frostwhisper
Media Manager
- Joined
- May 25, 2007
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You're far from the only one. I've noticed this a lot in people's playthroughs. It could be better communicated to the player.
(51 ratings)
thanks man this saved me. I was going to give up on the whole thing since I didn't feel like replaying the whole last map just to have this happen again.Hi mate, I had the same crash. I went to setting in your battle.net (with your wc3 game closed) and i searched for updates and repaired the Game. Afterwards the second Chapter worked.
yeah it would be nice if that system was a little more forgiving. like if shops along the way sold things you may have dropped in previous chapters (before you got the combo pieces or just bc you needed the inventory space)I finished the first chapter, but I could find neither claws of attack +6, gauntlets of strength or a mantle of intelligence despite being required for comining items. Is that normal ? Because with all the better items that drop, it is hard to justify keeping the items that can be combined.
I do agree with this. Maybe even a info list what You lose if You pick to be nice to Kobolt and kill some Saurus. Or let their shop show items (at later mission) but not buyable (if You killed them)yeah it would be nice if that system was a little more forgiving. like if shops along the way sold things you may have dropped in previous chapters (before you got the combo pieces or just bc you needed the inventory space)
while initially I found this kind of lazy, I ended up thinking It's kind of cool lore wise. this may not be the creator intended, but it could hint at the revenants being some kind of order of primordial guardians positioned by higher powers to save mortalkind from dark powers that lurk in azeroth.History repeats itself almost literally in the future with Arthas (revenant part).
I have to agree with this, yes I reacted and was like "this is exactly the same sentence" but then I thought about it. In that moment when the Raven claim that it is trying to protect Arthas from himself, why? There is NO explanation to it, the raven's seems "undead" to me and still of that kind we seen before, not undead influenced by The Lich King.while initially I found this kind of lazy, I ended up thinking It's kind of cool lore wise. this may not be the creator intended, but it could hint at the revenants being some kind of order of primordial guardians positioned by higher powers to save mortalkind from dark powers that lurk in azeroth.
but then you can't use the voicelinesI've might changed the sentence at least a bit tho.
but then you can't use the voicelines![]()
Hi, I have done my walkthrough fully on the latest patch. Yet I experienced one crash in the middle of chapter 4(?), transitions work flawlessly here.Hey there!
Can anyone confirm if its stable on the latest patch (1.36)? I would love to try it, but i dont want to install separate versions of WC3
Yeah, I was loading the quicksaves that were made, but at least one time I loaded up a save from AFTER I exited one of the submaps back into the main map. There I would have my units running around but no heroes, nor would the glowing line to move to the submap be shownSounds pretty unique. Were you in a submap when you reloaded the save?
I'm using version 1.31.1, in the middle of chapter 3 I've had to reload a save...but when I do the heroes do NOT respawn at all! If I have units they reform but not the heroes. I tried restarting the chapter but now I've got the optional items for the vault. Is my issue unique?
I really don't suggest playing this campaign on 1.31.1, especially if you're aiming at load-save thing. It was around this time where specific-based unit events would break, which can mess up the gameplay.Yeah, I was loading the quicksaves that were made, but at least one time I loaded up a save from AFTER I exited one of the submaps back into the main map. There I would have my units running around but no heroes, nor would the glowing line to move to the submap be shown
But like I said when I play on 1.36.2 on Reforged, it crashes when going into the temple in Chapter 3I really don't suggest playing this campaign on 1.31.1, especially if you're aiming at load-save thing. It was around this time where specific-based unit events would break, which can mess up the gameplay.
You can try playing this campaign on older 1.29 or even the latest patch from Battle.net app (1.36.2) to see if this bug persists.
So should I just refresh it and drop the two armor parts and try it again? Cause that's what's leaving me conffused what to doSounds pretty unique. Were you in a submap when you reloaded the save?
LOL Funny enough I JUST finished doing EXACTLY that and completed Chapter 3 by the time you replied LOLMy best guess is your bug happens because all maps share the same cache file which can lead to weirdness with submaps and save-loading. So when you're restarting chapter 3 after you've completed the submap once your heroes essentially start from that save state (xp, kaldra items etc). I've been warned of this potential issue but this is my first time actually coming across it.
One way to smooth things out would be to restart chapter 3 from the beginning, drop everything you've previously acquired in chapter 3 to avoid duplicates, and just enjoy the free xp (the chapter is designed to slowly bring your heroes to lvl6 either way). Not elegant, but should bring you back on the right track.
Wait whatJust finished this campaign on 1.31, and I've gotta say that it was an enjoyable experience with minimal bugs, except for long submap load time. I'll give my review below.
1. Oriss:
- Spirit Snake is terrible. Let's see: you can only have one at a time, it is also a melee unit with Medium armor, low HP even at Level 3, and its usefulness late game is chance-based (Evasion/Critical Strike).
- Hypnotic Gaze: Locks an enemy in place, but also lock Oriss herself as well. Good during early game where enemy has low HP and the Snake can deal small extra damage (his only saving grace!) during that time. Late game, it's a useful disruption tool during boss fights later on.
