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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. teozamait

    teozamait

    Joined:
    Aug 24, 2012
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    Please try to refrain from double-posting, use edit to add something more to a previous post.

    Thanks for the feedback:)

    The siege engine's ground attack versus units is not that strong and it costs plenty of lumber. But I guess it's quite easy to mass harvest lumber in the campaign. I'll increase the siege engine's cost.

    The Gryphon Aviary is built by the Elven Worker now.

    The Falric issue has been fixed in version 1.8. I tested it and it was working fine. If it does persist I'll look into it again.

    I was thinking about that with the bigger mob. I will probably increase the splash damage done by enemy units so even if you have a big army you will have to control it properly to avoid too much AOE damage.
     
  2. DarkSword123

    DarkSword123

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    Holy crap the campaign was amazing i enjoy on hard and on normal levels
    It amazing what you did to this camapaign i love it and i also finish it with a bright smile
    I love the new unit they are like the stuff that makes this old campaign a good time
    Are you considering enhancing any other of Warcraft Original campaign ?
    I would totally love to see what you can do with the others old campaign
    Also thanks for an amazing campaign i love it
    Hope to see more of your amazing works soon
     
  3. ChelMedSvin

    ChelMedSvin

    Joined:
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    all above in 1.8
    forgot about elves, i just never liked mages and didnt noticed aoe from cojureer attacks
    well cost like engine better then rifleman and cheaper than 2 foots and magic immunite but still can be slowed and take damage from big green clouds
    not sure but 1 time i seen ankh spam near malganis goldmine and bone spiders have no attack animation

    im a bit confused about locus. while uber heals looks great it is hard to heal at all in serious battles and for base defending it requires some micro too. i ended using 3-4 clerics as arthas's endless mana pool between fights. on the other hand are superior towers and commanders but both are mitigated due to chaos damage type and high casualties.

    mages solution
    all remove basic spellbook
    priest - greater heal
    cleric - unheal
    bishop - cleanse, shield
    sorceress - fire blast (already have slow)
    enchanter - both blasts
    other mages have enough spells especially conj
    not saying current system bad but so much micro

    and some strange happens when in one group are footman and arthas/falric/lt, if click mount then all mount and footmans pick spears, this works vise versa

    final battle was fun! a dozen of silver hand was just a dreadlord dream) but noticed one bug - bishop was constantly healing snow?
    and what for turtles in chapter 7?
    oh and footmans(bow) cant smash rocks
     
    Last edited: Sep 20, 2015
  4. teozamait

    teozamait

    Joined:
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    DarkSword123
    Thank you, it means a lot to me:) Yes I do plan to remake all Reign of Chaos and Frozen Throne Campaigns with the exception of the Rexxar one.



    ChelMedSvin

    I'll think about removing the basic spellbooks, thanks for the suggestion:). That could make things easier when controlling large amounts of spellcasters.

    The Ankh bug is from the original campaign, it's a weird trigger that prevents Mal'Ganis from being killed before Arthas takes up Frostmourne, dunno if I can fix it.

    The turtles are the Tuskar's ships:p

    I think the issue with Bow Footmen not being able to destroy crates and rocks is due to the fact that they cannot attack buildings before you upgrade them. I'll look for a way to fix it.

    I'm really glad that you enjoyed the final battle :D
     
  5. clockwork2

    clockwork2

    Joined:
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    I very much enjoyed this campaign, and I hope you do one for ALL the campaigns!
    EDIT: Just read your plans, EXCELLENT!!!!! Also I understand quite well seeing as it would be too complicated.
    Also there are a few spelling errors but I look past it.
    My ONLY issue really is that State of Arms unit unlocks are only seen.... In the final mission. Formation can be useful certainly, but it's hardly enough to go for rather then the experianced early on boons of State of Divinity. And State of Abjuration is a interesting and useful one, however state of arms does little early on.
    Will the Undead campaign feature a Locus system more tiered toward different styles of Necromancy (Skeletons, Zombies, Shades Etc.)?
     
    Last edited: Sep 21, 2015
  6. Abhuyl

    Abhuyl

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    Absolutely amazing. That's all I can say. Just absolutely incredible!

    Finished it on Hard just a couple minutes ago.
    Had one little problem tho. IMO Mal'Ganis AoE Sleep on such a low cooldown is quite OP.
    Had a reeeeeeeaaaallll hard time when he first attacked my base and put my 3-4 Bishops + Arthas + couple Silver Hand Knights to sleep all at once. My poor army got utterly crushed. Luckily I had saved and spread my troops all around to avoid it from happening.

    Raiding the undead base I encountered the same problem, but infinite barracks producing units came through =p
     
  7. teozamait

    teozamait

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    clockwork2

    Thank you, I'm really glad that you enjoyed it! State of Arms is meant to be a more passive State, you do get a bit of extra health on your command units and better command auras, faster cavalry units and defensive structures. But I'll think of spreading the bonuses throughout different tiers/missions - maybe Royal Guards should be available from the 6th chapter?

    Well for the Undead I plan to make a Path that focuses on large armies of low-tiered troops, one that focuses on Cultists and support units and one that focuses on stronger but fewer in number units such as Crypt Fiends and Abominations. But this is just in the idea stage, it could change :)

    Abhuyl

    Thanks, it means a lot!

    I don't know exactly where that AOE spell comes from...I don't remember putting that in there:)) Thing is, Mal'Ganis never AOE sleeped my units...I definitely need to look into that....was that in the original campaign as well?
     
  8. ChelMedSvin

    ChelMedSvin

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    that sleep spell real purpose to burn AI controlled unit mana by attacking your sleeping unit.

    for footman bow. they also must equip bow after upgrade. so leave it be. just need extra tip in chapter 2 after obtaining blacksmith
    overall besides hotkey mess the only bug is "use mount" and "equip spear" units in one group
    and pls check attack animation for bone spider and crypt elder
     
  9. teozamait

    teozamait

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    I will:)
     
  10. darkdill

    darkdill

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    Even with Falric, I find myself really irked at times that I STILL don't have enough item slots for all the gear I get from creeping and such.

    Oh well, guess I gotta leave one or two of those Hoods of Cunning behind...

    By the way, think you can share anything about the Enhanced version of the Undead campaign? Will we get an Undead Falric joining Deathknight Arthas? Also, when you kill Sylvannas, I hope you'll have her converted into a Dark Ranger rather than a Banshee.

    EDIT: One last thing; I've figured out how to "talk" to Matilda in the first mission, but how does one "Investigate Further" in that regard? I'm assuming you kill Menag regardless, but once you get the "orders", then what?

    EDIT2: Oops, looks like when you changed the hotkey for Garrison, you made a conflict in the Barracks between Garrison and "Train Rifleman".
     
    Last edited: Sep 22, 2015
  11. ChelMedSvin

    ChelMedSvin

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    mission 1 bandit quest chain cost u 3 str tomes and 50hp manual wich is not fair?

    garrison bug - some time after garrisoned building destroyed troops dissapear and after a while reappear but not selectable, and here the worst part they can be killed for critical error
    sadly only swordman can garrison and for hotkey garrisOn Ungarrison?
     
    Last edited: Sep 22, 2015
  12. clockwork2

    clockwork2

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    Well Chel the bandit quest chain gives you a unique shield which casts Restore, which IMO beats afew tomes (AOE Heal and mana restore sounds way better to me)

    Also It's worth noting that captain Falric can use items (So he does get damage and armor bonuses, except for ranged attack on orbs).
     
  13. ChelMedSvin

    ChelMedSvin

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    well shield obtained in both ways - quest and bloodbath but i found that 2 str was my great luck as lady arintol charged into 20 dwarfs and died before join me
    and 50 manual i just missed

    as for items there is allready reply about how many loot in campaign. for example murloc bell))
     
  14. clockwork2

    clockwork2

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    Well what you COULD do is cast divine shield then RUN to her.
     
  15. DD Mikasa

    DD Mikasa

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    Well this re-done version was really neat.I really enjoyed playing

    Pros:
    -Re-done tech-tree.No overpowered unites.
    -Depending on the mission whe could upg our Lokus so we could make fully use of our troops.
    -Real life interactions when the heros or the semi-heroic unites died was a really neat interaction
    -The indroduction of semi-heroic unites such as Lt. or Cpt.Falric who can use items
    -Footman were really adaptive unites yet another neat and new gameplay mechanic i haven't seen it before.
    -Features mout/dissmout even for the weak unites such as footman.
    -Made some tweaking on the main quests.
    -Much more improved IE
    Cons:
    -No new side quests
    -I think Cpt.Falric aura was a waste on him an endurance aura would have been better rather that the same aura as Lt.
    -No skins for the old unites such as Rifleman,Footman,Knights,Heros and neutral creeps

    Bug report
    (People must have told you this by now but)
    Everytime one of the new creep camps added was killed and droped a tome if i took that tome the game would crash.

    Sugestion:
    I saw that during the campaign you added some "easter eggs" such as Paladin that helped you defend Hearthglen.It would be better if you gave us a hint in the mission for e.x:Look around you might find powerfull allias etc etc.I found Paladin 5 minutes before the mission was going to end i did not make much use of him :'(

    Overhall you have done a great job tweaking this Blizzard campaign
     
    Last edited: Sep 23, 2015
  16. teozamait

    teozamait

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    DD Mikasa

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

    The cutscene is definitely not the same if you save the citizens.

    The game always crashes if a unit with inventory that is NOT a Hero picks up a Tome. I'm afraid there is no way around it :(

    I think I will add a few hints in the loading screens, thanks for the tip:)
     
  17. DD Mikasa

    DD Mikasa

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    I remember saving them and i killed only 2 zombies.It was the same.Lord Uther asking Jaina where did Arthas go and the city in flames.I will Re-play it again and let you know.

    Ohh thats the reason why game crashed...I should select only heros and then pick up the tome i forgot about that.

    Will you do an re-tweaking version of the other 3 campaigs?Seems like you have the tech-trees done for most of the Races.
     
  18. clockwork2

    clockwork2

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    Huh DD I saved the civilians and it played an alternate cutscene... Strange.
     
  19. DD Mikasa

    DD Mikasa

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    Yeah i skipped the cutscene after the culling when Mal'Ganis tells Arthas that is not over the first time.The second time i diden't so the alternate cutscene played.It was my bad.Nothing wrong with that.I'll remove it from the cons.
     
  20. deepstrasz

    deepstrasz

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    Yes, but playing on Hard takes a lot more time and since the upkeep only starts to shift at >165 food it would be no problem training dozens of units. Well, the game becomes a whole macro then.