[Campaign] The Scourge of Lordaeron Reworked (RELEASED)

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Important message:

I had to re-upload the campaign again since I spotted a massive bug on The Culling... it is fixed now!
I apologize :sad:

Now the missions are good to go!
The Culling

-For current version, the bottom event finally just some army in position?, I think it's better, since whether side that win the push, they will infinitely spawn and stacking units, this may cause some lagging.
-Somehow the attack order to Mal'Ganis feel direct now, at older version i feel there is delay for few second on each attack order.
-I wonder at other event you say on this mission like the caravan on left side, change of plan?. There is some point at middle left that flickering, giving vision on fog of war of the map, what is it? I not viewing anything there.
-Sometimes Mal'Ganis running around forward and backward, is this because he chasing our unit that attacking houses?. I choose to split forces and kill zombies separately, with this condition, Mal'Ganis forces doing that pattern until they teleport to other location.

The Shores of Northrend

-Ally worker didn't repair their respective building that damaged? I assumed this work on enemy too, since they did the same. This way surely need to rescue the Dwarves before they wrecked.
-Did the Nerubians only attack for a few wave of attack, like 3 or 4?. I thought it will give pressure to Undead till their camp cleared.
-The Dwarves Engineer only repair mechanical that nearby, they not approaching any further from their position.
 
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The Culling

-For current version, the bottom event finally just some army in position?, I think it's better, since whether side that win the push, they will infinitely spawn and stacking units, this may cause some lagging.
-Somehow the attack order to Mal'Ganis feel direct now, at older version i feel there is delay for few second on each attack order.
-I wonder at other event you say on this mission like the caravan on left side, change of plan?. There is some point at middle left that flickering, giving vision on fog of war of the map, what is it? I not viewing anything there.
-Sometimes Mal'Ganis running around forward and backward, is this because he chasing our unit that attacking houses?. I choose to split forces and kill zombies separately, with this condition, Mal'Ganis forces doing that pattern until they teleport to other location.

The Shores of Northrend

-Ally worker didn't repair their respective building that damaged? I assumed this work on enemy too, since they did the same. This way surely need to rescue the Dwarves before they wrecked.
-Did the Nerubians only attack for a few wave of attack, like 3 or 4?. I thought it will give pressure to Undead till their camp cleared.
-The Dwarves Engineer only repair mechanical that nearby, they not approaching any further from their position.
To address some things:
Culling:
  • Yeah the infinite spawns will be fixed so there are no spawns when the Stratholme Defenders die. I put that in there just for like a cool visual side battle, it does not affect the mission in any way.
  • Yeah I've slightly improved the friendly AI attacks against Mal'Ganis. They are still not perfect but I want the attacks to be made with a JASS script, not triggers. The only thing the triggers do is tell the JASS script to send an attack wave against Mal'Ganis himself.
  • The optional caravan stuff will be removed for now. It's a bit too much work for something that will not affect the mission in any way.
  • Yeah I had that Mal'Ganis bug happen to me once but then he teleported to another district and resumed to normal. This is probably the only mission that might have a bug like that... I've literally spent hours trying to fix Mal'Ganis to no avail. At least now he doesn't AFK (from playtesting I've done).

The Shores of Northrend:
  • Well which ally worker may I ask? If it is the dwarven scouts right next to you then yes, that is intended since they do not have workers, just a few dwarven engineers. The main dwarven base does Repair at least from playtesting I've done (patch 1.29.2).
  • Oh I think I have to fix the nerubians, thank you for pointing that out!
  • Yeah the dwarven engineers basically have the Priests' heal but only for mechanical units, so the AI can use it in their attacks without the engineers getting targeted down by the enemy undead. I could increase the auto-cast range a bit I guess.

Thank you once again for playing this alpha version and greatly aiding me with bug fixes and even some gameplay changes.
 
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To address some things:
Culling:
  • Yeah the infinite spawns will be fixed so there are no spawns when the Stratholme Defenders die. I put that in there just for like a cool visual side battle, it does not affect the mission in any way.
  • Yeah I've slightly improved the friendly AI attacks against Mal'Ganis. They are still not perfect but I want the attacks to be made with a JASS script, not triggers. The only thing the triggers do is tell the JASS script to send an attack wave against Mal'Ganis himself.
  • The optional caravan stuff will be removed for now. It's a bit too much work for something that will not affect the mission in any way.
  • Yeah I had that Mal'Ganis bug happen to me once but then he teleported to another district and resumed to normal. This is probably the only mission that might have a bug like that... I've literally spent hours trying to fix Mal'Ganis to no avail. At least now he doesn't AFK (from playtesting I've done).

