The Legends of Azeroth

This bundle is marked as pending. It has not been reviewed by a staff member yet.
Citizens of Hive workshop today i bring forth the first ever installment of "the Legends of Azeroth" (beta 1.0)

this a MPQ mod that aims to bring a new way of experiencing WarCraft 3 by allowing you to train massive sized armies with enhancements made to campaigns and balance changes that aim to integrate lore into the gameplay in a smooth way.
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HOW TO INSTALL
1-copy and paste all mod files into warcraft 3 folder
2-open regedit and press on HKEY CURRENT USER
3-locate blizzard entertainment folder
4-click on warcraft 3 folder
5-click new , create Dword value and name it to "allow local files"
6-set value to 1
7-ENJOY


IMPORTANT NOTE: THIS MOD IS BUILT ON 1.26 , SO TO ENSURE YOUR FILES DONT GET REPALCED COPY THE FOLLWING FILES: war3mpq , war3xmpq , war3xlocal , war3patch COPY THESE TO ANOTHER FOLDER SO YOUR ORIGINAL FILES REMAIN THERE IF YOU WANT TO PLAY ONLINE.
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FEATURES
-food cap raised to 300
-all units take only 1 population space
-corpses take longer time to decay
-armor values increased by 1% (now 1 armor grants 7% instead of 6%)
-unit collision reduced by 16 (each unit that had 16 collision got reduced by 6 only)
-upkeep system now removed (only effects 299 and 300 food)
-all AI was upscaled for the sake of the mod this means you will face armies of up to a 100 units by the AI
-story missions AI was also updated to make up for it too
-all heroes cost 400 gold and 100 wood (seriously i forgot to write this down lol)
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The game received an extensive list of balance changes that alter the way WarCraft 3 is played along with the 4 races each race got a set of balance changes that were inspired using lore and other components , some of these changes are a result of another change the changes are:

Heroes:

paladin:

-armor increased from 4 to 6
-attack speed decreased from 2.2 to 2.0
-resurrection costs 150 instead of 200 mana

bloodmage:

-gains 2 agility per level instead of 1
a small nod to the elves being more agile than humans are portrayed by the blood mage gaining more agility than the base game.
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Units:
-footman:

-health increased from 420 to 520
-attack increased from 12-13 to 21-22
-armor increased from 2 to 4

the footman is one of the units the mod was built around wanting to bring him to a average to a above average unit instead of how he is in the game that is being a below to a average unit the buffs ensure the unit is kept capable for a significant portion of the game contrary to the vanilla footman (the original footman) whom stats only allowed him to get by in the early game only being outclassed pretty fast on all fronts.

knight

-armor increased from 5 to 6 (just like the knight was in ROC)

spell breaker:

-armor changed from medium armor to heavy armor
-attack increased from 13-15 to 26-28
-is effected by defend upgrade , can go into defend mode
-cost increased from 215 to 300 gold , wood cost increased from 30 to 50
-level increased from 3 to 4

developer note:

the spell breaker is another unit the mod wanted to change this mostly being in his armor class the idea of a unit with heavy armor and being magic immune sounds a bit overpowered , to compensate for his improved capabilities in both tankiness and damage his cost and level were raised this makes him more difficult to spam and the punishment for losing a breaker is higher exp gain for the enemy be advised as he is still quite weak against melee units and particularly heavy melee units.
gryphon rider: cost increased from 280 to 350 gold

the original idea of the mod was based on a alter melee map i made few years ago one of the first issues to arise was heavy flyer units were very spammable this is done in response to that problem.

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Buildings:

scout tower: sight increased to 2000 at morning and 1500 at night

the scout tower didnt offer anything unique compared to other towers while it serves as the gateway to unlock the rest of the towers it lacked anything that made it stand out , with this change in its line of sight the scout tower can allow the player to see further and can offer a slight advantage that may prove useful at times.....

keep\castle: can train militia as a unit

ever wanted to train militias? well now its possible , very cheap and affordable you can go crazy with them!


