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Aeroblyctos presents The Chosen Ones Single-player RPG
Important: the game is made with Warcraft III 1.29.2 version and if you play with never version there might be some bugs. However, here for example you can find proper version to play the campaign.
Story
Background Story
Twelve peaceful years have passed since The Great War ended. The war that lasted centuries but no man could recall the reason of. The age of despair, bloodshed, loss and grief is now past. The new age brought the opportunity for human kingdoms to rise, as humanity has broken free from the grip of the dragons.
This story focuses on Kingdom of Balgaron and three famous Dragon Slayers: Phodom, Fradz and Galeoth. Each of them starts their journey in different places, but they will eventually meet eachother and join forces along the path. Together, the three are forced to go a conflict beyond their imaginations.
Lead them into an epic world, guided by a strong storyline that covers hate, love, war and peace.
Phodom
Fradz
Galeoth
The honored Dragon Slayer Phodom gave up his life as a warrior and began a new life with his wife and his children, far away from the capital of Balgaron in the small town called Dalli. All his plans were going smooth and easy until someone steps into his life and changes everything...
Fradz is a young energetic Dragon Slayer known for his short temper and bad manners. This silly thief is a very powerful warrior and it is said that he even killed powerful dragons single-handedly. After the war, Fradz went on many journeys, but one day a mysterious voice told him to travel to the famous Dragon Inn to meet someone who was once very close to him. Fradz accepts this new journey, as he knows that he cannot decline it...
Galeoth, the son of a legendary Dragon Slayer lived up to his father's name and became one of the leaders of Balgaron. After the war, Galeoth still believed that the war was not yet over. His obsession to find dragons led him towards the Icy Mountains where he is about to uncover a horrible secret that will change the fate of mankind...
Features The Chosen Ones is a massive single-player Campaign, featuring:
Media Check out the following videos and picture of the campaign
Links Please discuss further about the campaign here in Hive's forum or visit the official site:
10 chapters, 9 interludes, a prologue and an epilogue
Over 30 hours of gameplay
Dozens of unique systems
Beautiful cut-scenes with over 100 cinematics
33 different kind of strategic boss battles and hundreds of mini-bosses
Scripted hero abilities and spell book spells
Dazzling effects everywhere you travel
Significant amount of main and optional quests
Over 500 custom items
Complicated optional puzzles that needs brains to solve
Own unique music themes
Over 1500 imported materials
Hundreds of secret treasures
Official website where you can share your experience to others
And most of all, an exceptional story set in massive world of Oelivert
Playthrough by [MNI] [aluCard]
[MNI] [aluCard] recorded his playthrough on Hard with the complete version 1.0.
[YOUTUBE][/YOUTUBE]
Playthrough by Killa
Killa recorded his playthrough on Extreme with Beta version 1.6.
More information about this playthrough on here.
Playthrough by Hamza
Hamza recorded his playthrough on Extreme with Beta version 1.8.
Contact me If you want to discuss with me personally about the campaign you can directly contact me. Here are few ways to contact me:
Credits I'll add the updated credits as soon as I've finished them. Currently you can view the credits in the official site.
Version changes Check out the newest changes and overall see how the campaign has improved through all these years.
Send an email to Aeroblyctos(at)hotmail.com
Add me to your Skype or Messenger: Aeroblyctos(at)hotmail.com
Go to the official website and send a private message or meet me in the chat: www.tcocampaign.com
Put a message here or send a private message in this site.
General Information
During making this campaign for many years, I have met incredible persons. Without them, this project would have died long time ago. With your feedback and help I'm able to finish this project. What we must remember, is that I'm not doing this for myself, I'm doing this for you.
I'm really sorry if you have helped me in any way and I have not added you to the list. Please, tell me immediately and I will add your name to the right place. Thank you.
Special Credits
Kitabatake
Kitabatake is, without a doubt, the most important person to this campaign. He produced several systems, massive amounts of complex triggers, and provided large amounts of models textures, and icons as well. Kitabatake's devotion and contribution towards the campaign is definitely the greatest of all.
Maker
Makes has helped in a long run various ways from creating important systems to helping me to fix very complicates bugs I couldn't handle. The help he has given is enormous and he's for sure one of the most important and supportive persons I have met while doing this campaign. For all the things you have helped me, thank you.
Flecky
This man is a strong long time supporter of the campaign since the beginning of its creation. His influence on the campaign is unquestionable and without him, many things would have gone differently. I could not ask for a better supporter. People like him are essential for big projects like this one. For all the support you've given to me through all these years, I'm really grateful to you.
David
David and I have been in correspondence for a long time now on the subjects of: story, ideas, characters and texts. We have done much work together and had some nice debates. A couple times he took breaks for his studies, he but always came back to give honest input and read the texts I send. In respect to our friendship, he requests that the campaign be completed not too long from now, and I hope to be able to honor that. Thanks, David, and speak to you soon!
VGAura
VGAura is one of the most important persons I have met while working on the campaign. This person has great skill in making texts sound incredible and has helped the campaign by improving the texts overall. Thank you for your great effort.
Killa
Killa deserves to be here for his gigantic help he has given to me improving the texts of the campaign. Also he has helped me by giving suggestions, ideas and winning multiple contests hosted by the official website. Thank you from your awesome work. You are a person that I can trust and that gives me power to keep working on this campaign. Thanks!
Kratos1987
Kratos1987 deserves credit for his great effort towards testing the campaign and providing feedback. He gave me a lot of suggestions as well as reported a lot of bugs. Thank you for taking your time to test the campaign, Kratos1987.
Yggdrasill
Long projects need long time supporters. Yggdrasill deserves to be in this special list for his long support towards the campaign. He has helped me not only in testing, but giving excellent ideas, suggestions, helping with grammar errors and also helping other players. Thank you Yggdrasill for being a part of this project, you won't be forgotten.
Daniel
I credit Daniel from his awesome testing and he's great advices to improve the campaign. He's work also for the campaign is remarkable as a tester, idea giver and making the English better. Thanks for your help, Daniel.
Doomlord
Doomlord has helped me these recent months greatly with various ways such as helping with the website, coding, ideas and bugs. The help has come in handy and I'm thankful from the help I've received from him.
