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The Scourge of Lordaeron - Enhanced

♦ The Scourge of Lordaeron Enhanced ♦

By Blizzard Entertainment (Edited by Teozamait)

Gameplay
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!IMPORTANT NOTICE: PLEASE MAKE SURE YOU HAVE THE LATEST VERSION INSTALLED (VERSION 2.40) BEFORE PLAYING!

ALSO, Cazu was kind enough to start a gameplay series of this campaign on Youtube. Check it out at this link if you want to get a better preview before you download : https://www.youtube.com/watch?v=RhWUPBfPsk0

Thank you and enjoy!



Do you remember the cinematic where Thrall dreams a massive battle between the humans and orcs? During that battle, there were quite a few human soldiers that carried spears. Come to think of it, most of that army is composed of pikemen. But during the actual Human campaign, they are nowhere to be seen. The human army is composed of just swordsmen and knights. At first, that may be fine and all for an RTS, but the scarcity of the Human army became quite apparent in the 6th mission of the Expansion Undead Campaign, when Garithos' forces are comprised of only these two units. It was then that I realized that the humans were entirely reliant on other races for ranged combat and support (and that Footmen and Knights are quite boring on their own). And it was then when the idea of making a more, well, not so much realistic, but believable human army came up, an army where even a unit such as the Footman can be interesting and viable throughout the whole game.
And then I implemented this army into the original Reign of Chaos Human campaign, while also adding a lot to the campaign itself to make it (hopefully) a fresh and fun experience.

Without further ado, below is a list of what you can expect from this campaign:

1. New Toys to Choose From

•3 Specializations - at the beginning of each base building chapter, you will be given a Locus of Power (there may be more hidden in the last few levels). Place it wherever you wish and upgrade the Generator to choose your specialization (which MUST then be researched at any Supply Hold/Farm). Upgrading it to Crimson will allow you to research State of Arms, a doctrine that focuses on the physical strengths of the human army - discipline and strong defensive units/upgrades. Upgrading it to Green will allow you to research State of Divinity, a doctrine which will allow you to access superior healing and restoration methods. Upgrading it to Blue will allow you to research State of Abjuration, a doctrine that provides stronger spellcasters and support options. Each State will unlock different new units and upgrades for your army, while remaining faithful to the general strengths and weaknesses of the Human faction.

•11 new units - (not counting summoned units, variants or buildings) including Battle Mages, Assassins and Lieutenants– it may seem a bit like overkill, but these units are not meant to be used all at once. Instead, they offer the player more choice when choosing his army composition. As a Human player, you will need healers in any situation, but now you can choose between the versatile Priest or the mana-efficient Cleric. For a tier 3 heavy hitter, train the agile Knight or the resilient Cavalier. Or you can mix and match them whichever way you like, especially since the food cap has been raised to 300.

•Balance - I tried to the best of my knowledge to make each new unit have both strengths and weaknesses. The Cavalier may be able to use its Heavy Defense passive and Piercing attack to match an Abomination 1 on 1, but it will struggle versus smaller but numerous units such as Skeletons or Ghouls. Assassins are the bane of Heroes, but if they attack at the wrong time you can easily lose a very expensive unit.

•Plenty of new upgrades for the old and new units.

•New enemy units that you need to watch out for – Bone Golems are very resilient to ranged attacks while Archnecromancers will unleash poisonous clouds upon your forces.


2. A few new “mechanics”

•Officers - Heroes remain an inspiration for the rank-and-file soldier, but they are no longer the sole leaders of an army. Officers are a new unit type that can greatly boost your forces’ efficiency if used correctly. Officers provide a passive aura (Command Auras) that increases the damage of other units around them. The Humans are the only race that has access to all 3 types of Command Auras, having 3 Officer units: Lieutenants, Captains and Alliance Commanders. The auras from different officer types stack, (keep in mind that a Captain’s aura has a longer radius than a Lieutenant’s). The bonus from one aura is not that large, but when all three auras are present on all of your units (which is not that easy to maintain), alongside bonuses from Weapon Supplies or a Hero’s aura, your army becomes a lot more dangerous.

-Officer units can also carry and use items like Heroes, as well as providing other benefits based on their Race (Orc Officers can Enrage other Orcs).

-Be warned! Each faction reacts differently when an officer unit or Hero is killed – for Humans, nearby units will be demoralized, losing a lot of armor for a short while (depending on the rank of the Officer). Should an Officer die, it would be best to retreat for a short while and regroup your forces.

!Members of the Cult of the Damned and Undead Heroes act as pseudo-officers for the Undead race – killing them will damage all nearby Undead units!

•Food and Weapons – Food is an aura which helps your units regenerate their life and mana faster, though not at such a rate to count as actual healing. Proper usage of food combined with other healing methods will ensure that your army has a higher chance of surviving consecutive battles. Food is generated directly by Farms or by buying Food Supplies from Farms.
-Weapon Supplies can be bought from a Blacksmith. When placed on the ground, they increase the attack rate of all nearby units.

•Combat Casters – while casters were a little too powerful in Warcraft I and II, I don’t really like the approach taken by Warcraft 3 where casters mainly just provide buffs or debuffs. Each race will have at least one combat spellcaster with means of inflicting direct damage or influence the battlefield in a stronger way. Humans now have two such units. Don’t worry, they’re still just as squishy as your average Priest.

•Mounted Units – Knights and other mounted units behave differently: they can more easily pass through most other units, enabling them to break through an enemy line and attack the fragile support units behind. However, mounted units cannot form a defensive line by themselves and have a slower turn speed than most units.

•Different Armor/Attack Type Values – The damage ratios for armor and attack types have been changed. For example, Heavy Armor now reduces damage from Normal and Magic attacks, but takes extra damage from Piercing. Check the description of each armor/attack type to see what it is good against.

3. An Enhanced Campaign

•Challenge – The campaign features two difficulty settings: Normal and Hard (Easy can be unlocked should you happen to lose a mission on Normal). Normal shouldn’t be too difficult for anyone that has completed the original RoC campaigns, but Hard is aimed to really put your skills to the test. Playing on Hard also unlocks more item rewards, boss fights and, in some missions, changes the map itself significantly. Play on Hard if you want to get the full experience.
!In order for difficulty to properly work, you must select it in both the Custom Campaigns menu and in the Frozen Throne Campaign menu (the one that contains the 4 Frozen Throne original campaigns)!