ITEMS:
-orb of fire grants +10 attack.


The human faction has received a significant boost to their early game prowess with the footman buff allowing them easier creeping and early aggression , the human footmen can scale well into early late game relying solely on their high armor , the boost to paladin armor also allows him to last longer in combat , the scout tower being able to see more than other towers gives them a unique task that might make you think twice about upgrading the tower.




Heroes:

far seer:

-agility gain from 1 to 1.5
-strength gain from 2 to 3
-far sight no longer costs mana

the far seer is a hero that starts off pretty strong but he starts to lack behind as the game goes on as his wolf ability becomes less useful pretty quick and even more now with all the changes to army sizes......not wanting to make him even stronger early on the decision was made give him extra stats gain to remedy the problem without touching his kit of spells.....the strength bonus purely comes from the idea that orcs are more durable and high endurance race than other factions.
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Units:

grunt:

-cost decreased from 200 to 160 gold
-attack speed reduced from 1.6 to 1.38

the grunt lacked behind the footman in his new form changes had to be made to ensure the footman and the grunt stay pretty balanced.

headhunter\berserker:

-range increased from 450 to 500

raider:

-health increased from 610 to 800
-attack type changed from siege to normal
-armor type changed from medium to heavy
-attack increased from 23-27 to 26-30
-attack speed decreased from 1.85 to 1.39
-is now effected by berserk strength

wanting to see more of a raider thats similar to WarCraft 1 raider changes were made in order to make the raider a good fighting unit (he was a poor fighter in vanilla) however porting his stats as they are resulted in him becoming an underwhelming unit the raider went through many changes before reaching his final form you can now enjoy seeing your mass of giant sword wielding orcs atop on their wolves slashing through enemy armies with ease.

wind rider:

-health increased from 570 to 700
-damage increased from 36-44 to 40-48
-armor increased from 0 to 2
-gold cost increased from 265 to 285

this unit was one of the units the original idea of the mod was also going to include as the wind rider proved to be weak and not worth the effort to tech into (at least in 1.26) to allow for him to be quite the unit he got many buffs that should make him quite the air unit to fear now.
Tauren:

-attack speed decreased from 1.9 to 1.7

spirit walker:

-transferred to tauren totem to be trained from there

Shaman:

-is now effected by berserk strength

wanting to be more in line with lore the orc shaman is now effected by berserk strength to allow orc casters to be more tanky and durable than other races.
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Buildings:

Tauren totem:

-can be built in tier 2

the orc faction is now a melee focused faction with a heavy reliance on melee troops to get by , the raider change allow orcs to have a decent well rounded unit with high speed enabling them to pick fights they want to fight and escape from ones they dont want to engage in , the farseer extra strength and agility gain allows him to scale well in the late game.




Heroes:

death knight:

-health increased from 675 to 700
-armor increased from 3 to 4

the death knight gets focused all the time these changes should allow him to survive slightly more , the armor increase was a nod to ROC balance when the death knights had 4 armor.


Dreadlord:

-main attribute changed from str to agi
-gains 2.5 across all 3 stats
-health increased from 600 to 675
-armor increased from 3 to 4
-movement speed increased from 270 to 275
-carrion swarm mana cost decreased from 110 to 100
-carrion Swarm mana cost reduced from 110 to 100; maximum damage increased from 300/600/1000 to 400/700/1200
-vampiric aura effect increased from 15/30/45% to 20/35/50%

the dreadlord another unit that the mod wanted to change , suffice to say one of the pillars the mod was built on is changing the dreadlord , if we look at dreadlords and how they are depicted they dont seem to harbor massive amounts of strength or just in general great combatants they seem more on the cunning side of things and always flexible enough to achieve their plans no matter what not only this but the dreadlord had already quite a fast attack all this contributed to the change of him being an agility hero , with health increase and armor increase and agility increase the dreadlord turned into a powerhouse of his own....very capable in melee combat not by strength or damage but simply his fast attack and extra armor giving him what he always needed durability and satisfying damage being harder to lose now the dreadlord can be a choice that players who arent skilled in playing undead can find very entertaining.


