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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 11
Joined
Aug 24, 2012
Messages
429
You're all going to know when the Undead one is out.:p

If I am to give a rough estimate, it's probably going to be somewhere around the beginning of the summer or even in May.

I am sorry to keep you waiting this long, but the plan remains - the campaigns will be coming out. I am glad that you enjoyed them so much Anaxie:p

On a side note, Blizzard did not ignore any plot threads. Anasterian (and other characters) was simply not invented yet by the time of RoC. He might have been very briefly mentioned in WC2, but it was only in the Arthas book (which came out after World of Warcraft) that Anasterian as a character appeared.
 
Level 14
Joined
Oct 26, 2015
Messages
871
Finally got around to replaying it

March of the Scourged has a much superior end spawn wave now than before.
Yay!

one issue is in the Dissension map where you destroy the ships. You still have 2 polar Furbolgs at the end unreachable. A relic from before you added the Destroyer Frost Wyrm. You could move their location or remove them entirely if you ever edit these again.

Also DAMN that early release for Undead Campaign. CANT WAIT :D

Also I noticed the little things you did like added +4 int to the Mana Shield Staff in the Culling when it previously had only the Active.

That you made Arthas have MUCH higher HP. after grabbing frostmourn than before.

Unit HP after you get the +10% HP Divine upgrade appears to not give random varying amounts to units anymore.


I still think the last level is just reallllly easy. It may be harder if the Bone Golems+Necros that usually assist a Mal'Ganis wave don't wait behind and stop while Mal'Ganis bulk army is engaging.

Maybe last level attack waves could be more difficult or have more stationary guards inside Mal'Ganis's main base you have to dig through. It's still kinda easy.

Same tactics as last playthrough

Mounted Footmen + Riflemen

Then Knights + Rifle / Gryphons

No need for magic no need for Siege no need for Templars or Paladins.

This playthrough I found Holy Radiance much more useful than before!

And the Secret Quest Shield is still hands down the best item in the game.


ALSO For the Undead Campaign. It's very easy in Vanilla to destroy all 3 bases in the final level

I would suggest #1 No goblin land mines. so you can't destroy the Siege Dwarf base in the first minute. That for the most part should keep you on the defensive most of the mission. in addition to your tricks up your sleeve.
 
Last edited:
Level 14
Joined
Oct 26, 2015
Messages
871
So when yours doing orcs you should probably knock out the prologue with all 5 missions first then do invasion make sure to add the voice over files and maybe voljin+ sea witch naga models assuming voljin is thralls companion aka his Falric.

Also could u maybe add cinematics to the campaigns I know humans at least is missing Medivhs Warning.

Thanks friend.
 
Level 11
Joined
Aug 24, 2012
Messages
429
Please use the edit button and don't double post (no two consecutive posts).

In the next update the last mission will get even easier. I was barely able to finish it on Hard and I know all the ins and outs of the map, it's going to be very difficult for a new player.

The furbolgs are there in the 8th mission in case I decide to remove the Frost Wyrm and have some generic secret/mobs. Their reward is given by the Frost Wyrm.

With the Undead one I will address the known exploits (such as abusing the land mines). I still want players to be able to go on the offensive if they choose to, I will see about a way of making that possible.

I'll see about the orcs demo campaign, finding the original dialogue won't be easy, and then there is the issue with Thrall's levelling - should he not level up for 5 missions at all? Those are all issues that can be resolved, but I will see if they are worth investing time in.

For the time being I am focusing on the Undead campaign. Currently I am actually working on the 2nd chapter:)

Would people be interested in me creating a separate thread about the progress of the Enhanced Undead campaignswhere I can post small updates and consult for ideas?
 

Deleted member 239421

D

Deleted member 239421

In the Chapter 6 hint, it says to slaughter all the defenders to complete the culling (hard mode). Who are the defenders?
 
Level 14
Joined
Oct 26, 2015
Messages
871
Because I myself found it very difficult. Did you play it on Hard?



Thanks for clarifying that:)

Yes

I rushed the east wave outside base with all units then killed top. Cleared caves before first attack wave and just built knights and grypphons. this is 2nd time I played through campaign previous version was before Morphing was fixed. pretty simple to destroy all bases with minimal to no army losses. army was 2 full knight and gryphon groups and 1 Gryph commander.