•“There must be some other way” – The 6th mission (The Culling) now has an alternative completion method. Be warned though, this method is significantly more challenging than the base one! Consider it as a secondary difficulty option. If you can do it while also playing the game on Hard, you will be rewarded with a nice item!
-The 1st and 2nd missions have a new quest chain that can be completed in two different ways (though you will have to search a little for the second method).
-Your small choices will be better reflected within each mission where you take them.

•Boss Fights – Remember fighting Khel'Thuzad in the original Human campaign? Yeah, me neither. But in this campaign he will put up quite a fight. Don’t expect WoW levels of depth, but most unique characters that you must defeat now have a few tricks up their sleeves that you need to pay attention to. You will encounter more bosses if you choose to play on Hard.

•Secrets - Each level has around two-three new extra secrets that await for you to discover them. Most secrets just require a bit of exploration, though getting others will demand some creativity (Hint: The Stormreavers hate the Blackrock Clan).

•A more believable setting – It’s a fantasy game after all, but you can expect a few changes in the environment in an attempt to bring the story in line with the lore revealed in World of Warcraft.

Screenshots
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Features
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Arthas and other units can now Mount/Dismount
Spellcasters of a certain type (Mages/Holy Casters) have spellbooks containing a few basic spells known by any member of their class
Captain Falric will accompany you throughout the Campaign (credit to the makers of the 2Player Campaigns for this idea)

This campaign is NOT protected. Why?
1. It would be a little hypocritical of me to protect a campaign that is based on Blizzard’s hard work – had they protected their campaigns I would not have been able to create this one.
2. It makes easier for people to learn and/or make their own versions, as well as add little tweaks for their own preferences. Make no mistake, I intend to update this as the feedback comes in, but if you want a small, subjective change to happen (like a smaller/larger food cap) you can easily make that change yourself.

If you do decide to make your own version, crediting me would be nice :D, !BUT! crediting the resource owners is mandatory!

Speaking of which (the bigger credits list is at the bottom), Special Thanks go to:
•Blizzard Entertainment for making this game and the original campaign!
•The Hive Workshop team for taking care of this wonderful website!


!!!If you see a resource in-game that belongs to you and you are not credited, please PM as soon as possible so that I can properly thank you! This campaign uses quite a lot of resources and it didn’t cross my head to make a proper resources used list.

Credits
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Many thanks to all of you (in no particular order): Mephestrial, Hayate, Kuhneghetz, Wandering Soul, Tarrasque, Radagast, Norinrad, Tranquil, facelessuniverse (from Modb), Deolrin, Mr. Goblin, Pyramidhe@d, Fan and the rest of the Scars of Conflict team, AndrewOverload519, Kitabatake, Grendel, alfredx_sotn, Suselishe, General Frank, supertoinkz, Cavman, Ultimasa Hojo, Mike, Ket, Darkfang, NFWar, asdasdgfrw, Mad, wojia10502, JollyD, Apheraz Lucent, ~Nightmare, Arad MNK, Nox, Published Shadow, Apathetic, NightStalker06698, UnholyDobry, Kola, Paladon, Marshmalo, antihero, The_Silent, KelThuzad, Palaslayer, CRAZYRUSSIAN, -Berz-, PeeKay, Champara Bros, JesusHipster, darkdeathknight, Power, takakenji, wingednosering, Sylvie, Lelling.

Changelog
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Version 1.0

Version 1.1 Updated the description.

Version 1.2 -Significantly updated the description.

Units and General:
-Added an minor attack to Clerics in order to prevent them wandering around after they're out of mana.
-Fixed the Silver Hand Knight's Turn Undead Spell. Silver Hand Knights' Heal ability will now better reflect its WC2 version and allow the Knights to resume combat when they are out of mana or there are no targets to Heal.
-Reduced the duration and increased the cooldown of the Assassin's Vanish ability to emphasize the fact that this unit is quite micro-intensive.
-Holy Spellcasters will no longer sadistically Unheal themselves.
-The Holy Light has blessed Pack Horses with their own mana pool.
-Dwarven Captains can now properly carry up to 3 items.
-Greater Heal values tweaked.
-The Arcane Familiar is summoned faster and lasts an additional 10 seconds.
-Frost Bolt stuns for an extra second.
-Radiant Light becomes stronger after the 6th mission but only Arthas will be able to use it.
-Scrolls will display the same UI feature as Food/Weapon supplies so you can better keep track of your Area of Effect consumables.
-The Blessed Scepter can no longer be used to "bless" enemy units.
-The Charred Hand will properly damage the Hero who is using it.
-The Spell Tome contains a different third ability.
-Trebuchets can now properly target buildings.

Campaign:
-Frostmourne no longer grants a second Divine Shield.
-Frozen Deathwave deals more damage.
-Khel'Thuzad has finally mustered the guts to put up a half-decent battle.
-The Guardian on Hard difficulty has decided to no longer be your daddy and actually give you a fighting chance.
-Even so, the final mission has been tweaked to be a tad more difficult.
-The Undead have finally sorted out their Counter-Intelligence Department and will send Ghasts after you on Hard difficulty.
-A certain hidden paladin has a less peaceful second ability.
-The 5th mission has an additional secret.

+Other small tweaks and fixes.

Version 1.3 Quite a few significant fixes.

Units and General:

-Dwarf Captains are no longer available before Chapter 7 as intended.
-Arthas has increased health and damage while Mounted.
-Cleric’s Prayer of Mending costs more mana and has a longer cooldown.
-Staff of Lore has a longer cooldown and gives less life/mana per buff.
-Inner Flame costs more mana and has a slightly longer cooldown.
-Skeleton Archers deal 1 less point of damage.
-Death Spires deal more damage but attack slower.

Campaign:

-Menag has learned how to properly write down his name in official documents.
-The Abomination from the 3rd mission (Hard difficulty) moves and attacks even slower to give you a better fighting chance.
-Many issues with the 4th mission have been fixed (bugged attack waves, bugged AI, bugged rescuable units).
-On Hard mode (in the 4th mission) you will be attacked even after taking out the Green Undead Base.
-Khel’Thuzad has more hit points.
-Fixed some attack waves on the 6th mission.
-Some upgrades and units will no longer be available before intended.

+Other small tweaks and fixes.

Version 1.4 Some more significant fixes/tweaks.

