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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 8
Joined
Sep 10, 2013
Messages
372
Thank you for this enhancement, it's a great improvement for the human race in general.
The campaign is good overall and the new units and customizations make it enjoyable and increase the gameplay time by a lot.
Well done.
 
Level 2
Joined
Sep 24, 2015
Messages
11
A very beautifull custom campaign! i enjoyed it , and now i wait to play the next ones , like the scourge campaign enchanted!! :D
 
Level 11
Joined
Aug 24, 2012
Messages
429
I'm working on a new version with some more tweaks and fixes at the moment, just in case anyone was wondering:)

BiroN

Thank you, I'm really glad that you enjoyed it:)

lightfade

I've noticed that. The problem is that the specific trigger controlling Mal'Ganis is written in JASS. Until I learn how to JASS I don't want to go nowhere near that trigger or I will probably do more harm than good.

But this bug does not happen that often and Mal'Ganis will usually reset himself after a short period of time. Sorry for that:(

blaerel

Nice knowing that, thanks a lot:)

Blast

Glad you liked it, I hope I can bring the Undead version soon enough:) But it will take a while, don't want to give an estimate to prevent giving false hope.
 
Level 1
Joined
Feb 2, 2015
Messages
4
Man, I love this campaign... but somehow i still don't know how to investigate further in Chapter 1 haha.
And I also found something interesting in chapter 1. I didn't kill the bandit Menag but I picked up the Orders note inside his camp and brought it to Gerard and he said quest completed :goblin_wtf: after that I killed Menag drop the ledger then i can't give it to Gerard anymore T.T... Finally i finished chapter 1 without investigate futher...
oh yeah, one more thing I got a study sword near the waterfall from a murlock just like the caption in the Orders note. And I healed the wife and i got her note.
Can you tell me what's really going on how to investigate more? haha I'm very curious right now .. Of course i still got the wife's note in my inventory.
Sr for my bad English.
 
Level 11
Joined
Aug 24, 2012
Messages
429
tam10dim

Woah woah, you did the quest in a completely weird order...It's my fault for allowing that to happen, sorry about that, I will take a long look at those triggers.

Just a quick question, you do have version 1.95 installed?

Anyway the Orders from Menag are just a Hint for Chapter 2. The Sword item is just a secret of its own, it just gives you some attack damage and defense, it has no relation to any quest.

In order to investigate further you just have to heal Matilda, read her note....and then see if you could beat some information out of an abusive husband:p

I do need to clarify that quest.
 
Level 1
Joined
Feb 2, 2015
Messages
4
Haha, I will take that as a compliment. I tried so many ways to figure it out but I still can't beat some infor out of the husband. I can't heal him, can't talk to him blah blah blah... So I come here and ask hoping somebody know.

Yeah Of Course, I read your note so I had version 1.95 Installed..

So any Orders I found in any chapter is for some secrets in the next chapter?... That's so cool man.
 
Level 2
Joined
Jul 2, 2014
Messages
23
tam10dim

Woah woah, you did the quest in a completely weird order...It's my fault for allowing that to happen, sorry about that, I will take a long look at those triggers.

Just a quick question, you do have version 1.95 installed?

Anyway the Orders from Menag are just a Hint for Chapter 2. The Sword item is just a secret of its own, it just gives you some attack damage and defense, it has no relation to any quest.

In order to investigate further you just have to heal Matilda, read her note....and then see if you could beat some information out of an abusive husband:p

I do need to clarify that quest.

Speaking of Rurky, I've only found 2 of his apprentices so far: the one in Chapter 1, and the one in Chapter 6. Are there any others I should be aware of? They're kinda hard to notice.
 
Level 2
Joined
Jul 2, 2014
Messages
23
darkdill

Yeah that's it, just 2, maybe there will be some more in the other campaigns:)

Good to know.

By the way, I wanted to suggest something about the frequency of your updates. I keep having to restart the campaign due to how often you update; maybe you should consider making it either a weekly or bi-weekly update timetable? For one benefit, that'd give each update more stuff to it.

EDIT: Here's another one I'm confused about - During the second mission, it says you can do something with a Stormreaver Warlock, but I have no idea where to start on that.

Lastly, do you think in some missions you could provide Tomes of Retraining at Goblin Merchants? Those would be pretty handy to let you re-spec your heroes for certain scenarios.
 