I didn't try to "save" units I considered everything that wasn't a knight when the mission started expendable and if they died they wouldn't be replaced.

Zero Cavaliers/ Paladins / casters of any type/healers

Next time I playthrough I'm probably modding campaign for max units and upkeep to normal with 100 hardcap. Difficulty should spike to a very comfortable level with that. I think we talked about it before.

Would of cut me down to one knight and grypphon group and a few less peasants on lumber.



I know you have green respond if Purple is attacked to run to their base which at least happened for me and it caused and issue until I overpowered their group also. Unique behavior from vanilla if I'm correct.

Honestly, I have zero reason to make other units I like Mobile armies. Mounted heroes + knights with no collision + Grypphon beaconed to follow arthas ensures each unit is doing full damage to the opposing army at all times instead of being too far behind a firing line or getting stuck trying to find a hole to melee in. Pretty much the case with every single WC3 Blizzard and WC3 Mod campaign I've ever played. And trust me I've played everything.

You mounted footmen made the early levels VERY enjoyable in this regards. I'm wondering if you will have any "mobile" units for the undead campaign. One of my biggest complaints of things like Abombs is they are so fucking large and clunky as all hell <IN CAMPAIGN> Especially considering you get Frost Wyrms the level Before them. Nerubians Are fucking amazing. Even if you don't have mobile armies for the UD Enhanced campaign if they have their TFT Burrow ability which they don't have access to in RoC that will make it infinitly more enjoyable in the Quel'Thalas Segment.

You said Sylvanas will play a role in your campaign. I would hope so and hope most of her kit is instact. An Anti caster silence hero sounds like the perfect addition when we do YOUR super charged version of Dalaran with your wide caster variesty.

IMPORTANT:
Maybe get permissions to use THIS amazing unit for UD campaign
http://www.wos.campaigncreations.org/units-blackmoon.shtml
The Cold Wraith is fucking amazing and has a leech life active use ability and a slowing effect on their attacks.
 
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Level 11
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Yeah I understand what you are saying about the last Human mission, but it's hard to properly balance it without making it too easy or hard with no pre-testing.

Hmmm maybe the Undead campaign will have a suitable difficulty, I'm planning of actually updating the AI in that one, hopefully it will work.

The Undead will have Ghouls and Gargoyles as their only mobile units, but most Undead units will have their speed significantly reduced (especially Abominations). The Undead will be a faction whose front-line will be next to impossible to break if proper compositions are used, they excel as slowly grinding down their enemies while replenishing their own strength.

To compensate for this, they will move very slowly as a whole and struggle to protect their flanks and vulnerable but vital caster line. Ghouls and Gargoyles can be used to fill these wholes to some limited extent.

I have plenty of Undead models at my disposal, I don't know it there is room for that Wraith.
 
Level 14
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Keep your curve how u want it. As said I'm gonna edit them all to be default food caps and income. That will probably make hit the sweet spot on the entire campaign Difficulty wise. The campaigns fun factor is already through the roof.

Also undead mobile units shouldn't crypt fiends be fast? Or do you plan the extend their web range

Necromancers would be way more fun early levels if hopefully the have access to the ranged skeletons upgrade. Hell we havnt even got insight into your three undead states yet for loci

Should be fun
 
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Crypt Fiends will take the role of slow but resilient support units. They will move slightly slower than most units (though not as slow as Zombies) and deal less damage per spent resources than Skeleton Crossbowmen. However they won't die the second a melee unit approaches them and their resilience can be upgraded in various way. They will gain some interesting upgrades if the third Undead locus is chosen (Green). To balance this, their Web Range might even be reduced, I want to give mobile Air units a better chance to outflank the Undead and strike at their squishy caster line.

Necromancers will be able to upgrade one of their Skeletons to an Archer. This isn't a straight upgrade as the Archer is a different unit to the Warrior, but I am sure most people can see its viability. Skeleton Mages will probably be reserved for those that choose the first Undead locus (Red), and will actually be able to cast spells, one of which has a 33% of raising a new Skeleton Mage. However these Mages will damage all nearby ally units upon death, similar to Cult members.
 
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Level 18
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I didn't know what to expect from this map, but wow! This is absolutely fantastic. Playing with a ton of different units and getting to change strategies and playstyles the whole way through, getting to replay levels in completely different ways - it's genius. The way you can switch between three different types of enhancements for your army - arcane, holy and combat - is my favorite part.

This is a 10/10 campaign, most certainly. This is going to effect how I make my own maps from now on. I'll try my hardest to always include really unique, original units like this one did.
 
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Oh, I am very pleased that you enjoyed it so much, thank you very much for your kind compliments!

It is really an honor to be an inspiration to a fellow mapper!

But really, I didn't do that much:)) this 3-focus system on a race has been done before in other RTS.
 
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I haven't been able to work on it yet. My final exams will take place in the middle of May. Afterwards I should have plenty of free time to work on the Scourge campaign.

I am still thinking about opening a separate update thread, but I'm not sure about the format yet. Another thing would be adding a few fixes to Human campaign as well, but I am waiting for enough fixes to pile up to justify an update.
 
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Awesome awesome map, so much complexity I love it, only issue is even on hard it can be a bit easy, especially as there is a 350 food limit. 2 more difficultys would be great,
 
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King of Andor and unexperience of beta tester

We love your works and you have an exam in may and we understand that.But im still currently waiting for Scourge campagin(enchanced edition i hope you will put on like realistic lorewise campagin)
 
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Thank you KJmaster208, I'm really glad that you like it:)

I will add characters and elements as they appear in the major side-works (the Lich King book and others) to the campaign, though expect some new characters that would fit in the current lore setting.

You can expect to see Anasterian Sunstrider for example.
 
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I've played through a lot of campaigns this week, and this one was by far the best :D The complexity is through the roof, pretty well balanced, considering the amount of units. I really hope that you'll go through as many campaigns as you have time, and i hope that i could help you out once i learn how the campaign mapping works :D
P.S. I don't know if this has been said, but on The Shores of Northrend for some reason there were like a 100 or more beetles in the base next to the dwarfs, no other units (medium difficulty).
 
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Oh god I'm so gonna download this! I thank you for the work in advance, gonna play it the next day.

Edit
Wait, this is a remake of RoC or TFT human campaign? Btw I'm sceptical about the high food... Maps probably gonna be full of rampaging units lol.

After a few chapters playing:
Currently at the 2nd chapter with Jaina (don't remember ch. name).
The modifications you made are simply awesome. I end up replying base-building chapters just to compare effectiveness of strategies lol. Absolutely love the little Footmen, which have become my favorite units so far.

Ch.1
I'm unable to finish the deed optional quest in the alternate way.. Explored everywhere, destoyed buildings, even murdered everyone killable, no idea. I did kill that racoon, and talked to the murloc guy, got the thing from the injured lady and killed the bandits and took the orders item. What's next to do, or did I make a mistake?

Ch.2
What's the deal with those renegades? I mean, what's their story and does killing them have an effect, other than getting nice shiny things?

A thing about clerics' Un-heal - are they supposed to use it on my units when set to 'active'? Cause they prefer to kill their own over the enemy right now.

And lastly, did anyone develop any good tactics to share?
 
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Level 1
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Ch. 1 after you got the note, hit the guy next to her.
Ch 2 is related to the mission in ch. 1
Also dont go rampaging on Ch 1 before you hit the guy next to her :D
 
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Ch. 1 after you got the note, hit the guy next to her.
Ch 2 is related to the mission in ch. 1
Also dont go rampaging on Ch 1 before you hit the guy next to her :D
Thanks for the advice, kinda obvious oh well... :xxd:
Should take some time to read every page here when I'm stuck next time. :vw_death:
 
Level 14
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Oh god I'm so gonna download this! I thank you for the work in advance, gonna play it the next day.

Edit
Wait, this is a remake of RoC or TFT human campaign? Btw I'm sceptical about the high food... Maps probably gonna be full of rampaging units lol.

After a few chapters playing:
Currently at the 2nd chapter with Jaina (don't remember ch. name).
The modifications you made are simply awesome. I end up replying base-building chapters just to compare effectiveness of strategies lol. Absolutely love the little Footmen, which have become my favorite units so far.

