- Boulder towers now have Fortified armor instead of Heavy armor in Chapter 6 Hard version
- Fixed cinematic skipping problems during Faceless One rounds in Chapter 9
- Slight AI changes (in upgrades) to all chapters in Normal version
- The AI types of all maps have been reverted back to Melee
- The campaign has been updated to match the unit stats of the user’s current version of Warcraft 3
- Changed the path of Nathan’s and Logan’s sound recordings, for campaign reasons
- Hero revive duration no longer has a max revive time
- Modified Bevan’s Mend and Wounding Arrow abilities
- Changed the armor type of Uther (chicken) to flesh. This is so that when the chicken is attacked, it doesn’t sound like a paladin is being hit
- Fixed a problem in Chapter 6 where Tek and Razzil could attack trees
- Increased the damage dealt by creeps in Hard version in Chapters 6, 8, 9 and 10
- Numerous other changes made



- Added the final sound recordings. All custom voice overs have now been added in
- Minor changes to existing sound recordings
- Fixed a problem in Chapter 3 where the Blademaster would disappear after using Mirror Image
- Edited the AI for enemy bases in all chapters in Hard version
- Exceptional changes to terrain
- Attacking the Night Elves in Chapter 2 is no longer an optional quest
- Edited the following hero abilities:
Resurrection: Cooldown decreases with each level, but does not raise as many warriors as it used to
Mass Teleport: Cooldown decreases with each level
Avatar: Cooldown still increases with each level, but not as much as it used to
Wounding Arrow: Mana cost does not increase with each level
- Shield Breakers no longer need to have Storm Boulder researched in order for them to use the ability
- Shield Breakers can now gain the Improved Storm Boulder upgrade, which increases the damage and stun duration of the ability
- Changed the model of Gyrocoptors
- Replaced Troll Headhunters with Forest Trolls in Chapter 1 (for storyline reasons)
- Decreased the difficulty of Chapter 10 in Normal version. The Lich King is no longer immune to magic, enemy heroes do not have items, the number of towers have been reduced, and the number of units in Arthas' and Kel'Thuzad's base has been reduced by 50%
- Numerous gameplay changes
- Due to gameplay reasons, Logan's Phoenix ability is disabled for the first part of Chapter 8
- Fixed a problem where the High Elves in Chapter 3 would only attempt to attack the Undead once and do not send additional reinforcements
- Decreased the damage dealt by Arcane Towers in Chapter 1
- Rowan no longer gets revived at the Sunwell if he gets killed Chapter 1. Instead, the player loses the mission
- There is now background music at the start of Chapter 7



- Added in more sound recordings. There are now at least some sound recordings in every chapter
- Slight changes to dialogues throughout the campaign
- Now added in the option to play the campaign in Normal or Hard version
- Re-edited the AI for all maps except Chapter 10
- Slight changes to Ballista to make them more similar to their Reign of Chaos version
- Modified Shield Breakers, as well as giving them Resistant Skin. However, they are no longer immune to magic
- Minor changes to terrain, especially in Chapter 6
- Fixed a problem in Chapter 2 where killing Uther would not complete the main quest
- Minor changes to cinematics
- Changed Blood Elf worker and Dwarf miner models
- Decreased the timing remaining in Chapter 5 from 45 minutes to 35 minutes
- Fixed problems in regards to Rowan's and Bevan's custom sound pathing
- Dragonhawk Riders now have reasonable health in Chapter 3 (before they only had 1 hit point!)
- Fixed pausing problems after cinematics in Chapter 7
- The hotkey for Shield Breakers has been fixed
- Many other minor changes to gameplay


Other Campaigns in Turnro’s Warcraft 3 Series


Important Notes
- If you do not have Reforged but wish to play the campaign on a legacy version of Warcraft III (v1.26 - v1.31), you can download the legacy file here
- The normal background music of Warcraft 3 has been replaced with better music. Be sure to enable music through your profile as it is an integral part of the campaign experience
- If you use the ‘WhosYourDaddy’ cheat while playing this campaign on Hard difficulty, you will automatically lose the mission


