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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...
as to that lighting inversion thing its happened to me on a few other maps so it could be just my problem. but its consistent on those maps and those maps alone. i have no idea what triggers it and in your case its no big deal. as an item effect it would be horrid. the normal ground cant be seen so its almost impossable to navigate. oh and for that same chapter, chapter 5 i didnt see any title screen. music was there but no picture. love all the Legend of Dragoon music to. i love that game, and did i hear FF7 music? what else did you use?
1.In Chapter 2 I find the lighting stone and the electric stomp,where is the Thunder stone ?
2.When the hero carry the Maragath's set,the set can't increase the hero's armor.
3.The electric stomp,chain lighting stomp,thunder stomp can't combine the lighting book.
Thunder Stone, as in one of the stones needed to make Excalibur? Then there is no thunder stone. Excalibur is made of an old sword and 5 elements: fire, lightning, ice, dark and poison.
diggings an issue. i dig in a spot and it begins to dig in that spot repeatedly untill the time runs out. for the races when i won both the first and second race it gave me the same prize and they both spawned at the first guy.
I like that campaign but it's boring to see the same cinematics 2 or 3 times without a chance to skip them. Please make them skipable indeed it's a hard pain if you forgot to save.
As I have mentioned in "Things what I do in future!"-list I will do it sooner or later. I have been thinking to do it to beta 1.0.
sanjuro said:
as to that lighting inversion thing its happened to me on a few other maps so it could be just my problem. but its consistent on those maps and those maps alone. i have no idea what triggers it and in your case its no big deal. as an item effect it would be horrid. the normal ground cant be seen so its almost impossable to navigate. oh and for that same chapter, chapter 5 i didnt see any title screen. music was there but no picture. love all the Legend of Dragoon music to. i love that game, and did i hear FF7 music? what else did you use?
About the "lighting inversion" I don't know anything about it. It's strange that you have this. I don't even know where to start looking this kind of bug. But it can be perhaps a new item magic item called "lightning prison" but it will only happen when you cast the spell.
I use Final Fantasy 7, 8, 9, 10, 12, legend of dragoon, nightwish, dream evil... musics.
onlyagame said:
1.In Chapter 2 I find the lighting stone and the electric stomp,where is the Thunder stone ?
Hmm... there's many secret bosses. Ogre boss, troll boss, etc. But later I will put there elite and epic boss(currently I have made elite boss'(Murloc Chieftain) area at right-up corner, but it's not ready yet!).
He said he would do skippable cinematics for Beta release.
-Hypnotic.
Btw, is there a Magic Orb in Kar'Gath? I did not see one, I presumed 11 parts, 1 for each level?
Some levels have more then 1 if I remember right? I could be totally wrong, I don't really remember, I'm restarting so I can go back and get all the items I missed do to bugs (and lack of a stash)
I know that in levels such as 7, you will get two but that's the one from Xvareon, Galeoths level (in his inventory) and the one in some random body of water in Terdoom.
no he doesnt drop anything. and could you give us, or me a list of everything that can be found in the digging area? i want to see if they can all be found. that is if i can get the digging thing to work right. and i found out that for the lighting inversion thing that it only happens if light quality is set to low.
So he doesn't drop anything? I looked a bit through the map editor and from what I understand, the Black Hooded Man should drop Ruby Jewel. Aero, you tell me if I'm right and if I am, then see what you can do about this.
Magic Orb at chapter 6 can be found from Skeletal Mage(optional quest 1, if I remember right). It's almost in middle of map(east side). 1 magic orb/chapter.
Slid3r said:
I have a question for you guys. When you kill the Black hooded Man at the end of chapter 6, does he drop anything?
Thanks guys for comments, I'm bit busy now and I go to eat & then I go to buss that will carry me to my home(HELSINKI!)!