Ch.1
I'm unable to finish the deed optional quest in the alternate way.. Explored everywhere, destoyed buildings, even murdered everyone killable, no idea. I did kill that racoon, and talked to the murloc guy, got the thing from the injured lady and killed the bandits and took the orders item. What's next to do, or did I make a mistake?

Ch.2
What's the deal with those renegades? I mean, what's their story and does killing them have an effect, other than getting nice shiny things?

A thing about clerics' Un-heal - are they supposed to use it on my units when set to 'active'? Cause they prefer to kill their own over the enemy right now.

And lastly, did anyone develop any good tactics to share?

yes

knights and mounted footmen are fucking awesome.

ignoring collision = surround and destroy.
 
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Any tips for hard mode The Culling? Trying to kill all red + Cure everything, but I'm not very skilled generally lol.. I like the Battle Mages but going for sorcery tactics seems weak, not just here. Seems like the Crimson upgrade is best for any mission? Still, I'm not able to mass enough units for combat + defense + assasins and Malganis takes like 40+ points before I'm even ready to go x.x

And btw I've read all the pages, got some good tips :p
Edit: lol, people say Hard is too easy, damn I'm bad :D
 
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Level 11
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429
Try to focus on defeating Mal'ganis quick the first time and then stick to the first area of houses - start clearing them out and when Purple attacks run back to defend your base. Purple doesn't attack that hard, 3-4 towers and some defenders to clear Meat Wagons should do for the first few waves.
 
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Thanks for the tips, I've finally done it :D Ahh so many nice items, so little place to hold them! I think Falric should be a hero, so he'd get his own hero icon to find him faster (F2), well maybe I just like him too much :p
There is just one thing bothering me and it's the new armor/counter system, but I guess I'll eventually wrap my head around it.
Finished all the missions now on Hard (weee), although I admit I cheated on the last one - for the first few waves. I just can't seem to defeat the first waves without losing a major part of the base lol.
 
Level 1
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Concerning units who are counted as heroes, i was interested if its a bug that units like Falric dont get a ranged attack with orbs, or was it intended?
Edit:
For some reason it keeps kicking me out of hard mode, meaning i have to manually restart the level and turn on hard, and then it only works for that one level :(
 
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Level 11
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Mr. Tic

Preserving your starting force is difficult on the last Mission on Hard but not impossible - gather it all on one entrance and quickly finish the enemies there before moving to the next one - you will have to sacrifice some towers for this however. But even if most of your starting units die you should be fine (it is intended in a way), the next attack takes a while to arrive and you can gather quite a lot of gold by having Arthas and Murdain kill the first few groups of creeps.

Wooden_Brick

Falric does unfortunately not get the ranged benefits of an Orb due to a bug.

You must set the difficulty in the main campaign screen as you would for the ORIGINAL Frozen Throne campaigns, it is another annoying bug that there is little I can do about. The difficulty button on the custom campaigns menu resets at the end of each mission - it always matches the difficulty of the main campaigns.
 
Level 14
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Oct 26, 2015
Messages
871
The silver lining with your project is at the least we may see your undead project be finished. While you can be hopeful any future projects not being worked on I have to meet with skepticism they will happen. Assuming 1 campaign a year which is overly optomistic on my part it would be 2023 by the time you finish.

If we see Undead. That is good enough.

If we see all of RoC that is beyond what anyone could hope for.

Looking forward to this monumental campaign Teo

:goblin_boom:
Any tips for hard mode The Culling? Trying to kill all red + Cure everything, but I'm not very skilled generally lol.. I like the Battle Mages but going for sorcery tactics seems weak, not just here. Seems like the Crimson upgrade is best for any mission? Still, I'm not able to mass enough units for combat + defense + assasins and Malganis takes like 40+ points before I'm even ready to go x.x

And btw I've read all the pages, got some good tips :p
Edit: lol, people say Hard is too easy, damn I'm bad :D

Don't cure or kill anything so Mal'ganis escort stays small next time. Get a full army while you kill all red for the item. Then go berzerk. you can use cure multiple times per zombie so just set it to slow and spam.

I used melee tactics and no magic two seperate playthroughs.
 
