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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 14
Joined
Oct 26, 2015
Messages
871
Teo. You mentioned back at christmas that a new version was done. Plans on release and potential undead demo. Waiting on replay to play the V2.5 last time i played was V1.95

I could give you ALOT of feedback. Pm me the undead demo even if first and partial level if you want. If i recall i gave you a ton of feedback before which resulted in many fixes like being able to spam cure a single zombie or the morphing bugs. I believe I also inspired you to revamp the final mission with more undead bases NICE! And the revamp of march of the scourge which had you ramp up the pressure a few versions ago. In addition the the buffing of frostmourn arthas compared to his vanilla game that didnt keep up with your many tome additions.

I would like the opportunity to dig into ths campaign again for another in depth look.
 
Last edited:
Level 14
Joined
Oct 26, 2015
Messages
871
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.
Your frostmourn ability or stuns the freeze the crypt elders to kill them
 
Level 11
Joined
Aug 24, 2012
Messages
429
I am aware of most of the bugs you mentioned.

You can tone down the difficulty of the final level by destroying the tome pedestal near Arthas' spawn location.

Progress is slow, but there is progress:p

As for Chaos damage, why are you so keen on it? Arthas will do Hero damage most likely as part of the Armour/Attack balance scheme. Keep in mind that Chaos damage does less damage to Unarmored and Light units as part of this scheme. Nothing is set in stone, but there is little reason to give Arthas Chaos damage.
 
Level 14
Joined
Oct 26, 2015
Messages
871
I think he means more for lore sake that he would do it considering the power of frostmourn and then it's power not being evident once the Undead campaign starts for Balance reasons.

anyway Teo ETA on V2.5?
 
Level 11
Joined
Aug 24, 2012
Messages
429
ETA: Whenever I get free time to work on it. Closest date when I will have free time is 23rd of March. I can't promise something I don't know for sure, but I can safely say I have not abandoned the project (I know the lack of updates says otherwise, but all you can do is trust me).
 
Level 2
Joined
Mar 8, 2017
Messages
6
There is a bug on the second mission. After i killed an enemy unit named Taren, he dropped an item with bugged name and description. The name is "TRIGSTR_582 TRIGSTR_587". I'm very curious to know what this item was suppose to be.

I just have downloaded the campaign today and started playing, i have no words to describe how incredible your work is. I'm looking foward to play the undead, orc and night elf campaigns as well, i hope you never stop working in this project. :D

uuxMZNh.jpg


Sorry for my english, i'm from brazil.
 
Level 11
Joined
Aug 24, 2012
Messages
429
Hey, thanks for letting me know, I do appreciate it.

I for one hope that I will one day finish this project and not have to work on it forever :)) But it's still a while to go.

As for the item, that's a nasty bug that I have not yet encountered before. I think it's a corrupted files bug, which doesn't sound good at all. Onto the list of bugs it goes. The item is just a lore thingy if I remember correctly.
 
Level 2
Joined
Mar 8, 2017
Messages
6
There are these two minor details that maybe you already know about. The Cleric has no portrait and the Crossbowman have some wrong words. There is just one bug that i think it's a big deal. When you complete a mission on Hard difficulty and start another mission, the game changes to normal difficulty.
I don't know if those things are already on your bugs list to fix some day, but i'll tell whenever i found something more, if you don't mind.

I've finished the Culling, i loved the two options to complete the mission, especially because Jaina and Uther can join the mission. Everything is excellent so far in the new units, upgrades and additions. I suggest that you put some effects on the zombies or maybe change their skins while and after you cure them. Is really hard to tell if you have successfully cured them, and it would also be a pretty detail to add to the mission.

Once again, sorry for my english, and congratulations for your excellent work.

CnBTIzZ.png

zspKOpr.png
 
Level 2
Joined
Aug 13, 2016
Messages
5
Hey, thanks for letting me know, I do appreciate it.

I for one hope that I will one day finish this project and not have to work on it forever :)) But it's still a while to go.

As for the item, that's a nasty bug that I have not yet encountered before. I think it's a corrupted files bug, which doesn't sound good at all. Onto the list of bugs it goes. The item is just a lore thingy if I remember correctly.
I have found this item behind his hut aswell and I have no idea how to make Alterac bandits cooperate with me - I have the alterac insignia from first scenario but both alterac camps are hostile towards me.
 
Level 2
Joined
Mar 8, 2017
Messages
6
I have found this item behind his hut aswell and I have no idea how to make Alterac bandits cooperate with me - I have the alterac insignia from first scenario but both alterac camps are hostile towards me.

The insignia from the first mission is to be used on the same mission. You just have get on the other side of the bridge were there is a waterfall. To do this, you have to walk Arthas close to the side below the bridge through the river.
 
Level 2
Joined
Aug 13, 2016
Messages
5
The insignia from the first mission is to be used on the same mission. You just have get on the other side of the bridge were there is a waterfall. To do this, you have to walk Arthas close to the side below the bridge through the river.
Even though the Item description says near Orcish ritual site, and the bandit says near orc camp with the name of unit in the second mission?.I believe this could be reason why the bug occures in the second mission, because of the item which probably don't work. The murloc gives you sword even without the insignia by the way.
 
Level 1
Joined
Jan 30, 2014
Messages
2
Finish playing this awhile ago, and just wanted to say this campaign is awesome. Love all of the changes and hope you can get it finished by when you want it done! Fingers crossed for that undead campaign, and good luck :)
 
Level 1
Joined
Mar 19, 2017
Messages
4
Epic!
I thought that WC3 was dead, but when I show Jayborino playing this campaign on Youtube I decided to try it. I must say I don't regret that decision one bit!

Never thought that playing a 15 years old game can be so much fun...
Thanks a lot!:D
 
Level 3
Joined
Jan 17, 2017
Messages
45
I love it. The map is so good, way more better đang the old Human build style. Just a few minor suggestion:
1/Chapter 6 The Culling is too hard, and the reward for it is not worth. Maybe you should add some chapter after that, make it a happy ending for Arthas. Like, instead of going to the North, Arthas help Uther and Jaina clean his land from the Scrourge. The alliance of Night Elf and Orc come and ask them to fight the Burning Legion. After an long hard battle, they manage to defeat BL, Arthas and Jaina married, and they live happy forever after. Something like that would be nice, don't you think so?
2/I love what you've done to Captain Falric, but since he follow Arthas since chapter 3, why don't you make him hero too? I mean, maybe there are some Comandos, but only one Cap Falric right? And that will aslo help distribute items easier
 
Level 14
Joined
Oct 26, 2015
Messages
871
I love it. The map is so good, way more better đang the old Human build style. Just a few minor suggestion:
1/Chapter 6 The Culling is too hard, and the reward for it is not worth. Maybe you should add some chapter after that, make it a happy ending for Arthas. Like, instead of going to the North, Arthas help Uther and Jaina clean his land from the Scrourge. The alliance of Night Elf and Orc come and ask them to fight the Burning Legion. After an long hard battle, they manage to defeat BL, Arthas and Jaina married, and they live happy forever after. Something like that would be nice, don't you think so?
2/I love what you've done to Captain Falric, but since he follow Arthas since chapter 3, why don't you make him hero too? I mean, maybe there are some Comandos, but only one Cap Falric right? And that will aslo help distribute items easier

No

And it's called Hard mode because it's hard

the culling blade and redemption are insanely powerful wtf?

Get good pleb
 
Level 4
Joined
Feb 18, 2017
Messages
99
Its a completly awesome campaign 5/5 but i would like to ask you if you can put the entire undead rece in the bonus chapter like skyteros,archnecromancers,death spires,and the rest .
 
Level 11
Joined
Aug 24, 2012
Messages
429
No

And it's called Hard mode because it's hard

the culling blade and redemption are insanely powerful wtf?

Get good pleb

Anaxie please don't call people names, I personally dislike that and it's against the rules of Hiveworkshop. If anyone is struggling with difficulty that is nothing to be ashamed off.

If anyone wants any units which cannot be build as it is, just add them to any building in your World Editor, the campaign is open sourced. Same thing goes for difficulty: feel free to lower it down by adding a handicap percentage trigger or give yourself more units/resources to begin with.
 
Level 2
Joined
Jul 16, 2016
Messages
26
Hi, can you tell me whats happen to matilda and menag?
chapter 1 in second optional quest, is there any use of letter item which Matilda give and item behind the tent of menag camp?
or it just useless "item"?
or there is scenario in second optional quest?
pls tell me, i am perfectionist
i cant play further if this can be solved
 
Level 4
Joined
Feb 18, 2017
Messages
99
Hi, can you tell me whats happen to matilda and menag?
chapter 1 in second optional quest, is there any use of letter item which Matilda give and item behind the tent of menag camp?
or it just useless "item"?
or there is scenario in second optional quest?
pls tell me, i am perfectionist
i cant play further if this can be solved
when the woman gives you the leter you should slighly hurt the man because he is a criminal then you have to go to menag.
 
Level 2
Joined
Jul 16, 2016
Messages
26
when the woman gives you the leter you should slighly hurt the man because he is a criminal then you have to go to menag.
Thank you very much. and one thing about murloc in bridge, it should he just give me the sword? or there is story behind it?
hahaha never mind about that. Now i can rest in peace. Thank you for reply.
 
Level 2
Joined
Aug 20, 2016
Messages
26
No. Just no. You can't simply quit with this one campaign. :( This game and its dedicated players need more of your enhancements! You've actually turned this useless footman unit into something brilliant. Thank you for that.
 
Level 3
Joined
Apr 5, 2015
Messages
47
Heya It's me KJmaster208 here *AGAIN*

Just like to share this thought* I'm not reporting any bugs or whatsoever just like to share my...roleplaying ish*

Btw i just kill the leader of the loyalist so no stramhole defenders kill me :) before i start my roleplay ish

Anyway in the Calling chapter i used*cheats for unlimited foods and fast training time* to the Villager houses from the south and southeast i just send many footman as archer and pike and many knights, priest and etc as "Royal defenders" and just destroy many houses to release zombies, and let's just say it wasn't pretty cause they almost wipeout the "Royal defenders" so LOL and no regrets


that's my roleplay ish in the "Calling"

Anyway how's the update for the Enhance scourge campaign man? it's been a while i just replay the campaign everytime cause is fun.
*Don't be rude or harsh ok plz*
 
Level 1
Joined
Jun 23, 2013
Messages
1
Hey man! Nice job on this one. Congrats! I really liked the choose your own ending from The Culling. thanks for your work and I really really really am looking forward for the Path of the Damned Enhanced! Bless
 
Level 2
Joined
Jun 2, 2017
Messages
9
Excelent campaign, really added a new flavor to an old experience... Two things I did note, and let me just say they are not real problems(maybe the first), but more things that Im guessing you would like to correct on your own.
1) I dont know how it Works in the regular campaign but upon first arriving to Northrend i decided to ignore rescuing the Dwarves and take some time to set up my defences and see everything that I could do with two generators. After they destroy the Dwarven outpost the purple Undead(Ravagers I believe) dont stop producing units. Now at first this seemed fun, I mean who wouldnt like to destroy a thousand beetles with a control group of mortar teams, but the problems started when I actually tried to attack. The game crashes. I guess its part of the engines fail-safe mechanism when it has to do too much AI work, but you can see how this became a problem. I had spent about an hour setting up my base, getting the desired unit composition(side note, the bishops are OP when en masse, you simply cant die) and I had to restart the misión because no matter how many units I sent towards an enemy base(either one) the game crashed. I think you could easily correct this by making the purple undead attack the player once it finishes off the Dwarves, or simply stop producing units. I mean beetles arent gonna be problematic for anyone. XD
2) This is really dumb, but it might help you for the next campaign. In the bonus misssion if you mount your DK and then dismount him over an área that is covered in treees he will have a dismounted model but he stays up in the air. It looks really cool and he still only attacks ground but I think you should pay attention to that because it might be widely complained about in your next more DK-centric campaign

Anyway, great work, keep it up, I actually made a Hive account to comment this. xD
 
Level 1
Joined
Sep 24, 2016
Messages
4
This is a truly amazing revamp of one of my favorite campaigns from the Reign of Chaos. I loved playing it, and I can't wait for the Scourge campaign, if you ever decide to make it.
 
