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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

The Scourge of Lordaeron - Enhanced

Submitted by teozamait
This bundle is marked as approved. It works and satisfies the submission rules.
♦ 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[/tr][/tr][/tr][/tr][/tr]
Contents

The Scourge of Lordaeron - Enhanced (Campaign)

Reviews
Moderator
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...
  1. ChelMedSvin

    ChelMedSvin

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    "Unable to target self" scepter?
     
  2. teozamait

    teozamait

    Joined:
    Aug 24, 2012
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    Right, I'll look into scepter problem.

    Edit: Fixed that problem.
     
  3. Raider Neoh

    Raider Neoh

    Joined:
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    Bugs so far:
    Chapter 1, there should 2 villagers who are willingly to help Arthas at the down left side of the village, but why there is a Sea Giant? Because of the Sea Giant's appearance slaughtered the villagers and I lost 2 footmen.
    Chapter 7, at the end of the chapter, Captain Falric said that Mal'Ganis is not inside the map, but when I'm playing I saw Mal'Ganis is at a walkable area so that I can kill him. Why?
    At the final chapter, why there are 2 Captain Falric?
    When I wanted to train Dragonhawk Rider, it says required Arcane Vault but Arcane Vault is unavailable so I can't train it(Can train it by using the cheat synergy).
    Lumber Mill and Stable share the same Hotkeys.
    At the final chapter, it says that the unit Arch-Lich is a very dangerous and powerful unit. But I don't see any of it in the map?

    These are the bugs so far, but this is a great remake

    Ehh I repeated something
     
    Last edited by a moderator: Sep 18, 2015
  4. teozamait

    teozamait

    Joined:
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    Damn, I forgot about the Sea Giant (I put it there by mistake).

    The part with Mal'Ganis is a secret. And he will not stay there after you discover him.

    The "Arch-Lich" are called Lich Guards and they will appear quite often on Hard Difficulty. I will add one on normal so that players get used to them.

    The Arcane Vault and Hotkey problem has already been resolved:)

    As for 2 Captain Falric on the last map, it shouldn't happen....I fixed that bug even before I first released the map. Will check it out.

    Edit: Done, just uploaded a new version - 1.8.
     
    Last edited: Sep 17, 2015
  5. deepstrasz

    deepstrasz

    Map Reviewer

    Joined:
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    It didn't feel really that different from the original campaign. The upkeep modification is worthless since not even rarely does the player need to exceed 50 food (as I usually play; normal difficulty).

    -why are all the missions already available?
    -upgrade placements are disorganized
    -too many units, some of them very similar

    Sometimes it just feels like a jumble o' junk since the original units are very useful and varied.

    chap1:
    -Footman's archer mode does not deal damage to crates
    -when Arthas picks up some items like Scroll of Regeneration or Potion of Healing a bottle animation appears over his head
    -there's a Sea Giant in the south that has half HP. They are only seen during the TFT campaign in the Sunken Ruins region
    -how does Arthas speak to the wife of the farmer for information if the ledger cannot be dropped and is taken by the farmer when Arthas gets near his wife? "OR investigate further" should/could be deleted after the quest is completed if the first option was chosen

    chap2:
    -the War Horse is almost as strong as the Lieutenant
    -the Town Hall and it's upgrades should also be able to Garrison
    -the Lieutenant is far stronger than a Footman and it needs 2 food as the Footman and its price is not that high compared to the latter
    -what? The Rifleman counts as 2 food too?
    -making the Footmen ranged, kind of ruins the Riflemen's role
    -what's with this high food upkeep? It's not needed

    interlude:
    -an aerial unit's shadow can be seen a while after Medivh leaves (it's probably his Crow Form that comes back)

    chap3:
    -too many spell books and in this level, there's an item with Hex and Healing Wave (that's the Shadowhunter, not Reign of Chaos). These complicate the game more
    -the Cleric has no portrait

    chap4:
    -the Emerald Generator is invulnerable while the Red one wasn't in chapter 2
    -not sure if a Tower, as in a turret, should be able to train a unit
    -the overhead potion animations should be removed, as they stack
    -ok, so I'm guessing that every unit takes 2 food
    -oh, and why can't Jaina mount?