Tears
Even if the name could tell different, Tears is not one who comes with tears whining that The Chosen Ones is bad. Instead, he's a guy who gives brilliant feedback and help towards the campaign. He's the kind of guy who I like to work with. Thank you for all of your help to me.
The Wizard
The Wizard's contribution towards the campaign was great, although short because he suddenly disappeared after a couple months. He helped me greatly by improving the texts of chapters 1 through 5. I can only wish him the best of luck with his life.
Skasian
For the awesome work around the official website, helping me and and making some very nice tutorials. Thanks for the help, Skasian!
darkdeathknight
Definitely darkdeathknight deserves to be here for his incredible UI he has created for the campaign. Thanks for giving so much effort and having so much patience while cooperating with me doing the UI. The campaign has once again moved to the next level with your creation.
fruitstore
From his great feedback and tireless effort to find bugs. I appreciate your help, thank you.
Blackdoom59
You're not just an excellent tester, but also a great idea giver and helper around the website. Good job so far!
Shadow Daemon
Mighty Shadow Daemon created the campaign optimizator to fasten the loading times of the campaign. Big thanks, the program is very useful!
Tirlititi
Tirlititi deserves to be in the special because of his knowledge and help to create campaign optimizator. Thanks, now the campaign has a lot faster loading times!
Major Credits
Donators
Blazing
System Creators
Razorbrain - Hero spell System
Kitabatake - Anti-Cheat, Stats Counter
Maker - Steal System, Boss Status, Auction Hall
Viikuna - First Person Camera, Fog System
Bribe - Item Cleanup
looking_for_help - Physical Damage Detection
Also made a lot of balance changes, such as improved Magic orbs and Azureus set
AI system for companions added. Credits goes to Chaosy who made the system by my request.
All abilities remade and new abilities: Battle Banner, Fiery Ball, Fire Power, Ultimate Sacrifice, Counter Attack, Energy Shield, High Strike, Crystal Plane, Galeoth's Order, Illusion Army, Magic Convert and Magical Fog.
'Critical Chance' attribute added! It starts from 5% and it can be increased various ways.
Now also Strenght increases Critical Damage just like Agility.
Chapter 5 Pumpking Quest's second cinematic updated.
Chapter 7 Epic Boss removed the terrain deforming to decrease lag.
Fixed a lot of bugs you guys mentioned.
Chapter 1 Epic Boss Golem Event is now fixed.
Fixed Books.
Removed Magic Aura damage boost(remain from Berserk).
Now chapter 2 obelisk puzzle shouldn't give any fatal errors.
Fixed chapters 8 and 9 saving. Now both chapters saves correctly all things, including Colossal Slam.
Fixed Gladiator Arena at chapter 7.
Fixed other bugs I forgot to mention.
Chapter 9 is now available for playing.
Attack and Armor types remade; values are changed and Attack & Armor types are removed. I've made the campaign simpler, easier to learn and more effective this way.
Rebalanced the armor values of all enemy units in all chapters.
Improved chapter 3's ending dialogues (outdated).
Vacuum's area of effect reduced. You cannot grab items from far away anymore.
Background stories and so-called "Books" are completely added to all chapters in this version.
Every single Spell Book spell has been added to the campaign!
Many new items and item changes. For example, superior items, which costs a huge amount of gold, are added to middle chapters; however, they're worth it!
Improved the multiboard a lot. Now it is more informative and better organized.
Combat kings once again rebalanced and changed. The major thing is that now they all cost 2 Honor Points.
Espers improved and made even stronger. Please come and tell me what you think about the Espers now. I've seen that players don't use them and I really want to make them useful.
Many changes to the starting packs! Now they should be balanced, every single one of them!
Stealing improved; now it shows the percentages.
Easter Eggs added; currently just 2 but there will be a total of 12 Easter Eggs. Check them all out!
Mystic Storm and Frost Shard recoded.
From this version onwards, a number of items can only be bought once. Choose wisely and try not to lose those items. You cannot buy them again!
Small changes to abilities, but not much. I plan to once again balance them in the coming minor versions. For example, I was thinking to completely remove Bleed, Brittle and Stagger. What do you think?
Fixed hundreds of major and minor bugs.
Fixed Frost Shard load at chapter 3 and 6
Fixed Freezing Field load at chapter 3 and 6
Fixed Mystic Storm save/load
Fixed Lightning Charge and Lightning Element save/load
Fixed invisible strike
Fixed chapter 5 Soul Stealers
Added new abilities: Freezing Field, Frost Shard and Mystic Storm(thanks to Doomlord for making them)
Now riddle question can give up to 5000 gold.
Fixes all over the campaign!
Fixed chapter 8 riddle quest bug.
Fixed chapter 8 Boss.
Fixed chapter 8 Behemoth.
Fixed give up bug.
Fixed difficulty bug at chapter 1.
Fixed Power Hammer, Life Stone, Aero and many other items...
Fixed lightning orb and many other abilities...
Fixed Berserk and many other combat kings...
Added True Zozi.
Fixes all over the campaign.
Fixed Book descriptions.
Added a custom select effect.
Fixed chapter 5 Fradz spell load.
Fixed give up.
Fixed Combat King - Magic Torment.
Life's Stone improved.
Fixed chapter 6 resource load.
Fixes all over the campaign.
Added hints to the campaign.
Prologue improved.
New abilities: Headbutt, Flame Barrier, Power Orbs, lightning elemenental and Lightning charge.
Improvements to almost all abilities. Also thanks to Doomlord for helping me.
Re-worked all ability descriptions and damages.
Now there are totally of 9 Spell Book Spells instead of 12. Also espers are put to the Spell Book.
Remade Starting Packs.
Potions remade.
Lucky Boxes remade.
New system! Books! Now you can read books that tells background story of the game.
Improvements and changes to items such as Legendary murloc head is now removed and instead there's Damanthe's Set and Battlemage Set. This is just tip of the iceberg.
Chapter 2 Elite Boss remade.
Chapter 2 Epic Boss remade.
Chapter 4 Elite Boss remade.
Chapter 5 Epic Boss remade.
Chapter 7 Epic Boss remade.
