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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 3
Joined
Jul 21, 2015
Messages
41
Nice campaign teozamait! You've done a very well done remake of the human campaign, loved the hidden items and the new secrets like playing with Tirion Fordring and the alternative way in the first chapter, I relly enjoyed everything man, thank you very much for this. 10/10!

how to load the map?
i opened campaign editor
what next?
First you need to open "World editor.exe" located in your warcraft 3 directory
- Now press F7 to open the "campaign editor", a new window should appear
- Click "File" then "Open campaign" and select "The scourge of lordaeron - Enhanced"
- Now look for map 6, should be "human06.wc3x", right click then "Edit Map", it will load and show up a notification, just press ok.
- Save map and accept every change
- It should work now, load a save game from the previous chapter (chapter 5) and finish it again to play chapter 6.
Hope it works for you, at least it works for me.
 
Level 1
Joined
Sep 5, 2016
Messages
7
Hi, I was wondering if it's possible to make the cured zombies in chapter six The culling neutral when you cure them so your army isn't being swarmed by unkillable hostile zombies, At least for easy?

Also, will there be a time where you'll make some melee maps with this enhanced gameplay? ^_^
 
Level 1
Joined
Sep 5, 2016
Messages
7
Nice. ^_^

So after five seconds of curing the zombies, they should disappear? If so that didn't work and I had to many invulnerable zombies that it hurt's my army and since there's so many that they swarm my army making it hard to pull out.
 
Level 3
Joined
Apr 5, 2015
Messages
47
well in the chapter 6 the calling.. i just block the purple undead advancing... and i just made a little roleplayed by cheat(basically i was doing like a humans defenders where trying to contained the undead threat lol that i making a small roleplayed out of it nothing than spamming footman and new units lol)
 
Level 3
Joined
Jul 18, 2016
Messages
19
i love love the idea of chaning the map a bit for a harder difficulty, having small choices matter, and a diverse army (but maybe make it a little more entry level, maybe an obvious OK build or 2 still leaving the best ones for the dedicated)
 
Level 11
Joined
Aug 24, 2012
Messages
429
Sorry mate, bit of a rough time lately, I am thinking of just fixing the Lordaeron Campaign and then releasing the first two chapters of the Undead one separately.

It's just that I underestimated the amount of work required for my last year at University. All I can say for now is that I have not abandoned the project and have no intention of doing so in the foreseeable future.

But I am visiting Hive everyday so if you want to leave any messages here I will probably reply within a day or two.
 
Level 14
Joined
Oct 26, 2015
Messages
871
Of course teo. I told u many times doing all 7 campaigns was overly optimistic. However, considering how big level 2 is in the games lore and how interesting u likely made the first level a beta to keep your work relevant would be appreciated by everyone. In the very least u could work towards eventually finishing this campaign. Undead one above all others would benefit the most from your unique touch. I think TFT ones are fine as vanilla.

Anyhow yes do a beta. Let's see you enterpretation of the decimation of the silver hand :).

Then as a future beta release the three quel thalas levels whenever you finish them in the far away future. Plenty of campaign milestones for each updated beta release.

Can we expect a companion and unmounted arthas option in this beta?
 
Level 3
Joined
Dec 10, 2016
Messages
41
Dear sir,

I do not know whether you have noticed this or not, but there is a serious bug: When I choose the Abjuration Upgrade, the Arcane Chill effects my-own-troops instead of the enemies. Please check this out. I am looking forward for your answer.

This campaign of yours is truly a masterpiece!
I hope you have a good day.
Yours sincerely.
 
Last edited:
Level 3
Joined
Dec 10, 2016
Messages
41
Dully noted :)
Hahaha. Your answer made my day. :D

By the way, I really enjoy reading your alternate ending of Chapter 6 (The Culling) again and again. Love this idea, really good! It just like: If Azeroth is about to continue existing, these people (Stratholme citizens, King Terenas, Uther, Sylvanas, Anasterian, Antonidas,...) have to die. Tragically, Arthas has to be the one who makes this painful choice, and he chooses to sacrifice everything he ever loves, so that the world may see another day. He is truly a hero in your story's perspective. Simply magnificent work.
 