Slid3r, thanks for your excellent comment at page 18. I will answer & fix all bugs/suggestions you mentioned when I'm at home. I will be in home at 20:00 Finnish time(still 9 hours). Also, you are one of my favorite "bug find" guy and I will surely give you big credits at the prologue/epilogue.
wait, what? skeleton mage is suposed to drop a magic orb? he didnt drop one for me for some reason. mucst be a glitch like the hooded man not droping anything in the same level. same glitch maybe? at least you can avoid the glitch by making the orb a quest reward from that quest instead of a drop from the guy. you could do the same thing for the ruby that the hoohed guy is suposed to drop. just have it as the reward for the other optional quest.
ok...you are a beast at map making...unbelievable i cant wait until its finished!!!! +rep
I love the epic movies you put in the game to....'but how long will it last' sweet!
Chapter 3:
-When I have 2 units selected and I cast Frost Armor on one of them, their icon turns red. You receive the +6 armor, but it counts as a negative effect.
- In the ice book, instead of Frost Armor, the name and description is from cripple. The effect is still +6 armor, so it doesn't affect the gameplay.
Chapter 4:
-It's the only chapter (as far as I remember) in which the map is already explored.
-Sometimes the attack speed of the hero changes from chapter to chapter. I'm only sure in chapter 4 and 5. At the end of chapter 4, Phodom had fast attack speed. At the beginning of chapter 5, the same Phodom has slow attack speed.
Chapter 5:
-If you cast Frandz's Thunder on one of the Living Trees, it's color will become green after the spell effect has gone. Also, the mana shield does not activate.
-I'm not sure at which point if the chapter, Frandz's head turns towards Phodom and looks at him, wherever he goes. I noticed this after I finished the message quest.
-Not all the flowers that you put on the graves activate the triggers.
Chapter 6:
-I see that there are no black gates anymore. Then update the "Esc" map.
-On some portions of terrain inside Kar'gath, specifically on red stone between a wall and grey stone, I receive damage like I am outside, on the lava.
-Some gates are not invulnerable and can be destroyed. I've found 6: the 2 (red and blue) leading to the dark messiah, 1 leading to the vampire lord, 1 green gate leading to a potion shop and Kita's puzzle, 1 red gate to a room with purple stream inside, 1 blue gate leading to an empty room in the north-west corner of Kar'Gath. For this last gate, I had the blue key and it didn't open.
-The mysterious potions shop near Kita's puzzle belongs to the enemy, it's not neutral like the others and you can't sell items to it.
-onlyagame already said that the iron gate doesn't open.
-I haven't found the magic orb on this level. Is it behind the iron gate?
Chapter 7:
-In the Magic Garden, if a flower appears too close to the guards, you can't pick it up because you are asked if you want to leave or not, then moved to your initial position.
-The 2 shops near the synthesis shop belong to the enemy, make them neutral.
-The location of Nuolija from the Mysterious List is not quite accurate, better say he's northwest of Nasho Pond.
-Next to the Giant Statue, there is a Commander with an exclamation mark above his head, but when I go near head, I don't receive any quest.
-After you complete the "Help!" quest, only Frandz receives a level.
-Archeon's Set doesn't increase the armor by 1 and damage by 6 like it says in the description.
-Azureus Belt doesn't increases damage by 2 instead of armor.
-Items from the Synthesis shop that are supposed ti give a big regeneration don't give any regeneration at all (Holy Stump, Orb of Nature, Bless of Nature).
Anthonoiu's Set does not give enough gold when sold.
-Check the end of Tharo's Set description, there are some extra letters.
-Thunder, Electric Stomp and Chain Lightning won't combine. I think this bug might have been already reported. If so, sorry for repeating.
-Food, jewels, summoning items and other stuff work while they are in the boxes too, but the vitality booster only works while on heroes. Could you please make it so that is works while inside the boxes? Also, my personal opinion is that the cost of 3000 gold is way too much. With 3000 gold you can buy 3000 bananas that will last you for 4500 minutes, which is 75 hours. I don't think the whole campaign takes 75 hours, let alone from chapter 6 to 11. And you find a lot of food on the way too, so it's not worth buying it.
-There are 2 Guado Armors in the game with different effects: one is in Fradz's inventory at the beginning of chapter 2 and the other is at the Honor Shop.
By the way, the skippable cinematics will be in the next version or when all the maps are finished?
Chapter 1:
I spent damn near an hour trying to get to that damn murloc leader =/.
Chapter 3:
The Ice spell book has a mislabeled spell, you called it cripple instead of the spell name.