Last edited:
Level 2
Joined
Oct 31, 2011
Messages
23
hey,
can lady arintol join you on hard difficult? on normal difficult she just joined me during fighting her but on hard difficult, i kill her instead of having her join me.
 
Level 11
Joined
Aug 24, 2012
Messages
429
mustafo

Yes there will :) People keep asking that even though I answered it plenty of times:))

I'm thinking of making a thread with updates to the progress that I make to the other campaigns and linking it here, but I might need help with that :ogre_icwydt:

Will think about it. But first I may be adding a few more updates to this campaign.
 
Level 1
Joined
Jul 8, 2014
Messages
4
enjoyed this! could you make enhanced versions of other campaigns? (though i know it is a LOT of work)

i'm not complaining* i really wished you added a single player version "mission 10" from the 2P campaigns (if ever they permitted it)

P.S. does arthas really lose the mount ability after acquiring frostmourne?
 
Level 11
Joined
Aug 24, 2012
Messages
429
highdensity

I was actually thinking of asking the 2P guys to let me make a version of mission 10. What's that mission about? I didn't play it, only seen the description.

clockwork2
Thanks, got tired of answering the same question over and over:))
 
Level 3
Joined
Feb 13, 2009
Messages
68
Ok, I tested it and must say it's really fun, although I said previously, a bit over the top. Too many new units and stuff really mess up with the player, but as I read most of your comments, you're not going to reduce the number of new units which was going to be one of my suggestions. Anyway, my humble opinion is that you shouldn't overextend with enhancing and giving too many new abilities to units already.

I like how Arthas and Jaina got new abilities though, that's a great addition, but dealing with each and every unit's new abilities is tiresome, even more so if they have more than 2 new abilities each. I'm really looking forward to the Undead campaign but not as much as the Night Elf one since you said won't add as much units as the previous. Anyway, it is still fun to play and I enjoyed it.

Oh, on another issue, I don't know if anybody said it but you get fatal error when trying to use a tome on the Captain. And the Naga in the Ravages of the Plague chapter (I think that's what it's called) I couldn't kill it because it dived :( Was that on purpose? Because then I tried using blizzard but it never died.

Overall I'd give it 4/5 and once it's polished a deserved 5/5 :D
 
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rafaelrq

Many thanks for the feedback. I will try to keep the number of new units in the subsequent campaigns to a more manageable level, giving more utility and purpose to each individual unit.

The Naga diving is not on purpose, that is solely my mistake, I will remove it in the next update.

The Tome problem now appears as a warning in each loading screen.

Unfortunately I know of no way to fix it. If a non-hero unit picks up a tome, the game crashes.

clockwork2

I have seen way more harsher things said than your "brutally honest comment" :))

The AOE healing is delayed a bit (less than a second) until it lands for the actual healing to take place. But all units that are in the circle at that moment will be healed. What usually happens is that some units tend to move out of the radius before the healing occurs.
 
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Can I ask how things are coming along for redoing the hotkey for Arthas' Holy Smite ability? It conflicts with the hotkey for "Move" (M), so you always have to manually click it, something that turns me off getting it.

Also, in regards to that AOE healing spell, it doesn't prove to be very useful later in the campaign since it only heals 75 HP per target. Is there some way to improve its power as Arthas gains levels?

And speaking of the Tome crash glitch, is there some way you can make it so that if you try to tell a non-Hero unit to pick up a tome, it calls it out as an invalid order (i.e. "That unit cannot pick up that item")? That'd prevent the cause of the bug altogether.
 
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darkdill

Thanks for pointing out the hotkey problem with that ability, I will fix it soon:)

After Chapter 6, the AOE healing spell heals for 150 in total and that's definitely not something to laugh at.

As for the Crash, I think that putting a clear warning in each loading screen should suffice...I will look into a way preventing pickup, but I am not sure it can be done in GUI.

clockwork2

It's because of the sound effect. It's built in the model if I am not mistaken. I might be able to change it, will see.
 
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Hey always wanted to ask.Does this Murky dude appear more than twice(i am not saying in which chapters he appears i don't want to spoil that for other players)
 
Level 2
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Found a REALLY weird bug. When I was trying to make Sorceresses in Mission 5, I was instead getting Cavaliers coming out of the Arcane Sanctums!

I think it was because my first Sanctum was right next to my Stables, but still, WEIRD bug.
 
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Nov 25, 2013
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31
So i just finished the final mission of the campaign, i have done every mission on hard except the last one, i could not even defeat the guardien before my base was overun with undeads attacking and if i did push them back, another wave would come after a few minutes. There was not enough time to rebuild anything.