crypt lord:

-Impale damage increased from 50/80/110 to 75/120/165
-carrion beetles are now summouned in pairs
-carrion beetles limit increased from 5 to 10
-carrion beetles health increased from 170/275/410 to 180/300/450
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Units:

acolyte:

-attack damage increased from 9-10 to 23-24
-gains health on blight at rate of 4 per second instead of 2 per second

the acolyte always seemed more menacing and intimidating than what their stats really told now you can have those cultists running around with quite the strong daggers pulling off sinister schemes like killing enemy creeps before the enemy delivers the final blow.

ghoul:

-gold cost reduced from 120 to 50 gold
-ghoul frenzy grants ghouls 40% attack speed instead of 25%

the undead basic unit turned out to be weak with all of its counterparts being buffed in many ways , not wanting to change their stats the cost route was taken being insanely cheap opening a new path of strategies the undead can use.


crypt fiends:
-gold cost reduced from 215 to 180 gold

abominations:

-gold cost decreased from 240 to 200 gold
-health increased from 1175 to 1200
-attack speed reduced from 1.8 to 1.5

this guy always seemed more powerful than he actually is with these buffs this should make the abomination quite the enemy to deal with.

Frost wyrms:

-gold cost increased from 385 to 485

skeleton warrior:

-attack speed decreased from 2 to 1

skeleton mage:
-attack type changed from pierce to magic
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Buildings:

Crypt:
-gold cost decreased from 200 to 180

the undead got many changes their most important being the dreadlord becoming agility hero this allows the dreadlord to attack very fast and deal a lot of damage in shorts amounts of time , his extra health and armor allows what was a fragile hero to do pretty well in hand to hand combat , the ghoul being dirt cheap gives the undead a huge chance to control the map early on be advised as spamming ghouls and not controlling them well enables the enemy to level up pretty fast....




Heroes:

priestess of moon:

-health increased from 550 to 700
-attack speed decreased from 2.46 to 2.15
-attack increased from 21-31 to 26-36
-starting agility increased from 19 to 24
starting strength increased from 18 to 20
-agility gain increased from 1.5 to 2.6
-intellgence gain decreased from 2.6 to 2
-strength gain increased from 1.9 to 2

another one of the figures that the mod aimed to change to make her a viable choice without changing her spells she got a list of buffs that turned a archer in hero shoes to a force to be reckoned with , making her the easiest hero to play due to her spells not requiring much skill to use thus making her a good hero for new night elf players which is fitting in lore as a priestess would gladly help newcomers.

Warden:

-attack speed decreased from 2.05 to 1.65

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Units:

Archer:

-health increased from 245 to 310
-attack speed decreased from 1.5 to 1.3

ever wondered how archers from campaign would fare in melee play? well you can know now , another buff to her which is lore inspired is attack speed since night elves are agile beings more so than high elves.

Huntress:

-is now built at tier 2 instead of 1
-wood cost increased from 20 to 90
-train time increased from 30 to 50 seconds
-health increased from 600 to 700
-attack increased from 16-18 to 27-28
-attack speed decreased from 1.8 to 1.4
-glaive damage reduction per bounce increased from 50% to 60%
-armor increased from 2 to 4
-got a new ability: elune grace does the same as the archer elune grace but reduces pierce attacks to 95%

the huntress is unique unit with a unique mechanic , sadly she falls off after tier 1 and early game which always like a wasted opportunity to use this unit in later stages of the game , along with the footman this unit is what started the whole mod , special care was taken to buff her in a way that seemed appropriate but not overpowered

-new unit: the Watcher

-is trained from ancient of war
-requires hunters hall to unlock
-costs 140 gold
-health 500
-attack 17-19
-armor 2
-attack speed 1.1
-starts with elune grace

this unit was added with what was going to be 3 units for the night elves 2 got scrapped and this was the only one that made it , the watcher always felt like a wasted unit that had a unique model that would have made for a good night elf female melee warrior only available in the frozen throne expansion.

druid of the claw:

bear form: attack speed decreased from 1.8 to 1.5
elf form: attak increase from 19-21 to 33-40

chimaera:

-gold cost increased from 330 to 450

the night elf most significant change is the priestess of moon becoming a decent hero , she is a noob friendly hero who gets by not using her abilities rather her sheer strong stats , the huntress becoming a tier 2 allows to buff her in many ways that align well with her role in the lore being an elite guard , the watcher as a new unit gives the night elves something they always lacked a female melee warrior she lacks any sort of unique upgrade which makes her less useful in late game but solid option early-mid game as elune grace allows her to be used against spellcasters and ranged troops alike her rather fast attack means she easily deals with low HP units at a fast pace , overall the night elves were buffed already with the units costing 1 food allowing them to spam dryads and MGs alike.



firelord:

gains 2 agility instead of 1.6

soulburn:
-lvl 1: 100 dmg in 14 seconds
-lvl 2: 225 dmg in 16 seconds
-lvl 3: 375 dmg in 18 seconds

Volcano:
-deals 200 damage per boulder

pitlord:

cleave attack:
-lvl 3: increase splash damage from 80% to 90%

Tinker:
-rockets:
damage increased 8.75/16.25/25 to 35/65/100

Alchemist:
-healing spray no longer effects enemy units

-acid bomb damage increased from 5/10/15 to 8/13/18
ogre warrior: health increased from 400 to 600
damage increased from 14-15 to 17-18





*as the third war rages on Mercenaries from all over the world flock in to Mercenary camps to offer their services for those in need these prices differ according to what these Mercenaries offer but for now they are quite affordable! why not hire one or two? maybe do a bandit rush? maybe hire masses of ogres as orcs? quite fitting eh?


-due to the way the game is now mercs cant be left like how they were , due to this a set number of values was given to each merc level

level 1:

-costs 85 gold and 10 wood
-can recruit 5
-recharges every 15 seconds

level 2:

-costs 100 gold and 20 wood
-can recruit 4
-recharges every 35 seconds

level 3:

-costs 135 gold and 25 wood
-can recruit 4
-recharges every 50 seconds

level 4:

-costs 165 gold and 35 wood
-can recruit 3
-recharges every 55 seconds


level 5:

-costs 195 gold and 45 wood
-can recruit 2
-recharges every 70 seconds

level 6:

-costs 215 gold and 50 wood
-can recruit 2
-recharges every 80 seconds

level 7:

-costs 250 gold and 80 wood
-can recruit 1
-recharges every 100 seconds

level 8:

-costs 300 gold and 100 wood
-can recruit 1
-recharges every 120 seconds

level 9:

-costs 350 gold and 150 wood
-can recruit 1
-recharges every 150 seconds

level 10:

-costs 450 gold and 150 wood
-can recruit 1
-recharges every 180 seconds

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-all campaign levels were placed outside the game data storage to allow the game to load these instead of the vanilla ones changes include:
prologue:

mission 1:

-some orcs added to the camp (dont kill)


mission 2:

-few more guards were added



-Scourge of lordaeorn

mission 1:

-more gnolls were added in the gnoll camp
-more bandits added to the bandit camp

mission 2:

-darkspear trolls (blue trolls) are replaced with forest trolls
-an extra grunt added to the fireplace near the alliance base camp

mission 3:

-more skeletons added near the fountain

mission 4 , 5 ,6

-the captain added to these missions

-undead elite guards in the culling have full upgrades now




mission 8:

-few footmen were added in the base camp
-more undead were added
-the undead got a few upgrades







-path of the damned:

mission 3:

-more elven defenders were added

mission 4:

-more elven defenders added

mission 5:

-the city of silvermoon got more elven style structures
-the sunwell is protected by a large force of "the ranger corps"
-the sunwell defenders got full upgrades
-9 swordsmen were added for the sunwell defenders


mission 7:

-dalaran was heavily improved with a lot of civilian strctures added to flesh out the city and make it look less empty
-the kirin tor have more units in the city
-water elementals are now spawned when you approach the 2nd archamage and the 3rd

mission 8:

-added more strctures to dalaran to make the north of the map look less empty (quite useless really since you wont go there anyway)




Invasion of kalimdor:

mission 3:

-added fountain of health

mission 4:

-the Starseekers faction got more units and few upgrades (they are passive and have no base)


mission 6:

-the elite kul'tiras corps (the few gryphons who patrol near the blue human base) got upgraded gryphons

mission 7:

-a wide array of creeps added to the first few zones in the map




Eternity end:

mission 1:

-shandris repalces the archer in the opening scene

missions 3 , 4:

-shandris accompanies the player














THE FROZEN THRONE:


Terror of the tides:

mission 4 , 5 , 7 , 8:

-few watchers added


ending cutscene:

-few watchers now appear in the ending cutscene



Curse of the blood elves:


mission 4:

-the night elves train watchers along with the rest of the army




-story units and heroes have been changed too they will be their own file present in the full version.
-the slow corpse decay may cause visual confusion about dropped items hover over the dead enemy to make sure they dropped something if he is supposed to drop an item.
-any merc that doesnt cost wood didnt get a wood value added
-some heroes in the campaign dont have spells assigned to them due to the changes to hero spells (story heroes) as such you will have 1 skill point on some heroes this will not be present in the release version (an example is undead mission 1 you can pick skills unlike before where you had death coil chosen for you already)
-in this version of the mod AI doesnt train air units
-lion horn of stormwind gives +2 armor instead of 1
-Heavy armor takes 185% dmg from magic instead of 200% , also reduces spells and pierce attacks by 10% (instead of 100% now is 90%)
-all spellcasters got damage increasement instead of dealing 8-12 damage they now deal between 12-22 damage
all AI bases in the campaign got few more production buildings to speed up the army growth process



thanks to all those who provided their awesome model/icon work they are:
-johnwar (for most of the models used)
-mister_haudrauf
-mr goblin (for most warcraft 2 models)
-Ilya Alaric
-Ujimasa hojo
-purrsandMelms
-footman16
-r.ace613
-stonemaulMidget (along with johnwar , deolrin and pyramidhe@d) for the warcraft 2 style skeleton orc model.
-Aldeia
-the huntress

BIG THANKS TO RETRA FOR HELPING ME MAKING THIS MOD COME TO LIFE

another thank to bogdanW3 for informing me about the local files thing , and getting me started with the MPQ editor.





The new footman stats allows him to be a decent unit up to early late game.
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the Huntress in her new form eliminating a small human force
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the priestess of moon is much stronger now and can be a wise and a safe choice for a first hero.
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a group of raiders about to engage a thunder lizard and a few quillboars they are much better equipped for melee combat now.
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the spell breaker in all his glory with heavy armor and defend
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The watchers touching grass after 10000 years and proceeding to murder the nearest group of wolves.
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reduced collision allows for more tight formations resulting in better imagery as seen here.
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Wind riders on the hunt for dragon loot.
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the undead bases are way harder to assault now make sure you bring a few siege weapons when you are about to attack one.
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Enjoy hiring a lot more mercenaries now.
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the AI fortifies its expansions
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a full on brutal war between the alliance and the scourge.
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the alliance gaining ground against the scourge it came at a high cost however.....
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the slower corpse decay allows for more gruesome battle scenery
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more epic tight formations.
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the horde heading to battle.
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the sentinels marching to face the horde.
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the aftermath of the brutal battle between the horde and the sentinels.
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ghouls are very spammable early game units (wonder what will become of that unsuspecting revanant)
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an army of frost wyrms hovers over a few poor night elves as they desperately try to fight back against an endless cloud of freezing death.
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a group of mercenaries hired by the scourge overrun a night elf base notice the new ogre mauler model.
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the humans taking one last picture before they assault the enemy base.
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the Gigachad scout tower can see pretty far.
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The Legends of Azeroth (Binary)

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