- Venom Spray is cool, because I like anything Cluster Rockets-based. But the damage progression on level up hurts me on a personal level, especially level 2. 25 damage to 30 damage, with no DoT increase means you waste a point to deal a maximum of 20 more damage per unit. Least it's better than Snake.
- Serpent's Guile is good. Any boss fight with auto-attacks will be completely handicapped. 50% miss chance + 50% attack rate reduction at level 3 means you reduce their attack damage to 25%. Although, I believe it's Drunken Haze-based, not Parasite/Slow Poison/Acid Bomb-based, so if you wanna use Orb of Lightning, you must be careful or this powerful debuff won't see the light of day.
- Soulkeeper's Boon: Summon a mini Zan'do with level 3 Soul Nova with AoE damage, level 3 Shadow Strike for burst damage, and Spell Immunity for so he can't be easily dealt with? He tied Oriss' kit together nicely, except for the fact that this make Spirit Snake even more obsolete.
2. Rendar:
- Mortal Wound: 5 damage per second for a few seconds isn't bad. Except for the fact that it's chance-based and that it serves as an enabler for other abilties. Which means...his entire kit needs Mortal Wound to go online, so they suck without it.
- Lacerate: Scales with Strength, which is good, since he's a Strength hero. Can blow up an Aqir Torrasque instantly at level 3, so very recommended for early game.
- Shockwave Slice: Here comes the real problem. Early game, its damage is minimal due to extremely low based Agility, and only serves as an enabler for Lacerate. Besides, if you don't get a lucky Mortal Wound proc, you need to do Lacerate - Shockwave Slice, for its spread effect and no double damage either. Now what? Nothing else to follow up. Meanwhile, if you do Shockwave Slice - Lacerate, you'll get an immediate reward in the term of massive bonus damage or even an instant skill. At least it can hit from afar, which is useful, if you REALLY need extra damage for boss fights.
- Forged in Battle: Let's see. Strength and Agility increases by 1 every time he attacks? On a Strength hero with low base attack speed? Stacks are counted individually? No attribute increase upon level up, only stack duration? This might as well be purely thematic, because it sucks early game, and provides a minor bonus late game. Every Hero can have this ability, and it will still be useless. And just for comparison, Attribute Bonus (vanilla) provides +3 stats, at all time, at level 1.
- Into the Fray: This basically fixes everything except Forged In Battle. A Blink, an AoE damage, and a Mortal Wound applier without 20% bullshit. From here, he can Lacerate and Shockwave Slice for further damage. It really feels like an ultimate.
3. Kruppe:
- Summon Shop: Very useful for an item hoarder like me. Although, I probably should make better use of his consumables instead of just collecting forever-unused permanent items.
- Bad Juju: Vanilla Soul Burn. Nothing flashy, but a good disabler. Combine this with Serpent's Guile if you really hate one guy in particular.
- Spiritual Journey: Mass Banish. Extremely useful because it's an AoE disabler that doesn't draw aggro. Combine this with Awakened Hand of the Juggler, and you'll have access to a 600 damage AoE nuke on a short cooldown. Although, Into the Fray deals physical damage, so no synergy there. Found that out the hard way.
- Healing Potion Wave: Vanilla Healing Wave that might as well be an ultimate because of how useful it is.
- Kruppe's Voodoo: Like an extremely good Scroll of Protection that doesn't force him to stand still and channel. Good tool to initiate an attack, or to defend yourself from one.
Chapter 1:
- I like looting so the village was a good start. Environment was nice. There's also this enter-building-interior thing, that I wish was used more in later chapter.
- A troll complained about losing his Gate Key to a Murloc, but he didn't seem to bat an eye when I used the same key to open the Gate next to him.
- I like how it was really rewarding to not waste consumables during the early part, because later on, you could sell them to Kruppe to buy Tomes for permanent stat bonus. For long-term gameplay, go for Agility. If you go full Venom Spray (or Spirit Snake, ew), go for Intelligence.
- Escort section is okay. But it would be nice if you can fight the Devilsaur before crossing the bridge instead of making it invulnerable
- Also, Zan'do's Curse can hit level 3 immediately, despite him being only level 4. Must be a bug where the ability's Required Level is not set to 1.
- Don't know what would happen if I fought the Ancient, but I helped him kill the Phoenix and I got the Branch of the Ancient, one of the best item in the campaign. The next good item that you can have early is the Sobi Mask, which I think is only sold if you spare the Kobolds? It's also worth waiting an entire hour for the restock to grab a second one (or even a third) for Rendar and Kruppe later.
- And Zan'do died. Having no ultimate ability was a dead (haha funny) giveaway. Didn't expect the other Trolls to be nuked as well, and cost me a ton of items.
Chapter 2:
- I like Rendar's section, which combined micro and macro, and using Healing Wards instead of Fountains of Health was a smart thematic move. The Taurens were tough, but the Furbolgs were pathetic. Two proxy Watchman Towers, and they couldn't do anything from within their walls. The Hearthkeeper was also nice QoL.
- Kruppe's section was short, but it serves well to showcase his abilities. Although, I kept his Alchemunition thingy for a rainy day.