Changed abilities hotkeys from "Z, X, C, V" to "Q, W, E, R".
Riddle qustions updated.
Some fixes to chapters 8 to make it work properly(like loading from chapter 7).
Smaller and bigger fixes all over the campaign.
Loading times are now significantly faster. All thanks to Shadow Daemon and Tirlititi for their awesome work.
Added little puzzle for chapter 6 related to Elemental Orbs.
Fixed Chapter 7 Maximillian quest.
Fixed Chapter 6 Forgotten Ones quest.
Fixed health and mana regeneration bug.
Removed quick Eat Button.
Added 50 max mana to all heroes permamently.
Fixed "Arnold's Armor Store" shop at chapter 1.
Improved chapter 1 Elite Boss.
Improved chapter 1 Epic Boss.
Fixed sell gold rate.
Fixed exp cap bug.
Disabled vitality system because it was the reason why gold rates started to bug. I'll either change the system or try to fix the system, if I can.
Added few more items such as Dark Amulet and Poison Knife.
Added a new cooldown system. Thanks to various people helping me to do it such as -Kobas- and Kitabatake.
Enemy experience, gold and levels rebalanced.
Fixed item sell rate bug.
Fixed, remade and made new items.
Counter Attack Combat King is now Retaliation made by Doomlord.
Fixed evasion, works finally!
Fixed critical, works finally!
Instant Slash is now Crissor Stab.
Fixed Soul Burn and made it little stronger. I plan to update it even further in the future.
Fixed a lot of other bugs.
Fixed Experience bug.
These items are edited: Animal Set, Sargatanas, Rikhano's Set, Zyl orb, Blade of Death, Holgro, Crown Of Magic, oelivert and some more items
New items added: Jade Set, Wrytt, Improved Animal Set, Three Ways and some more
These items are temporarily not yet remade: Dragon Buster, Holgro, Aero, Silver Set
Made chapter 3 second epic puzzle easier.
Fixed Critical Strike.
Added Zozi to chapter 6.
The campaign is now optimized and should work faster.
Chapter 8 is now playable
Changed the layout of the whole campaign(interface, mouse, etc.)
Changed difficulty settings and now higher difficulties are a bit harder.
Changed unit classifications, right now updated to chapter 8 only.
Regular: Basic enemies
Empowered: Basic enemies / Mini-bosses
Superior: Mini-bosses / Bosses
Mighty: Mini-bosses / Bosses / Elite-bosses / Epic-bosses
Added Ultimate Sets.
Reworked some items like Magma Set and Elexorien.
Vitality system upgraded in various ways and I've some plans to upgrade it even further in the future. One big note is that now max vitality will only increases when an item is in a character's inventory.
Now every fourth ranked synthesis Item will require a Zozi to reduce player from getting too many powerful items at early chapters.
Now each STR gives 20 health instead of 25.
Now each INT gives 10 mana instead of 15.
Chapter 4 Wisps are now easier to catch
Black merchant can only be seen between 24:00 to 6:00 o'clock.
Fixed Instant Slash
Fixed Power Heal
Fixes and small changes all around the campaign...
Added new ability for Phodom: Power Heal.
I made some changes to items(Cripple Triple Axe, Tera Ring...).
Fixed Meditate.
Fixed Instant Slash.
Fixed boss archievements.
I removed Berserk Combat King because I relised it can't be fixed(If you have ideas for high tier physical Combat King enter the competition).
Elite and Epic quests are from now on counted as optional quests also.
Fixed save/load espers.
Rearranged ability positions and hotkeys. Now categories goes like in this order: Single(Z), Aoe(X), Heal(C) and Element(V). Special(S) and Ultimate(D) abilities stay where they were before.
Rebalanced ability damages.
All recipes cost now 50% less.
Fixed item & split system.
Fixed bugs from chapter 5 Elite Boss(over half of his moves were not enabled).
Remade chapter 5 Vampire Lord battle.
Remade chapter 6 Xada second battle.
Removed a lot of useless things around the campaign.
And fixed a lot of minor bugs around the campaign.
Fixed combat king load bug from Fradz and Galeoth
Chapter 4 boss remade
Remade the ending cinematics of chapter 4
Remade chapter 5 beginning
Added new abilities: Defensive Roar, Soul Burn, Spinning Death, Colossal Slam, Instant Slash and Seal of Resurrection
Fixed save/load bug
Fixed some bugs
Fixed some more bugs
And fixed tons of other bugs
Fixed Combat King Bug
Fixed a lot of other bugs
Fixed shovel bug
Remade Opportunist starting pack for Galeoth
Added Sunrise Item set
Added stealable items to chapter 1
Added stealable items to chapter 4
Fixed Phoenix Strike(no more invulnerable bug)
Fixed save/load combat kings
Fixed save/load alchemist
Remade Chromatic item
Fixed shovel bug
Re-checked Black Merchants
Fixed Heaven's Bless ability
Fixed alchemist description bugs
And fixed tons of other bugs
Chapter 7 is now opened.
Boss points are now removed from the game. You can still change your Boss points to Honor points by writing this code: "-change".
Remade all item, ability, spell, esper and all other descriptions: they are now shorter and easier to read.
There is only fire, ice, and lightning spells now.
Improved multiboard by a lot, added some new stats to it also.
Added new combat kings and new spells. Combat Kings now only go up to level 5.
Added some more tactical meaning to the battle: some abilities can do or use buffs called Brittle, Stagger, and Bleed. For example some other abilities can use these buffs to deal increased damage.
Now Special abilities will increase by every level instead of every fifth level.
All professionals are now universal.
The Critical Damage bonus starts from 100% instead of 0%. The chance to do a Critical Hit is still 10%.
Once again, more items.
New Spell System: Instead of spell books you can easily use spells from left corner just like potions.
The file size is now bigger because I imported some resources to the campaign. The expected file size in the end will be about 120mb to 140mb. I hope the file size won't be a problem.
New balanced attack and armor types: Sharp, Blunt, Magic, Light, Medium, Heavy, Sturdy and Elemental.
Now some enemies are categorized as Summoned, Undead, Drgon and Monster. Some items and abilities can do extra effects to them.