    chap5:
    -Garrison has the same hotkey as the Guard Tower... (even in other levels)
    -what's with the other Paladin? What's the point, his story?

    interlude:
    -the raven returns and stands over the heroes' heads

    chap6:
    -after the intro cinematic scene ends, Jaina's portrait is seen for a few seconds
    -yep, Crimson Power Generator is not invulnerable (some levels have it invulnerable)

    chap7:
    -that boat sure has a long range and is pretty much useless

    chap9:
    -Frozen Deathwave deals damage to the player's units
    -why not put the bounce upgrade in the down right corner of the Workshop's black square?
    -the created generators should disappear from the new Generator Loci as not to accidentally research its upgrades already owned by the player
    -Holy Light here costs 70 mana while in the earlier levels it only took 65
    -funny thing: after finishing the campaign/last level it got me to the expansion night elf campaign screen

    I don't think it's much of a grand modification. Yes that would work and make an interesting melee PvP or PvAI map but as for a campaign edit... I was hoping for more enemy boss action. Some levels got more love others much less.

    Your idea is not bad but it would have been, probably, better put in action either as a custom map or as a custom campaign and not an edit of the original RoC human playable story
    For instance you could get inspired by StarCraft's way of organising units and upgrades or even Armies of Exigo's.
     
  6. rafaelrq

    rafaelrq

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    This seems great, but a bit over the top. I'll comment again when I give it a try. Nonetheless, I was eager for someone to do this kind of stuff for like every campaign. I mean, I still enjoy playing them once in a while but the limited units and straightforwardness of the missions sometimes get boring.

    If it seems promising I will undoubtly support you and even encourage you to enhance the rest of the campaigns :D
     
  7. teozamait

    teozamait

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    Thanks rafaelrq, I hope you enjoy the campaign:)

    Now deepstrasz, I'm sorry you didn't enjoy it, but I would suggest that you give it another try on Hard mode. Hard mode did get indeed more attention and there are extra Boss fights and secrets on that difficulty.

    Also keep in mind that many issues such as the Sea Giant and the Garrison/Guard Tower problem have already been fixed by the time of your post (check the changelog)! - I've tried many times to fix ranged Footmen dealing damage to crates, I am still working on that problem.

    Let me answer some of your other problems one at a time:

    1. The missions are all available from the start so as not to force players to go through everyone of them. Maybe someone just wants to try the 6th or 9th chapter. The choice is theirs.

    2. Upgrade placements are a bit disorganized indeed (like the bounce shot) but the solution for that would have been a new building, and I didn't want to cluster the tech tree even more. In the end, I don't think it's that bad and most upgrades can be found where you would expect them to be. The Bounce Upgrade cannot fit in the workshop due to a slot having to be reserved for the cancel button if something is being trained.

    3. Some units would seem similar at a first glance but there is quite a lot of nuance to each of them. You were saying that the ranged Footman was similar to the Rifleman. If you would take a closer look, you would see that they are quite different ranged units. The bow Footman deals Normal damage which means it will deal less damage to units with Heavy armor such as Abomination but extra damage to units with Medium armor such as Ghouls. The Rifleman does exactly the opposite with his Piercing damage. It may not matter as much on Normal, but you have to choose your units more carefully on Hard. The extra units offer you the choice to vary up your play style, but you can do it just fine with the original ones.

    I personally don't agree with you that the original units were interesting enough, but it's a matter of taste.

    4. Spellbooks - these contain situational spells if you can spare the extra mana. If you are a more micro-focused player there are plenty of situations where using a Spellbook can give you the edge in a battle.