Last edited:
Level 2
Joined
Jul 20, 2015
Messages
12
Hello again, teozamait.
This is no review just a friendly reminder that you're doing awesome job! I started to replay your campaign again and can't wait for you holiday gifts (undead chapters).
Of course I have come across few bugs (which you are probably already aware of), most notably in chapter six, where I am swarmed by immortal zombies, like adtrl, so I decided to just kill 'em all (problem solved :thumbs_up:)! Also in chapter eight, I do not know, if there is some special trick to get to them or if it is just to piss people who "see dead people" off, but the two Pandarens near the chapter's end are inaccessible (at least to my knowledge). 2 minor ones: in chapter 2 both the Blademaster and Tarren's letter had some strange name "ST56...something" and the the WORST BUG OF THEM ALL that is worth a ban, in last (third) interlude the cathedral seen in the first few seconds floats, just kidding that thing is noticable, but it does not matter (just letting you know). I also have question if there is some way to get power generator in bonus chapter or is that map generator-less?

Now on my third replay I just now start to appreciate all the funny captions with several items and many upgrades, the Blazing Lance "with medling Archmages and their pesky Water Elementals" gave me a good laugh. You deserve a wiki page just for all the easter eggs and jokes you have included into this enhanced version. BTW, the "Formations" caption about brother shoulder to shoulder, what is that reference to?
Once again, thank you for work and have very Merry Christmas.:wsmile:
 
Level 11
Joined
Aug 24, 2012
Messages
429
Cleave Relic? Can't remember putting that item in, unless you are referring to the Stratholme Sword which Cleaves? In that case, I think you need to kill all Red Units on the 6th level on Hard difficulty to get that.

Update: unfortunately I don't think I will be able to release the 2 Undead levels for Christmas. While I thought I would get some free time with the Christmas break, family life has taken quite a bit of my time. I am sure all of you can understand. Most of the debugging and polishing for the original Campaign is done though, so I haven't been completely slacking :-"
 
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Cleave Relic? Can't remember putting that item in, unless you are referring to the Stratholme Sword which Cleaves? In that case, I think you need to kill all Red Units on the 6th level on Hard difficulty to get that.

Update: unfortunately I don't think I will be able to release the 2 Undead levels for Christmas. While I thought I would get some free time with the Christmas break, family life has taken quite a bit of my time. I am sure all of you can understand. Most of the debugging and polishing for the original Campaign is done though, so I haven't been completely slacking :-"
Oh! You are right! I did not know the exact name of that Artifact, either. I just read Anaxie's comment and replayed the campaign to find it, because the last time I played, I had missed it. Collecting rare items is my favorite hobby when playing games. :p Besides, I always play games on Hard mode. This masterpiece of yours has brought the difficulty of WC3 to a whole new level. I must say it has the best replay value compared to all of the Original WC3 campaigns.

I thank you for your hard working in order to bring us such good gameplay campaign! You have done a lot of brilliant things to this game! I wish you and your family a Merry Christmas! May Happiness and Prosperity come to you and your loved ones in the upcoming year of 2017!

Best Regards.

P.S: I have just found another (maybe) bug. The Sword Of Culling (the one Cleaves) and The Blazing Lance (taken from the Fire Elemental Lord in Chapter 3) do not stack with each other. When Arthas carries them both, only The Blazing Lance's effect works. Would you please tell me whether it is a bug or just orb-effects-do-not-stack like old DotA. o_O
Thank you for your time!
 
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Happy Holidays to you mate, hope you enjoy the season! Thanks a lot for the kind words :)

The issue lies with the Blazing Lance, it changes the attack type of a Hero entirely (I think), preventing all other attack effects. Cleave's damage should in theory stack with orb effects, though it won't put debuffs such as Chilled on secondary targets.

Anyway, it's a hardcoded issue unfortunately.
 
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Happy Holidays to you mate, hope you enjoy the season! Thanks a lot for the kind words :)

The issue lies with the Blazing Lance, it changes the attack type of a Hero entirely (I think), preventing all other attack effects. Cleave's damage should in theory stack with orb effects, though it won't put debuffs such as Chilled on secondary targets.

Anyway, it's a hardcoded issue unfortunately.
Thank you, Teozamait! I did have a very happy Christmas!

On my currently third replay of this campaign, I found two Polar Furbolgs on the cliff on Chapter 8 (Dissension). How can I get to them? I have been thinking for nearly an hour.
At always, I really appreciate your helping out with the situation. Please give me some hint! :D

Hope you enjoy your wondrous remaining holidays before New Year's Eve! ;)
 
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The Pandas shouldn't be there :-" leftover from a previous version, they serve no purpose.
Oh. That's a little sad. :)

One personal question, may I ask? Among the three Locus Paths (State of Arms, State of Divinity, State of Abjuration), which do you prefer the most personally?
I myself prefer both the Crimson and the Emerald ones over the Sapphire one. But I have to admit I really like the Arcane Chill from the Abjuration Upgrade, although there is a bug preventing me from using that ability which I have mentioned a few weeks ago.

Good day, Teozamait!
 
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I don't know to be honest, I'll probably go for Divinity just to get the awesome Paladin model rolling around.

Remind me of the Arcane Chill bug again?
Hahahaha. Me too! The best part about Divinity are your awesome Knights Of the Silver Hand. I like them the most, remind me of those great days running around with the Paladins in WC2. Maybe in Path of the Damned you should bring back some old Death Knights resemble those in WC2 (with rods in their hands).

The bug is: When I choose the Abjuration Upgrade, the Arcane Chill effects my-own-troops instead of the enemies. I noticed my Crossbowmen shot the undead but my units standing next to the undead got slowed, not the undead themselves. I don't know why.
 
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I would love to share with you the little work that I've done on the mod, but I would rather present some properly completed missions.

The only honest answer I can give is that it will be done when it's done. I have not abandoned the project nor do I plan to do so.
 
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I would love to share with you the little work that I've done on the mod, but I would rather present some properly completed missions.

The only honest answer I can give is that it will be done when it's done. I have not abandoned the project nor do I plan to do so.
Really happy reading this reply of yours, honestly! :)

I notice people who download your campaign have been increasing day after day. I am sure many of those have already played this are waiting for your next release Path of the Damned. I'm sure they are. :D
 
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Progress update on Path of the Damned. Can we expect a few demo levels closer to spring?

Have you decided if Falic will remain with Arthas throughout this Campaign aswell?

I think Arthas should keep chaos damage gained from Frostmourn for this campaign. It was a littlw silly to remove it in the vanilla one.

Thus having him be weaker as a lvl 10 death knight compared to qhen he was a level 10 Paladin.
 
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Well, You really need to fix your campaign. I enjoyed playing but the end was an incredible dissapointment by far.

-> Stratholme bug, the undead wont dissapear, they get invulnerable, kinda annoying but okay.

-> Secrets and all that feel utterly useless apart from some items because why caring about stat books if the Frostmourne Arthas is weaker anyway/it does not take over?

-> *Gamebreaking* The Undead in the final campaign have overpowered units, its basically only one unit that is unkillable. 5 Crypt Elders can take on my whole army and just heal all the damage I do thus purple is impossible to kill for that it seems to go for all units and they cast it super fast and heal so fast that its impossible, cant progress. They need a hardcore nerf.


Apart from these issues I enjoyed your campaign and its the third time I have played it, I cant wait to play as the undead myself and undead Arthas with your campaign style and gameplay mechanics, However I do hope that you´ll maybe make Arthas keep the chaos damage or somehow be significantly stronger than before due to Frostmourne but I do get it though that it might be a bit difficult to balance out.
 
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