Chapter 5:
Sometimes when trying to synth items you have to get all the ingredients, the recipe and then walk back and forth 3-4 times before the game will register your recipe. Why doesn't it just register the first time around? Also, when you complete the pumpkin quest, it says you just completed the magic heart quest.
Chapter 8:
-Rikhano's Strength Jewel can be bought at a shop near the Synthesis shop and can also be found in the destroyed fortress.
-Frandz's Sword Dance is level 1.
Chapter 9:
-There's no magic orb.
-I think that the change for Holy Stump/Orb of Nature/Bless of Nature to heal carrier is 100%. Every time a fight a new enemy, I get healed on the first hit I receive.
-Rikhano's Strength Jewel has a 100% chance to give +100 strength when hit? If it has, then it would be better if you could activate yourself the item and choose when to receive the bonus. If you are hit by an enemy that is easy to kill, you have to wait 5 minutes if you want the bonus in a boss fight for example.
-The description for Axobada's Helmet is incomplete, probably because it was too long. Same thing for the completed Rikhano's Set.
-Bravery Medal also adds +10 to agility, which is not mentioned in the description.
Chapter 3:
-When I have 2 units selected and I cast Frost Armor on one of them, their icon turns red. You receive the +6 armor, but it counts as a negative effect.
- In the ice book, instead of Frost Armor, the name and description is from cripple. The effect is still +6 armor, so it doesn't affect the gameplay.
Frost armor still bugs? I check it out once again!
Slid3r said:
Chapter 4:
-It's the only chapter (as far as I remember) in which the map is already explored.
-Sometimes the attack speed of the hero changes from chapter to chapter. I'm only sure in chapter 4 and 5. At the end of chapter 4, Phodom had fast attack speed. At the beginning of chapter 5, the same Phodom has slow attack speed.
Fixed. Yes there is a little attack speed problem but I will fix it in no time!
Slid3r said:
Chapter 5:
-If you cast Frandz's Thunder on one of the Living Trees, it's color will become green after the spell effect has gone. Also, the mana shield does not activate.
-I'm not sure at which point if the chapter, Frandz's head turns towards Phodom and looks at him, wherever he goes. I noticed this after I finished the message quest.
-Not all the flowers that you put on the graves activate the triggers.
-On some portions of terrain inside Kar'gath, specifically on red stone between a wall and grey stone, I receive damage like I am outside, on the lava.
-Some gates are not invulnerable and can be destroyed. I've found 6: the 2 (red and blue) leading to the dark messiah, 1 leading to the vampire lord, 1 green gate leading to a potion shop and Kita's puzzle, 1 red gate to a room with purple stream inside, 1 blue gate leading to an empty room in the north-west corner of Kar'Gath. For this last gate, I had the blue key and it didn't open.
-The mysterious potions shop near Kita's puzzle belongs to the enemy, it's not neutral like the others and you can't sell items to it.
-onlyagame already said that the iron gate doesn't open.
-I haven't found the magic orb on this level. Is it behind the iron gate?
Chapter 7:
-In the Magic Garden, if a flower appears too close to the guards, you can't pick it up because you are asked if you want to leave or not, then moved to your initial position.
-The 2 shops near the synthesis shop belong to the enemy, make them neutral.
-The location of Nuolija from the Mysterious List is not quite accurate, better say he's northwest of Nasho Pond.
-Next to the Giant Statue, there is a Commander with an exclamation mark above his head, but when I go near head, I don't receive any quest.
-After you complete the "Help!" quest, only Frandz receives a level.
-Archeon's Set doesn't increase the armor by 1 and damage by 6 like it says in the description.
-Azureus Belt doesn't increases damage by 2 instead of armor.
-Items from the Synthesis shop that are supposed ti give a big regeneration don't give any regeneration at all (Holy Stump, Orb of Nature, Bless of Nature).
Anthonoiu's Set does not give enough gold when sold.
-Check the end of Tharo's Set description, there are some extra letters.
-Thunder, Electric Stomp and Chain Lightning won't combine. I think this bug might have been already reported. If so, sorry for repeating.