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STORY, MAP DESIGN AND DEVELOPMENT: Turnro

LOGO DESIGN: carlvic

VOICE ACTORS
Turnro
Rowan the Wise
Antonidas
Admiral Proudmoore
Knight
Footman
Captain
Tek
Goblin Sapper
Akama
Ghost
Archmages
Villager
King Terenas


Ixmil
Arthas Menethil
Nathan the Mighty
Mal’Ganis
Raider


AnonymousOne
Bevan the Swift

bettylou
Tara the Magnificent
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Keywords:
Human, Silver Hand, Arthas, Antonidas, Blood Elf, High Elf, Dwarf, Paladin, Scourge, Dalaran, Quel'thalas, Lordaeron, Uther, Goblin.
Contents

The Adventures of Rowan the Wise (Campaign)

Reviews
14:32, 1st Aug 2010 ap0calypse: Approved
Level 4
Joined
Feb 7, 2015
Messages
67
I can't find legendary item in chapter 4 . Do you know the exact location where it is?

It is dropped from purple town hall. Good luck that one was tedious.

The next mission is much harder. I agree, almost the whole campaign itself is unnecessarily difficult on Hard. Shame, because I like turnro's campaigns. But yeah, it's not as much fun as Malfurion's Quest.

Finished chapter 5 and 6. Chapter 5 was moderately easy because i found a useful choke point, just southwest of the last gate. No matter how big an army you're facing if they can't get through it's a small army. Chapter 6 was a joke compared to other chapters.

Chapter 7 is basically a save/load grind. If all your priests and Logan got silenced by Sylvanas it's a load. Don't even bother to cast dispel with spellbook, it's better to silence Sylvanas. Players are given 5 minutes of time for preparation until the enemy AI launches a periodic attack with guaranteed casualties, thanks to Sylvanas' charm.
 
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Level 4
Joined
Feb 7, 2015
Messages
67
In Chapter 8 i finally decided that it's about time i teach those pesky AI a lesson because i already had enough.

Because turnro hates me, he always put me in a disadvantageous situation :(
This time i have no access to spellcasters at all. So i took the luxury of picking my own rules which is not having the AI attack my base at all. Sounds good right?

So how do i do it?
I leveled the entire purple base with just three heroes without going to the base camp. Owned. Because no matter how big an army is if you can find a choke point it is a small army. Just a little bit southwest of the barely "base" camp (because it is barely fortified by the time you arrive) there is a short path you can take which is covered with trees. Clear those trees with mortar teams and you will make it through the purple base.

The AI does not rebuild buildings. So actually your goal is to snipe buildings. But somehow you will take over that massive army. When you do, lure them to the choke point, have Nathan tank, Rowan heal, and Logan spam flame strike. Spam banish to frost wyrms and storm bolt them.
This sounds difficult but i find it much easier and fun-er (do i spell this right?) rather than having to defend your unfortified base once every 3 minutes, while having your hands full on teching up and keeping your weak tier1/2 units survive under fire from goddamn meat wagons and frost wyrms like the past 4 chapters (except chapter 6).


So now go there you savage, go for the offensive, a hard difficulty is nothing if the AI is not attacking :)

Edited : finished chapter 10.
Chapter 10 was a very easy map (besides the purple base siege) but unnecessarily difficult. Completely amazed by the lack of usefulness of the dwarves. I guess when you take casters, healers, anti casters, anti air, and cavalry what you get is a race which you can faceroll and still win the game, because all you can do is attack ground. At least that storm bolt is useful to... Nuke necros, right? :D

Just within 5 minutes i had Sylvanas' base down. After Arthas attacks i also had Mal'ganis' base down. I guess it could've been easier if the dwarves pack a real punch, they can't really defend their own asses. That's why I never bothered with the dwarves' offense. I only had them spam gryphons and mortar teams for taking down purple. Purple base was ridiculously difficult but it was Arthas who made it harder.