The Shores of Northrend:
  • Well which ally worker may I ask? If it is the dwarven scouts right next to you then yes, that is intended since they do not have workers, just a few dwarven engineers. The main dwarven base does Repair at least from playtesting I've done (patch 1.29.2).
  • Oh I think I have to fix the nerubians, thank you for pointing that out!
  • Yeah the dwarven engineers basically have the Priests' heal but only for mechanical units, so the AI can use it in their attacks without the engineers getting targeted down by the enemy undead. I could increase the auto-cast range a bit I guess.

Thank you once again for playing this alpha version and greatly aiding me with bug fixes and even some gameplay changes.
-You still not mention the flickering area on map that reveal fog of war on middle left map on The Culling mission. What is it?
-The ally worker of main Dwarven base. Yes their worker repair but only on mechanical units like Gyros and Tanks, they not repairing any building. The only thing they repair only damaged Castle, other than Castle leaved razed until destroyed, they did rebuild destroyed Barracks, Altar, Lumber Mill, Blacksmith; but for Farm and Tower, they didn't. I think this worker mechanism do the same to the enemy, since their damaged building from my last attack not repaired.
-I play test using 1.30 on all maps, is this related due to the Warcraft version?.

scs.png


There is one farm that not belong to anyone.
 
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-You still not mention the flickering area on map that reveal fog of war on middle left map on The Culling mission. What is it?
-The ally worker of main Dwarven base. Yes their worker repair but only on mechanical units like Gyros and Tanks, they not repairing any building. The only thing they repair only damaged Castle, other than Castle leaved razed until destroyed, they did rebuild destroyed Barracks, Altar, Lumber Mill, Blacksmith; but for Farm and Tower, they didn't. I think this worker mechanism do the same to the enemy, since their damaged building from my last attack not repaired.
-I play test using 1.30 on all maps, is this related due to the Warcraft version?.

View attachment 476700

There is one farm that not belong to anyone.
  • I have to investigate the flickering area which you're talking about for The Culling.
  • Strange, they do repair damaged towers when I play the mission (patch 1.29.2).
  • Yeah the dwarves will not rebuild farms since I use farms just for decoration basically. In this specific mission they do not rebuild towers, but the AI allies will generally rebuild them. The Kirin Tor on The Dark Knight for example will rebuild their dalaran guard towers but only until they have 3 (they start around with 6 I think so they will not rebuild any towers until they have less than 3, up to a maximum of 3). It's a choice I made which I can easily change but I didn't want the friendly AI to be unstoppable when attacked by enemies. Same for their guard units, they will only replace them a few times, but it does get more guard units over time (knights for example, alongside some footmen, footmen archers etc... BUT not many).
  • That farm is actually owned by a separate player (not the AI that defends the base), if you have a keen eye you will see the same thing for the Kirin Tor and Garithos' Enforcers on The Dark Knight. It is so the enemy undead AI does not retreat after killing a single building owned by the player they are attacking. Warcraft 3 AI is old and very bad, upon killing a structure, if there are no enemies within acquisition range, the AI retreats its attack force back to its base. I've done this to prevent that from happening (it will not retreat in this case since the towers and barracks are not owned by the player they attacking, AND in case they destroy the farm, they will attack the closest enemy to them (which will usually be the dwarven base, BUT before that happens, the Castle will be destroyed and you will lose the mission).
  • And also: generally you shouldn't encounter any bugs (at least major) if you're playing on patch 1.30, BUT there is always the possibility that the different version from 1.29.2 can be causing some bugs.
 
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So I tried the campaign, and during Exploring Andorhal, I feel as though the bandit camps is rather weak compared to the undead attack or the undeads are way too powerful or frequently to mount a defensem especially when I try to build my base, not to mention: no upgrade for buildings?! what's up with that?
 
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So I tried the campaign, and during Exploring Andorhal, I feel as though the bandit camps is rather weak compared to the undead attack or the undeads are way too powerful or frequently to mount a defensem especially when I try to build my base, not to mention: no upgrade for buildings?! what's up with that?
Thank you for playing this alpha version of the campaign!
Yes I agree with you. In that mission the bandit allies are quite weak and also die fast without any help from the player.
I shall definitely make them stronger don't worry.
I could also increase the time between the undead's attacks.

And yeah you unlock the buildings armor and hp upgrade a little bit later on. Since this campaign will have more missions than the original one, upgrades are unlocked slightly slower than in the original one because there are quite a handful of new upgrades for the player to tinker with.
 
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Update:
Around 50% of The Hammer Falls has been completed. It is in a playable state, all enemy and friendly AI works.
There are no intro and outro cinematics (or they are broken so just skip them with Esc) and there's obviously more stuff for me to do such as balance the undead and human/dwarven AI attack waves, customize more the AI, add Gargoyles, Frost Wyrms, Gyrocopter and Gryphon Riders appearing outside of the map attacking their enemies (like in The Shores of Northrend but this time for both teams) and many more misc stuff.
But it is in a playable state (but don't expect the mission to be polished in its current state)

Also did some other little stuff on the other maps, made Dalar Dawnweaver and Baelgun Flamebeard to keep items that you give them in their inventory. Made them actually level up. Example: Dalar Dawnweaver starts on Level 2 in The Dark Knight, leveling up to level 5 (doesn't directly begin as level 5).
Another example is that I removed the arcane protection ability from Dalar Dawnweaver and replaced it with a polymorph, etc...
Many, many small misc changes on most maps.
 
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  • Did the Dwarven Scouts on right of our base suppose to aid and rebuild army? mine on version 1.30.4, they did not rebuild the army, just send any of their available army then their building are idling arround. Did on your version it work properly?.
  • When i start on new profiles, there are 2 Dalar Dawnreaver on Kirin Tor base, but only 1 that reviveable.
  • The Hammerfalls currently quite a decent map, enemy attack wave are more impactful. With some period 2 enemy attack together to player base. This way player should manage army micro, since the price are expensive.
 
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  • Did the Dwarven Scouts on right of our base suppose to aid and rebuild army? mine on version 1.30.4, they did not rebuild the army, just send any of their available army then their building are idling arround. Did on your version it work properly?.
  • When i start on new profiles, there are 2 Dalar Dawnreaver on Kirin Tor base, but only 1 that reviveable.
  • The Hammerfalls currently quite a decent map, enemy attack wave are more impactful. With some period 2 enemy attack together to player base. This way player should manage army micro, since the price are expensive.
  • The Dwarven Scouts is a bug that I just noticed. I forgot to give them gold through triggers. It will be easily fixed. Still thanks for pointing it out.
  • Hmm I need to investigate that Dalar Dawnweaver bug, this is huge so thanks for pointing it out!
  • Thank you! I tried to make the map fun and decently fast to beat. As you noticed, the player begins with all structures available and has an easy expansion to the south-east that he can take.
I've also been improving my map making and terraining overall but I've still got a long way to go. I will obviously keep editing the terrain of the map and make some of the bases a little bit smaller, add doodads etc...
And actually there's a couple of more big things that will be on the map in the future that will make it a lot more fun!
 
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Hello @raypack. I'm playing the iconic "The Culling" mission and have a problem with the current Reforged version: the game crashes just in the first 10 minutes of gameplay.
For example - after destroying the first Stratholme quartal, moments later and boom - the game crashes.

EDIT:
Maybe this is the problem for 1.36+ versions, I'll try later on 1.31.1 version or lesser.
 
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Level 28
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Hello @raypack. I'm playing the iconic "The Culling" mission and have a problem with the current Reforged version: the game crashes just in the first 10 minutes of gameplay.
For example - after destroying the first Stratholme quartal, moments later and boom - the game crashes.

EDIT:
Maybe this is the problem for 1.36+ versions, I'll try later on 1.31.1 version or lesser.
Hey,

thank you for continuing your walkthrough of this, even though it's still in development. It really motivates me!
To address what you mentioned:
I looked into most of your other videos on the missions and I think that Reforged patches (1.32+) definitely affect this in a negative way. For example the Lich heroes have a meager amount of 525 hit points on the March of the Scourge, whereas they should have around 700 or more.
As to the crash specifically: I will play the mission as soon as I can but it should not crash, I've done quite a lot of testing. But remember that this is on patch 1.29.2.
Patch 1.31 should be safer but I think a bug in the game prevents the AI from researching upgrades.

I recommend to get 1.29.2:

This is from the hive, it is legal as long as you have a legal CD key, at least to my knowledge.
You will most likely lose progress though if you change patches to play the campaign.
 
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Hey,

thank you for continuing your walkthrough of this, even though it's still in development. It really motivates me!
To address what you mentioned:
I looked into most of your other videos on the missions and I think that Reforged patches (1.32+) definitely affect this in a negative way. For example the Lich heroes have a meager amount of 525 hit points on the March of the Scourge, whereas they should have around 700 or more.
As to the crash specifically: I will play the mission as soon as I can but it should not crash, I've done quite a lot of testing. But remember that this is on patch 1.29.2.
Patch 1.31 should be safer but I think a bug in the game prevents the AI from researching upgrades.

I recommend to get 1.29.2:

This is from the hive, it is legal as long as you have a legal CD key, at least to my knowledge.
You will most likely lose progress though if you change patches to play the campaign.
Thank you, I'll try too look onto it and I don't worry about progress losing at all.
 
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Slight news:
I am currently finishing up Dissension, so expect an update of the campaign soon with a more completed version of The Hammer Falls and Dissension alongside it.
Also some other quality of life changes will arrive.

I have no exact date as to when I will upload an updated version of the campaign on this forum but it shouldn't take that long.

After that I have to make 2 new entire missions almost from scratch but I don't believe that they will take incredibly long.
I'm also thinking of the final mission to either:
1 - reuse the original terrain but change it
2 - reuse terrain of another map but change it (not from the current campaign)
3 - do the same thing as I did in The Hammer Falls (using top half from Shores of Northrend, but in this case i will be using the top half of The Hammer Falls)
4 - make the entire terrain from scratch

I will have to think about it.
 
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News:
Finally finished up The Hammer Falls and Dissension. I had to fix a game crashing but on The Hammer Falls...
I will probably make it easier in the future though, it does seem a bit difficult right now, but still beatable!
Overall, I'm happy with the mission, but, as I said, I will make it easier in a future update.

Dissension is marked as 80% complete since I will probably make some skeletons and ghosts spawn in with triggers instead of idly waiting on the map and I wanna add some more doodads.
As always, I strongly suggest to play this on patch 1.29.2 since playing on other patches factually ruins the intended experience of this campaign (especially reforged patches).

Also any suggestions are more than welcome. Such as making some of the player's units stronger, new/changed abilities, if the allies should be stronger, have stronger attack waves, have a weaker defense if they are too strong, attack more often or less often etc...

PS: the Lich hero in the hammer falls will receive an update in the future. He won't be just a basic lich.

PS #2: I just realized that the ending of The Hammer Falls is bugged. I will fix it as soon as possible and make the mission quite easier too (make less gargoyles attack the player, make the AI allies' attacks stronger and increase the time between the undead's attacks against the player).
 
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Some news:

Made The Hammer Falls easier and more enjoyable. Added quite a lot of stuff. I mostly consider it complete except for the ending cinematic (yeah now it works...).
Right now Arthas and Muradin now stare at each other but I will add AI voice lines to them soon enough.

Also added some voice lines on The Dark Knight for Garithos and Jaina.
Will add an AI voice line for Arthas on The Culling too!
 
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Shores of northrend
Nerubian attack too strong, if they are that strong, there is need an improvement of undead bases to defend both nerubian and human attack, I barely do nothing to defeat Undead since Nerubian take care of it, Undead bases struggle hard only to defend their base, when their army goes to Dwarven bases their base is defenseless against Nerubian.

Hammerfalls
There is no gryphon aviary on peasant building option?

Main Dwarven ally often fail on sending wave, they just will run for an attack wave, then if their base got attacked they will stop the wave attack and recall the attack wave.

I don't know why on this mission it's get more laggy at night and then refresh on daytime, at first it's not laggy but later on ite's getting more and more laggy. I cheat nighttime and daytime and that help with the lag issues. Even on the Dark Knight mission that had many unit not having this lag stuff.

There are lever on left and right side, but the one that halt the whole other Undead attack just lever on Dwarven side, the Kirin Tor side not fully halted the attack. Kirin tor very strong since their attack wave is big and have summoning, that they can take the rest of the Undead around their bases.
 