-Food, jewels, summoning items and other stuff work while they are in the boxes too, but the vitality booster only works while on heroes. Could you please make it so that is works while inside the boxes? Also, my personal opinion is that the cost of 3000 gold is way too much. With 3000 gold you can buy 3000 bananas that will last you for 4500 minutes, which is 75 hours. I don't think the whole campaign takes 75 hours, let alone from chapter 6 to 11. And you find a lot of food on the way too, so it's not worth buying it.
I will make it work with boxes also. I made food cheap so people won't rush the campaign. So you think you get too less gold? Should I increase it? How?
Slid3r said:
-There are 2 Guado Armors in the game with different effects: one is in Fradz's inventory at the beginning of chapter 2 and the other is at the Honor Shop.
Which chapter did you see that other guado armor?
It will be done with same time improved english. Now is 1.9. => 2.0 with chapter 10(1-2 weeks when done) => 2.2 with chapter 11(1 weeks when done) => 2.3 epilogue(1 weeks when done) => beta 1.0(1-4 weeks when done).
Kupownage said:
Sometimes when trying to synth items you have to get all the ingredients, the recipe and then walk back and forth 3-4 times before the game will register your recipe. Why doesn't it just register the first time around?
Because: Amethyst Jewel + Ruby Jewel + Sapphire Jewel + Topaz Jewel = Diamond Jewel(This is a combine of four powerful jewels: Amethyst Jewel, Ruby Jewel, Sapphire Jewel and Topaz Jewel. This jewel countains all of those jewels powers. Grants the Hero and friendly nearby units 25% faster movement speed, double life regeneration, double mana regeneration and increases attack speed by 25%.). Then: Diamond Jewel + Crystal Jewel = Obsidian Jewel(An aura that gives friendly nearby units a 200% bonus damage to their attack damage.). Now you can understand little better why people are trying to get that jewel?
Slid3r said:
-Rikhano's Strength Jewel can be bought at a shop near the Synthesis shop and can also be found in the destroyed fortress.
-I think that the change for Holy Stump/Orb of Nature/Bless of Nature to heal carrier is 100%. Every time a fight a new enemy, I get healed on the first hit I receive.
-Rikhano's Strength Jewel has a 100% chance to give +100 strength when hit? If it has, then it would be better if you could activate yourself the item and choose when to receive the bonus. If you are hit by an enemy that is easy to kill, you have to wait 5 minutes if you want the bonus in a boss fight for example.
-The description for Axobada's Helmet is incomplete, probably because it was too long. Same thing for the completed Rikhano's Set.
-Bravery Medal also adds +10 to agility, which is not mentioned in the description.
@vitality booster: My idea was to make the booster cheaper. I think you get enough gold.
@sword dance: Frandz has Sword Dance level 1 in chapter 8. Phodom and Galeoth have their abilities at the correct level.
For the Ant'Rax Armour it says it give 10 Armour and 25% Damage reduction. 10 Armour give around 35% Damage reduction on it's own, does this mean it give a further 25% on all attacks against your hero? I am confused.
-Hypnotic.
For the Ant'Rax Armour it says it give 10 Armour and 25% Damage reduction. 10 Armour give around 35% Damage reduction on it's own, does this mean it give a further 25% on all attacks against your hero? I am confused.
-Hypnotic.
It's like 35% + 25% => 60%. But that armor thing is bit odd, perhaps someone know how to edit it?
Currently making chapter 10. In that chapter there is "proper" english. I try to check that the english is perfect(but I will fail of course ). So don't be frightened if the grammar is little "different type". I use dots in right places, etc.
Here are current credits of alpha testers. Please tell me if you are not in the list. Early testers are from alpha 1.0 to 1.4. Middle alpha testers are from 1.5 to 1.8. Late alpha testers are from 1.9 to beginning of beta test(+page 13).
Please tell me if I have forgotten you. Also tell me, if you think your name should be in "Excellent Alpha Testers"-list. I may add you, if you has been helpful for me.
Btw, I'm just curious, but have anyone used Resurrection Phial or Strong Resurrection Phial? Do they work properly?