Now enemies won't do their abilities while stunned.
The campaign is now optimized and protected. All thanks to Shadow Daemon for creating the awesome "campaign optimizator" program".
Fixed some bugs.
New Steal System.
Most of the item descriptions are updated.
Some of the items are remade.
Upgraded Lucky Boxes and put new unique items.
And a lot of bug fixes.
Fixed a starting bug from chapter 3. It should now work properly.
Added proper descriptions to the difficulties.
Removed some test items from chapter 1 beginning.
Chapter 6 is now opened.
Now Item Sets have own unique icons.
Honor Shop Disabled. "Ability Bonus" system will be added later to the campaign that replaces Honor Shop Items.
Remade Esper System.
Remade Summon System.
Remade some of the spell book spells.
Chapter item descriptions to easier to read.
Now there are only two magical balls instead of three. Also now they give solid magic bonus instead of percent.
Removed Phodom's speciality that gives plus one Dig Power every 10th level.
Also changed Professions bonuses.
Some of the spell book spells are remade and balanced such as first Fire Spell.
Added Game Panel where you can for example eat food, move your boxes and cast espers.
And many, many other changes. Once again so many changes I simply cannot remember everything.
Save & load combat kings and spell book spells are fixed.
Restore Panel fixed.
Fixed vitality system.
Six new Galeoth abilities: Chill of the Frost Master, Frozen Storm, Icy Barrage, Inner Light, Mesmerizing Ice Crystal and Piercing Shard.
Combat Kings are remade. All high tier combat kings aren't remade yet.
After every cinematic units you had selected before will be selected for you automatically.
Now quests will give experience like before.
Fixed chapter 5 ending.
Chapter 1 Boss, Chapter 1 Elite Boss, Chapter 3 Boss and Chapter 3 Elite Boss battles are now improved.
Fixed Code Puzzle.
Fixed Kaza Leader Dialog.
Remade Chapter 5 Elite Boss Fight and fixed few problems of it.
Now Main Quest 3 can be completed right after watching The Bridge Cinematic at chapter 5.
Fixed many more minor bugs...
Chapter 5 is now open.
Fradz model is now changed. Thanks to Kitabatake who made it from the beginning to the end.
Galeoth model is now changed. Thanks Fan for starting the model and making most of it and Kitabatake for finishing it.
Whole stats based systems combined to one big, simple and more powerful system. Credits to Kitabatake for helping me creating this new system.
A new system! Boss status system. All thanks for Maker who created this system.
Now Agility Stat will give critical dmg and evasion chance.
Chapter 1 Boss and Chapter 1 Elite Boss are now slightly stronger and they have some new special abilities.
Multiboard is now slighly different.
Fixed a large amount of smaller and bigger bugs.
And many, many more changes...
Added new starting packs.
Fixed(hopefully) loading problems with combat kings and spell book spells at chapter 4.
Fixed saving and loading professions.
Fixed a bug in chapter 4 that didn't load Heaven's Bless ability.
Fixed Synthesis item descriptions and fixed some problems players couldn't create some of them. Also removed the ones who I have not yet remade. Don't worry, all of them will come back at later versions.
Fixed bug that players couldn't create alchemist potions.
Fixed Silver and Thief Set combination.
Edited Restore Panel system. Added restoration potions.
Increased Mini-Bosses hit point regenerations.
Chapter 1 Mini-Bosses are now a little stronger than before.
Added 2 low magic orbs to chapter 1. Now you can create Zwill Blade or Aerial Shoes at chapter 1.
Fixed a lot of minor bugs.
Chapter 4 is now opened.
Credits are now updated.
Illusory Double illusions now will take 500% damage compared to Fradz from 1000% damage.
Dozens of changes in items, for example Miraga's Set can now be found from chapter 1 and Silver Set can now be found from chapter 2.
Fixed Zwill Blade's synthesis, now it should be able to create.
Increased Phodom's base movement speed from 250 to 275.
Spell book spells are cooldown are now changed. Here are the cooldowns from first to fourth 90/180/300/once per chapter.
Dozens of smaller and bigger bug fixes.
Fixed a bug and now Black Market sells the correct item: Third Hand. Now you finally can actually get the Thief Set at chapter 2.
Fixed Anthenex Esper's attack type.
Fixed Bronze Shovel bug and the dig power at multiboard.
Now Lightning Orb's buff should not give any advance to enemies.
Fixed Omega Orb and now it should summon Elemental Golems every 15 to 90 seconds.
Items Zwill Blade and Aerial Shoes are now made stronger
Chapter 3 is now open.
Fixed Combat Kings where they were always rested to level 1 after loading.
Fixed a difficulty settings in chapter 2 as they were too weak for the stronger difficulties. Now enemies are stronger as they should be(ATK: 0%/0%/10%/20%/30% & HP: 0%/0%/15%/45%/75%).
Changed Ground Zero's cooldown from 20 seconds to 15 seconds
Edited Aura Of Fire, now it also do damage per second.
Fixed chapter 2 epic boss' passive spells. Now there's something actually.
Fixed Alchemist bug that didn't allow Phodom to reach further levels.
Fixed Bless Of Lightning attribute bug.
Fixed hotkeys in Command Panel.
Fixed bug that boxes could also learn spells.
Fixed tons of other minor bugs I have forget to add here.
Fixed a major bug that freezes the game when entering to honor or combat shop
FIxed multiboard a little: Now honor points show honor points and boss points shows boss points, before they were mixed up
Correct Treasure Hunter abilities are now shown
Correct Battle Thief abilities are now shown
Fixed Alchemist Potion creating
Fixed problem where enemies didn't have items at all(chapter 2)
Fixed some ability descriptions
Changed chapter 1's puzzle reward
Increased Heaven's Bless' cooldown from 6 seconds to 12 seconds
Fradz's starting items are now sligtly stronger
Fixed a problem where chapter 2 started instead of 1 after prologue
Beta 1.0a to Beta 1.1
Opened chapter 2
Added a puzzle to chapter 1
Increases Chapter 1's Epic Boss' Basic hit points from 15,000 to 20,000
Created two new spells for Chapter 1's Epic boss
Increases Chapter 1's Epic Boss' Special Spells' damage
Made stronger some of the Mini-Bosses in chapter 1
Changed chapter 1's Boss' wall to different looking
Azureus Set can now be obtained in chapters 1 to 7 instead of 5 to 11
Installed "Game Point" System
Added a new heal ability for Phodom: Heaven's Bless
Fixed Combat King Bug Shop where combat kings are teleported to middle of the map
Elite Boss' "Cave Collapse" event no longer deal damage to Elite Boss and its warriors
Phoenix Strike: Attack damage increased from "(strx1)x12" to "(strx3)x12"
Fixed texts from dig rewards.
