- Joined
- Dec 3, 2020
- Messages
- 968
Map has officially released -> The Scourge of Lordaeron Reworked
This is another campaign that I am reworking (previously I did Legacy of the Damned).
The idea of my "reworked" project is to make the campaign a little bit more juicy than the original, while not putting some ridiculous stuff in it.
Making boss fights more fun and challenging but in a RTS envisioned style (not just making a boss have 500 damage and 10 000 hit points).
Some extra units will be added but ones that will fit the game, the player will be unlocking units from the dwaves, high elves and the kirin tor, apart from human units.
The campaign will have 2 parts (but I will release everything together obviously): 1st in Lordaeron -> 7 missions (1 new one added by me) and 6 in Northrend -> the 3 missions will be split into 6 missions.
Recommended version is 1.31.1, you can get it from here ---> WC3 Download Archive (1.00 - 1.31.1 + BETA & DEMO)
Any other versions will most likely cause some bugs, ruining the intended experience and there might be some game breaking bugs as well. So I really recommend you to play this on patch 1.31.1
The things this campaign will bring to the table:
Missions:
Bear in mind that this is basically the demo of the work in progress, meaning that there might be bugs here and there and that some maps might not be fully complete (for example: they are fully playable, cinematics work, AI works etc... BUT I might add more triggers, more voice lines for the final release etc...)
* Please note that the screenshots may not fully reflect what the final version of each map will represent. Meaning that the final version might be different (an improved version).
This is another campaign that I am reworking (previously I did Legacy of the Damned).
The idea of my "reworked" project is to make the campaign a little bit more juicy than the original, while not putting some ridiculous stuff in it.
Making boss fights more fun and challenging but in a RTS envisioned style (not just making a boss have 500 damage and 10 000 hit points).
Some extra units will be added but ones that will fit the game, the player will be unlocking units from the dwaves, high elves and the kirin tor, apart from human units.
The campaign will have 2 parts (but I will release everything together obviously): 1st in Lordaeron -> 7 missions (1 new one added by me) and 6 in Northrend -> the 3 missions will be split into 6 missions.
Recommended version is 1.31.1, you can get it from here ---> WC3 Download Archive (1.00 - 1.31.1 + BETA & DEMO)
Any other versions will most likely cause some bugs, ruining the intended experience and there might be some game breaking bugs as well. So I really recommend you to play this on patch 1.31.1
The things this campaign will bring to the table:
- Slightly longer and harder missions but easy enough to beat if you've completed the original campaign on Hard difficulty.
- Friendly AI on all missions where you have a base. This is the main feature I can be proud of from this entire project.
- Very smooth combat (mostly AI related). Trust me on this one.
- Added a lot of unused voice lines from the original campaign and even edited a few myself.
- Balanced gameplay -> hundreds of re-balanced abilities, unit upgrades, unit stats.
- Not trying to be too custom to the point where it feels like you're playing another game.
- Classic, yet modern, feel to the gameplay and everything else overall.
- Every single summoned unit will die alongside its summoner when that summoner dies.
- Hero attack damage type will not be used.
- Magic attack damage type will be used very sparingly (not used at all in this specific campaign).
- RoC campaigns will use RoC balancing.
- Buildings generally cost a bit more gold.
- All potions, scrolls etc... will have multiple charges.
- Almost all spells will have longer cooldowns. Spellcasters are still very strong and magic will be very strong too but I aim to prevent a unit to be able to cast the same spell 8 times in 10 seconds.