For the synth items you might try changing it to something along the lines of automatically combining when the recipe and the required materials are all in the same inventory. An if/then statement should pretty well cover it, and then you won't have to walk back and forth trying to get it to trigger the synth
i got a better idea. how about make it so the recipe is the item it self but requires all the requisite items to buy. think of it as buying the item you want where the price is the recipe ingredients. i think ive seen it done. means you dont need an extra space in your inventory for the recipe to. oh and it makes sure your by the synth people when you synth as well. no buying the recipe and synthing the item somewhere on the road as your method would allow.
Why would it really matter if you "synth on the road"? By doing that your wasting precious inventory space that could be better used hauling around the copious amounts of crap there is to collect on every level.
For the synth items you might try changing it to something along the lines of automatically combining when the recipe and the required materials are all in the same inventory. An if/then statement should pretty well cover it, and then you won't have to walk back and forth trying to get it to trigger the synth
So what would be the event? Currently it's "if you have specific items and you enter close enogh to blacksmith" items will combine.
sanjuro said:
i got a better idea. how about make it so the recipe is the item it self but requires all the requisite items to buy. think of it as buying the item you want where the price is the recipe ingredients. i think ive seen it done. means you dont need an extra space in your inventory for the recipe to. oh and it makes sure your by the synth people when you synth as well. no buying the recipe and synthing the item somewhere on the road as your method would allow.
Hmmm... I'm not 100% sure what ya mean, but when you are combining items it's not about the item slots because you are just standing next to blacksmith and bla bla.
Kupownage said:
Why would it really matter if you "synth on the road"? By doing that your wasting precious inventory space that could be better used hauling around the copious amounts of crap there is to collect on every level.
I think you should add caves and lighter/darker colours to the digging area. With possibly a few 'Elves with Axes' for a more realistic effect there. I think gold coins should also be discoverable there.
-Hypnotic.
Regarding what Kupownage suggested, the items combining automatically, I have an idea: events: Unit - A unit owned by player 1 acquires an item, conditions: triggering unit has (recipe + required items), actions: remove those items, give triggering unit (item from recipe).
As I've said before, I have little experience working with the map editor, so you should tell me if this is a good or a bad idea.
Regarding what Kupownage suggested, the items combining automatically, I have an idea: events: Unit - A unit owned by player 1 acquires an item, conditions: triggering unit has (recipe + required items), actions: remove those items, give triggering unit (item from recipe).
As I've said before, I have little experience working with the map editor, so you should tell me if this is a good or a bad idea.
Hmm, the digging area looks quite plain - I was suggesting adding certain doodads like a cave so it looks like an actual excavation (Digging) area.
Keep up the good work,
-Hypnotic.
hmm i still havnt finished it...and so far its awesome...its a real challenage, the only thing i dont like is, hero inventory, though i guess you really cant have a floating boat next to you whilst you fight, it just seems really annoying having to go at the very start of your map to store to orbs, but i feel everything else is perfect.
p.s (did you use zelda music? some themes seem really familiar, eg. chapter 1 resting at your house, lets just hope koji kondo doesnt play wc3 haha!)
hmm, quiet. personaly im waiting for the new version before i move past chapter 11. i want to go from the beginning but it would be a waste to sinse ive already gone over everything in there. so ill wait untill the next version after buggs get fixed and stuff added
Thanks, and I'm far from over! Just give me some suggestions to make this campaign better.
sanjuro said:
hmm, quiet. personaly im waiting for the new version before i move past chapter 11. i want to go from the beginning but it would be a waste to sinse ive already gone over everything in there. so ill wait untill the next version after buggs get fixed and stuff added
As I said before, next version will come very soon. I'm currently fixing bugs I found yesterday and after that I go test again! Perhaps 1-2 tests & bug fixes and then 2.0 version is out!
Some information about chapter 10:
- 1 optional quest currently.
- 4 main cinematic.
- Axobada fight.
- Currently about as long as chapter 2 or 4. Something between those.
I found a few things:
In Chapter 7, the quest secret conversation, in the room where Azureus' Sword is, if you walk to the bottom of the room you will get shot with arrows (possibly where 'death bringer' is)
Also, how do you go into the room with all the barrels?
Hm, by the way Fradz dissapears during the conversation with the king but his green circle remains on the floor where he would have been standing.
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