Added a new mini-boss: "Habtat Spider Mother"
Added four recipes to chapter 1: Potion Of Strength, Potion Of Agility, Potion Of Intelligence" and "Potion Of
Health".
Added and removed some spells for Epic Boss in chapter 1
Chapter 1's Epic Boss second stage is now a bit easier
Removed Inta-Sell
Remade Great Mana Gem
Chapters 2, 3, 4, 5, 6, 7 and interludes 1 and 2 are closed for now
Now only Prologue and chapter 1 available to play
The whole game-play is remade
A new system, Professions: Each character will have a primary and secondary profession
A new system, Gold: Now items and abilities can increase the gold amount from enemies
A new system, Experience: Now items and abilities can increase the experience amount from enemies
Total remade of spell books: Less spells, but more tactical, unique and practical. 4 spells for each element.
Doubled the maximum level of characters in each chapter to the maximum of 100 levels
Remade almost all the bosses of the campaign
Espers remade
All items are remade and added about 50 items more
Remade vitality system, now items can increase the maximum vitality
Keywords:
The Chosen Ones, RPG, Single, Campaign, Dragon, Dragons, Aeroblyctos, Aero, Phodom, Fradz, Galeoth
Vengeancekael: Private Message
Date: 2012/Feb/11 11:05:00
Reasons:
Other:
Check out the tutorials section: Tutorials
Check out the Map Development Section: Map Development Section
Check out the World Editor Help Zone (Trigger issues, object...
In chapter 2, south from bridge, and west from mausoleum (or that mauseloum dont remember but where is ghosts inside ).
And south from the mountains where lies the commander's given quest where you need to kill there was it Nhutzi? Or Khutzi? Well anyway but south from THAT mountain where lies the monster commander asks you to kill.
one big issue i see with changing the spells around that it seems everyone has overlooked. what about the items that require spell books to make at the synthshop? with no more spell books these items become impossable to make. mot to mention it would become hard to use both spells and abilities with 3 heros at once. just balancing 3 heros is hard enough, having to go through several menus in mid battle to find the spell you want seems like a freaking waste of time. if you set up the spells as you describe ill probably never use them. ever.
I think it would be good for normal spells to have 10 levels, but ultimates, I think 5 levels is enough. My idea was that the hero could use these items at any time, not when a spell has reached maximum. They could be used even if the hero has put no points in a spell, giving him the first level of it.
Ok, so if we do like you said, things will go like this:
Hero have 4 basic hero spell that have 10 levels(4 x 10 = 40). So there will be 40 skills to put.
Hero also have 1 ultimate spell that have only 5 levels (5 x 1 = 5)
In the end, you have 45 skill points to put.
Hero will have 25 skill points totally.
So, 45 - 25 = 20. There will be 20 extra skill points that player can't put. These 20 points can be then increased by finding special items?
Slid3r said:
Oh, how about this? A hero would normally have 4 spells with 10 levels each, an an ultimate with 5 levels. But even at the maximum level of the hero, therewould not be enough skill points to have all these spells at max level. And there would be these items (I was thinking as rewards from elite and epic fights) that when used, would give extra skill points.
The extra skill point idea is very good. I like it.
Slid3r said:
And by the way, using the example earlier with Phodom and Moonlight: You should make the system so that when you pick up Moonlight, it is not automatically added to Phodom's spellbook. Instead, make it like this: first Phodom picks up an item called Moolight that does nothing if kept in the inventory. But if you left-click on it, the item dissapears from the inventory and the spell itself is added the spellbook. The advantage of this is that Phodom could use the item right after he picks it up and then use the spell from that moment on, or he could keep the item, so another hero can use it and add the spell to his spellbook. Do you understand what I want to say?
Yes I do. I will talk to the guy who made this system and I say him to change the plans. This will be done!
Chorale said:
For the spell.. if you use a book, you waste 1 inventory slot. Why not make a menu to the right ( like in campaign when you have an ally with ressource ) except this menu will store the spell of the current(s) hero(s) selected and bring those spell up and in a click in that menu you can cast them ?..
Of course only Hero that learn a spell will be able to cast that spell.
Exemple Phodon get spell X and Fradz spell Y. If you select only phodon you will see only the spell X in the menu, But if you select BOTH hero, you will see BOTH spell. And in that case if Fradz have no mana and you click the Y spell, the spell will not cast since it is Fradz one.
Yea it's making sense but the system is already made. So I can't change it anymore(or I will but I already have my own plans so I can't take this one anymore). Thanks for sharing your opinion however!
DPL said:
Why just not remake box's inventory ability to unit ability with 6 slots? Unit inventory is unable to use items
one big issue i see with changing the spells around that it seems everyone has overlooked. what about the items that require spell books to make at the synthshop? with no more spell books these items become impossable to make.
Well... people don't use spell books currently because they take too much space. About the spell books with synthesis, I will just change some recipes that's easy.
sanjuro said:
mot to mention it would become hard to use both spells and abilities with 3 heros at once. just balancing 3 heros is hard enough, having to go through several menus in mid battle to find the spell you want seems like a freaking waste of time. if you set up the spells as you describe ill probably never use them. ever.
Heheheh... yeah! Early chapters are soooo easy. Just some meltdown + potions. But in late chapter, you have to be fast with casting, or should I say, spamming spells? I do that.
Hmm... let's see... one solution would be like spell items will have a very long cooldown(just like summons nowadays), so player won't use them often in battle(and don't lose time). However, they have to be powerful enough, so player will use them once again. Ehh, now I sound like a madman or something. X_X
Hmm... now we need counter attack against sanjuro! People say something against him or we will fail with the spell book system.
