- Joined
- Dec 3, 2020
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- 587
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.
The things this campaign will bring to the table:
Missions (subject to change):
* Please note that the screenshots may not fully reflect what the final version of each map will represent. Meaning that the final version will be either be the same or improved compared to what you currently see.
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.
The things this campaign will bring to the table:
- Slightly longer and harder missions but easy enough to beat without needing to be a pro gamer.
- Friendly AI on almost all missions where you have a base (if not all). 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.
- 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
- -------------- Others --------------
- Searinox
- 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: To Be Determined... (currently the default kit)
- ------------------------------------------------
- --------- - 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 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.
- Knight: can use the Animal War Training and Hardened Leather Hide upgrades.
- ---------- Arcane Sanctum Units -------------
- Priest: the same but nerfed; although his Dispel Magic will come in handy. It's always good to have 2-3 of them alive.
- Sorceress: has Slow, Arcane Explosion and Summon Water Elemental abilities. Does not unlock master training until Northrend.
- Human Conjurer: has Summon Stone Golem, Blizzard and Polymorph abilities.
- Hydromancer: has Ice Shard Attack, Ice Prison and Ice Shards abilities.
- 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 Black Gunpowder 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.
- Gyrocopter: costs 2 food, has 350 HP, a lot more attack damage, both versus air and ground. Has slower attack speed against air units.
- Steam Tank: can transport up to 6 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 100 damage to an enemy air unit. It is not a Siege Engine so it will not have anti-air attack.
- ----------- Gryphon Aviary Units ------------
- Gryphon Rider: has 650 hit points only. Can use the Storm Bolt and Chain Lightning abilities and has the Storm Hammers and Hardened Leather Hide passive abilities.
- ------------------ 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.
- 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 Slam, Divine Shield and Devotion Aura.
- Human Mage: human variant of the Priest.
- Dwarven Engineer: used by the dwarves, primarily to repair their mechanical units during attacks. Mechanical units such as Steam Tanks, Gyrocopters and *Golems.
- *Golems: constructed by Dwarven Workers. To Be Determined if I can make it work with the AI.
Missions (subject to change):
- Cinematic: The Warning
- 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 (Uncompleted)
- Mission 10: Dissension (Uncompleted)
- Mission 11: Frostmourne (Uncompleted)
- Mission 12: The Dark Night (Uncompleted)
- Mission 13: Retribution (Uncompleted)
- Cinematic: Arthas' Betrayal
* Please note that the screenshots may not fully reflect what the final version of each map will represent. Meaning that the final version will be either be the same or improved compared to what you currently see.
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