- When Oriss rejoined the team, she could just...run all the way back to Unmei, slip past the guards, back to her starting point in Chapter One, and loot a Manual of Health from a crate, while no one speaks a word about it.
- And the escape part was supposed to serve as a "Oh no they're too strong, we've gotta run!" but in reality, you fight small groups of 320 HP bugs which are only annoying when they Burrow, and the few Tarrasques can be one-shot with Lacerate, so kind of a dissonance there.
- The last part, I'm pretty sure it's meant to be comedic, but I think the AI voice kinda failed to capture the "Nah I'm sure it will be fine" tone from Rendar.
Chapter 3:
- Instantly Rendar was taken out of his comfort again when the Hall exploded. Poor guy.
- The Forge was fun. Good map design, good enemy design, and also the first time we encountered a named Aqir Hero, who instantly nabbed our stuff and ran away, which left a first strong impression. Also, this is the first time I didn't feel immense hatred for an elevator section, so well done. Although, the Obelisks in the Mjolnir boss fight having Divine armor is annoying. Like, even when your Heroes have ranged attacks, it still feels like you deal barely any damage, and have to rely on Auxilliary all the time. At least the Mjolnir section was worth it, because that tank was beautiful.
- The Power Generator puzzle was genius. In the Throwing Stone's description, the "and destructibles" part really stood out. And when you right-clicked the Power Generators, you know that it will glow - a trait only available to destructibles, so your mind would put the clues together.
- The Temple was cool, and dancing Bwonsamdi caught me off-guard. He also casually said like "oh by the way Oriss helped summon the Aqir god" in front of Rendar, which pissed him off, but at least it ended the cold war and he started to respect her more.
- The Turanga boss fight was easy, but annoying. Least he was a good sport.
- The Juggler puzzle was cool too. I don't know how hard it is for others to figure out, but for me, when I make stuff, I usually pay attention to the DISBTN, so I noticed right away. Felt like a genius.
- The last boss fight was an actual hard one. Maybe because I have no unit alive except Ishmael, but constant healing and tons of eggs hurt a lot. Thankfully, I still won.
Chapter 4:
- Time to save the Gurubashi Chieftain, but first, let's take time to appreciate the beauty of the mirrored map, which also gave me ample opportunity to spawn-camp the filthy Aqirs.
- The thief from before returned, and this time, he got an entire Brood with him to guard the Helm, and we had to destroy- Oh, nevermind, Rendar used Into the Fray to nab the Helm from under their nose, then escaped. Karmic retribution at its finest.
- The enemies themselves are nothing substantial. Just the classic Heroes + Siegehorns + Witch Doctors + Headhunters for everything, with Ten'jin and Ishmael's help on top. Plus, Zan'do's Soul Nova is a huge help.
Chapter 5:
- I hate defense missions, so I've gotta admit, I spent a lot of time trying to find the Aqir's base to try to clear them up. But when I realized they weren't even at The Fist, I knew they spawned from off-map. I tried to hold on, and failed a few times because apparently, an entire village couldn't deal with 5 scorpions. Torvald died, Farrak died, Ten'jin died, Ishmael died, but thank god we hit the 700 kill threshold before the next major attack. I didn't even have time to try the Pterradon Riders, because I was going for the trustworthy Siegehorns to minimize risk.
- Other than that, there was nothing of note in the chapter, except for the fact that Oriss decided to follow Rendar, which was heartwarming.
Chapter 6:
- It's showtime. The trio against the Aqir boss. Most of the groups without a Vizier can be easily disposed of by Spiritual Journey + Hand of Juggler. Kruppe's Shop was incredibly useful here, and it was as if the item merging mechanic was made for this moment. Although, I wish that those items could be more easily obtained by exploring and looting instead of having to wait until the final chapter. Or maybe I was blind af.
- All the while, I was still trying to save up the Alchemunition for the final boss for maximum humiliation, so when I saw Ki'thix killed him and took his place as the final boss fight, my heart was filled with joy. (Ki'thix counts as an air unit, so Spirit Snake was once again useless.)
- I used my best items, I played slowly, carefully, and only a bit reckless during the tunnel section since it was timed, but still, I managed to keep myself at full health and full mana when Ki'thix was down to 1000 HP.
- But then the cinematic came up, Rendar threw himself desperately at the boss for no reason, perhaps to troll me (pls laugh), and then Oriss had to use Zan'do power to teleport them away. Again, a dissonance, so I was dissapointed. But at least Rendar became a war hero and a future chieftain, so not all bad?
Overall, not enough trolls. 1/5.
I've known he'd do that first time I met him since I've been able to max a skill of his at level 4 unlike OrissOur master dropping items kinda spoils he's gonna either die or turn evil.
Can anyone help me with the riddle from the orb inside the necropolis?
Thank you!Select hero with the orb, and pause the game. Look at orb in inventory.
Everyone has this problem since Reforged 2.0. update.Hello.
Looks like reforge 2.0 update broke the campaign.
For example, there's a graphical glitch on second level and it's impossible to build any unit now 'cause buildings are empty.