OK, another idea
sanjuro is right in a way, there are already 15 spells to cast. If you have even more than this, you can't cast them all. So how about you make the spells passive? By that I mean that when you find a spell, it is added to your spellbook, but you can't actively cast it. It would be something like "Firebolt - when you attack an enemy unit, you have a X % chance to launch a firebolt at the targeted enemy unit.", where X should be around 2%-5%.
Also, I was thinking that fire spells can only be added to Phodom's spellbook, lightning to Fradz's and ice to Galeoth's, and leave the Heal and Mystic spells as they are.
To implement this idea: you would have all the spells in your spellbook from the beginning, but as abilities that have not been researched yet. And when you find the spell, it would be researched. Tell me if I need to be more explicit.
Against boxes using spells bug, can't you give the boxes negative mana regeneration? There is a unit in normal WC3 from the undeads, Obsidian Destroyer I think, that gradually loses mana.
EDIT: Sword Dance description still says it lasts 5 seconds instead of 10.
Could you add a shop in chapter 2 with some more powerful items? More expensive too, the kind that you could buy only if you used "give up".
Oh yea, forgot combat kings totally. Combat kings will also be in this system... I have not thought much about combat kings. These are the only passive abilities I will put.
Slid3r said:
By that I mean that when you find a spell, it is added to your spellbook, but you can't actively cast it. It would be something like "Firebolt - when you attack an enemy unit, you have a X % chance to launch a firebolt at the targeted enemy unit.", where X should be around 2%-5%.
That sounds pretty stupid I think, it's like a spell. Just like Glacial Armor!
Slid3r said:
Also, I was thinking that fire spells can only be added to Phodom's spellbook, lightning to Fradz's and ice to Galeoth's, and leave the Heal and Mystic spells as they are.
To implement this idea: you would have all the spells in your spellbook from the beginning, but as abilities that have not been researched yet. And when you find the spell, it would be researched. Tell me if I need to be more explicit.
Against boxes using spells bug, can't you give the boxes negative mana regeneration? There is a unit in normal WC3 from the undeads, Obsidian Destroyer I think, that gradually loses mana.
Galeoth's new ultimate, Northrend Winds, you have to change the name. The action of the campaign is placed in Oelivert, not in Azeroth, so there is no Northrend . Maybe... Icy Mountains Winds?
Galeoth's new ultimate, Northrend Winds, you have to change the name. The action of the campaign is placed in Oelivert, not in Azeroth, so there is no Northrend . Maybe... Icy Mountains Winds?
Oh yea! I didn't do that description... I will change it now.
EDIT: "Calls forth the northrend winds, bursting in 8 degrees expanding waves of chilling ice that damages and slows nearby enemy units for 8 second. Also heals Galeoth by 25% every two seconds. |n|c00FEBA0ECooldown: 180 seconds. |nEffect increased by level, intelligence and magic balls."
=> I don't see anything wrong in here...
Okay so what those JPG files are? Those Flame_Phoenix sent? If not then what? I've one screenshot to show that there is bug, so how do I make those? Otherwise I keep that what I did just 2 my replys backward - otherwise I should tell long and longer stories what is this bug and... well I'm not story teller so I don't start to tell this thing as a story - just tell how and what you make those JPG files and what they are, I mean how they are showed...
Yes yes Aeroblyctos that wasn't the most important thing, the rly important is HOW to make them.
Okay so what those JPG files are? Those Flame_Phoenix sent? If not then what? I've one screenshot to show that there is bug, so how do I make those? Otherwise I keep that what I did just 2 my replys backward - otherwise I should tell long and longer stories what is this bug and... well I'm not story teller so I don't start to tell this thing as a story - just tell how and what you make those JPG files and what they are, I mean how they are showed...
Yes yes Aeroblyctos that wasn't the most important thing, the rly important is HOW to make them.
There's just stupid or hard answers, some that you know even yourself that that isn't right way to make them, or some with so hard ways... Really hope someone posts here, chat is full of that what I said... Until that I would like to keep up it that way, but what's the matter it's so bad?
Well here comes, why is it "Phontom"? It is Phodom rofl! Btw there is other, bridge bug too, you see you can walk away from chapter 4 boss fight to merchant to buy potions:
Well here comes, why is it "Phontom"? It is Phodom rofl! Btw there is other, bridge bug too, you see you can walk away from chapter 4 boss fight to merchant to buy potions:
I started to make the campaign 1,5 year ago(after Mystery Of Friza was finished). In that time, main character's name was Phontom. I made chapter 1, 2 and 3(currently chapter 1, 4 and 5). That is why there maybe still some "remnant" of the old campaign.
However, I stopped making the campaign after few weeks. Then I started to make Aero TD.
If you want to know more, I can write the interesting story how I really started to make the campaign and why. How it ended like this, etc, etc.
How the hell you have so much honor points?
I'm smelling cheatings...
CHEATER!!!!!!!
onlyagame said:
A bug:
Fradz's spells not work properly.Sometimes show only five spells.(in chaper2,the spell 'speedy boost ' lost)
This is a strange bug, I had this two few times but I didn't find what causes this bug. If you see this kind of bug, I suggest you to start chapter from the beginning.
What's this all about? Why now comes more bugs than on older versions? What's the matter, what what what??
Btw what is that question on the riddle questions, end of chapter 4: "What is the (old?) human religion god's name?" ?!???!?! Is it new or does I have forgot that it was one? Hmm... No it's not old.
I don't know how to transform from .tga to .jpg either. If I learn how, I'll post more screens if I find bugs
And the description for the spell: There is no gameplay issue, but "northrend winds" refers to the winds comming from the region of Northrend from the main campaign of Wacraft 3. But in your universe, Oelivert, that region does not exist.
The bug with Speedy Boost missing also happened to when I loaded the game. For me, it's better to play the current mission without the spell rather than restart it.
I don't know how to transform from .tga to .jpg either. If I learn how, I'll post more screens if I find bugs
And the description for the spell: There is no gameplay issue, but "northrend winds" refers to the winds comming from the region of Northrend from the main campaign of Wacraft 3. But in your universe, Oelivert, that region does not exist.
The bug with Speedy Boost missing also happened to when I loaded the game. For me, it's better to play the current mission without the spell rather than restart it.
Yes, but that is not a big problem. When you type "-mb", both boxes move to Phodom's position. But you can type "-p1" or "-p2" to move only the first or the second box to Phodom's location.
EDIT: I just started chapter 5 and there is a minor bug: In the upper left corner of the map, Fradz's icon also appears right above Phodom's. As if I already own that hero. If I try to click on it however, nothing happens, I can't select him. Could it be because Fradz belongs to player 1 (that means you) from the beginning of the map, but he is hidden until the cinematic where they meet?
Also, the area in front of Dragon Inn, where the second cinematic will be, is already explored.
I just started chapter 5 and there is a minor bug: In the upper left corner of the map, Fradz's icon also appears right above Phodom's. As if I already own that hero. If I try to click on it however, nothing happens, I can't select him. Could it be because Fradz belongs to player 1 (that means you) from the beginning of the map, but he is hidden until the cinematic where they meet?
Also, the area in front of Dragon Inn, where the second cinematic will be, is already explored.
By the way here is again a bug in screenshot to be fixed, it is this time a digging bug - you see that piece of terrain that is black? It is usually a place where you can dig an item. But I digged but got no item! Make so that there is an item hidden there or change the terrain.
Btw what is that question on the riddle questions, end of chapter 4: "What is the (old?) human religion god's name?" ?!???!?! Is it new or does I have forgot that it was one? Hmm... No it's not old.
OOOOOOOOOOOH NOES! I forgot to add some information about it. Ahh, hell. I forgot to put updated riddler questions also to the campaign. I'm going to put them now!
Slid3r said:
And the description for the spell: There is no gameplay issue, but "northrend winds" refers to the winds comming from the region of Northrend from the main campaign of Wacraft 3. But in your universe, Oelivert, that region does not exist.
Aha... soooo... can you please edit the spell text and give me a better one. Here is the original one:
Calls forth the northrend winds, bursting in 8 degrees expanding waves of chilling ice that damages and slows nearby enemy units for 8 second. Also heals Galeoth by 25% every two seconds.
The bug with Speedy Boost missing also happened to when I loaded the game. For me, it's better to play the current mission without the spell rather than restart it.
There is a simple reason for this. I and others have tested more early chapters than late chapters.
Code Lyoko said:
By the way here is again a bug in screenshot to be fixed, it is this time a digging bug - you see that piece of terrain that is black? It is usually a place where you can dig an item. But I digged but got no item! Make so that there is an item hidden there or change the terrain.
Well, there is a real reason for it. Some dig places need "magical shovel" to dig. In chapter 5 you can get magical shovel only from elite boss which I have not made. Well, don't worry, because if you would be able to get that item it would be buggy as hell.
And in next version, there will be no more shovel or magical shovel. Player have automatically dig ability.
By the way here is again a bug in screenshot to be fixed, it is this time a digging bug - you see that piece of terrain that is black? It is usually a place where you can dig an item. But I digged but got no item! Make so that there is an item hidden there or change the terrain.
yea I think so cuz i saw the shovel but coudnt understand how to get it and that is the only place till chapter 6 where you cant dig anything I hope that there is an item
yea I think so cuz i saw the shovel but coudnt understand how to get it and that is the only place till chapter 6 where you cant dig anything I hope that there is an item
Oh and here is one, read the reason why there is bug in the picture itself!
Oops sorry forget that! Text doesn't show 100% percently, so I have to change it, forgive that! Okay, now works! There is bug because Talloon has no exclamition mark still that the other quest givers had! Fix/Add that.
OK, new bug and a weird one. Let's say Fradz and Phodom are fighting an enemy. If Fradz casts Flash Strike and during this spell, Phodom casts Shield of Fire on Fradz, Phodom starts to move around the enemy instead of Fradz. Also, Fradz remains yellow until he successfully casts Flash Strike again, without interruptions.
OK, new bug and a weird one. Let's say Fradz and Phodom are fighting an enemy. If Fradz casts Flash Strike and during this spell, Phodom casts Shield of Fire on Fradz, Phodom starts to move around the enemy instead of Fradz. Also, Fradz remains yellow until he successfully casts Flash Strike again, without interruptions.
Wow, that's nice. I can imagine when Phodom is teleporting around enemies.
Hmm... let me check triggers, this sounds pretty wierd! Btw, like I mentioned earlier, Flash Strike's damage is currently bugged. It won't do the damage it should(it do less damage now)
OOOOOOOOOOOH SHIT! This can be a bad bugs with some spells. This can happen with some other spells, I will fix it immediatly.
Vicboy said:
Hey, you know whats annoying about your campaign?
I have to download it every day just to get a less buggy game...
Heh, last few weeks it have been like this. I'm sorry about that the new spell system made just a mess. I think there will be no more bugs with it(oh hell one... that sometimes some spells are not loaded..). Also, remember that it doesn't matter what version you are playing, your heroes & boxes & resources will be always saved for next chapter.
Life Drain - [Tier 2] Gives you spell Life |cffffcc00D|rrain. Absorbs the life essence of a target enemy unit by taking 50 hit points per second from it and giving them to the Hero. |nLasts 8 seconds.
Doom Guard drops this item in chapter 5. This spell will be deleted in next version.
(1)Electric Stomp - Slams the ground, dealing X damage to nearby enemy land units. |nEffect increased by intelligence and magic balls.
(1)Mana Suck - Sends a bolt of negative energy that burns up to X points of a target enemy unit's mana. |nEffect increased by intelligence and magic balls.
(1)Moon Light - A light from the moon that can heal a friendly unit for X. |nEffect increased by intelligence and magic balls.
Lightning - Casts a huge lightning to tarteged unit that does random damage from 1 to X to targeted enemy unit. |nEffect increased by intelligence and magic balls.
(4)Novotel - Huge ice nova around the hero, dealing X damage to nearby enemy land units. |nEffect increased by intelligence and magic balls.
(5)Lightning Spiral - Casts huge lightnings around the caster rotating in a spiral form for couple second. Each lightning does X damage and stuns nearby units for 3 seconds. |nEffect increased by intelligence and magic balls.