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Shores of northrend
Nerubian attack too strong, if they are that strong, there is need an improvement of undead bases to defend both nerubian and human attack, I barely do nothing to defeat Undead since Nerubian take care of it, Undead bases struggle hard only to defend their base, when their army goes to Dwarven bases their base is defenseless against Nerubian.

Hammerfalls
There is no gryphon aviary on peasant building option?

Main Dwarven ally often fail on sending wave, they just will run for an attack wave, then if their base got attacked they will stop the wave attack and recall the attack wave.

I don't know why on this mission it's get more laggy at night and then refresh on daytime, at first it's not laggy but later on ite's getting more and more laggy. I cheat nighttime and daytime and that help with the lag issues. Even on the Dark Knight mission that had many unit not having this lag stuff.

There are lever on left and right side, but the one that halt the whole other Undead attack just lever on Dwarven side, the Kirin Tor side not fully halted the attack. Kirin tor very strong since their attack wave is big and have summoning, that they can take the rest of the Undead around their bases.
- You are right about the Nerubians. I will spread their attack into 3 different attacks with 3-4 minute delays between each one.
So same amount of units (let's say 30) but split into 3 attacks (so 10 units per attack).

  • You are right about the Gryphon Aviary, thank you. Sometimes I miss simple things such as these. There are simply too many things and I forget the most simple ones from time to time.
  • The main dwarven ally bug is weird. I have not experienced it personally and I've playtested at least 3 times. I will see what I can do to help prevent this.
  • I personally have not experienced any lag, maybe if you have a slower PC then it lags?
  • Yeah I might nerf the Kirin Tor a bit and I will see what to do with the lever thing you mentioned. Right now my goal is to make this more fun instead of more challenging since I will also create a separate campaign for this that will be Hard mode.
 
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Frostmourne completed and new screenshots added.
I will most likely add more voice lines for Frostmourne mission and maybe make it a bit harder if people tell me it's too easy.
Kinda a spoiler below so don't read if you want to be surprised by the mission:
I wanted to keep the boss fight simple and straightforward. It has stages but the player can always attack the Guardian. It's not those types of boss fight where boss drops below X amount of HP and then becomes invulnerable, then repeat and repeat and repeat...
He does summon skeletons to aid him during each stage so it's the player's choice if he wants to clear them out or focus on the Guardian. Focusing on him will of course mean that there's 20-30 skeletons hitting your units while you're tearing him down.
 
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The Dark Night completed and new screenshots added of the mission.
Although I still have to finish up intro cinematic and create an ending cinematic.
The mission works though, all the AI works, quests work etc...

Edit: intro cinematic is technically finished but I have to add voice lines here and there so it's not so quiet.

Edit 2: intro cinematic has been finished and also created an ending cinematic. Further updates will only focus on improving things related to sounds and cinematics. I consider the gameplay itself complete.
On a side note, there were many directions I could've taken this defense mission. I don't know if I made the best choice but I'm overall happy with the result.
But if I were to ever re-do a mission of this campaign, The Dark Night would probably be it.
 
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Retribution, the final mission, has been nearly completed. Updated the campaign file available for installation, including the final mission alongside some other changes.
Bear in mind that since this is only for playtesting, it does not currently have an intro cinematic and there is a bug that removes all items from Arthas (I think). You can still get Muradin's items though.
Obviously there are some other things I need to add, such as Mal'Ganis saying "I live once more!" upon respawning from his Altar of Darkness etc...
But the major/main part of the mission has been done, therefore it's playable. That is why I updated the campaign file that people can install.

Right now I will finish up the final mission, then I will go through each mission individually and see what else I can improve in each mission of the campaign.
Then I do plan to create a Hard mode (which will be a different downloadable file) for the campaign. I have to decide exactly what Hard Mode will change to make things more difficult.
The obvious is adding more enemy units attacking the player and his allies and making the player's allies send out smaller attack waves. I will most likely do that to some extent but I don't want to do that a lot honestly, so I will figure out other ways to increase the difficulty.
Maybe the player will start with less buildings initially or the enemies might have slightly more units in their attack waves but get upgrades faster etc...
 