Level 4
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108
I replayed some more and in my opinion, the State of Arms tactic really outshines others, even combined.
Is it possible to consider buffing the other two? Magic in particular seems the weakest, it only gives +25 hp/mana to casters plus the special attack on some units. Conjurers are gods if mass summoning the super elementals but still, that's very late game... The divine path is good because of the divine specific units.
Oh and about the sustainable economy - did you use some tutorial on how to create it, or can you describe it to me in a PM if it's simple? I'm trying to learn some stuff about the WE so that one day, I could make something for the community, instead of sucking the hive for moooarrr :D

@anaxie
Thx for the insights, I wonder if there are ways to trick the AI in the other chapters hmmm >:D

Edit
Is there a chance to change the farm aura of restoration to not show the weird thing above units' heads, to something like a normal aura indicator or the healing effect of fountains? The aura could also be buffed while making the farm upgrade more expensive so we wouldn't upgrade every single house to farm..
Just some thoughts, it doesn't bother me that much. :p
Another thing I wanted to say before but forgot - I looove the flying commander dudes, very nice for picking AoE support items, going from base to battle all the time and spamming weapons, food, healing etc :D
 
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Level 11
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Aug 24, 2012
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Anaxie:

I know very well the projects as ambitious as this are often forgotten and binned. But I really want to continue this one. If you think about it is not that ambitious after all, I managed to finish the first campaign in a single summer - less than that actually, a month and a half. The key is reducing concepts as much as I can - less is more somtimes - I need to find the balance between adding enough to feel like I've actually changed the campaign and trying to jungle so many concepts that none gets actually implemented. But it is not going to be monumental - the last campaign was certainly not:p

I do want to finish the RoC campaigns at least, but I think that I will be able to finish the Frozen Throne ones as well before 2023 :)). Each time I work things get easier and easier, I learn more about the editor and triggers.

Today I finished my last exam so I will get back on track to actually making the campaign. Until now I have collected models from all over the internet that I will put to good use :)

Mr. Tick

I am thinking of buffing the magical version some way. The farm suggestion is a good one, I will keep it in mind - the buff is likely to stay I think, at least for a while.

The economy for the humans is simple: the Arsenals are Haunted Mines whose Gold is set to 99999 by a simple trigger. Workers are just modified Acolytes with the Undead tag left on (though you can still cast Holy Light on them and they don't heal on creep, they are for game purposes alive) so they can harvest from the Arsenals.
 
Level 14
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Oct 26, 2015
Messages
871
Power to you then. Month and a half for Lordaeron Enhanced is nuts.

Don't forget to do the FULL prologue all 5 missions. I would love to delete the average ones from my files in favor of a facelift.
 
Level 11
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429
Ok I have begun looking through the Lordaeron Enhanced in order to hunt down as many bugs as possible before continuing to the Undead Campaign. So far I've got

1. Too many beetles in Chapter 7

2. Cure can be casted more than once per Zombie

+ I will change a few models and abilities around

I need some advice on how to better illustrate the quest options in chapter 1 and 2 (the alternate versions). Anyone got any ideas? I'd like to make it less confusing without giving away too much.
 
Level 4
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Apr 19, 2016
Messages
108
Perhaps in the scroll the woman gives you, something could be mentioned to make players suspicious of her husband? Idk, I just never could figure out that I needed to punch him, never turned my attention towards him :p
 
Level 14
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Oct 26, 2015
Messages
871
Give the husband a big evil mustache clearly.

oh nooo fixing the zombie bug.

Now to get both items culling becomes the hardest mission.

have to kill all red claim 150 zombies for yourself and keep Mal'Ganis in check.

CHALLENGE ACCEPTED.


~ BUG
Oh while you're fixing bugs the Red Captain atop the Arsenal in The Culling has the rezzes infitnitely like Falric. Might need to fix that so he actually stays dead?
 
Level 3
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Apr 5, 2015
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King of Andor and unexperience beta tester

Hey man when i kill the captain at the culling? so many times i have to kill it! it ressurected!

And Btw IN ROC thier is a exploit or a bug when you save one of the high elven worker and build one banshee you can possed them and build your own High elven(Just pretend they where rebel or Corrupted when Sylvanas base is destroy and the rest of her forces is almost kill and server arthas) but some it changes and the high elven building barracks dosent want to be build and making me mad! only the alter.Can you do a choice for Scourge campagin about you want to spare and use your magic to possed her or kill her and reaninement by arthas.that would be cool
 
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