(5)Phoenix Fire - Casts a incredible powerful phoenix fire from the sky stunning enemy unit for 2 second dealing X damage. |nEffect increased by intelligence and magic balls.
(6)Full Cure - Mighty magic that heals targeted friendly unit's hit points to full.
(6)Glacial Spikes - Casts icy spikes around the caster. Each icy speak deals X damage. Also they reduces nearby enemy units' armor by 10 for 30 seconds. |nEffect increased by intelligence and magic balls.
(6)Lightning Prison - Casts a huge lightning prison to targeted area which will become small in few seconds. Enemies that are in this area will suffer 300 damage per second. When lightning prison fades, it will deal a huge blast to all nearby enemy units dealing 3000 damage. |nEffect increased by intelligence and magic balls.
(6)Meteor Strike - Calls down meteors from the sky striking enemy units. Each hit does 500 damage. The amount of meteros depends how many enemies are in the area you call them. |nLasts 20 seconds.
(5)Group Heal - Heals nearby allied units health points by X. |nEffect increased by intelligence and magic balls.
(1)Firebolt - Hurls a fire bolt that does X damage. |nEffect increased by intelligence and magic balls.
(1)Frost Armor - Increases a target friendly unit's armor by 6. |nLasts 30 seconds.
(2)Invisibility - Makes a unit invisible. If the unit attacks, uses an ability or casts a spell, it will become visible. |nLasts 15 seconds.
(3)Life Link - Links 6 units together in a chain. All units with Life Link on them will live longer, by distributing 33% of the damage they take across other Life Linked units. |nLasts 60 seconds.
(3)Pain - Casts to enemy unit a magic that causes pain damaging X hit points per second. |nLasts 15 seconds. |nEffect increased by intelligence and magic balls.
(4)Fire Pillar - Summons an fire pillar that burns nearby units by X damage per second. |nLasts 15 seconds. |nEffect increased by intelligence and magic balls.
(4)Regrowth - Heals a target friendly unit for X hit points over 15 seconds. |nEffect increased by intelligence and magic balls.
(5)Ice Pillar - Summons an ice pillar that slows nearby units by 25% movement and attack speed. |nLasts 15 seconds.
Huh? I think they are at the end of the cinematics.
Attack button from the campaign will be removed and intead of attack button, there will be a spell book. Inside a spell book are:
Basic Abilities - Dig, Move Boxes, other important game commands.
Combat King - Here are the passive abilities of the Hero. All passive abilities start from level 1 and you can increase their level by finding Combat Kings. Current passive abilities are: Critical Strike, Evasion, Endurance and Spell Block.
Fire Spell Book - Here are 11 different fire magics.
Rank: Low - Fire Bolt - Hurls a fire bolt that does X damage.
Rank: Medium - Fire Pillar - Summons an fire pillar that burns nearby units by X damage per second. |nLasts 15 seconds.
Rank: Medium - Phoenix Fire - - Casts a incredible powerful phoenix fire from the sky stunning enemy unit for 2 second dealing X damage. |nEffect increased by intelligence and magic balls.
Rank: High - Meteor Strike - Calls down meteors from the sky striking enemy units. Each hit does X damage. The amount of meteros depends how many enemies are in the area you call them. |nLasts 20 seconds.
Lightning Spell Book - Here are 11 different Lightning magics.
Rank: Low - Electric Stomp - Slams the ground, dealing 150 damage to nearby enemy land units. |nEffect increased by intelligence and magic balls.
Rank: Low - Lightning - Casts a huge lightning to tarteged unit that does random damage from 1 to X to targeted enemy unit. |nEffect increased by intelligence and magic balls.
Rank: High - Lightning Spiral - Casts huge lightnings around the caster rotating in a spiral form for couple second. Each lightning does X damage and stuns nearby units for 3 seconds. |nEffect increased by intelligence and magic balls.
Rank: High - Lightning Prison - Casts a huge lightning prison to targeted area which will become small in few seconds. Enemies that are in this area will suffer 300 damage per second. When lightning prison fades, it will deal a huge blast to all nearby enemy units dealing 3000 damage. |nEffect increased by intelligence and magic balls.
Ice Spell Book - Here are 11 different Ice magics.
Rank: Medium - Ice Pillar - Summons an ice pillar that slows nearby units by 25% movement and attack speed. |nLasts 15 seconds.
Rank: Low - Frost Armor - Increases a target friendly unit's armor by 6. |nLasts 30 seconds.
Rank: High - Glacial Spikes - Casts icy spikes around the caster. Each icy speak deals X damage. Also they reduces nearby enemy units' armor by 10 for 30 seconds. |nEffect increased by intelligence and magic balls.
Rank: Medium - Novotel - Huge ice nova around the hero, dealing X damage to nearby enemy land units. |nEffect increased by intelligence and magic balls.
Light Spell Book - Here are 11 different Light magics.
Rank: High - Full Cure - Mighty magic that heals targeted friendly unit's hit points to full.
Rank: Medium - Group Heal - Heals nearby allied units health points by X.
Rank: Medium - Life Link - Links 6 units together in a chain. All units with Life Link on them will live longer, by distributing 33% of the damage they take across other Life Linked units. |nLasts 60 seconds.
Rank: Medium - Regrowth - Heals a target friendly unit for X hit points over 15 seconds. |nDoes not stack with Fire Shield.
Rank: Low - Moon Light - A light from the moon that can heal a friendly unit for X. |nEffect increased by intelligence and magic balls.
Darkness Spell Book - Here are 11 different Darkness magics.
Rank: Low - Mana Suck - Sends a bolt of negative energy that burns up to X points of a target enemy unit's mana.
Rank: Low - Invisibility - Makes a unit invisible. If the unit attacks, uses an ability or casts a spell, it will become visible. |nLasts 15 seconds.
Rank: Medium - Pain - Casts to enemy unit a magic that causes pain damaging X hit points per second. |nLasts 15 seconds.
i think hes confusing the location of cinematics. some are at the end of a chapter while others are at the beginning of the next chapter. its also possable hes talking about an interlude.
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