Level 16
Joined
May 2, 2011
Messages
1,345
Hello,

Is there version for orc campaign (Reign of chaos)? (I want to play chapter III orc vs humans)


I liked spear man :3

Edit: does something happen when I have sturdy kit? (sword shield and all other parts)

Edit:

hello,

there is one thing I consider a bit irritating D:

in the first mission about gerard book and in the second mission too:

  1. you cant get both items doing the mission. if you go the alternative way, the original bonus is lost
  2. same thing. If you convince to join the Taren assasin vanish, but if we didnt convince them he would have dropped a tome of 20 HP. I want both :(

more things into the gameplay and all:

  1. I had an idea of some cool effect: to delay flesh decay for much more than 2 seconds. When someone sees the dead bodies of grunts and footment, he gets the feel of deadly battle. (I used about 60-100 in my maps)
  2. Formation rank of Bowman is same as footman; sometimes Bowman becomes in front of foot man during formation and battle. I think his ranked should be moved to 1 from 0 or something. (if it was me I will make hero 0, swordman 1, lieutenant & spearman 2, blood elf spell breaker 3, bowman 4, rifle 5, mortar 6 and such.
  3. Farm heal should be auto cast I think. it doesnt hurt to do that anyway.
  4. selection priortiy for spell casters ( I am talking about chapter 2)
  5. When there is skeletal orcs, I think it is better to make one of them orc champion because he has death coil and only that can heal his allies (to counter holy light)
  6. footman-bowman morphing issue
  7. devour magic does not have cool effects like normal game
  8. Acquesition range of Bowman should be increased slightly, so that when they are set to follow arthas, they will start to attack enemies earlier. I would go for 700 (like crypt fiends)
  9. in Chapter 4, there is potential secret area (I found it doing the hint of: check woods before you end game) and found quite an area that fits for a secret, but it was completely empty. I think you can make good use of it
  10. Chapter 4: there is lieutenant and can ride horse. When Dismounted, he becomes Captain. When mounted again, he also stay captain. so we have 2 captains in that mission.
  11. AI seem buggy that it never attacked secondary base in mission 5? In WC3 AI, they attacked both bases, but in your campaign it seemed they only attacked main base for most of the mission. then, before the end slightly, the secondary base was attacked. Still, the final attack on the secondary base is really not that big. I got my whole main base and razed and 2 heroes dead, but my second base could stand still with even less units
  12. spellBookItem seems a bit broken: when I change the slot I lose spells it contains. When I drop it and re-take it, I have spells back??? doesnt make any sense :S
  13. the bash hammer from the Blacksmith Merchant, it doesnt seem to work for captain falirc? nvm it actually works
  14. Chapter 5 again: stables apparently cannot be built sometimes. I am not exactly sure how to replicate that, but apparently when they become militia, they cannot build stables anymore.
  15. Game does not crash when Captain picks tome of Health.
  16. I think it costs too much to repair Ballista, and maybe other units too.
on top of this, some hotkeys need to be fixed/changed. mostly on footmen abilities


  1. Lieutenant march should have hotkey other than M. I would recommend charge C
  2. Worker and townhall Return-to-work both have W (return is opposite to call for arms). Better use B as in back to work.
  3. jaina spellbook is B, and blizzard is B too. Better Make it blizzaRRRRRd
  4. E for Holy Smite instead of no-hotkey.
  5. T for training LiueTenant
 
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Level 14
Joined
Oct 26, 2015
Messages
871
The 20 HP /+2str tome for killing Taren VS allying with the Alterac remnants is worthless when you consider the Shield that restores mana AND HP that you get.

And then you use the alterac leader to get the staff or lore item from the stormreaver warlock.

It's a no brainer conpared to +2 strength.
 
Level 16
Joined
May 2, 2011
Messages
1,345
The 20 HP /+2str tome for killing Taren VS allying with the Alterac remnants is worthless when you consider the Shield that restores mana AND HP that you get.

And then you use the alterac leader to get the staff or lore item from the stormreaver warlock.

It's a no brainer conpared to +2 strength.
I think you mis'calculated the number of tomes lol

but I aint give any spoilers ;)

Edit:

Hello,

there is something I couldnt explain.

I won chapter 6, and then went to chapter 7 played and saved mid-game. After few minutes I restarted and I have no starting items. why?
 
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