    5. War Horses and Lieutenants - War Horses attack very slowly, have poor health and cannot upgrade their armor. Lieutenants are maybe 25% more effective than Footmen while costing 85 more gold with a longer training period. Even if you mount and upgrade them and they become more effective, when one of them dies all nearby friendly units are Demoralized, and Demoralized units die fast. Making more than 3-4 Lieutenants is a very bad idea.

    6. All Generators are invulnerable, including any Red ones in mission 2. There was a bug where, due to upgrading, the Invulnerable icon does not appear, but you cannot destroy a Generator regardless. I will take your suggestion and prevent people from accidentally researching the same Generator twice, thanks for that:)

    7. Medivh returning: that's intentional and was present in the original campaign, I didn't mess with that. It probably suggests that Medivh hears Jaina's opinions and this is how he chooses her as humanity's savior. Also Jaina can't mount because I haven't found any mounted Jaina models and my skills as a modeller are close to 0. If a model appears, mounted Jaina will be implemented.

    8. The Paladin is a character from World of Warcraft. With the 1.8 update he has a few lines to say.

    9. The boat is there to give you a bit of help not break defenses on its own.

    10. Frozen Deathwave is intended to deal damage to your units, as stated in the ability's description. Holy Light costs more because it's more powerful than the original spell and Arthas can gain a lot of mana regeneration by the
    end of the campaign.

    Many thanks for all your feedback. I do intend to transfer the tech-tree to a PvP map once I am done with all the campaigns, but for the moment I am quite satisfied with the way it is. I'm sorry you didn't enjoy it that much, but I would suggest again to give it a try on Hard - things get a lot more interesting.
     
  8. Quick

    Quick

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    I'm confused on the first mission with the optional quest with getting gerards ledger, it says you can get ledger or investigate further by talking to his wife, well I cant seem to do that and ive tried it for 2hours

    Also this campaign is amazing.
     
  9. Raider Neoh

    Raider Neoh

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    Another bug at chapter 5:

    At the Arcane Sanctum, I trained sorceress but the unit I trained is a Calvary.
     
  10. deepstrasz

    deepstrasz

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    I didn't say I did not enjoy it. I wouldn't have played it whole otherwise. A difficulty is supposed to make the game harder or easier not change it.

    Have you tried it? I remember that the cancel button replaces that slot during any training or research.

    I was referring to the fact that Riflemen are already ranged. Why not make them switch weapons and attack types. Footmen already have a shield (Defend) and a sword. Reality won't let them carry so many weapons and also fight well.

    That doesn't make it less complicated. But if you're gonna' put that matter of taste thing again...

    Listen, I get the idea of the units on the final run. You don't have to lecture me. The game made it obvious enough. I was saying there are too many units and I wouldn't play with most of them (not combined, not even separated/as a choice). I don't know, I would like the idea of enhancing the older ones like through some sort of Troll Berserker or spell upgrades.
    For instance why have the Paladin revive units and have other units do the same thing? Spells are supposed to be unique. If everybody is a healer than...

    I didn't read it carefully. Well that's not nice since a hero is supposed to become stronger not be downgraded as a balance tactic. But if there is no other solution, that's it.

    Well it depends on how well I would fare. I'm not a hardcore player meself.
     
  11. teozamait

    teozamait

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    I wasn't lecturing anybody, merely explaining some thought processes and mechanics.

    I choose to reward people that play on Hard with some new stuff. Maybe I shouldn't have done that, but in the end, many of the Bosses add difficulty to a mission and it kinda felt right to add the harder stuff for the Harder difficulty. In future campaigns I'll probably give more attention to Normal mode and create less disparity. For now, I'm afraid the extra Bosses/units are a reward for those who play on Hard. But if you managed to complete the Frozen Throne campaign on Normal, I think you will find that the difficulty is not that high. If you have a decent army composition (melee units backed by ranged and casters with a few artillery at the back) and remember to use that Holy Light and move out of obvious AOE spells you should be fine:)

    Regarding the Cancel button, yes I have tried it and I know it works even if that slot is taken by an upgrade, it merely makes the upgrade disappear until the training is finished. Since the Blacksmith has many free slots I decided to use it and not clump too much in the Workshop.

    Footmen were some of the less used units in Warcraft 3. I wanted to do some justice for the rank and file guys and make them feel unique. Yeah Defend is a nice ability but I wanted them to embody the main 'feature' of the Human army - versatility. I agree that 3 weapons is not very realistic and in the future I might remove the Spear depending on additional feedback, but hey it's a world where you spend gold and lumber to raise Undead Dragons. An increase in realism is a something I'm aiming for but there are other things I'm taking into consideration.

    I understand the point of focusing on enhanced a few units rather than creating 10 new ones that are sort of similar. But I value diversity and a broader tech tree a lot.

    In the next campaigns, the Undead will have plenty of new units. But as for the Orcs and Night Elves the focus will shift towards fewer units. I do plan to include minor races such as the Naga, Blood Elves, Forsaken and perhaps a few others that will have few and concentrated units compared to the rest, so maybe once the PvP maps come out (which will take quite a while) those will be the races that appeal the most to you.

    I also see your point that the Bishop's Revive takes away from the Paladin's awsomeness. I might change that ability or add another ultimate to the Paladin in the future. But it's also nice to be able to boost your Resurrection capacity if you want to.

    Arthas grows in power a lot more in this campaign compared to the original thanks to the high number of Tomes and new items. Radiant Light also gets upgraded in the 7th chapter. Holy Light at Level 3 heals for 750 compared to 600 as it was in the original campaign. I think that an extra 5 mana cost is not going to downgrade Arthas too much, merely tamper his already increased growth in power.
     
  12. Yuefang

    Yuefang

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    May i ask something?To play all the Chapters in Hard Mode i need to put the dificult in Hard before playing every Chapter?Cause I started Chapter 1 in Hard and the next Chapter were in Normal
     
  13. teozamait

    teozamait

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    You need to select the Difficulty from the menu where you select the 4 original Frozen Thrones campaign (The Sentinel Campaign, The Alliance Campaign, The Scourge Campaign etc.) in order for difficulty to be preserved between levels:)

    Were you using any cheats? Unless you were, this shouldn't happen.
     
  14. Raider Neoh

    Raider Neoh

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    Uh, yeah. Also I discovered the Naga unit "Steve" at chapter 3 :)

    What's that Naga for?
     
  15. darkdill

    darkdill

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    If you need an idea, here's one for how you can appropriately change the ability names so they're more hotkey-friendly.

    Basically, you just change the ability name by adding in the hotkey in parentheses at the end. For example, "Holy Light (Q)" or "Holy Smite (W)".

    EDIT: I'd also like to suggest something extra. There are so many neat items you can get and not enough slots to keep them all! Think you could try adding in a Stash chest like in the Rexxar campaign?
     
  16. teozamait

    teozamait

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    Please try to keep secrets to a minimum. It's meant to be a reference.

    Yeah I was thinking of mapping the hotkeys this way, thank you:) . If I'll do it I'll do it for the Heroes only.

    As for a Stash, Falric works pretty well as one.
     
  17. Raider Neoh

    Raider Neoh

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    So if you are going to make a Undead version, are you going to add units in this campaign such like "Disciple", "Bone Spider", Lich-Guard", Skeletal Marksman", and "Bone Golem"?
     
  18. teozamait

    teozamait

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    That would be correct:)
     
  19. ChelMedSvin

    ChelMedSvin

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    lol
    [​IMG]
     
    Last edited: Sep 20, 2015
  20. ChelMedSvin

    ChelMedSvin

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    bounce shot imho best upgrade
    cavalry tactics upgrade mounted lts marching orders part is pointless
    royal guard zero damage air units
    spell book spells must be picked individually wich kills idea of mage army
    siege engine very cheap and can attack ground units with barrage upgrade

    chapter 9-
    2 falric (north exit lt + dismount)
    cant build gryphon aviary?

    overall excellent work but often best way is bigger mob
     
    Last edited: Sep 20, 2015