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[Campaign] The Invasion of Kalimdor Reworked

Level 28
Joined
Dec 3, 2020
Messages
1,006
This is another campaign that I am reworking (previously I did Legacy of the Damned & The Scourge of Lordaeron).
The idea of my "reworked" project is to make the campaign a little bit more juicy than the original, while not putting some ridiculous stuff in it.
Making boss fights more fun and challenging but in a RTS envisioned style, not RPG style.

Some extra units will be added but ones that will fit the game, the player will be unlocking units from the trolls and the tauren, apart from orcish units.
The campaign will have 2 parts (but I will release everything together obviously): 1st is Prologue -> 5 missions and 11 or 12 in Kalimdor (2nd part)

Recommended version will be 1.29.2, you can get it from here ---> WC3 Download Archive (1.00 - 1.31.1 + BETA & DEMO)
Any other versions will most likely cause some bugs, ruining the intended experience and there might be some game breaking bugs as well. So I really recommend you to play this on patch 1.29.2. Patch 1.31 should also work fine.


The things this campaign will bring to the table:
  • Slightly longer and harder missions but easy enough to beat if you've completed the original campaign on Hard difficulty.
  • Friendly AI on all missions where you have a base (except Departures). This is the main feature I can be proud of from this entire project.
  • Very smooth combat (mostly AI related). Trust me on this one.
  • Added some unused voice lines.
  • Balanced gameplay -> hundreds of re-balanced abilities, unit upgrades, unit stats.
  • Not trying to be too custom to the point where it feels like you're playing another game.
  • Classic, yet modern, feel to the gameplay and everything else overall.

  • Every single summoned unit will die alongside its summoner when that summoner dies.
  • Hero attack damage type will not be used.
  • Magic attack damage type will be used very sparingly (might not be used at all in this specific campaign).
  • RoC campaigns will use RoC balancing.
  • Buildings generally cost a bit more gold.
  • All potions, scrolls etc... will have multiple charges.
  • Almost all spells will have longer cooldowns. Spellcasters are still very strong and magic will be very strong too but I aim to prevent a unit to be able to cast the same spell 8 times in 10 seconds.


---- More will be added over time -----
  • --------- Orcs -----------------
  • Thrall
  • Grom Hellscream
  • Cairne Bloodhoof
  • Nazgrel
  • Tagar Spinebreaker
  • Kilrogg Deadeye
  • Sen'jin
  • ------- Humans --------
  • Jaina Proudmoore
  • Kargin Ironknee
  • ------- Others --------


-------- More will be added over time --------
** Note that not all of the orcish units will be available to the player **

-------- Orcish Units --------
  • Thrall: has Chain Lightning, Thunder Shock, Lightning Attack, Earthquake and Far Sight abilities. A very strong spellcaster unit. Will most likely change his ultimate.
  • Grom: has Bladestorm, Mirror Image, Critical Strike and Cry of the Warsong abilities.
  • Kilrogg Deadeye: has Fire Barrage, Death Coil, Critical Strike and Blood Rage abilities.
  • Tagar Spinebreaker: has Bladestorm, Howl of Terror, Critical Strike and Slam abilities.
  • Grunt: has 680 hp. Is the same for now. It's a pretty good unit overall so no changes so far.
  • Troll Headhunter: has 280 hp.
  • Orc Archer: has 325, a bit less attack damage than a headhunter, but faster attack speed and 50 more attack range. For now doesn't use any upgrades but I will most likely give him an attack range upgrade and maybe even an HP upgrade (+75 hp or +100 hp).
  • Catapult: uses RoC model. Has 500 hp.
  • Raider: is the same for now, but I am planning of doing some changes to him. Either make him a little bit better against units or enable him to switch between being a Raider and a Raider Spear-thrower.
  • Peon: is the same for now, but I plan to enable them to switch between being Peons and Peons Spearthrowers.
  • Orc Shaman: uses alpha model. Has Purge, Moonson and Earthquake.
  • Troll Witch Doctor: has Shadow Strike, Healing Wave and Acid Bomb.
  • Troll Warder: has observer ward, serpent ward, ward of protection and mana ward. I'm still planning and deciding if I should give him a Healing Ward (it will regenerate 240 HP total over 30 seconds, so 8 hp/sec, instead of percentage regeneration).
  • Troll Conjurer: has Curse, Entangling Roots and Hex.
  • Troll Bonecaster: has Banish, Death Barrage and Death Ward.
  • Troll Watcher: melee warrior of the Darkspear Tribe/Island Trolls. Has 550 hp and Defend.
  • Troll Gatherer: the worker of the trolls.
  • Elder Shaman: is basically the normal Shaman, but now a melee spellcaster. Has 400 HP, but gets up to 550 with caster upgrades. Damage also increases with upgrades. Has Lightning Shield (reskinned immolation), Frenzy (self bloodlust) and Summon Feral Spirit.
  • Tauren Youngblood: has 500 hp and Hardened Skin upgrade. Note that I might give some spell damage reduction to all tauren units.
  • Tauren: has Pulverize and Hardened Skin.
  • Tauren War Priest: has 600 hp, Command Aura, Heal and Thorns Aura (still deciding on Thorns Aura).
  • Tauren Bearwalker: has 725 hp, Roar and Rejuvenation (still deciding on his abilities).
  • Tauren Worker: worker unit of the tauren
  • Tauren Brute: has 900 hp, Hardened Skin and will most likely deal some extra damage against buildings.
  • Tauren Catapult: tauren variant of the orcish catapult. Will try to give it some differences.
  • Kodo Beast: has 790 hp, might make it upgradeable to 1000 in the last missions of the campaign. Might give it Hardened Skin.
  • Tauren Koto Beast: tauren variant of the Kodo Beast. Has 1000 hp. Might give it Hardened Skin.

-------- Human Units (worth mentioning) --------
  • Human Conjurer: has Summon Stone Golem, Blizzard and Polymorph.
  • Footman Archer: has 300 hp. More frail than a Rifleman but longer attack range.
  • Sorceress: has Slow, Arcane Explosion and Summon Water Elemental.


Missions:
-------- More will be added over time --------
  • Cinematic: The Prophecy (Completed)
  • Cinematic: The Vision (Completed)
  • Mission 1: Chasing Visions (Completed)
  • Mission 2: Departures (Completed)
  • Mission 3: Riders on the Storm (Completed)
  • Mission 4: The Fires Down Below (99% Completed; fully playable, just missing 1 small trigger that doesn't affect the mission)
  • Mission 5: Countdown to Extinction (Completed)
  • Mission 6: Landfall (Uncompleted)


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Last edited:
Level 28
Joined
Dec 3, 2020
Messages
1,006
As always, to anyone who has spared some time to check this thread out, a huge thanks!
And an even bigger thanks if you decide to play it while it's still in development.
As I keep working on this, I will most likely make changes to some of the units (either stats or change their abilities), but there's some units that most likely won't receive many changes or won't receive any at all, such as the Troll Witch Doctor, who has 3 brand new abilities.

I am open to any advice and criticism, however harsh.
 
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