Units:
-Clerics, Bishops, Battle Mages, Enchanters, Arcane Familiars and Assassins now have voices
-Updated Falric’s tooltip
-Updated the Bandit’s tooltips in the 2nd mission
-Transfer Mana Tooltip fixed
-Fountains are no longer invulnerable
-Orbs of Desecration will make a small effect to signal that they are dead

Campaign:
-Fixed a lot of issues/bugs with the Bandit’s side quest – completion message not displaying properly, ambush waves not working, some units not being rescued etc.
-Fixed some Hints in chapter 3
-Fixed some Hints in chapter 6

+Other small tweaks and fixes.

Credit cu cleavinghammer for poiting many of these problems. Credit to Clicker for pointing many other previous problems.

Version 1.5
Units:
-Fixed the Hotkeys of the Supply Hold and Stable (credits to Raider Neoh for pointing that out)
-Fixed the Alliance Commander's ability: Standard of the Alliance (credits to Stefan.K for pointing that out)

Campaign:
-Fixed the first mission's title

Version 1.6 Some more tweaks and fixes.
General:
-Fragmentation Shards/Bouncing Shot will now disable the other upgrade only after the chosen upgrade finishes
-The Guard's Taunt icon has a proper DSBTN path.
-Lancer Riders no longer try to barge into the Human's campaign. They'll have to wait until the Elven one comes out.
-Chapter 6, 7 and 9 have received some additional small but hopefully noticeable terrain/doodad additions

Campaign:
7th Chapter : Fixed a lot of issues with the chapter: - Creeps no longer help each other that much in the first part of the level.
-Rocks have to properly be destroyed to reach Muradin.
-The Purple Undead base is a little stronger.
-Fixed the issue pointed by cleavinghammer with the Steam Tank.
-One of the secrets in this map works a little smother.


Version 1.7
General:
-Jaina has more hit points
-Fixed the Hotkeys of all Spellbooks
-Redemption item has been fixed
Campaign:
-Chapter 5: - Fixed the crash caused by the villagers turning into Footmen
- Jaina returns faster and keeps her items with her
- The patrolling Bone Golems will no longer call the entire Purple base to attack you

-Chapter 6: -Arthas can no longer cast Cure
-Ghast attack waves have finally been fixed on Hard (do build stealth detection)
-Mal'Ganis respawns a little bit faster on Hard
-You will have to Cure a lot more villagers now to convince the city to help you

-Chapter 7: -Creeps helping each other problem has been fixed
-All creeps have the right amount of mana.

+Other small tweaks and fixes.
Version 1.7 Part 2 Small fixes:
-Fixed the Hotkeys for Garrison and Radiant Light
-Chapter 5: Added a warning in regards to a secret character
-Blade of Culling bug has been fixed
-Blessed Scepter not targeting self has been fixed

Version 1.8

Campaign
-Changed the death effect on Orbs of Desecration
-Chapter 1: The weird Sea Giant and the Emblazoned Shield are gone (they were not supposed to be there in the first place)
-Chapter 9: Fixed a few bugs with this chapter, such as Captain Falric spawning twice
-Chapter 9: The final battle is only available on Hard
-Chapter 9: Lich Guards are less stronger by default but they benefit from upgrades

Edit (Part 2):
- Adjusted the difficulty of the 6th mission on Hard
- Sorceress and Battle Mages can no longer Cure
- Cure requires the proper upgrade
- Arthas gets back his Divine Shield in his Spellbook

Version 1.9 Quite a few significant fixes.

Units and General:

-Fixed the Garrison Hotkey once again (to O)
-Spellbooks have been removed from the Cleric, Priest, Sorceress and Enchanter. -Sorceresses and Enchanters will have access to some of the former Spellbook spells directly from their command card if State of Abjuration is researched.
-Priest and Clerics will have access to some of the former Spellbook spells directly from their Command Card if State of Divinity has been researched.
-Steam Tank's cost has been increased by 30 gold and 10 lumber.
-Fortification upgrade now requires a Keep instead of a Castle.

Campaign:
-First mission has been updated with more tips and hints as things were too confusing.

+Other small tweaks and fixes.
Version 1.95 Quite a few significant tweaks and fixes.

Campaign:
-Fixed an issue where Arthas could ally with the Bandits before the prerequisites were completed
-Most loading screens now contain a hint and a set of warnings
-The Lich in Chapter 7 can now learn Death and Decay on Hard mode
-The Dwarves Base in Chapter 7 is better defended will still be destroyed after a while, especially on Hard mode


Units and Items:
-Updated the icons used by State of Divinity and Abjuration
-Enchanters have increased mana regeneration
-Siege Engines deal less Piercing damage but have slightly longer Piercing attacks
-Backpack upgrade no longer requires Arcane Vault
-Battle Mage’s Frostbolt costs 110 mana down from 125
-Trebuchet’s damage and range has been increased
-Fixed Charred Hand dealing no damage
-Lich’s Frost Nova deals less damage and has a slightly smaller radius
-Conjurer’s Elemental Blast has a larger splash radius
-Gyrocopter’s ground attack now deals a bit of splash damage
-Gyrocopters and Siege Engines can now attack Trees.
-Bishops now require 3 food
-Fixed the Fortification upgrade
-The tooltip of the Magic Resistance passive used by Mountaineers and Dwarven Captains displays properly
-Fixed the bug that created an effect out of nowhere similar to that of a Healing Fountain
-The Ring of Power has a proper tooltip in Chapter 4

+Many more other tweaks and fixes!

Version 2.0

General Features:
-New Structure: The Arsenal. The Arsenal is the new shop building of the forces of Lordaeron. It contains classical items such as the Orb of Fire and Tome of Retraining plus 3 new items, each unlocked by one of the three States. These new items give additional benefits if the wearer is NOT a Hero, allowing you to properly gear your command units without giving making the Heroes feel overpowered.
!As a bonus, the Arsenal serves an additional function: up to 3 Villagers (trained from any Supply Hold) can work there in order to produce a steady (but quite low compared to a gold mine) flow of income. This is part of my plan to implement a secondary system economy for all races.

-Jaina now has her own personal horse (the cape is readjusted magically for riding -yeah it was the only model I found, credits to the unknown and unreadable for me Russian modeler that created this)

-Falric can permanently die in the 3rd Chapter and the first part of the 7th Chapter. Should this happen, the mission will be lost.