Other then that i had a great time with the campaign, well done!
 
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For all those wandering, support for this map is still ongoing, even though I want to focus on the next campaign (which I haven't properly started yead :-" ).

But do expect at least another update.

darkdill

That 'bug' is caused by using cheats- whoisjohngalt and syngergy - sorry there is no way around it:)

Pokemanharald
That mission is meant to be the hardest by a wide margin (which might not be a very good idea but hey it's the final mission). I'll think about toning down the difficulty.

Engaging the Guardian will trigger an additional attack wave. You might want to retreat and focus on defense (though your base will never be safe for more than a few minutes).

Trying to take out any of the Undead bases without Arthas will probably end badly for you, though if Falric has decent items you could remove the small Green Undead base (that base does not launch attacks, but the Goldmine there is easy to defend).

Don't focus entirely on your base at the beginning of the mission - the creeps that Arthas and Muradin will encounter yield a lot of gold that can be invaluable for building your early defenses.

If you are still having trouble, go for State of Arms, research Fortifications at the lumber mill and build lots of different towers with Trebuchets to back them up. That should keep your base safe until Arthas returns, provided your have enough AA to down those Frost Wyrms fast.

LordPerenoldeII

The Stable model can easily be found if you type Stable in the Models section here on hive.

Do credit the original modeller (not me, I have no skills in modelling)!

It's really easy to find though. Of course you could export it from my campaign without bothering to download it from the Hive - but please give reputation and credits to the original author: Mike.
 
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LordPerenoldeII

The Stable model can easily be found if you type Stable in the Models section here on hive.

Do credit the original modeller (not me, I have no skills in modelling)!

It's really easy to find though. Of course you could export it from my campaign without bothering to download it from the Hive - but please give reputation and credits to the original author: Mike.

I just found it. Crazy thing is that i've been always looking for it by typing "Stables" and not "Stable". The site would need a work with helping "imperfect research typing".
 
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LordPerenoldeII

Agreed with the imperfect search suggestion:D

Btw, I just saw from your profile that you have a thing for the Nation of Alterac.

I did made up a bit of lore that relates with Alterac in my campaign, what did you thought of it? Do you think I should continue it in the Undead campaign?
 
Level 15
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I think you should man, perhaps as mercenaries or some such. I would suggest some in the Orc campaign, but the vast majority of that campaign takes place AWAY from Azeroth and Lordaeran. Did I spell that right? In any case it would be funny to have the mercs you wronged pop up in the undead campaign.
 
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clockwork2

In the orcs campaign, Jaina brings human forces from all nations...who knows, she just migh have convinced some former Alterac nobles to abandon the Syndicate and join her:p

As for the Undead campaign, if I remember correctly, the last 3 missions take place in and around the Alterac mountains:)
 
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Aethernum

Yep.

Just as a small notice: I finished tweaking the 7th chapter so that the first part of the mission is challenging in a slightly more interactive way. Also the dwarf quest can now be officially failed:p

I've also started adjusting the 8th mission to hopefully make it more fun. Expect a new winged threat that will keep you on your toes on the road between the ships. Also you can now buy all mercenaries from the first camp, but they are all more expensive so you must pick and choose.

Furthermore some new general features (hint - secondary eco)will be applied to the entire campaign. I hope that I can release the update this week - but it's not a promise (though at least another update will come out for this campaign).
 
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LordPerenoldeII
Btw, I just saw from your profile that you have a thing for the Nation of Alterac.

I did made up a bit of lore that relates with Alterac in my campaign, what did you thought of it? Do you think I should continue it in the Undead campaign?

That's nice of you, man. :) I like curious people.
I just love that amazing orange color that characterize that nation, ever since wc2, and i felt bad that they've been wiped out and forced to become a rogue syndicate.
I also planned to create and develop a campaign based on their alliance with the rebel clans and their cospiracy actions during the second war, but i lacked ideas about map terraining. Worst yet, i must have lost everything in a format. :(

I would tell you "do it if you wish" as i'm a huge fan of Alterac and everything related to orange in warcraft and starcraft(i also love the confederate Delta Squadron, the Zerg Renegades and the Protoss Auriga Tribe), but would my only opinion matter to you? Do as you think fit. :) What you mean about "lore" that you made up?
 