- --------- Humans -----------------
- Arthas Menethil
- Uther the Lightbringer
- Jaina Proudmoore
- Muradin Bronzebeard
- Baelgun Flamebeard
- Torq Ironblast
- Dalar Dawnweaver
- Lord Garithos
- Doril Aran
- Captain
- Feranor Steeltoe
- ----------- Bandits (good) ----------------
- Bandit Lord (maybe will be named)
- Grand Wizard (maybe will be named)
- ----------- Bandits (bad) ----------------
- Menag
- Benedict
- -------------- Orc --------------
- Slave Master (Mathog; but may remain unnamed)
- Blademaster of the Blackrock Clan (may give him a name)
- ------------- Undead --------------
- Kel'Thuzad
- Mal'Ganis
- Calis Wraithson
- Venim Iceblade
- Salramm the Fleshcrafter
- Hagron the Decayed
- Miasmus
- Glacion
- -------------- Others --------------
- Searinox
- Queen Qar'Xira
- Kis'goh
- The Guardian
- Prince Arthas: has Holy Light, Resurrection, Devotion Aura, Divine Shield and Divine Fire abilities. A very strong melee spellcaster unit.
- Jaina: has Ice Shards, Summon Water Elemental, Brilliance Aura and Mass Teleport abilities. Also unlocks her Spell Book on mission 6, granting her 3 more abilities ---> Arcane Protection, Arcane Explosion and Mass Polymorph. A very good supporting spellcaster unit.
- Muradin Bronzebeard: has Storm Bolt, Thunder Clap, Bash and Avatar.
- ------------------------------------------------
- --------- - Barracks Units -------------------
- Captain: can only have 1 at a time. Pretty much a better footman that costs 200 gold and takes up 0 food.
- Footmen: footmen will be able to equip magically enchanted armor by the Kirin Tor mages. For 100 gold, they shall become Kirin Tor Guardians; Kirin Tor Guardian's Defend ability will also grant him 50% spell damage reduction. Unlocked on mission 6, which is a brand new mission made from scratch by me.
- Footman Archer: trained from the Barracks, replacing the Rifleman. Has 300 hit points, moderately less attack damage than a rifleman but not that much, has slightly slower attack speed and costs 2 food. Has 500 attack range (100 more than a Rifleman), which can be upgraded to 700 with the Improved Bows upgrade.
- Pikeman: similar to a footman but with some key differences. Costs 140 gold. Has more damage than a footman, is trained faster than a footman but has 2 less armor and 380 hp (footman has 420). No Defend ability of course.
- Knight: can use the Animal War Training and Hardened Leather Hide upgrades.
- ---------- Arcane Sanctum Units -------------
- Priest: Heal costs 4 mana and heals 20 hit points, Dispel Magic is nerfed, Inner Fire has a longer cooldown and restores 1 hp/sec. Has a new Cleanse ability which is unlocked together with Inner Fire (upgrading Mastery Priest Training). Cleanse removes a (random) corpse from the battlefield.
- Sorceress: has Slow, Arcane Explosion and Summon Water Elemental abilities. Does not unlock master training until Northrend. Can upgrade Arcane Explosion later on.
- Human Conjurer: has Summon Stone Golem, Blizzard and Polymorph abilities. Can upgrade Blizzard and Polymorph later on.
- Doril Aran: elite version of the Human Conjurer. Has Summon Rock Golem, Blizzard and Polymorph (doesn't require any caster upgrades).
- Hydromancer: has Ice Shard Attack, Ice Prison and Ice Shards abilities. Can upgrade Ice Shards later on.
- Dwarven Battlepriest: melee spellcaster who can upgrade his armor with enchanting dwarvish runes, giving him extra armor, reducing 20% of all damage dealt to him and returning 30% of damage dealt to him to enemy melee attackers. Can also cast Slam and Lightning Shield (basically Immolation; not the Shaman's Lightning Shield) abilities. Only affected by melee attack upgrades; is also quite tanky for a spellcaster.
- --------- Workshop Units ----------------------
- Rifleman: exactly the same, although I'm still trying to cook something up with this unit; want to give him some ability, preferably not a passive one. I don't want to be lame and give him Critical Strike or something lame like that. Does not get the Long Rifless upgrade until Northrend, so the Footman Archer can shine more, but it still pretty good. Is a good combo with the Footman Archer since the 100 attack range difference allows them to line up in front of the archers.
- Mortar Team: has 20 more hit points. Flare has only 5 charges/uses.