I seriously doubt purple base has 100 supply, it must've been at least 200. I had to attack in multiple waves while chipping the entrance towers. At this point this isn't about skill but persistence of save/load. Because if all of the purple's units came down through it's a fail. After all of them are down i attacked that base from 3 directions. I had red spamming dragon hawks, ballista, and casters. It's good that Rowan has ressurection since i lost a lot of units while attacking purple, but in the end it was over.

After all that i've been through that lich king was like a joke, i brought 12 mortar teams, 24 gyrocoptes, and 24 dragon hawks. I casted invisibility on all mortar teams, a knight and mass teleported Rowan to that knight. Rowan's divine shield should just be enough to tank all five heroes. Just make sure you put a cloud spell to the Lich King. Doesn't know whether it works, guy goes down really fast. I had figured turnro gave that Lich King a 1 minute divine shield but good thing he wasn't.
 

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Level 1
Joined
Jun 4, 2014
Messages
8
I just downloaded your campaign good sir. Put it in a digital download of wc3 & FT. Put it in the campaigns folder. Says just another wc3 campaign. No map creator. All other info is filled in with ???s. Any help would be appreciated.

Edit: redownloaded the file and cleared out all downloads of the same map in case they were not completed on my end and it works fine thanks.
 
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Level 3
Joined
Nov 21, 2016
Messages
17
It's so hard to get the legendary boot any tips or something?

Edit: Nevermind i got it took me lots of time -_- The key is mass gyro, about 6 - 7 knights and some priests and snipers. Let them come with u go to Undead base, lure them to attack u. Let gyro kill those banshee and necros, y ur snipers kill the gago... Flying thing :) and those knights may tank for u enough time for another gyro team come just only destroy the necropolis. Actually i use cheat to see all the map :) then u should take it as fast as possible before the rebuild and reforce. I died there after have it because those skeletons surrounded me but its worth to do =))) Tks for Hauw for this strategy
 
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Level 4
Joined
Aug 5, 2016
Messages
93
why is that a lot of the dialogues last just a few seconds and it ain't give me some time to read it and some are no dialogues at all
 
Level 1
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Mar 7, 2016
Messages
4
Hi turnro. have loved all your campaigns thus far, no idea what people are on about in terms of terraining, imo your terraining is second to none, following the blizzard format. ive been replaying through the campaigns on hard and ive got a question about chapter 10 in rowan the wise. are the 5 undead heroes meant to consistently respawn over and over again almost instantaneously from the frozen throne after you had killed them, im talking like 5 second respawn delay times. bear in mind im playing the pre fancy graphics update version and no idea if its a bug or not. i mean, i could mass like a 300 food siege unit army or something but idk, it seems kinda weird to me and kills the pace of the map. any info would be greatly appreciated!
 
Level 1
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Mar 7, 2016
Messages
4
and uh nvm bout the fancy update remark, i thought that was your doing but i guess some guy on youtube changed the skins of character models and terraining with a starcraft 2 mod? idk. but im pretty sure im playing the latest version of the game. :)
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
and uh nvm bout the fancy update remark, i thought that was your doing but i guess some guy on youtube changed the skins of character models and terraining with a starcraft 2 mod? idk. but im pretty sure im playing the latest version of the game. :)

Yes you are playing the latest version. What the guy on YouTube did was simply play the campaign through a mod. In regards to your other post, no it is not a bug. The heroes do re-spawn back quickly once they are defeated.
 
Level 2
Joined
Dec 17, 2016
Messages
9
Turnro, Your Campaign was So Great !! Masterpiece !!
I just Finish All Your Campaign Except The Malfurion Quest (Still Chapter 2)
Anyway, If I Play The Ressurection Scourge Or Malfurion Quest in Hardest Difficulity, Is There any Legend Item ??
 
Level 31
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Dec 8, 2009
Messages
1,330
Turnro, Your Campaign was So Great !! Masterpiece !!
I just Finish All Your Campaign Except The Malfurion Quest (Still Chapter 2)
Anyway, If I Play The Ressurection Scourge Or Malfurion Quest in Hardest Difficulity, Is There any Legend Item ??

Thanks for playing my campaigns :) There are no legendary items in Resurrection of the Scourge and Malfurion's Quest, but I may add some to them in a later update.
 
Level 3
Joined
Dec 10, 2016
Messages
41
I am in love with this. I have really enjoyed playing your campaign. There isn't a single minor error in it. Very talented voice actors and actress(es) Thank you so much for this too-well-made 'Adventures of Rowan the Wise'!!! :) I am going to continue my journey with 'Jeopardy of the Horde' tomorrow.

P.S: I have one question in my mind right now: How did King Rowan die? Of old age or being assassinated?
Also, during all the missions, the AI has always sent its workers to rebuild its recently lost buildings right after I razed one to the ground except for the right-orange-base in last mission. Because if it had done the same thing, the mission would have been impossible. Haha. To me, this point makes your campaign 'unique' and 'remarkable'. ;)
 
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Level 31
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Dec 8, 2009
Messages
1,330
I am in love with this. I have really enjoyed playing your campaign. There isn't a single minor error in it. Very talented voice actors and actress(es) Thank you so much for this too-well-made 'Adventures of Rowan the Wise'!!! :) I am going to continue my journey with 'Jeopardy of the Horde' tomorrow.

P.S: I have one question in my mind right now: How did King Rowan die? Of old age or being assassinated?
Also, during all the missions, the AI has always sent its workers to rebuild its recently lost buildings right after I razed one to the ground except for the right-orange-base in last mission. Because if it had done the same thing, the mission would have been impossible. Haha. To me, this point makes your campaign 'unique' and 'remarkable'. ;)

Thank you very much :) You can assume Rowan died of old age.
 
Level 4
Joined
Feb 7, 2015
Messages
67
Campaign is updated so i update my rating from 4/5 to 5/5 although you deserve 5/5 right from the start.
I see that you're still working on it and we all expect that Adventures of Rowan the Wise will go from great to super awesome.
More feedback : do you mind adding some gnome spellcaster on dwarf techtree? ;)
 
Level 31
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Dec 8, 2009
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1,330
Campaign is updated so i update my rating from 4/5 to 5/5 although you deserve 5/5 right from the start.
I see that you're still working on it and we all expect that Adventures of Rowan the Wise will go from great to super awesome.
More feedback : do you mind adding some gnome spellcaster on dwarf techtree? ;)

Thanks :) I actually intend to do another update over the next few months. I have got a lot of feedback on The Adventures of Rowan the Wise over the last year, and there a few minor things that need to be tweaked (most specifically the gameplay).

In regards to the gnome spellcasters, I am not sure at this stage. This campaign was never made to be loaded with custom units, but I'll take it into consideration.
 
Level 4
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Aug 5, 2016
Messages
93
oh yeah Turnro if you don't mind can you make the maximum level of all heroes only by 15, because level 20 is so OP, i feel like what is the used of having legendary items if you can have more stats.
 
Level 4
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Aug 5, 2016
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93
oh btw Turnro can you put new units in human building like captains and change the rifle to crossbowman and put the rifleman to dwarves training unit so dwarves have range units. i only suggest.
 
Level 31
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Dec 8, 2009
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oh btw Turnro can you put new units in human building like captains and change the rifle to crossbowman and put the rifleman to dwarves training unit so dwarves have range units. i only suggest.

Turnro should use the dwarf bunker from the Heart of Storms pack as a replacement for the dwarf farm.

I think the reason why I didn't use any new human units was because I couldn't find any decent models (there are models out there, but a lot of them a poorly made). I'll have a look at the bunker building though, that sounds cool. I'm aiming not to make drastic changes to models and stuff since the update will mainly be fixing up gameplay issues and bugs.
 
Level 3
Joined
Jul 13, 2016
Messages
48
Great map, this is quite nearly a perfect Custom Warcraft 3 Campaign, everything you expect is there, secrets, rewards for facing optional challenge, new hero abilities, Satisfying RTS play, as well as relaxed adventuring and dungeon crawling. The one imperfection of the game was quite obviously the voice acting, the fact that Turnro put in the huge amount of effort necessary to have the entire campaign voiced over is amazing, however higher quality mics, especially for the orcs during the campaign would have been nice, also maybe making Nathan the Mighty a little easier to take seriously. 5/5 (also, Chapter 5 was excessively difficult in my opinion (especially seeing as it is early in the campaign), particularly on Hard)
 
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Level 31
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Dec 8, 2009
Messages
1,330
Great map, this is quite nearly a perfect Custom Warcraft 3 Campaign, everything you expect is there, secrets, rewards for facing optional challenge, new hero abilities, Satisfying RTS play, as well as relaxed adventuring and dungeon crawling. The one imperfection of the game was quite obviously the voice acting, the fact that Turnro put in the huge amount of effort necessary to have the entire campaign voiced over is amazing, however higher quality mics, especially for the orcs during the campaign would have been nice, also maybe making Nathan the Mighty a little easier to take seriously. 5/5 (also, Chapter 4 was excessively difficult in my opinion (especially seeing as it is early in the campaign), particularly on Hard)

Thanks for the feedback :) What did you find exceedingly hard about Chapter 4? Was it laying siege to the undead base or the map in general?
 
Level 3
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Jul 13, 2016
Messages
48
Thanks for the feedback :) What did you find exceedingly hard about Chapter 4? Was it laying siege to the undead base or the map in general?
Oh god, I meant Chapter 5, the survival. My apologies, Chapter 4 was the mission with the survivors, Chapter 4's base was actually by far the hardest base siege I ever did, as you correctly predicted but eventually I just cheesed the main base with Gyro copters :gg:, and collected my Legendary Item, when I found ordinary siege to be impossible. Even though I spent hours trying to do an ordinary siege and ended up cheesing, Chapter 4 was still extremely satisfying to me, because I directly used the reward of a side quest to help obtain the legendary. Also as far as what I found difficult in 5, it was just the sheer quantity and power of creeps I faced, as well as my inability to build a shitload of towers or more than a couple really (even when being creative and destroying trees with cannon towers), being restricted to only a few tiny patches of ground. Oh and of course Chapter 5 also features the most difficult side quest in the campaign as well, because even when using effective teleport to complete it, the amount of micro and time it takes is yuge. That being said though I should have included in my last review that this is the first map EVER, to have me use gyro copters as a serious strategy:D. 6/5
 
Level 8
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Apr 14, 2011
Messages
463
Hi there, I came here for a tip, how can the green base in Chapter 4 in Hard Mode be defeated?I just can't defeat them. D:
I won this one time in Hard but now I forgot how I did lol.
 
Level 31
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Hi there, I came here for a tip, how can the green base in Chapter 4 in Hard Mode be defeated?I just can't defeat them. D:
I won this one time in Hard but now I forgot how I did lol.

Through tedious work and a lot of time and effort lol

When I originally made that base, it was intended to be a base you're not meant to attack. A couple of years ago, someone suggested that the legendary item should be a reward you get for destroying the base. I listened to this suggestion, and I later regretted it.

I will be doing an update soon that will fix up a lot of issues, including changing the location of the legendary item. When available, you no longer have to destroy the undead green base other than for the satisfaction of destroying it.
 
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Level 8
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Apr 14, 2011
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463
Though tedious work and a lot of time and effort lol

When I originally made that base, it was intended to be a base you're not meant to attack. A couple of years ago, someone suggested that the legendary item should be a reward you get for destroying the base. I listened to this suggestion, and I later regretted it.

I will be doing an update soon that will fix up a lot of issues, including changing the location of the legendary item. When available, you no longer have to destroy the undead green base other than for the satisfaction of destroying it.
I could destroy it in the end, maybe you're right but in the previous version before this change, I destroyed the base anyway, just I don't know why this time I was having so many troubles and, I didn't read about the change of anti cheat system lol.
 
Level 10
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Feb 21, 2015
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363
how to find swift walker boots in chapter 4: the betrayal?? i already searched everywhere with hard difficulty and i also finished the two side quests.
i also tried beating the scourge army but i failed thrice. apparently its impossible to beat :(
 
Level 10
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how to find swift walker boots in chapter 4: the betrayal?? i already searched everywhere with hard difficulty and i also finished the two side quests.
i also tried beating the scourge army but i failed thrice. apparently its impossible to beat :(
i just skipped the base and ended the mission. I finished the campaign and found 9 out of 10 legendary items!!
i also found out that the final chapter can't be beaten in hard difficulty, unfortunately. i don't know, but i tried to finish it many times failing every time. good campaign and i hope that there is a chance of you adding voice acting to the other 3 campaings cuz its kinda boring without voice :(
 
Level 8
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i just skipped the base and ended the mission. I finished the campaign and found 9 out of 10 legendary items!!
i also found out that the final chapter can't be beaten in hard difficulty, unfortunately. i don't know, but i tried to finish it many times failing every time. good campaign and i hope that there is a chance of you adding voice acting to the other 3 campaings cuz its kinda boring without voice :(
The last chapter in Hard can be beaten, it's pretty challenge but yes, it's defeatable, just try to analize the Undead defenses and you will defeat them. ;)
 
Level 1
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Apr 15, 2017
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7
Truly fantastic campaign - nearly flawless. I just had a problem with the "minor" lore inaccuracies such as Uther being an idiot, Antonidas being a total scumbag and others :gg: (I don´t mind those at all since it´s said it´s the alternative story:wink:) aaaaand ... Logan isn´t quite suitable name for an elf, really :xxd:
 
Level 2
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May 23, 2017
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Hello Turnro and have my 5 stars in appreciation of you hard work over this beautiful campaign.

While I don't actually like the 'alternative' story or your kind of humor (I'm quite picky about those and with taste pointing towards epic or English kind of humor), your attention to details is amazing.

As a note, please do not reduce the difficult of the campaign, it will ruin the challenge which it provides. Right now I'm at chapter 6 on Hard and did not find a lot of difficult to win them from my first try and without the need of second attacks so far. The WarCraft's AI is easily exploitable and further toning down is in my opinion not needed.

I've won the first 4 chapters without a single unit loss and in chapter 5 I did lose part of my army from the final push, just because the meat wagons were too much for my spell-casters to handle and not a single unit before that. So there are easy ways to deal with the difficult which does not require a lot of skills, just knowledge and strategy.
 
Level 21
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Commenting as I've never properly rated Turnro's campaigns - going to hit your other projects too big T :)

I honestly couldn't tell what was meant to be satire and what was meant to be serious (as serious as one gets with a Warcraft campaign that is), but the missions were all around very fun, so this is an easy 5/5 for me. I tend to weight story quirks much lower than actual mission gameplay content, so things like the Uther weirdness and Terenas being randomly killed offscreen don't really factor into my personal enjoyment/review score.

The broad strokes of the changed timeline are cool and let us experience a different path, which I found quite fun and all of the maps are polished and well crafted. Disclaimer: I don't dare play your maps on Hard because I probably couldn't beat them - from what I see they are extremely crazy/unfair and meant for folks wanting a major challenge. I've been able to tackle your middling difficulty on all your campaigns and they all ramp up nicely from beginning to end.

As always, full playthrough/review on my YT channel.
 
Level 31
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Dec 8, 2009
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Hello Turnro and have my 5 stars in appreciation of you hard work over this beautiful campaign.

While I don't actually like the 'alternative' story or your kind of humor (I'm quite picky about those and with taste pointing towards epic or English kind of humor), your attention to details is amazing.

As a note, please do not reduce the difficult of the campaign, it will ruin the challenge which it provides. Right now I'm at chapter 6 on Hard and did not find a lot of difficult to win them from my first try and without the need of second attacks so far. The WarCraft's AI is easily exploitable and further toning down is in my opinion not needed.

I've won the first 4 chapters without a single unit loss and in chapter 5 I did lose part of my army from the final push, just because the meat wagons were too much for my spell-casters to handle and not a single unit before that. So there are easy ways to deal with the difficult which does not require a lot of skills, just knowledge and strategy.

I appreciate you signing up to Hive just to rate this campaign :)

I am aware that modifying the maps on hard difficulty will not be easy, though my task is not so much reducing the difficulty but rather making the game more fair towards players. Many of the AI teams you verse will stay mostly the same but with slight rebalances, such as in the final mission. Other AI teams, such as in Chapter 4 & 6, I quite like as they are and will not be touching them.

I won't know how this goes until the update is live, but I will make sure that Hard difficulty does still provide a challenge to players but not as unforgiving as it is now.
 
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Level 2
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May 23, 2017
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Because I didn't yet played chapters 7-10 I post my opinion on their difficult about those later (perhaps after the weekend).
But from 1-6 the difficult (on Hard) is challenging but nothing too hard. Chapter 5 was a bit harder, but only because the enemy have superior tech and attacking from two directions simultaneously. Removing any of that in my opinion would make the mission too easy, I don't have your imagination, to change the circumstances by other means.

While I'm aware I'm far above the average WC3 player in therms of micro and macro, I didn't lose units in most of the maps, even at the attacks (at chapter 7, in my save I didn't yet assault the enemy base tho, where the unit-loss might appear) the incoming attacks can be handled by just the two heroes while I bank money and army for the assault - I don't think difficult is too high.

So my advice in that regard is to perhaps make a linked thread for the community members to state their opinion and explain - elaborate where they see their difficult with the campaign comes from.

Once again, thank you for your effort in creating such a wonderful and fulfilling campaign.
 
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Level 2
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May 23, 2017
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26
I was able to finish the campaign, found a small issue on level 9.
Where the Faceless One, dropping the Blessed Crown of Kings can be killed first and his reanimated corpse drops another one (for total 2 crowns).

I don't the campaign is too hard, some issues in the earlier levels more because of the tech difference rather than the enemies being too strong. In all levels past 7 I manage to defend the attacks with the heroes alone, leading to a good pile of gold which could be used for amassing offensive force.

In the later stages I suggest placing some acolyte throughout the base, because otherwise the enemy can be easily shut-down by killing the workers and the Necropolis, leaving the base exposed to skirmishes and buildings not being repaired or rebuild if damaged.
 
Level 31
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Dec 8, 2009
Messages
1,330
I was able to finish the campaign, found a small issue on level 9.
Where the Faceless One, dropping the Blessed Crown of Kings can be killed first and his reanimated corpse drops another one (for total 2 crowns).

I don't the campaign is too hard, some issues in the earlier levels more because of the tech difference rather than the enemies being too strong. In all levels past 7 I manage to defend the attacks with the heroes alone, leading to a good pile of gold which could be used for amassing offensive force.

In the later stages I suggest placing some acolyte throughout the base, because otherwise the enemy can be easily shut-down by killing the workers and the Necropolis, leaving the base exposed to skirmishes and buildings not being repaired or rebuild if damaged.

I never noticed the double Blessed Crown of Kings bug. I should fix that lol

I see what you mean by destroying the Necropolis and Acolytes, denying the undead in summoning and repairing their buildings. I'll see what I can do about that.
 
Level 2
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May 23, 2017
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One more note, sorry for being this late, but on the final mission The Frozen Throne (as building) is very easy to beat.
It's treated as tower, powerful but a single Dragonhawk Rider with it's Cloud ability is enough to prevent it from attacking - from there onward destroying it is not a problem with any siege type units, especially when you have 300 limit of army, which is huge because of no-supply requiring for heroes.
 
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