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Is this Alpha or Beta?
Technically a Beta I'd say honestly. Basically every map has full functionality except for the final mission. By full functionality I mean:
  • Intro and Outro cinematics on map start/completion (and some maps obviously have mid-game cinematics)
  • AI for all non-human players
  • Terrain is completed, including unit placements (for creeps too), item drops, doodad placements etc...
  • Triggers etc... all completed

What I plan to change before I officially release this on the Maps section:
  • Obviously finish and fix the final mission (adding an intro cinematic, adding more creeps on the map, fixing a bug I encountered and adding more voice lines).
  • Add some more voice lines, especially on some of the Northrend missions.
  • Maybe add 1 more unit for the Player that will be trained at the Barracks and potentially give the Kirin Tor 1 or 2 or 3 extra units available for training (maybe some Pikeman type of unit, 1 more spellcaster unit and maybe 1 more flying unit).
  • Add/change some other small misc stuff here and there
  • Randomize more the AI scripts for more replayability. Note that not all of the AI scripts will be randomized but I do plan to randomize quite a few of them, especially the allied AI scripts.
I think when I rework the Invasion of Kalimdor next, basically almost all of the AI scripts will be randomized there.\
I try to randomize things like this for more replayability, there are other stuff already in this campaign that are randomized, so each time you play a mission it feels and plays out slightly different.
(Note that no build missions generally won't be randomized but the missions where you have a base yes). Right now only the Silver Hand ally on mission 2 (Blackrock & Roll) has randomized attacks. So for example on attack wave 1 it could send like 5 Footmen or 2 Knights or 1 Knight and 3 Footmen.
- Create a Hard mode. Different campaign file and there's a reason behind it, but basically so the AI stays consistent, the way I want it to. Creating Hard mode shouldn't take very long honestly.

I do plan to officially release this Reworked campaign in the very near future. I will try to aim before April but worst case scenario before May.

Mini-update:
  • Randomized the attack waves of the Blackrock Clan in mission 2 and also randomized the attack waves of the Bandits ally in mission 4.
  • Fixed the attack waves of the Bandits and Kirin Tor allies on The Culling, they should now always attack Mal'Ganis. Before they would randomly attack some of the undead bases sometimes instead of Mal'Ganis. Well, at least I playtested it and the issue seems to be fixed.
  • Various changes to some abilities of the human units. For example the Steam Tank's Rocket ability now has a cooldown of 12 seconds (down from 15). The Human Mage's Healing Wave ability now heals for a total of 150 HP (down from 180), but heals up to 3 targets (50 damage healed per target; before it healed 2 targets -> 120 to the primary target and 60 to the secondary).
 
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Update:

  • Randomized quite a few more allied AI scripts.
  • New unit for the humans -> Pikeman: melee infantry trained from the Barracks. Basically a unit like the Footman but with a few key differences. Has slightly less HP, less armor and does not have Defend, but has more attack damage, is cheaper and is trained faster. I will consider giving him an ability, most likely a passive one that makes him deal extra damage to a specific armor type (for example). Have to decide.
  • New unit for the Kirin Tor -> Wizard: has Ignite (200 dps over 10 sec), Crushing Wave and Arcane Missiles.
  • Added an intro cinematic for the final map and made it a lot easier. I'll consider adding 1 more AI ally on it.
  • Added an optional quest for the final map, which grants the player a special ally that will attack Mal'Ganis. And overall improvements on the final map such as more creeps who drop items etc...
  • Quite a few quality of life stuff. One small example is that the Steam Tank's Rocket ability now deals 150 damage (up from 125).
 
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Recently updates on last mission, it crash after optional quest pop up. just sudden stop the game. Using v 1.30
 
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Recently updates on last mission, it crash after optional quest pop up. just sudden stop the game. Using v 1.30
Shouldn't crash anymore, playtested on 1.29.2 and 1.31.1
An interesting thing happens on the final map specifically. It will crash when the AI sends an attack wave on patch 1.29.2 , I do not know why. I playtested it on patch 1.31.1 and it worked perfectly, as did a few of the other maps I playtested on that patch (I assume that all of the maps will work perfectly but I will playtest the next few days all of the maps on this patch).
So the recommended version will most likely be 1.31.1

All of that said, I plan to release the campaign officially on Sunday! I will most likely make The Dark Night a bit easier and I will most likely make Retribution (the final map) easier as well by the time I release it.
 
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