- Gyrocopter: costs 2 food, has 350 HP, a lot more attack damage, both versus air and ground. Has slightly faster attack speed.
- Steam Tank: can transport up to 8 units, can attack both buildings and units but has lower attack damage but still good when fully upgraded. Also has the Rocket ability which deals 125 damage to an enemy air unit. It is not a Siege Engine so it will not have anti-air attack.
- Dwarven Engineer: used by the dwarves, primarily to repair their mechanical units during attacks; mechanical units such as Steam Tanks, Gyrocopters and *Golems. Can also spawn an immobile turret which attacks both ground and air units and can spawn/construct an explosive barrel, which deals 150/50 (depends how close/far enemies are) damage upon death or after 7 seconds of being spawned/constructed.
- *Golems: constructed by Dwarven Engineers. Golems will be available to construct for the player, it's just the AI I have to see if I can make it work with.
- ----------- Gryphon Aviary Units ------------
- Gryphon Rider: has 650 hit points only. Can use the Storm Bolt and Chain Lightning abilities and has the Storm Hammers, Animal War Training and Hardened Leather Hide passive abilities. Chain Lightning and Storm Bolt can target mechanical units.
- --------------------- Towers -------------------------
- Scout Tower: no changes
- Guard Tower: no changes
- Cannon Tower: has a cluster rockets ability that deals moderately small damage in an AoE to enemy ground units.
- ------------------ Other units used by the AI or that the player gets for certain missions only ---------------------
- Apprentice Wizard: 180 hit points, 200 mana. Can cast Entangling Roots. Mainly used by the Bandits.
- Rogue Wizard: can cast Slow and Lightning Strike that deals 160 damage to a single target.
- Renegade Wizard: can cast Purge and Forked Lightning, hitting up to 3 targets, dealing 85 damage to each one hit.
- Grand Wizard: has Summon Water Elemental, Polymorph and Brilliance Aura abilities. Might give him 1 more ability which deals damage.
- Bandit: normal bandit but can cast Defend.
- Brigand: normal brigand but can cast Defend.
- Rogue: normal rogue but can cast Defend
- Assassin: same as normal but can cast Defend
- Bandit Lord: has the Slam, Divine Shield and Devotion Aura abilities.
- Human Mage: human variant of the Priest. Has Healing Wave instead of Heal. Also has Dispel Magic, Inner Fire and Cleanse.
- Wizard: a versatile spellcaster unit. Has the Ignite ability, which sets an enemy unit on fire, dealing 200 damage over 10 seconds. Also has Arcane Shock and Breath of Fire. Available to use only by the Kirin Tor.
- Dalar Dawnweaver: has the Blizzard, Summon Water Elemental, Brilliance Aura, Chained Arcane Blast and Polymorph and Teleport (solo TP).
- Baelgun Flamebeard: has the Storm Bolt, Thunder Clap, Bash and Avatar abilities.
- Torq Ironblast: has the Storm Bolt, Thunder Clap and Bash abilities.
- Lord Garithos: has the Holy Light, Shockwave and Devotion Aura abilities.
- ---------------- (Changes to) UNDEAD UNITS ----------------------------
- Necromancer: spawns only 1 skeleton warrior instead of 2, but mana cost is halved and has a pretty low cooldown. Will have a maximum number of skeletons but I'm deciding if it should either be 4, 6 or 8. Still considering to give them new abilities (on top of Raise Dead, Unholy Frenzy and Cripple).
- Frost Wyrm: Freezing Breath (the upgradable research) also freezes ANY mechanical units such as Gyrocopters, Steam Tanks and the Dwarven Engineers' Turrets.
- Skeleton Archer: is trained from the Crypt. Undead use them throughout the entire campaign but they serve as a great substitute to the Crypt Fiend in the Lordaeron missions (since the players encounters Crypt Fiend only in Northrend).
- Meat Wagon: has 450 hit points.
- Abominations: has 1080 hit points.