-New Chapter available! Don't get too hyped, it's just a melee map where you get to play the Undead race versus a Human race opponent. But you will have access to some of the new undead toys:p

-Quite a few human units have received slight buffs. Arthas' Holy Smite has been buffed.

-You can no longer accidentaly build the same generator twice in chapters 7 and 9.

Specific:
-Chapter 6 - some more bugs have been fixed and the difficulty slightly adjusted

-Chapter 7 - the first part of the mission has been made more interactive, requiring the player to pay some attention to his enemies. Furthermore, the Hand of Wrynn now has a purpose and you can get an alternative route to the Green Undead base.

-Chapter 8 - difficulty has been overall reduced in Hard Mode. You can now buy all types of Mercenaries from the first Camp, allowing you to pick and choose what units you'll be using for this mission. However, players will have to keep a closer look on the skies on both Normal and Hard mode.

-Chapter 9 - difficulty has been reduced (but not drastically) so that more than 10 people can beat this map.

+Plenty of other smaller bugfixes/changes.


Version 2.10 Mainly Bugfixes
-You can only build two Arsenals
-Morphing issue has been hopefully fixed (even the one in chapter 5)
-In chapter 5 the Undead will be a bit more aggressive towards the end on Hard mode
-The Dragon in chapter 8 drops a Tome of Knowledge if killed
-Removed some unfinished units and buildings from the Extra Chapter

Vesion 2.20 Quite a few additions

Fixes:

-Made the alternate questline in Chapter 1 a bit clearer
-Fixed the resurrecting Captain in Chapter 6
-Cure can only be cast once per Zombie in Chapter 6 as intended
-Fixed some Auras affecting enemy units

Changes:
-Riflemen now have Light Armor
-Farms and Food are more costly but will heal for more
-Changed the models for Farms and Arsenals

Additions:
-Arthas's Holy Light does increased healing the more Intellect Arthas has.
-Arthas's deals extra damage equal to his Strength to targets affected by Holy Smite
-Footmen, Riflemen, Liutenants and Mortar Teams can be replaced with alternate variants at the Altar of Kings starting with Chapter 4
-New upgrades for State of Abjuration available at the Arcane Sanctum: Arcane Overload and Violent Thaw.
-New upgrade for State of Divinity available at the Church: Communion
-There is an additional independent Undead Base in Chapter 9 that will aid Mal'ganis. Players can instantly destroy this base on both difficulties at the start of the mission by killing the red book pedestal. This serves as an additional challenge.

+Other small fixes and additions

Vesion 2.35 Fixed bugs created by 2.20

Hopefully all bugs have been fixed, including Formation targeting enemy units, weird names in Chapter 2, units being available for training when they were not supposed to be, weird targetting bugs and many other bugs.


Vesion 2.40 Bugfixing

Fixed a major bug preventing the use of alternate choices from Chapter 4 to 7, as well as removing some upgrades that had no use in the current level.



► Map Description Generator 「By Vengeancekael」

Keywords:
Reign of Chaos
Contents

The Scourge of Lordaeron - Enhanced (Campaign)

Reviews
10:51, 10th Sep 2015 Shadow Fury: Great revamp of the human campaign. By offering new units, spells, quests and buildings, players can replay the campaign using more synergies, tactics and strategies. More secrets are not lacking in this campaign...
Dagomar
I've loved Warcraft III since I was a kid as it was one of the first RTS games I ever played. For that reason I was a little sceptical of this campaign because of the amount of changes it makes. Having played through it however I can safely say I was...
Level 9
Joined
Dec 1, 2021
Messages
62
So, I've recently been doing a playthrough of every campaign on hard, but with the twist of not being able to go above no upkeep, or 20/25 supply, if it was one of those missions where you can't build stuff. Funnily enough, this has so far been the only campaign in my run that I've never played before, but I've played a few other modified base campaigns (and have seen SevenBlood's remakes from Jayborino's channel), and I think they're pretty great. And since this seems to be by far the most popular and well received modified base campaign, I've decided to give it a go.


Normally, I start off reviews by talking about the story (and potentially, the music). But here, the story is just the original one with more Easter eggs and world building, so I'll instead talk about the general design of the gameplay:
  • The Scourge of Lordaeron - Enhanced's gameplay is focused around one thing, and one thing only: feature creep. This term has received a pretty negative reputation, similarly to power creep. I personally think both of these are fine, as they make games more fun, with the downside that they'll be much harder to balance. But your game will become pretty dumb if you do both of them at once, which is a fate that this campaign has luckily managed to avoid.
  • If any of you are actually unfamiliar with what "feature creep" is, it's basically when a lot of (potentially unnecessary) new things get added to the game that will really overcomplicate it for people who are trying to learn it, even if they were really knowledgeable about the game before the feature creep happened. It's basically what Wake of Gods did for Heroes of Might and Magic 3, or what's happening to mobas like DotA and League. But feature creep done right can result in a game getting a lot more depth, which will lead to you having more fun, and feeling more compelled to play.
  • The reason why I believe that this campaign is feature crept, is because it basically took the original one, which has about medium tier complexity, and added a bunch of new ideas on top of everything that was already in place. And it had so many new ideas that I'm not sure if I could even recall all of them right now (the number of available units was more than doubled btw, going from the original 9, all the way to 20).
  • So how was feature creep done here? Was it good? Well, I'd say it's about as decent as it can get. The goal of the campaign was to give something fun even for people that know all the ins and outs of the maps, the Easter eggs, and the human tech tree. And not to act as a "fix" or "replacement" for the original, so I think it succeeded in that regard. If you're someone who likes min-maxing, the campaign could also potentially cure that habit, as you'll realize that the best way to play is to just pick a few units and mechanics that you like and mostly go with the flow, while thinking of all the new secrets as just neat bonuses that aren't really required (that, or it'll drive you absolutely crazy xd).


Now, let's talk about all of the new additions, and how I felt about them:
  • This campaign is absolutely littered with secrets. So much so that you're basically guaranteed to miss a bunch on your first run. And what's funny is that none of the original camps and Easter eggs are removed, which makes it even harder to find the new ones. I'm not really the type of guy that is really into the idea of looking for hidden goods 24/7 (To the Bitter End is one of my favorite campaigns specifically because there are no Easter eggs), but if you are, then this campaign will satisfy you quite well, as every map will have at least 2 (but usually a lot more) secrets that weren't present in the original. And thankfully, there are hints towards the major secrets that you can see on the loading screens, which I really appreciate.
  • One thing that I definitely don't agree with is the 300 max supply. I get that the idea was to allow players to live out the fantasy of having a giant army, rather than the usual medium sized group, but let's be honest, even thinking about the idea trying to control a 300 supply army is already giving me a headache, and the enemy bases aren't even balanced around the player having three times larger army than in the original, so I'd probably cut the max supply to 150 (or at least 200).
  • The 3 different states are a pretty interesting addition, and they're great for the same reason a very similar mechanic, the Leadership Boni from Arkain are great. It gives the players a neat choice, where they can identify their playstyles and goals, and then pick the upgrade that aligns with said playstyles and goals the most. Do you want walls, gates and a ton of brute force? Go red. Do you want sustain, durability and safety? Go greed. Do you want mana, utility and powerful spellcasting? Then go blue. I've personally found the red the most fun, as having those walls and gates felt awesome, but I can see the fun of the other 2 as well.
  • Most of the units had a clear purpose and weakness, just like it was intended. The majority of them were really fun, and while it was overwhelming to try and use them all, it was also very satisfying when I was successful. Lieutenants, assassins, battle mages, villagers, pack horses, footmen, clerics, war horses, architects, conjurors, bishops, royal guards and alliance commanders are all really well designed units that I enjoyed using.
  • The two units that I really didn't have strong feelings about were the enchanters and cavaliers. My main problem with these two is that they just didn't have anything that made it feel like they were worth adding to the game. The only unique thing about enchanters is their mana filling, but I really don't think we needed a whole new unit just for that. And cavaliers are basically just knights with different stat numbers, unless you go for the green state and upgrade them. I think I'd replace enchanters with a building or a wagon, and cavaliers with some kind of big, slow but very durable melee unit, who would fit the "tanky tank that just tanks it out" niche.
  • And the two features that I didn't have strong feelings about were the garrisons and the spellbooks on casters. They both felt very redundant, especially because they kind of make it harder for the units affected to do their jobs (footmen are supposed to be out there and tank, while casters like the priest, the sorceress or the battle mage need their limited mana for more important spells), so you're just better off not using these.
  • The unit picking from the altars, and the items from blacksmiths are farms are something I'm a bit torn about. I honestly wouldn't feel sad if they were removed, as they felt quite inconsequential in the grand scheme of things, but they aren't completely worthless, and some people might like them.
  • Speaking of items, I enjoyed the item management much more than in the original. Having units that can actually use items is a godsent, and there were several new items with a lot of interesting effects and mechanics, with most of the interesting items being well hidden secrets. For a campaign that isn't really about heroes and items (unlike Road of Destiny, for instance), it sure did well in that department.
  • And lastly, Falric being a strong demi hero that keeps his items between chapters is awesome. I've got nothing more to say here, that guy is just the best.


The maps and the tech trees weren't the only things that received change. We've also got some new heroes, and changes on the old ones:
  • Arthas was a perfect choice to have as the main hero of the original, since it was the first campaign that people played, so giving them the most simple and forgiving hero in the game was an obvious choice. And the neat thing about the Arthas here, is that he still has everything that was important to his identity, but a lot of his problems were fixed too. He now has some actual offense, Resurrection became a bit better, Divine Shield became a lot worse (rightfully so), his attributes actually matter, and Holy Light isn't the only spell that you can consistently spam within fights. I do love good Paladin modifications.
  • Jaina is basically the same, except that she has a spellbook, so you can now do more things with her than just summoning water elementals and channeling Blizzard. I really liked Arthas' and Falric's mounts, since they both had upsides and downsides, and it was pretty hard to pick the appropriate form for the right situation. However, with Jaina, you can pretty much leave her permanently unmounted, as you don't really gain many benefits for mounting her. I guess it gives her survivability and mobility, but that only helps if she's frequently in danger, which doesn't really happen if aren't messing up really badly.
  • Weirdly enough, Muradin didn't get changes other than some minor number buffs on his ult (but that could even be me remembering Avatar's numbers wrong). I didn't really have any problems with his gameplay in the original, so I'm complaining, it's just kind of surprising to see that the campaign didn't really do anything extra with him (both story and gameplay wise), after everything I've seen with Jaina and Arthas.
  • Tirion and Uther serve as optional heroes that are playable in one map, and because they're also paladins, they share most of their kits with Arthas. Thankfully, they each had a different W, which prevented them from feeling like boring copies, and it even shifted their power budgets quite decently. Plus it's really on theme that Uther got Divine Shield and Cure to show his defensive approach, and that he's a traditionalist Paladin, while Arthas gets the ability to destroy people by hitting them really hard.


Before I head into the chapters, I'd like to go over a few things that I would be happy to see fixed. But don't forget that I've played this on version 1.29, which was not the intended one for the campaign, so some bugs might be happening due to that:
  • There were a lot of hotkey overlaps with many different abilities. I won't try to list them all (though I'd be willing to do it if the creators would ask me), but the one that annoyed me the most was the overlap with the enchanter's Transfer Mana and Abate Magic abilities (both having 't' as their hotkey, with Abate Magic taking priority).
  • Crates apparently take 0 damage from footmen with bows. This could be intentional, since they can't hit buildings, but I'm reporting it just in case.
  • The description of the Food Supplies item does not mention the actual value of the health and mana regeneration that it provides. The Weapon Supplies item also doesn't mention the value of the attack speed buff.
  • Falric's Mount War Horse ability mentions the fact that he can't cast Defend in mounted form, but it doesn't mention that he also can't cast Defensive Order.
  • The descriptions of the damage and armor upgrades from the blacksmith (like Black Gunpowder) don't include the new units that will be affected by said upgrades.
  • I've had this weird empty hotbar with Jaina once. I really don't remember how I got it, but I know that having the Ardent Tome is probably a requirement for this bug to happen (and this hotbar is either from her spellbook, or from the Ardent Tome itself).
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  • Selecting mountaineers in the altar will remove your ability to train the first unit from the barracks (aka the footman/veteran). The name of the upgrade is also "Research Siege Choice - Mountaineers", while the description says that "Footmen are replaced by dwarven Mountaineers". This makes no sense when you consider that the other footman replacement was the veteran, while the other siege choices were the two mortar team replacements. And the description is also completely untrue, as your footmen won't change when you research this upgrade.
  • I don't mean to be a grammar nazi, buuuuuut:
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  • And there's a mistake in this description as well (I'd rather not replace my mortar teams with ironfoe cannons, thank you):
    1654814093756.png
  • The portrait of the alliance commander turns completely black while they're saying one of their voice lines.
  • There is some weird interaction between Abolish Magic and the buff from the Ardent Tome. For some reason, if you turn Abolish Magic on autocast, and then turn the buff on as well, it will automatically turn off the autocast from Abolish Magic. Turning it back on should allow you to have both on at the same time, though.
  • Ironwrought cannons can attack air units, but they'll deal 0 damage even if the air unit is standing completely still. For some reason, they also have 2 different damage values, like gargoyles.
  • I've said this a bunch of times, but I'm not a huge fan of the default difficulty selection. It just works in a very weird and inconsistent way. One thing that I've noticed is that it increases the difficulty to hard if you start up a map right from the previous one, without going back into the menu. Interludes can also apparently dump up the difficulty, so I've ended up playing CH3, CH6 and CH7 on hard, while I completed the others on normal (I know I could have dumped those too, but I decided not to, because it's my very first playthrough). Though the campaign definitely succeeds at making the difficulty selection feel impactful, even more so than Blizzard did.
  • I have a few questions about some mechanics that I'm guessing are not bugs or problems, just things that I've failed to understand: How does the cooldown with the footman weapon switching work? (It felt kind of random, and I was surprised that they even had a cooldown to begin with.) The description of the Mana Signet item says that "If the wearer is not a Hero the item grants an additional 2 mana regeneration per second armor". That means that you gain 2 mana regen per 2 armor (so if you'd have 10 armor, the item would give you a bonus of 10 mana per second, but if you'd have 9, then item item would give 8), with buffs like Inner Fire or Defensive Order being included, right? Why do walls and gates have the ability to attack from a range of 700? And lastly, who is that Rurky guy that apparently has rats and racoons as his apprentices?
  • And I know that this is a bit off topic, but I really loved some of the random jokes that were added. This one from the Defend upgrade description actually made me chuckle quite a bit, and I really liked the rat names, but pretty much all of them were great.
    1654814110057.png


And now, without further ado, let's get into my thoughts regarding the modified chapters:

CHAPTER 1 - The campaign wastes no time when it comes to showing the player the kind of new things that it offers. The new path on the Gerald quest is quite interesting, and it honestly makes me feel a little bad for always completing it in the original for the tome. But I really like the new quest, because not only does it do a great job at showing you how people can sometimes pretend that they're helpless to manipulate you (which is something that the original Warcraft 3 storyline was missing), but it's also something that you can easily miss if you aren't paying attention, though the reward is more than worth it, and you should absolutely take it over the original one. I actually managed to find both the hidden murloc, and the racoon, so I was pretty satisfied with this map.

CHAPTER 2 - Let's be completely honest, giving the player potential access to both the Alterac camp and the Stromreaver necrolyte is a bit of an overkill in the map that is originally designed to be the first non tutorial macro map that people get to play. But I think it's fine, since neither of them are that easy to recruit. At first, I couldn't figure out what the deal with the necrolyte was, and even when I came back to check it with cheat codes, it was still an absolute hassle to get him to switch sides, so I think I'd change him to switch when a Blackrock orc enters his vision range (I'm like 95% sure that it doesn't work that way right now). There was also a bit of a bug with the name of the Blademaster and the description of the shield item, though the latter was fixed in the following mission.
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CHAPTER 3 - I think most secrets in this campaign are quite good, but my overall favorite has to be the Firelord here. I don't think there's a single other campaign that uses the idea of giving a summoned unit an extra passive ability, which does absolutely nothing, other than oneshot a well hidden enemy "boss". It's pretty dumb, which is exactly why it's my favorite Easter egg from the entire campaign, and the "Highly useful." from the description makes it even better :grin:. Other than that, I think it's neat how all the new units, buildings and general features have been incorporated into the map. I also liked the changes on the villages themselves. Adding guards to the first village, and adding villagers to the priest area is a nice touch that makes things a bit more immersive. This was one of the few levels I've played on hard, and while it generally wasn't too bad, the late game was actually somewhat intense, which was definitely a pleasant surprise.

CHAPTER 4 - This one didn't really get as many drastic changes as some other maps. There are apparently some guards in Andorhall, which kind of surprised me, since I thought that the village was supposed to be completely decimated with no survivors. There were also some enemies hidden within forests, but it was nothing out of the ordinary. (Though I am curious about what's the deal with Maim here, and why he's titled "Black Tooth Dreamer". Was he canonically sitting in Lordaeron by himself, and dreaming about his clan that I assume is destroyed? I'm a bit clueless about this.) The Medivh secret was one that kind of confused me, but I guess it was for foreshadowing, nothing more. The Kel'thuzad fight was an absolute joke in the original, and while this version didn't turn it into a Malfurion's Quest tier boss fight, it definitely became a much more interesting and challenging one. His giant AoE nuke is absolutely terrifying, and I imagine it's even scarier in hard.

CHAPTER 5 - Ok, I'm glad to know that I wasn't the only one who felt disappointed about the lack of extra heroes in the original campaign, and about how little screentime Jaina actually got (they straight up yoink her out of your control even before you get even one map where you can try her ult... and she's literally the only playable hero in all of Blizzard's campaigns whose ult is completely inaccessible). One thing that surprised me a bit is that the outer villages (the ones the caravan was travelling to) actually had no guards whatsoever, because this campaign has been quite consistent when it came to adding guards to all the villages, but I suppose these ones were exceptions for gameplay reasons. I didn't actually know that Tirion was the lord of Mardenholde (which is misspelled as "Merdenholde" in the description btw), so that's a neat new information. Oh, and for some reason, the Barrage upgrade is available despite the fact that you don't have access to siege engines, or even a castles.

CHAPTER 6 - The Culling. Designer Dave's masterpiece. The "This entire city must be purged." map. This is probably the most iconic map out of all the Warcraft 3 campaigns, and the creators of the Enhanced version have actually managed to make it even more interesting and dark, which is insanely impressive. I'm honestly kind of thankful that the interlude with the Medivh has caused this map to get bumped into hard difficulty, because the hard version of this map is something that you absolutely have to experience. The original map was actually quite simple with its gameplay, but this new version adds a lot more depth, and opens up a lot of different strategies for players to try. Do you want to rush the sidequest, so the guards stall Mal'ganis while you get upgrades? Do you want to rush the cure path do get a powerful lategame at the cost of a hellish early game? Do you want to just run in and obliterate everything in your path? Or do you want to play out the map in a completely different way? Choice is the thing that keeps RTS games (or heck, basically all games) so fun, and this map gives you a plethora of choices, especially when you include everything that you get from your tech tree. There were a few things that caught me off guard, like how curing zombies does nothing but make them invulnerable, or how some of the guards don't switch after you've cured enough (I suppose Mal'ganis brainwashed those specific ones, but didn't bother with the rest? I know that some guards were kept hostile for gameplay reasons, but it's still weird). And there's no way that Arthas going evil is literally the only way Azeroth could be saved. Though that did make me reevaluate the lore of Warcraft a bit. But overall, this was a really awesome version of The Culling map, and is my favorite map from the entire Enhanced campaign. Sorry, Dissention.


CHAPTER 7 - This map doesn't really have one specific new thing that is extremely notable, but it instead has many little changes that add up to an interesting experience. The secrets are pretty funny (I never thought I would get to kill snobolds, or travel around by going inside sea turtles :xxd:) and nicely placed. The Mal'ganis one shouldn't be funny, but I did find it funny due to how Arthas has absolutely no reaction to it. I didn't really like the design of the sidequest in the original, due to the purple base launching no attacks whatsoever on the ally base, while having an absolute joke of a defense that you can instantly rush down and obliterate. So I'm happy there's a bit more weight to the quest here, at least in hard difficulty. The ships were a neat addition, though I'd probably change how The Hand of Wrynn works. (Maybe make it have a spell that calls forth allied units as reinforcements that could either defend your base, or attack the enemy's? At least, that would be my idea.) As for issues, I've only encountered two minor ones. The first one is that veterans aren't available before the player completes the sidequest (there's no indication that they shouldn't be, especially since ballistae are available). And the second is that two items in the shop stay on cooldown forever, and therefore, are completely inaccessible.
1654810966914.png
But other than that, this map is a perfect representation of how a map from an Enhanced campaign should look like. As it feels exactly like the original, except that it's enhanced.

CHAPTER 8 - Funnily enough, this is my favorite map out of the original Scourge of Lordaeron, but it felt like the weakest one out of the Enhanced maps. Don't get me wrong, it's not a bad map at all, it just didn't have a new addition that made me go "Wow, this is awesome, and it elevates the map way above the original!", while the others all did. This partly happened because this mission is already very creative and unique, and it didn't really have a single weak point, like most of the other maps from the original campaign. I do admit that the frost wyrm boss was a good addition that was very well designed, but I'm not sure how to feel about everything else. The 3 mercenary camps selling the exact same units is something I straight up disagree with, as it removed a huge strategic layer from the map, and the fact that every camp offered something different was one of the reasons why I liked this mission so much. The tome secret inside the base is a really clever one, but I really don't think that the invulnerable trees are necessary. The player having to spot the tome, and then having figure out the idea to get to them by making a path through the trees via mortar teams should be more than enough of a requirement (it's just a single tome of knowledge after all). I've never had problems with the design of the original tower path, but this new one is fine too. Though when I looked through the map with the vision cheat, I ended up noticing that they start off as spirit towers, but get upgraded during the cinematic. (I'd like to know what the reason behind that is. It just seems very unnecessary from the outside perspective.) Oh, and is there a way to get to these furblogs, or do they exist just to troll nosy players like me?
1654813240029.png
They drop a bunch of tomes of knowledge btw, so I'd be pretty interested to hear how they could be accessed.

CHAPTER 9 - Okay, first of all, why did the creators add an extra base if it can just be eliminated by destroying a book with 50 health? I don't see the point of having something like this, unless the player gets some kind of reward for not destroying the tome, which I suspect is not the case (but if it is, then some hints should absolutely be added). There was also a bug in the intro cinematic, as it would kind of stop after Arthas tells Falric to defend the base, which forces the player to skip the cinematic, else they would be stuck there for who knows how long. I've also managed to get my knights stuck on the Frostmourne micro section (I don't exactly remember how I did it, but I think I had them dismounted before I equipped the blade).
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Now, weird bugs and base destroying tomes aside, were there any great new changes on the map? Surprisingly, there wasn't really a lot, outside of some balance changes, and Arthas' neat new spell. And this may sound weird, but I actually think that's a good thing. For how much this campaign loves to shower you with weird new secrets and map changes, it's nice to just have one big final battle where the full human tech tree gets to fight against the full undead tech tree. Final maps generally don't have very complicated designs. They usually have one extra twist to spice things up (think of the infernals from "By Demons be Driven" or the obelisks from "A Symphony of Frost and Flame"), and the original version has already had that twist in place (the Frostmourne micro section). And I genuinely really love the fact that the creator has actually recognized how the map fulfills its purpose perfectly as it is, and how it really didn't need anything that helps to spice it up like most of the other ones.

CHAPTER 10 - Honestly, I didn't expect an extra map where the play could get to try out the undead tech tree. It's quite neat that there's a map like that, even if it feels like just a modified melee map (I don't know which exact one it is, but it felt a lot like one). Now, I could sit down and talk about my opinions regarding every change in the undead tech tree, but this review is already long enough as it is, so I'd rather just skip that (though if someone wants it, I could make a separate comment about it). Though I do have to mention that the tech trees of both the player and the enemy felt different than the ones you would see throughout the rest of the campaign. Some units and mechanics were randomly removed, and some were randomly added. The humans also didn't utilize most of their available options, but they did utilize these 2 units that were completely unavailable throughout the entire campaign for some reason. (Yeah, I possessed a worker. And yup, they apparently have arcane vaults too.)
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The other noteworthy weird problems are the following: 3 of the tavern heroes (Tinker, Alchemist and Firelord) aren't available. The Anti-magic Shell of the lich guard doesn't specify its duration on heroes (it just says "Lasts 20 seconds or longer if cast on Heroes"). And one of the bandit camps is so close to the human base that they immediately start fighting right when the map loads up.


Aaaaaaand that's it for my review of The Scourge of Lordaeron - Enhanced! I honestly didn't expect to have so many thoughts on a campaign that I not only played for the first time, but is also just a modified version of a base campaign. But I think it goes to show just how creative the creator of the campaign was, since he managed to give us so much while keeping the layout of the maps and the story almost completely unchanged. But I honestly think that it was a smart call to put this new tech tree into a base campaign, as it allows the players to experiment and have fun with it without having to worry about unfamiliar maps and a story (albeit there were some story and map changes, but you can ignore those if you so desire). For me, this was a 9/10 campaign (that could be a 10/10 if things like the hotkey overlaps would be fixed), and I'd recommend it to anyone who liked the original version and to anyone who wants to play something with a lot of new exciting tools that he's never seen/used before.
Thank you all for reading, and thanks to the mapmaker who worked so hard to deliver us the entire fantasy of what the human Alliance is supposed to be! I wish you all a great day and night!
 
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Level 18
Joined
Feb 19, 2009
Messages
799
I wish I could replay this, sadly I only have reforged :(
Pretty sure there's a tutorial somewhere on this site on how to make a separate install so you can play 1.31.

Or, instead of making a separate install, you could just totally replace your Reforged files. Because Reforged is a piece of shit. :ogre_hurrhurr:
lol, sorry. Just being catty.
 
Last edited:
Level 28
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May 14, 2021
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1,095
I wish I could replay this, sadly I only have reforged :(
You can download any versions of non-Reforged WC3 here. This requires a valid CD-Key.
You can have separate WC3 installs as detailed in the post above, but be sure to run the game using the correct EXE since the other method will auto-update your game to Reforged.
 
Level 27
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Nov 25, 2021
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480
Just finished The Culling, and despite the campaign having flaws, it's still managed to be enjoyable due to many creative ideas in forms of custom abilities, flavor text, and a plethora of unit types. The flaws that I speak of are:

1. Descriptions of buildings are not always accurate, so it's hard to get accustomed to where is what upgrade. And there's an upgrade that I think would be useful, Arcane Chill, but it just downright doesn't work. (May have something to do with me playing on 1.31?)
2. The change to Armor type/Attack type damage calculation is a bit unnecessary, because on top of the good things already added to the campaign, this messes with my memory a lot, and serves as gameplay clutter.
3. Hotkey clash, forcing me to cast Holy Light and Blizzard manually, which are two strongest basic abilities no less. Very annoying.
4. The end of The Culling just gives me the vibe of "me omw to explain why Arthas being good + Uther and Jaina being competent would spell the end of Azeroth because butterfly effect bla bla bla." And seriously, Falric and Jaina dies in one hit to an Orc?
 
Level 28
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1,095
I've hot an urge to replay this
How do I get an old update of War3? preferably one with widescreen
 
I bring tidings of good news!

I've been replaying this campaign on the latest Reforged PTR that has custom campaign feature
Almost done playing through it now and its really stable on SD graphics mode!

Only thing that seems to crash the game/cause issues is the death animation of the "Orbs of Desecration", but I've noticed it crashes way less frequently if they die off-screen.

Mission 3 has them, but you can just run past them to prevent crash easily
Mission 4 has two very annoying ones right next to Kel'thuzad, but managed to beat it by putting my camera far away from the fight
Mission 5 theres an Archnecromancer at the caravan that summons one (RIP)
Mission 6+ doesnt seem to have them! :D

The rest seems to be really stable and working well! Just beware the orbs and you can totally play this on wide-screen latest Reforged PTR patch (SD Graphics)
 
Level 1
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May 9, 2023
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2
I really like this campaign but I keep getting crashes when destroying those flying orbs that undead have. Is it due to having more recent patch than recommended? Sorry for noob question, I'm quite new to W3 maps/mods.
 
Level 28
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May 14, 2021
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1,095
I really like this campaign but I keep getting crashes when destroying those flying orbs that undead have. Is it due to having more recent patch than recommended? Sorry for noob question, I'm quite new to W3 maps/mods.
I'm not sure. However, if you are using the Reforged, then chances of crash are higher because the game tries to load a custom models/icons.
 
Level 1
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I'm not sure. However, if you are using the Reforged, then chances of crash are higher because the game tries to load a custom models/icons.
Thanks. It's quite stable except for those spheres so I just sniped Kel'Thuzad on god mode and almost finished it nonetheless. But I'll keep that in mind for future maps.
 
Yeah orbs still crash the game, i some how got past the first one but the 2nd one (3rd mission btw) still stops me (original graphics too, not reforged)
True, I actually had to go in the editor and remove them from the campaign files to make them playable :(
I love this campaign, but the crashes are so unfortunate
 
Level 3
Joined
Jul 18, 2016
Messages
15
True, I actually had to go in the editor and remove them from the campaign files to make them playable :(
I love this campaign, but the crashes are so unfortunate
i really considered doing that myself but i wasnt sure if that would break something, glad to know its a viable tactic <3
 
Level 1
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Feb 19, 2017
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2
So do you need the frozen throne campaigns unlocked in order to play this on hard properly?
 
Level 28
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1,095
So do you need the frozen throne campaigns unlocked in order to play this on hard properly?
Dude, this is NOT the official campaigns made by Blizzard. It has NO effect for the custom campaigns.
However, if you want to play this campaign on Hard Mode, I really suggest completing it at least once on Normal Mode. That way, you won't have a big problems when playing it on Hard Mode.
 
Level 1
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Feb 19, 2017
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Dude, this is NOT the official campaigns made by Blizzard. It has NO effect for the custom campaigns.
However, if you want to play this campaign on Hard Mode, I really suggest completing it at least once on Normal Mode. That way, you won't have a big problems when playing it on Hard Mode.
1.jpg

Should specify that I'm asking about the new reforged client as the campaigns all combine into one menu.
 
Level 2
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Oct 16, 2023
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1
So this is a really great mod so far and I really enjoy the difficulty. It will just allways crash the game when I destroy one of the undead spheres while other enemies are nearby, which is very tideous. I have to kill every other enemy first. It makes it a lot harder, also prevents me from AoE dmg.
 
Level 1
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Jun 13, 2016
Messages
6
So this is a really great mod so far and I really enjoy the difficulty. It will just allways crash the game when I destroy one of the undead spheres while other enemies are nearby, which is very tideous. I have to kill every other enemy first. It makes it a lot harder, also prevents me from AoE dmg.
I am having the same problem though I did not realize you could still kill the sphere after the enemy units.
 
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