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I really enjoyed your campaign, the new coat to the old game was more than sweet, when I decide to replay the WC3:RC and WC3:TFT campaign I will pick yours over the Vanilla.
Few things though. First I understand that the supply peak has been raised and new units had been added, but I felt that the mounted units had unfair advantage that they could virtually unlimitedly surround any opponent, also I did not feel like the computer utilized the higher supply peak to its potential. Also for Footmen archer-mode, I am not sure if it is possible to correct, but they still form up as a melee units. Then some minor spelling mistakes.

[SPOILERS BELOW to anyone that has not played it yet]
I really welcomed and was more than surprised by the "Good" choice in Stratholme. The story you created that followed was more than intriguing and I might speak for many that I would like to see it done. Also if you would be willing to create this enhancement for rest of the campaigns, that would tremendous and awesome task!

Also I have questions/suggestions per each of these chapters.
Chapter one: The Defence of Srahnbrad. The two villagers that join Arthas in south-western corner were dead when I arrived, I also heard (most probably) their death sound during the opening cutscene, I am not sure if that is the point or not, but maybe you should move the Sea-Giant little further out.
Chapter three: Ravages of the Plague. The thieves at the beginning, maybe you should add little more since there is also militia and more footmen. The Naga Myrmidon in the north-eastern corner, I am not sure how (except kiting with water elemental) to get to him and the item it drops has nice story, but it is rather weak for the trouble, maybe add some minor permanent buff such as +2 armor or +100hp.
Chapter seven: Shores of Northrend. What in the Twisting Nether is the point of Hand of Wrynn except just looking pretty, at least the other ship could bombard, maybe add some ability to it as well, maybe a flare. Same thing to the turtles and Tuskars to the north of the landing. maybe if the turtles could transport some units, at least Arthas and Muradin so getting books from the Murlocs and lonely Tuskar wouldn't such a pain in the butt.
I give you solid 4.75/5.

To clarify: I have finished the game only on normal, also I had not connection to the internet for about two months since I downloaded it, if any of my points had been corrected either in this time period or by adjusting the campaign difficulty, I apologize.
 
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LordPerenoldeII


By lore I was referring to the bandit's story from the 1st and second chapters:)

I like Alterac because it seems like a really overlooked Nation, but the lore around it is really nice, especially what happens after the Alliance captures Perenolde. It's an example of mature content - it's an example of less than heroic actions from the Alliance part, with them punishing and taking over an entire nation for the mistake of a King. It's also nice to think of it as Perenolde caring for his people- the Alliance was losing the war at the moment of betrayal and the Horde would surely ravage Alterac-allying with the Horde seemed like the wiser choice at the moment.

Toneai

I'm really glad that you enjoyed it so much! And many thanks for taking the time to give out such an elaborate piece of feedback:D

Now, mounted units are a double-edged sword:they can bypass enemy lines easier, but other units can bypass them more easily in order to get to the squishes behind. Of course, the AI would not be able to capitalize on that weakness too much, but I aim everything towards a series of alternate melee multiplayer maps.

Also, mounted units are roughly more expensive than their equivalent in infantry.

Footmen Archer formation - there should be a way to correct that, I just need to find the correct field in the Object Editor, and I will.

I really don't yet posses the skills to make a campaign from scratch and the alternate scenario is at the end of the list of priorities unfortunately. That being said....what could end up happening is a single mission where some of the elements mentioned in the alternate ending story take place:)

Chapter 1: The sea giant is gone since two updates ago.

Chapter 2: Thieves already got an Assassin on Hard difficulty. The only thing that blocks you from getting to the Naga are the trees:p one way is to kite with the Water Elemental but there is another one:p

Chapter 7: The Hand of Wrynn is there mainly for scenery reasons. Initially, I wanted it to be a sort of mercenary camp - as you gain resources, you can gradually unload your troops from the ships. But I wasn't sure it would add anything to the mission, I will consider giving that ship a role.

What a brilliant idea with the Turtles! Thanks for that, now those murlocs can be accessed before destroying the green base:)
 
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You're both right. With Lordaeron and Dalaran forces staying in the inland, Kul Tiras acting mainly by sea, Gilneas remaining neutral and only Stromgarde and Azeroth conducting the fight to the front, Alterac allying with Stormreaver (and thus also Twilight's Hammer) was a sick move. They could had also the horde taken out if Doomhammer's commander (don't remember his name) would have failed taking out the rebel clans at Sargeras' tomb. Both alliance and horde were crippled by that point. That's also what my campaign's plot was aimed at, but alas, the project was lost. :(
 
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