- Gargoyle: has increased damage against ground units, but slightly decreased damage against air units. Currently trained from the Crypt, but I'm considering to make them be trained from a Gargoyle Spire building.
-------------------- (Map) Specific Changes ---------------------------------
- Cult of the Damned:
- Make the Bandits not retreat after killing a single undead unit or structure AFTER first quest cinematic. (Change AI attack function call in script)
- Give the Ogre Magi an Ignite ability (DPS over time + movement speed slow) and potentially a third ability
- Create new units for the Kirin Tor -> potentially give them an air unit
Missions:
- Cinematic: The Prophecy (Completed)
- Cinematic: The Warning (Completed)
- Mission 1: The Defense of Strahnbrad (Completed)
- Mission 2: Blackrock and Roll (Completed)
- Interlude: Jaina's Meeting (Completed)
- Mission 3: Ravages of the Plague (Completed)
- Mission 4: The Cult of the Damned (Completed)
- Mission 5: March of the Scourge (Completed)
- Mission 6: The Dark Knight (Completed)
- Interlude: The Prince and the Prophet (Completed)
- Mission 7: The Culling (Completed)
- Interlude: Divergent Courses (Completed)
- Mission 8: The Shores of Northrend (Completed)
- Mission 9: The Hammer Falls (Completed)
- Mission 10: Dissension (Completed)
- Mission 11: Frostmourne (Completed)
- Mission 12: The Dark Night (Completed)
- Mission 13: Retribution (Completed)
- Cinematic: Arthas' Betrayal (Completed)
Bear in mind that this is basically the demo of the work in progress, meaning that there might be bugs here and there and that some maps might not be fully complete (for example: they are fully playable, cinematics work, AI works etc... BUT I might add more triggers, more voice lines for the final release etc...)
* Please note that the screenshots may not fully reflect what the final version of each map will represent. Meaning that the final version might be different (an improved version).
Attachments
-
Screenshot from 2023-10-10 14-27-22.png3.6 MB · Views: 736
-
Screenshot from 2023-10-10 14-29-02.png3.3 MB · Views: 677
-
Screenshot from 2023-10-10 14-29-10.png3.3 MB · Views: 585
-
Screenshot from 2023-10-10 14-30-45.png3.4 MB · Views: 549
-
Screenshot from 2023-10-10 14-32-37.png3.6 MB · Views: 525
-
Screenshot from 2023-10-10 14-32-57.png3.6 MB · Views: 494
-
Screenshot from 2023-10-10 14-35-21.png3.6 MB · Views: 482
-
Screenshot from 2023-10-10 14-37-32.png3.4 MB · Views: 468
-
Screenshot from 2023-10-10 14-37-57.png3.5 MB · Views: 441
-
Screenshot from 2023-10-10 14-40-36.png3.8 MB · Views: 437
-
Screenshot from 2023-10-10 14-41-54.png3.6 MB · Views: 411
-
Screenshot from 2023-10-10 14-57-52.png3.6 MB · Views: 400
-
Screenshot from 2023-10-10 14-58-43.png3.3 MB · Views: 402
-
Screenshot from 2023-10-10 14-58-53.png3.1 MB · Views: 422
-
Screenshot from 2023-10-10 15-00-10.png3.8 MB · Views: 405
-
Screenshot from 2023-10-10 15-02-37.png3.8 MB · Views: 392
-
Screenshot from 2023-10-10 15-07-25.png3.5 MB · Views: 370
-
Screenshot from 2023-10-10 15-08-41.png3.6 MB · Views: 364
-
Screenshot from 2023-10-10 15-08-49.png3.4 MB · Views: 396
-
Screenshot from 2023-10-10 15-08-57.png3.6 MB · Views: 564
-
Screenshot from 2024-05-09 01-44-33.png1.1 MB · Views: 672
-
1733172327816.png3.3 MB · Views: 253
-
TheScourgeOfLordaeronReworked.w3n19 MB · Views: 4
Last edited: