• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Warcraft 2 - Tides of Darkness - Orcs

And here we go, ladies and lads. My work on the Tides of Darkness original campaigns is finally done! Secret Campaigns next? Truth is Secret Human Campaign is already terrained, but so far that's just it... 😁
I worked a lot on this in the past month, and while at it I found new ideas to improve and re-balance the whole project, with due modifications and improvements applied to the Human Campaign as well.
Below you can read some of the most notable aspects of this project, including explanations of the brand-new original real deal of the remake; the Enhanced Mode.
Make sure you're using versions PRIOR to 1.29. At the moment i'm using v1.27 but as far as it seems you may use any between v1.24 to v1.28.

FEATURES
  • Single Player Orc Campaign. All 14 maps remade for Warcraft 3 with lots of Warcraft 2 retrospective, including interface, tilesets, unit models and more!
  • Old original Warcraft 2 music brought back and played stage by stage. It was originally intended to play in the order it was, but for reasons it has been set in a Warcraft 1 style, which means each level plays a different track in loop(or a pair connected by a fade out).
  • Old spells recreated with some adjustments(read below).
  • Accurate remake of the old levels' geography, and i must give a MASSIVE credit to @Cuore and @Stormshock for their job on the terraining. Anyway Cuore himself provided the customized tilesets and i do believe that this remake wouldn't be considered as such without them!
Compared to the Human Campaign some advanced maps will look way overscaled to a careful eye, probably due to an initial miscalculation of compared proportions for terraining work. The feeling will be like playing in a wasteland, with lots of space to build your base and roam around. Not too much though. Probably a welcomed alteration in the end.
  • Artificial Intelligence recreated and improved(by default). Adjustments have been done also due to the tests conducted on the Human Campaign.
  • Damage system will be the standard Warcraft 3 type. Just like Warcraft 2 was a "balance patch" of Warcraft 1, so this remake will be, compared to its Warcraft 1 predecessor. Catapults will no longer be imba, but they will still play their role in safely taking down enemy fortifications or responding to ships' cannons.
  • Oil System recreated by Loktar. The cargo-collection ratio seems a bit faster than original and might break the game a bit but Oil is a relative resource compared to the two primary ones.
  • Intro briefings displayed as cinematic maps that will precede the actual missions, accompanying the player through the original briefing musics and narration with a cinematic.
  • Mission Objective tabs simplified but the Enhanced version will have new custom subfaction unit tabs for each mission, as they unlock map by map.

ECONOMY
An element of warcraft 2 not possible to 100% replicate in Warcraft 3.
In warcraft 2 workers spend 4 seconds inside a mine, and 4 seconds inside a Town Hall during the resource gathering process. Although it would seem slow, the player could send an "unlimited" number of workers at once into a single mine, without one waiting for the other to come out first. I could set a simultaneous cargo possibility too, but in warcraft 3 workers make an instant drop-and-go to the Town Hall/Saw Mill, and it cannot be changed, so it would disrupt the economy rhytm. Hence I had to balance this up making calculations of resource trains over a pre-fixed amount of time. With the invaluable help of Clownboss calculations, the final result was setting the "mining time" to approximately 0.90 seconds and the gold harvested to 60 units per trip. This is the closest remake for warcraft 2 economy, as the standard for Warcraft 3, as i said, was too much disrupting.
Gold, lumber and oil cargo income increases normally(by +5/+10 iirc to fit with the readapted economy system) upon upgrading the Town Hall or building a Lumber Mill(+25) or Refinery(+25).

SPELLS
Paladin Healing in Classic Mode will still work as in my Warcraft 1 remake, or as Azeroth Clerics in Enhanced Mode.
Lordaeron Paladins(Enhanced Mode) have now a new spell called Silver Halo, which works similarly as Rejuvenation: Heals 30hp over 20 seconds, with a 80 mana cost and a cooldown of 15 seconds. This adjustment has been made to try to balance the regular Healing spell that the Lordaeron Paladins had in the previous version, which favoured them more on the offensive than in the defensive.
Like the Dalaran subfaction, some Stormreaver units will benefit from a "Resistant Skin" ability called Runic Ward. Runic Ward and Arcane Plating will now properly reduce the duration and damage of some spells.
Polymorph duration has been changed from 10(600 seconds) to 5 minutes(300 seconds). Units with Runic Ward\Arcane Plating will stay polymorphed for 100 seconds.
Bloodlust has been adjusted and will now increase attack damage instead of attack speed. Also, it will no longer interfere with Haste, as apparently both spells had similar effects due to being generated from the same source-spell.
Exorcism spell implemented! Based on Disenchant, this spell removes all spell effects within a radius of 200, also dealing 30 damage to all undeads within. Dispel feature reflects the prestige(Master Paladin) and cost of the spell research. The catch is that it costs 120 mana and has 20 seconds of cooldown. With this spell, Holy Vision at 60 mana cost and Silver Halo at 75 mana cost, the Lordaeron Paladin might end up being out of spellcasting for a while, but the subfaction's Magik stat sits at 1 for a reason. ;)
Rune spell implemented! The spell creates a single rune for 40 spell points(5:1=200:40) which becomes neutral after casting and will damage anything stepping near it for 50 damage.
Fireball will still work as a sniping spell and not like the way it used to be in Wc2.
Death Coil has been reworked and it now works like a Chain Lightning spell(hooks to a target and does half damage to a target next to it).

OTHER REMAKE MECHANICS
To better accomodate some features in the Enhanced mode, which include more ways of getting invisible units into the game, i've reworked some units to get a sort of balance around this frequent chance of encountering an invisible unit.
  • Submarine units are "invisible", hence submerged only technically, but they are not. It means they can be spotted with some detection abilities from spells, units or buildings.
  • Scout Towers, air units and Vision spells can detect invisible units.
Flying Machines and submarines have a very reduced detection radius compared to Gryphons. This reflects their cost and accessibility privilege.
  • Upgrading a Scout Tower into any of its variations will prevent it from detecting invisible units. This creates actual usefulness in the Scout Towers, making them a reliable building to have within the base, should the need to face invisible units will arise.
  • The topic of naval mechanics needs some explanations:
Naval units cannot be attacked from melee units in Warcraft 2. To recreate this in Warcraft 3 i had to classify all ships as "ancient" within the editor, so that ranged units may target them as ancient and melee units not. The reason why melee units cannot attack naval buildngs is because Submarines cannot attack ground targets in Warcraft 2. If neither naval buildings were not ancient it would have meant that Submarines were able to attack ground structures too. Hence, in order for this old Warcraft 2 mechanic to happen and be as balanced as possible i had to sacrifice the possibility for melee units to attack both ships and naval buildings. It was either them or the Submarines able to strike towards land. I preferred the first option.
- Catapult/Balistas, Ships and Flying Machines/Zeppelins can be repaired. ;)

KNOWN BUGS
  • Oil system is not 100.00% perfect yet. If you destroy or cancel construction of an oil platform, the oil patch will disappear as well. I wanted to call Loktar and tell him to fix this, as he did every time i told him there was something wrong, but he is STILL inactive since January 2021! :( I hope he's ok, but i don't have the knowledge to be able to fix this on my own.
  • When you build a Basic Structure and tell another worker to build an Advanced Structure, the first one won't be able to build the Basic Structure he was going to build, remaining idle at his last building placement location. This gets pretty annoying, expecially if you have multiple workers building a structure from different categories, or, worse yet, a construction command-chain.
  • Loading a saved game will show "username" in the defeat/victory screen, instead of a forced "sub/faction name".
  • Birth animation loops on the Warlock Tower's portrait. It does not on the building itself but if you upgrade it in any of its variations and cancel the upgrade, the birth animation will play in loop onto the Tower as well.
  • When trying to build naval structures(Shipyard/Foundry/Refinery) not always your worker will be able to build them. This is because of the shallow water on shorelines. These structures are shown to be buildable on water, but the worker has to actually get to the location in order to build them(and he obviously can't swim onto it). In the initial testings we had many occasions of dealing with this issue, so i went into the editor and extended the shallow water shoreline a bit wherever possible because in some maps the tester was continously trying to place a structure in the water, only to be answered back "Can't build there!" over and over and over. It was kinda hilarious to see him hammering the hotkey looking for any possible valid point, but it was not a situation in which I, the player, wished to be in.
Below there's an example extracted from the Human Campaign.


(Despite ok to build, the Shipyard can't be built because the peasant can't get to target location)

wc3scrnshot_052921_140159_02-jpg.386725


(with the target location placed a bit back in, now he can)

wc3scrnshot_052921_140204_03-jpg.386726


All shorelines should be ok now, but there might still be some sections that "escaped" my hand. Let me know with a screenshot if you find some.

ENHANCED MODE
The Enhanced Mode is basically my childhood dream. However, even with the custom tilesets, it will never feel like playing the original game. Is something that i feel. The dazzling and exquisite graphic of Warcraft 2 is such an original and eternal work of heart that no 3d engine will be able to replicate.

  • Once activated, complete a map with it and you will unlock it for the next one, and so on.
  • It changes the game so that in each ACT of the campaign you play as a different subfaction(as partially described here [Campaign] - Warcraft 2: The remake ) between the Clans of the Horde.
  • The enemy will change appearance of units and buildings according to the Orc subfaction in that map.
The order won't necessarily follow the same pattern as the Human Campaign. In some maps you will play as a Clan, in some as another, etc.
  • Every subfaction has its perks, distinct traits and features(like customized icons, upgrades, spells, units etc.) that will let you discover multiple styles of gameplay and curious combinations of warfare to tackle your opponents with.
  • Some maps will change drastically regarding position of enemy units or entire starting conditions of the map you're playing.
  • Unlike my Warcraft 1 Hard Mode, the Enhanced mode will not feature Bonus Objectives or extremely hard AI opponents. The presence of subfaction units and their many abilities and features will be an asset that will enrich your gameplay and give you more variables and ways to complete a mission as you travel through the campaign.


Project is now on
PATCH v1.4

Ver CHANGE LOG:

COSMETIC CHANGES

  • Changed Dragons Fireball attack model with the one I originally had from the project Rebirth. This one has a sparkling effect upon hit like the Gryphons' one. Same model has been set to the Fireball spell.
  • Swapped Gryphons/Dragons target effects' Death animation with Stand, so that the "clap" happens upon impact and hence without abnormal delay. Also, replaced the "clap" sound with the original fire explosion from Warcraft 2.
  • Added new models for Doomhammer, Turalyon, Khadgar(from Tauer) and Lord Perenolde(Khadgar_Young by Stefan.K) with due credits.
  • Added portraits for Gryphons and Black Tooth Grin Ogres. Gryphons' portraits have a bit of static lips when talking, and Ogres' portraits bug a bit(play not corresponding talking animations) due to the 2-headed Ogre voiceset, but they're both cool nevertheless.
  • Fixed tooltips for subfactions Mage Towers not displaying the correct name of mages to be trained.
  • Added a new skin for Dragons. This one looks even more like the one seen in Warcraft 2.
  • Added a new model for Death & Decay effect. This one looks more like the "boiling" effect seen in Warcraft 2. Also added a customized debuff effect for said spell.
  • Due to all subfactions' Holy Vision and Eye of Killrogg abilities now being separate spells for each corresponding casting unit, separate icons have now been created for each of them, with each own corresponding teamcolor! :)

GENERAL CHANGES

  • All artillery units(except cannons) "small damage AoE" increased from 70 to 100.
  • Some maps show some excessive text croppings within their Subfaction Unit list tabs, so I made some fixes to make them readable.
  • All AoE spells should now work correctly, being able to damage building and units(friendly or enemy) alike, with Monsoon and Mana Storm only able to attack enemy units.
  • The "Khaboom!" ability couldn't target walls. Fixed. Also, damage increased by 410(total 810). In this way it should one-shot Farms like in the original game. Farms with Upgraded Masonry may still survive a blast.
  • Silver Halo and Healing Salve visual effects were accidentally swapped between each other. Fixed.
  • Added firing sound to the Ballista model.
  • Unholy Armor removed from Enhanced Mode. The spell is scripted and thus can't be dispelled nor spell-stolen. The "remade" version of Exorcism, though, may dispel the buff, but the script will still keep the spell active till its duration.
  • Added wc2 sound for Runes cast, Shipyard and Eye/Ward of Killrogg cast. Also, by popular demand: "I got the flying machine!".
  • Due to the fact that Stromgarde can no longer build Cannon Towers from this patch, all the Orc maps which feature them have their Cannon Towers swapped with Guard Towers.
  • Human maps 5 and 6 now have Black Tooth Grin Guard Towers swapped with Goblin Towers.
  • Enemy Lordaeron or Black Tooth Grin subfactions will have their signature Masonry/Barricades upgrades researched according to how far you are progressing in the campaign.

MAP CHANGES

  • Reworked rogue prisoners mechanic in Enhanced human map "The Prisoners". Now the attacking Peasants will not turn into neutral, nor hostile, but will periodically engage player's units whilst remaining "friendly" and will count towards the required number for map completion objective.
  • Reworked cinematic in human intro map1. Human coastal town is now black teamcolored. Instead of depicting an orcish onslaught on a doomed human outpost, now the scene will better portrait what the narrator mentions as for "orcish marauders raiding coastal towns", showing a Gilneas outpost struggling with defenses, yet about to receive backup from a nearby party of Footmen.
  • Reduced number of Footmen in human intro map2 to reflect the starting force of Enhanced Human map2. Same done on Enhanced Human map6, adding two Stromgardian Footmen joining Turalyon and the newly acquired Knight on their way to the Dun Algaz outpost.
  • Enemy tankers weren't gathering oil in Orc map4. Fixed.
  • Objective completion on Classic Orc map10 wasn't terminating the map. Fixed.
  • Objective on Enhanced Orc map12 wasn't working as intended. Fixed.
  • Lordaeron Knights are no longer available in Enhanced human map "The Prisoners".
  • In Enhanced human map "The Dark Portal", the Blackrock Clan shows Warlocks in the intro but standard Death Knights in the actual map. Fixed.
  • Removed a bunch of unused stuff from the Grim Batol building tabs in the orc map "Badlands".
  • Repositioned enemy Troll Destroyers in Enhanced human map "Grim Batol". They will not patrol the river any longer, but will remain stationary within its inner section, so that none of your ground units can kite them from the shoreside.
  • Removed unused trainable ships in Classic orc map "Fall of Lordaeron".
  • In Enhanced "Betrayal of Alterac" the sun rises when the Archmage is rescued. This will now occour when the Archmage is teleported away at the Circle of Power.
  • Removed pre-placed Demo Squads, Destroyers, Battleships, and Shipyard from Enhanced map "Battle at Crestfall".
  • All Blackrock Clan's Guard Towers and Cannon Towers replaced with Frost/Hellfire Towers in Enhanced maps "Battle at Crestfall" and "Assault on Blackrock Spire". Improved Blackrock AI upon Burning Blade's defeat in the latter one.
  • Gryphons and other flying enemy units now have their map patrolling patterns in both Classic & Enhanced version of the orc map "Fall of Lordaeron".

ARMOR & ATTACK TOOLTIPS COMPILED
Since the first release of this remake, armor types and attack types have been set to a different standard than Warcraft 3. But how? This is a list which you will also see in the game, from now on, by moving the cursor over the corresponding icons on every unit within the game.
"more/extra damage" is about 1.25 to 1.40 of the indicated amount.
"reduced damage" is about 0.75 of the amount dealt by the mentioned type.

CHAOS ATTACKS (i.e. Dragons, Gryphons) do more damage to Medium, Large and Fortified Armor. Other top-tier units in enhanced mode(including Archmages and Storm Knights) also have Chaos type attacks, mostly due to the fact that there are units whose abilities may make them immune to magic attacks. Note: This tooltip appears unexplicably cropped off in game, terminating at "Chaos".
NORMAL ATTACKS (i.e. Footmen, Knights) do extra damage against Medium armor.
PIERCING ATTACKS (all ranged non-spellcaster units, with few exceptions) do extra damage to Small armor, Heavy armor, Fortified armor, and reduced damage to Medium armor. Note that damage from Piercing attacks can be reduced through abilities.
SIEGE ATTACKS (Artillery units and few melee units within the Enhanced Mode) do extra damage to Normal armor, Heavy armor and Fortified armor.
MAGIC ATTACKS (i.e. spellcaster units) do extra damage against Heavy armor, Fortified armor, Normal armor, and reduced damage to Medium armor.
TORPEDO ATTACKS (submarines) cannot hit ground units. This was set before I decided to make submarine able to target ships and naval structures only. Being able to attack land units, even with a next-to-zero damage factor, simply couldn't stand up.

NORMAL ARMOR (standard troops) takes extra damage from Siege and Magic attacks.
FORTIFIED ARMOR (i.e. buildings) takes extra damage from all but Normal attacks. This is due to buildings having an average of 17 armor points(50% damage reduction) by default. Some have 11, also Lordaeron and Black Tooth Grin can upgrade their armor, etc.
HEAVY ARMOR (ships) takes extra damage from Chaos, Magic, Piercing and Siege attacks. Same as above, the standard armor of ships has a high damage resistance percentage factor.
HEROES (in Beyond the Dark Portal, will) take reduced damage from Magic, Piercing and Siege attacks.
LIGHT ARMOR (unused?) takes extra damage from Magic and Piercing attacks.
MEDIUM ARMOR (Flyers, some artillery units and some other units(i.e. Genbu) which encourage a melee response over a ranged one) takes extra damage from Chaos and Normal attacks, and reduces damage from Piercing and Magic attacks.

NEW ENHANCED MASTER TRAINING MECHANIC
Upgrading spellcaster units for each subfaction in the Enhanced Mode will now unlock multiple advantages. These upgrades will not only grant additional spells for the corresponding unit, as usual, but will also stack up permanent stat benefits according to the type of unit, depending on which faction they belong to. The researches' tooltips will give you an idea.

SUBFACTIONS CHANGES

H U M A N S

AZEROTH
  • Added independent Armor and Attack upgrades to the subfaction, with corresponding icons from Warcraft 1.
  • Crossbowman: Armor reduced from 2 to 1. Point per upgrade reduced from 4 to 3. A large Crossbowmen/Clerics team proves an incredible wall of defense, nevertheless, and this subfaction shouldn't excel in defense, anyway.
  • Conjurer: Increased attack range from 338 to 450. Replaced Fire Shield with Entangling Roots. This ability binds single targets in place for 6(3) seconds for 50 mana and 5 seconds of cooldown, also dealing 2 hit-points of damage per second.
  • Cleric now has passive "True Sight", with range 600(submarines/Scout Towers/flying Machines have 300, Gryphons have 600). Reason to give them this ability is that without being able to build Flying Machines or Scout Towers the Azeroth subfaction would be pretty penalized by only having to rely on Holy Vision or Water Dragons to scout invisible units. It's the same reason of why I decided to give them their own Destroyers with a small innate detection radius. However, this ability won't be unlocked before the last map and for the only reason of showcasing since the Orcish subfactions featured there do not have any invisible unit whatsoever. It will but play a small key role in the Alterac Campaign. ;)

STROMGARDE
  • Added independent Armor and Attack upgrades to the subfaction. Sword Upgrades have a balanced cost between each level. 800-1600-2400 instead of 800-2400-3000(which should have initially been 800-2400-4000, had I not made Level 3 a custom separate upgrade).
  • Peasant: Battle Hunger removed.
  • Cannon Tower removed.
  • Ballista upgrades removed.
  • New siege unit: Manticore(by Mechanical Man). Replaces Ballista. Deals double the damage of a Guard Tower in a small area. Medium armor type. Has two dedicated levels of Attack Upgrade at the Blacksmith.
  • Inquisitors were mistakenly given less base armor than Knights. Fixed.
  • Ranger: Poison Arrows bonus damage removed. Now the ability will only slow down enemy targets for 3 seconds.
  • Fiery Spirit can now be researched from the Barracks instead of the Church, with a Castle as Tech-requirement.
  • Pyromancer: new spell added: Rain of Fire. Channeling spell. Casts 3 waves of fire, dealing 13 damage on all units in a 400 radius area.
  • Phoenix: Tech requirement changed from Fiery Spirit to Pyromancer Master Training.

LORDAERON
  • Added independent Armor and Attack upgrades to the subfaction.
  • Peasant: Spiked Armor removed.
  • Ballista upgrades removed.
  • New siege Unit: Cannon(by Khazmo). Replaces Ballista. Damage of a Cannon Tower. Medium armor type. Shares attack upgrades with Ships and defense upgrades with Footman and Knights(up to level 3; 2 points per upgrade).
  • Cryomancer: new spell added: Blizzard. Channeling spell. Casts 3 waves of ice shards, dealing 13 damage on all units in a 400 radius area.

DALARAN
  • Added independent Armor and Attack upgrades to the subfaction.
  • Ballista upgrades removed.
  • New siege unit: (runic)Catapult(by Em!). Replaces Ballista. Passive Magic attacks and Spell Immunity. Cannot be upgraded.
  • Iron Golem: changed model to JesusHipster's Siege Golem, which features teamcolor shoulder pads and a "Spinning Lariat" animation which inspired me to give it a new passive ability called "Whirlwind Attack", all and all matching the "Pulverize" ability from the Tauren.
  • Archmage: Damage increased from 6-8 to 8-14. Changed Attack Type to Chaos(bypasses units with Spell Immunity). Training time decreased from 60 to 40 seconds. Added minor passive health regeneration.
O R C S

BLACKROCK
  • Added independent Attack upgrade to the subfaction. This dual-level upgrade increases base damage of Grunts and Raiders by 1 point(as opposed to common 2 points).
  • Cannon Tower removed.
  • Warlock Tower: tech requirement changed from Stronghold to Blacksmith.
  • Hellfire Tower: Damage increased from 2-6 to 5-9. The incinerate ability doesn't seem to stack damage, hence this building has never been that effective in Defense, yet it still caused explosion at the target's death.
  • Grunt: Attacks now upgradeable.
  • Raider: Base damage increased from 6-12 to 7-13. Armor upgrades reduced from 4 to 2 points per level. Blood Frenzy changed to a new ability which doubles attack damage and changes the unit skin to red(Fel). The reason is: Whether or not the Blood Frenzy could have been dispelled or Spell-stolen(it wasn't supposed to be but apparently it is in the Orc Campaign for some reason), a TRIPLE attack speed on top of a 2-levels attack/defense upgrade simply overshadows the rest of the subfactions' features for a unit of this tier, and the player would obviously cease training Grunts in favour of Raiders. In this way the player might still see some usefulness in the Grunts' Demolish ability in case of having to attack fortified locations.

BLACK TOOTH GRIN
  • Spearthrower: Armor reduced from 2 to 1. Point per upgrade reduced from 4 to 3. "Defend" still makes it a good unit for ranged defenses. Not to mention that it can always be healed by Ogre-Tinkers, or buffed by Goblin Sorcerers.
  • Troll Destroyer replaced with Goblin Destroyer(Goblin Steamboat by kellym0 & MiniMage). This clan really wants no Trolls, does it? Just a separate model without any difference in stats. And no, I won't call it Steamboat, because it's got to require Oil to be built! ;)
  • Catapult specific armor upgrades removed. Now the unit will benefit from defense upgrades for Grunts & Ogres(2 points per upgrade). Sharpened Tusks Upgrade still remains.

STORMREAVER
  • Storm Knight: Attack Range increased from 336 to 567. Damage increased from 6-8 to 8-14. Changed Attack-Type to Chaos(bypasses units with Spell Immunity). Added Vampiric Drain ability.

BURNING BLADE
  • Added independent Armor and Attack upgrades to the subfaction. Attack Upgrades have a balanced cost between each level(overall cheaper, considering you can only upgrade Grunt's weapons with it). 500-1000-1500 Gold and 100-200-300 Lumber instead of 500-1250-2000 Gold and 100-300-500 Lumber.
  • Grunt model replaced with a variation from johnwar (sorry Tauer), which in my opinion has a closer look to a classic Wc2 Grunt(whose orange teamcolored pouldrons always seemed somehow bulkier to me). Also, the previous model showed a glitch which pasted some of its parts onto an enemy after being killed by it.
  • Ogre/Fel Ogre: Base Armor reduced from 11 to 7.
  • Fel Ogre now has a new spell called Fel Overdrive. It works as an Unholy Frenzy: increases attack speed by 300% but inflicts 4 hit-points damage per second.
  • Commander's Ward renamed into Commander's Battle Vest. This upgrade now increases Ogre/Fel Ogre hit-points by +10 on top of the additional defense upgrade.
  • Famine Knight: Increased attack range from 338 to 450. Added new Abilities called Vampiric Drain and Acid Web. Vampiric Drain restores life equal to 50% of the damage dealt by attacks; Acid Web binds single targets in place for 6(3) seconds for 50 mana and 5 seconds of cooldown, also dealing 2 hit-points of damage per second.
  • Hatred: Tweaked the combination between standard armor and Gelatinous Skin ability. Now the unit should be properly tanky for its designated role.
  • Grunts now gain Hardened Skin and Spell Immunity while in state of Berserk. Hardened Skin reduces incoming attacks by 15 damage, down to a minimum of 2 damage. Time for Ogre presence check lowered from 1 second to half a second.
  • Fixed Ogre Miner's attacks not being upgraded with the custom Axe Upgrade for Burning Blade.

BLEEDING HOLLOW
  • Grunt: Training cost reduced from 600 gold to 500 gold. Spirit Purge upgrade removed.
  • Spirit Purge renamed into Ritual of Disruption.
    The Ogre-Shamans undergo a special ritual called the "Ritual of Disruption," which binds them to the natural and spiritual energies around them. This ritual grants them the ability to siphon and damage mana with their attacks, marking them as the only units capable of wielding Feedback attacks. By framing the Feedback ability as a result of deep shamanic practices and spiritual manipulation, it makes sense that the Ogre-Shamans are the only ones who can channel this power, while the Grunts remain focused on physical combat and resource-gathering abilities.
  • Shadow Dragon: Decreased hit points from 100 to 70. Decreased training cost from 2500 to 2000. New animation for its breath attack. Passive ability Fel Breath renamed to Void Bolt.
  • Spirit Walker: Added Vampiric Drain ability. Removed health regeneration during Ethereal form.



Once again i would like to thank @Helldoom and Stormshock for their kind availability, the latter expecially for his work on the terraining.
Cuore for the terraining and custom tilesets!
Loktar for his invaluable help with the oil system and many other systems and models adjustments.
Azazzello for his kind concession of his source material of his early Warcraft:Rebirth project. Special mention goes to him for his masterpiece, the warcraft 2 Daemon, which was one of the missing GOLDEN tiles for this massive puzzle of a project.
@Vanza Crandle for testing the campaign in Normal Mode(other than giving precious help in some other instances) and Clownboss for testing it in Enhanced Mode!
Other authors are mentioned in the ending credits.
As for myself, I personally had more fun in working on this campaign rather than the human one, but maybe because I had the entire system data already compiled(including the Oil System, which i've been struggling with A DAMN LOT before Loktar did me the grace of creating it) and "just" had to work on the Orcish subfactions with their related side-stories. I felt really inspired by the wc2 orcs tribal design, though. Looking forward in working on their secret campaign, as well as their Beyond The Dark Portal expansion, of course. :)



REDXIII
Urkdrengi
Mythic
deolrin
AndrewOverload519
3ICE
Ket
BogdanKry
PaulH
HerrDave
Tauer
Darkfang
Whisper
Static
Kola
The_Silent
Callahan
Dragonskull
Induwer
Kellym0
Kitabatake
Ujimasa Hojo
Supertoinkz
Takakenji
Loktar
AnemicRoyalty
Direfury
Jinn
Azazzello

Custom tilesets, icons and musics from Warcraft 2 by Blizzard


Please enjoy FOR FREE my work of heart of these past years, and if you want to be super generous and kind, please donate. ;)
Very much appreciated! ^^



THIS THREAD MIGHT BE FURTHER MODIFIED OR EXPANDED LATER WITH ADDITIONAL EXPLANATIONS

SCREENSHOTS DISPLAYING KEY ASPECTS OF THE REMAKE



Campaign screens from Warcraft 2: The Dark Saga, for both progression and Act Interludes

wc3scrnshot_042222_045132_04-jpg.398565


wc3scrnshot_042222_043223_03-jpg.398564




Original cutscenes remade

wc3scrnshot_041922_183810_01-jpg.398529


wc3scrnshot_041922_154144_06-jpg.398531






Custom ported tilesets for Grasslands and Dirt maps

wc3scrnshot_042222_045615_07-jpg.398567


wc3scrnshot_080819_002328_01-jpg.372237




Cinematic cutscenes for every mission briefing for a greater plot-involvement

wc3scrnshot_041922_152320_01-jpg.398525


wc3scrnshot_041922_153132_02-jpg.398526


All original musics and screens ported

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Enjoy and explore the Enhanced Mode, which adds more plot content to the campaign and custom material to play

(A Stormreaver team of Ogre-Magi and Necrolytes literally makes haste towards the battlefront)

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(A pair of Bleeding Hollow strain Trolls shadowmelds, avoiding a patrolling Stromgarde Footman)

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(Without Ogres to keep them in check, Burning Blade Grunts uncontrollably rampage across their own village)

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Contents

WCII - Tides of Darkness - Orcs (Campaign)

Reviews
deepstrasz
That Orgrimm man, he just has 180 degrees head turning skills. Some water buildings cannot be hit by melee units. Night Terror quest finishes (actually only the requirement; the quest isn't marked as complete) but you don't get the victory message...
Level 23
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i have an major bug where the workers cant gather wood anymore after i built the mill , they collect as usual but when they drop off no wood is added , playing on the newest version in the reforged client, this is in enhanced mode
Someone had the same problem with the Human campaign and they fixed it by playing the correct version of the game. Make sure you're not using 1.29 or beyond. Get any from 1.24a to 1.28f, preferably the latter.
 
Level 3
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May 11, 2009
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So what would it take to bring this up to standards to work in Reforged? So far the only problems I've come accross is 2 missing lines of voice over in the second mission and the lumber bug, I just can't find a way of installing two versions of Warcraft III atm so I don't know how just to get this mod working perfectly which dont mistake me, I do want, but its a lot of effort. I simply mean your Warcraft I campaign works fine, I've finished both campaigns and its perfectly fine with the newest patch of Reforged+Classic Mode turned on. Also with xxxxxx coming out earlier this year, you've got your clear runner for the definitive way to experience a modern Warcraft II but this mod still has hope as it isnt modified as much meaning its pure. So the demand for this to be brought up to date is still there. Anyway I hope you find this feedback well and I didn't see a support link anywhere where we can donate for support incase you need it as an incentive to move forward.

Anyway be good to your mother and thanks for reading.
 
Level 23
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So what would it take to bring this up to standards to work in Reforged?
What would it take for you to have a separate 1.xGB wc3 folder in your computer?
So far the only problems I've come accross is 2 missing lines of voice over in the second mission
They're custom added lines out of the main game(displaying only in Enhanced Mode), which therefore have no voiceover. You'll see more in the campaign later on.
I just can't find a way of installing two versions of Warcraft III atm so I don't know how just to get this mod working perfectly which dont mistake me, I do want, but its a lot of effort.
Just follow the instructions on my signature.🤷‍♂️
Also with "xxxxxx" coming out earlier this year, you've got your clear runner for the definitive way to experience a modern Warcraft II
Do not name other projects in here, thanks.
I didn't see a support link anywhere where we can donate for support incase you need it as an incentive to move forward.
It's at the main page of this thread. Perhaps if you read the description entirely you would have found it. Even by simply scrolling down you can see it. It's there, big and golden.
Anyway be good to your mother and thanks for reading.
What a custom to dismiss a post! My mother is DEAD! Keep her or any family member mentions out of compliments!!
 
Level 4
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Oct 16, 2024
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Hello, Lord Perenolde II !

I enjoyed playing your campaign. Thank you so much for the job — you've done very well!

I'd wanted to inform you about an issue which I consider a bug. There is a mission (№12, I think) — at the Tomb of Sargeras, which starts with a notification that Cho'gall has been slain (Screenshot 1) even before we can control units. Main quest tasks appear afterwards (Screenshot 2) and we start playing.
After we slay Gul'dan we will have an appropriate notification (Screenshot 3), but slaying Cho'gall doesn't finish the game cause it's not counted (Screenshot 4).
The chapter can be finished only with "allyourbasebelongtous" cheat code. I play on 1.26 version. Is that a bug?

I would appreciate your feedback 😊
Thanks for the attention anyway ☺️
 

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Level 23
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Hello, Lord Perenolde II !

I enjoyed playing your campaign. Thank you so much for the job — you've done very well!
Hello! Thank you for your feedback!
I'd wanted to inform you about an issue which I consider a bug. There is a mission (№12, I think) — at the Tomb of Sargeras, which starts with a notification that Cho'gall has been slain (Screenshot 1) even before we can control units. Main quest tasks appear afterwards (Screenshot 2) and we start playing.
After we slay Gul'dan we will have an appropriate notification (Screenshot 3), but slaying Cho'gall doesn't finish the game cause it's not counted (Screenshot 4).
The chapter can be finished only with "allyourbasebelongtous" cheat code. I play on 1.26 version. Is that a bug?
It may very well be a bug, since I haven't seen it in recorded footages.
Try to get the game version in my signature, down here👇, then feel free to code your way up to map 12 and try again with it, and let me know if it works.
 
Level 4
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Hello! Thank you for your feedback!

It may very well be a bug, since I haven't seen it in recorded footages.
Try to get the game version in my signature, down here👇, then feel free to code your way up to map 12 and try again with it, and let me know if it works.
Excuse me, but I didn't get what you mean by "signature". Was it supposed to be a link or should I download it again from the menu?
 

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Level 23
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Am I correct: "signature" is a patched version of WCIII, right? In this case — author asks me to install 1.28 to check if all right?
I'm assuming you are posting from mobile? It might explain why you can't see user's signatures below each post.
Anyway, the one you see here, which Ravager quoted...
View attachment 492716
You can always get any versions of WC3 here, including 1.28.5 game files, in case you want an alternative link.
...is the one you should get. Alternatively you can click on the same link that he posted below that picture, and you can get yourself a 1.27. You don't necessarily need a 1.28 but a 1.27 will suffice. Apparently your 1.26 doesn't seem to be enough(which is weird, although I'm not surprised).
 
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I'm assuming you are posting from mobile? It might explain why you can't see user's signatures below each post.
Anyway, the one you see here, which Ravager quoted...

...is the one you should get. Alternatively you can click on the same link that he posted below that picture, and you can get yourself a 1.27. You don't necessarily need a 1.28 but a 1.27 will suffice. Apparently your 1.26 doesn't seem to be enough(which is weird, although I'm not surprised).
Ok, I got it. Unfortunately, I can't do that: I'm playing the version I got from my pal 10+ years before, so I don't have the CD-key. Pity, but not vital: I watched Jayborino's gameplay — he got no bugs at that chapter.
Thank you for your feedback — and sorry I can't test this issue "for the protocol"😔
 
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You don't necessarily need a 1.28 but a 1.27 will suffice.
Unfortunately, I haven't noticed any significant changes 😞😓. My observations:
  • Normal Act I Chapter III Southshore: same issue as in the Human campaign — if you build an additional shipyard the mission won't be complete without a cheat code;
  • 95 % of downloaded saves change fraction's name exactly to "Bleeding Hollow", the other 5 % — to Player's Name;
  • Enhanced Act III Chapter I Quel'Thalas: Main Quest is not displayed. You should guess what you have to do to complete the mission. Also you can build Ogre Mound for the Stormreaver Clan but cannot produce Ogres. I suggest you either remove it cause it's absolutely useless or enable the Ogres — they'd actually been promoted to Magi after this mission, why not?
  • Act IV Chapter I Tides of Darkness: exactly the same issue I described in my first post.

Strange, what is behind this intricate bug?😕🤔
 
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Unfortunately, I haven't noticed any significant changes 😞😓
That's alright. The bugs you listed are not caused by a different version of the game.
Normal Act I Chapter III Southshore: same issue as in the Human campaign — if you build an additional shipyard the mission won't be complete without a cheat code;
Ok, I pinpointed the problem on the human campaign, and should be exactly the same issue. Easy one.
95 % of downloaded saves change fraction's name exactly to "Bleeding Hollow", the other 5 % — to Player's Name;
I may have a "last resort" to fix this one.
Enhanced Act III Chapter I Quel'Thalas: Main Quest is not displayed. You should guess what you have to do to complete the mission.
I think I fixed this, but in the Gilneas version, so I shall fix it on this one too.
Also you can build Ogre Mound for the Stormreaver Clan but cannot produce Ogres. I suggest you either remove it cause it's absolutely useless or enable the Ogres — they'd actually been promoted to Magi after this mission, why not?
Same as above, I reckon. Ogres are available solely through the Burning Blade Clan in this map.
Act IV Chapter I Tides of Darkness: exactly the same issue I described in my first post.
Again, I may have fixed this only in the future campaign file. I shall get onto it now.
 
Last edited:
Level 23
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  • Normal Act I Chapter III Southshore: same issue as in the Human campaign — if you build an additional shipyard the mission won't be complete without a cheat code;
  • 95 % of downloaded saves change fraction's name exactly to "Bleeding Hollow", the other 5 % — to Player's Name;
  • Enhanced Act III Chapter I Quel'Thalas: Main Quest is not displayed. You should guess what you have to do to complete the mission. Also you can build Ogre Mound for the Stormreaver Clan but cannot produce Ogres. I suggest you either remove it cause it's absolutely useless or enable the Ogres — they'd actually been promoted to Magi after this mission, why not?
  • Act IV Chapter I Tides of Darkness: exactly the same issue I described in my first post.
Bugs fixed. Also added a few things:

BLEEDING HOLLOW
  • Grunt: Training cost reduced from 600 gold to 500 gold. Spirit Purge upgrade removed.
  • Spirit Purge renamed into Ritual of Disruption.
    The Ogre-Shamans undergo a special ritual called the "Ritual of Disruption," which binds them to the natural and spiritual energies around them. This ritual grants them the ability to siphon and damage mana with their attacks, marking them as the only units capable of wielding Feedback attacks. By framing the Feedback ability as a result of deep shamanic practices and spiritual manipulation, it makes sense that the Ogre-Shamans are the only ones who can channel this power, while the Grunts remain focused on physical combat and resource-gathering abilities.
I'm glad there weren't training cost anomalies in this campaign.
 
Level 4
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I tried it again (2 times). 1st one — with cheats, everything had worked out perfectly. Then I replayed it without them and... There had appeared a bug in Act III Chapter 2: if you destroy ALL enemy buildings before constructing a fortress game shows 2 messages "OBJECTIVE COMPLETE" as on a photo below, but doesn't start a 10-minute timer and doesn't give a new objective to defend the fortress for 10 minutes — game won't finish itself without cheats.
Another finding is that damage upgrade of the Burning Blade Clan still doesn't apply on Ogre Workers — though it does apply if cheats are used.
Generally I had so much fun playing it again but using different strategies trying to utilise as many units and their abilities as provided. I was very pleased that that ugly bug at Act IV Chapter 1 has been fixed — and Jayborino's strategy has come to a good use as well 😸
Thank you for the time dedicated to improving your creations and feedback. If your time allows, please, consider the following questions:

1. Had you in mind equalising the cost of every faction's respective unit in the campaign? If so, consider the issue: Black Tooth Grin Grunt and Black Rock Clan Grunt are the only units that still cost 100 gold more than other factions' Grunts.
2. When Ogres receive additional training and abilities they commonly receive additional 10 HP EXCEPT Stormreaver Ogre and Black Tooth Grin Ogre (Black Rock Wolf Rider as well but he's already OP). Was it designed that way or was that just a minor misconduct?
3. Were the Goblin Mines of Black Tooth Grin Ogres-Alchemists and Traps of Stormreaver Ogres-Shamans supposed to remain invisible for the Player as well as for the enemies or not?

P.S.1. I think I guessed the mechanic of the Name-change when saves are downloaded: it appears as a name of the Clan that had been used in a previous chapter (except for Burning Blade Clan and Black Rock Clan — they aren't used somehow) in a way that the 3rd word is cut by the last letter, e.g. Black Tooth Gri, Bleeding Hollow Cla, The Stormreaver Cla). Maybe you still could figure something out to debug it if you knew these details 🤪.

P.S.2. But please — don't remove the Clan Names, if nothing could have undone the bug: they are much better than "Player 1", "Player 2" nonsense🙏
IMG_20241210_000544_HDR.jpg
 
Level 23
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I tried it again (2 times). 1st one — with cheats, everything had worked out perfectly. Then I replayed it without them and... There had appeared a bug in Act III Chapter 2: if you destroy ALL enemy buildings before constructing a fortress game shows 2 messages "OBJECTIVE COMPLETE" as on a photo below, but doesn't start a 10-minute timer and doesn't give a new objective to defend the fortress for 10 minutes — game won't finish itself without cheats.
Yes, destroying the whole Stromgarde base is supposed to override the Hold Out objective, without starting the 10 minutes' timer, so to just complete the map. Are you telling me that doesn't happen? I'll have a look into it. This has been one of the hardest map to "enhance" in both campaigns...
EDIT: ...and it proved as much challenging trying to fix this objective issue. I hope I made it. I need to test, but there are multiple variables to consider:
1) Building a Fortress with Stromgarde still alive
2) Building a Fortress after Stromgarde dies
3) Losing a Fortress after building it while Stromgarde is still alive
4) Losing a Fortress AND building it again while/after Stromgarde is alive/dead
My brain is fuming a bit. 😅
Another finding is that damage upgrade of the Burning Blade Clan still doesn't apply on Ogre Workers — though it does apply if cheats are used.
You're right. The upgrade was suppposed to give them only 2 levels, as opposed to the Grunts, but the 50 hp may give them an unfair early game advantage. Still, they're the only 1 out of 2 melee units that the BB seems to have. So, in this case, they were assigned a previous upgrade which is no longer present in the current version of the remake. I'll fix it.
Speaking of the Grunts: thanks to Loktar, I managed to complete the Berserk System, so the Grunts will have bonus abilities that will improve their damage resilience whenever they go berserk. Also, Fel Ogres will be able to heal(in their own way) etc.
They seem to be little changes, so I might actually add them in the next update. Strange that I haven't done it yet.
Generally I had so much fun playing it again but using different strategies trying to utilise as many units and their abilities as provided. I was very pleased that that ugly bug at Act IV Chapter 1 has been fixed — and Jayborino's strategy has come to a good use as well 😸
I'm very pleased that you found the intended replayability that I had in mind when I planned to "enhance" this mod! :) More pleased to see that you had fun with it!
Bug in Act IV Chapter 1... 🤔 Oh! Are you referring to the island rush cheese? Yeah, putting a timer on the activation of the enemy bases was a simple but effective solution, instead of waiting till the player had built a Great Hall! 😅
1. Had you in mind equalising the cost of every faction's respective unit in the campaign? If so, consider the issue: Black Tooth Grin Grunt and Black Rock Clan Grunt are the only units that still cost 100 gold more than other factions' Grunts.
Before I rebalanced it, Black Tooth Grin had 2 attack/defence upgrades, being the strongest among the subfactions. Ogres also didn't have mana, so the Feedback attacks of some weaker subfactions wouldn't even work as a counter against them. After changing their upgrades, you may be right, but they're mostly a "pick and send" unit, only having a passive Feedback attack and nothing more. Anyway, let's analyze the other equivalents, as well as the "whole" of their own subfaction:
- Bleeding Hollow Grunts: Standard armor, 1 level of upgrade for each att/def stats. Can Pillage. Can Defend.
After the latest update, the clan can now benefit from a Healing ability, and Ogres have a Feedback attack.
Spirit Walkers can help disabling enemy units, AoE with wards, and resurrect Ogres. Elite unit can fly and raise skeletons on kill. Definitely a subfaction that gives its very best only in the late game.
- Burning Blade Grunts: Lower armor, only 1 upgrade in defense and 3 in attack. Lower cost. Needs to be shepherd'ed from Ogres/Miners. Can be upgraded to strike even faster.
After the latest update, Ogres were nerfed, so to encourage mass production of Grunts. This could be improved even better with the addition of the finalized Berserk script from Loktar. However, they still need to be upgraded to the maximum to be able to withstand an opposing force composed of heavy units(even worse against a spam of Stromgarde Inquisitors). Needs further evaluations. I'll probably increase the Grunts armor points for their single defense upgrade(2 points are next to nothing, actually). Famine Knight can support with their AoE spell, but the Hatred is the real game-changer for them, I think, able to Taunt enemies and tank a ton of damage. Another subfaction that can give its best only in the late game.
- Stormreaver Grunts: Lower armor, 1 level of upgrade for each att/def stats. Can self-cast Frost Armor. Start with Feedback attacks.
Now, these guys have 5 armor upgrade points for their single defense upgrade, but they don't hit as hard as their B.B. cousins. The Frost Armor is incredibly useful in melee combat, and I had to remove it from the Caer Darrow mission, because it made them better than anything the Burning Blade could support them with.
Bloodlust from Ogres is mandatory and pushes the subfaction to its best usage. Necrolytes provide additional defense/manpower with the skeletons(considering that the subfaction doesn't enjoy from gold upgrades) and can create some trouble with the Lightning Shield. Storm Knights require a bit too much of micro, imo. Daemons are useless singularly, but can be troublesome in big groups with some magic enhancement.

With all of that being said and broken down, I'd say the Grunts are a key component to every subfaction, being it in early game or late game. The difference in cost equals to their durability/usefulness. The ones I listed are the cheaper ones. Do you think it's fair the way I made it up? Let me know.
2. When Ogres receive additional training and abilities they commonly receive additional 10 HP EXCEPT Stormreaver Ogre and Black Tooth Grin Ogre (Black Rock Wolf Rider as well but he's already OP). Was it designed that way or was that just a minor misconduct?
I think I made it that way because they receive Bloodlust, which as we know is a game-changer(not just for their subfaction, but in the whole game as well).
3. Were the Goblin Mines of Black Tooth Grin Ogres-Alchemists and Traps of Stormreaver Ogres-Shamans supposed to remain invisible for the Player as well as for the enemies or not?
Were the Runes in wc2 deadly for the casting player too? If the answer is yes, then it is also for your question. :) I recall they were. Or correct me if I'm wrong.
P.S.1. I think I guessed the mechanic of the Name-change when saves are downloaded: it appears as a name of the Clan that had been used in a previous chapter (except for Burning Blade Clan and Black Rock Clan — they aren't used somehow) in a way that the 3rd word is cut by the last letter, e.g. Black Tooth Gri, Bleeding Hollow Cla, The Stormreaver Cla). Maybe you still could figure something out to debug it if you knew these details 🤪.
My theory is that the overwritten name gets cut off after loading the game for the same reason as for when you paste a trigger containing a text message beyond some characters amount; It gets cut after some point and what should have followed is instead blank.
P.S.2. But please — don't remove the Clan Names, if nothing could have undone the bug: they are much better than "Player 1", "Player 2" nonsense🙏
I agree with you 100%. I do have a last resort in forcing the custom name onto the score screen. I'll get to work on it, together with the rest of the changes.

I'd like to thank you once again for the invaluable support that your playthrough and insights have provided. I might be actually looking for you for a beta test when the Secret Campaigns will be completed! Who knows? :)
I shall work on correcting the Tyr's Hand maps, maybe adding some more of that stuff explained above together with it!
 
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Yes, destroying the whole Stromgarde base is supposed to override the Hold Out objective, without starting the 10 minutes' timer, so to just complete the map. Are you telling me that doesn't happen? I'll have a look into it. This has been one of the hardest map to "enhance" in both campaigns...
That's exactly what would've made sense cause "holding out" for 10 minutes against a destroyed opponent is braah...
Unfortunately that has never worked before, but since the last update (I suppose) it became broken. I wish you luck in finding a good and balanced decision among the variants u listed.
So, in this case, they were assigned a previous upgrade which is no longer present in the current version of the remake.
TBH I'm not aware of the details of the previous version. I mentioned this issue (that Ogre Workers are supposed to benefit from 2 levels of melee damage upgrade as per description, like the Stromgarde Workers, but they don't) before last update — and it's still in place. I agree that 20 HP make a strong difference so you could consider just remove that description if it can't be limited to 2 levels unlike Grunts🤷.
Bug in Act IV Chapter 1... 🤔 Oh! Are you referring to the island rush cheese? Yeah, putting a timer on the activation of the enemy bases was a simple but effective solution, instead of waiting till the player had built a Great Hall! 😅
Nay, I was talking about the issue with "Slay Gul'Dan" completed straight after the start of a mission and non-ending of it after actual elimination of the bosses 😅.
Jayborino's strat was mentioned separately, as a part of my new experience — without connection to any bugs 😊.
With all of that being said and broken down, I'd say the Grunts are a key component to every subfaction, being it in early game or late game. The difference in cost equals to their durability/usefulness. The ones I listed are the cheaper ones. Do you think it's fair the way I made it up? Let me know.
I strongly agree with you: never payed attention to the cost-related issues (except Crossbowmen — too outstanding issue) before one guy commented on the Human campaign about Stromgarde Knight's cost difference, and you corrected the Azeroth Knight's cost. I guessed you wanted to standardise the costs no matter the faction is — so I decided to ask you on that matter. BTW if the latter is closer to truth rather not every respective unit type of all factions costs exactly the same amount of resources, which is pretty fair and balanced.
I think I made it that way because they receive Bloodlust, which as we know is a game-changer(not just for their subfaction, but in the whole game as well).
Fair enough 😜
Were the Runes in wc2 deadly for the casting player too? If the answer is yes, then it is also for your question. :) I recall they were. Or correct me if I'm wrong.
Haven't got experience with WCII — can't tell. I'm glad they hadn't transferred that mechanic to WCIII: you won't use something that can damage your army one time just because you forgot about the mines🤪
I'd like to thank you once again for the invaluable support that your playthrough and insights have provided. I might be actually looking for you for a beta test when the Secret Campaigns will be completed! Who knows? :)
As always — I was happy to help 🤗
It would be a great honour to do the same job to your new campaigns, so don't hesitate to contact me here🤝, but... Unfortunately I can't guarantee you anything: I don't have that much time as before cause I'm obtaining PhD and have a rough schedule at the moment. I'm definitely not completely out of the game but can't dedicate that amount of time as I did before.
I wish you a successful completion of your campaigns and hope that at that moment I'll be available to provide the feedback for improvements✊💪👍
 
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TBH I'm not aware of the details of the previous version. I mentioned this issue (that Ogre Workers are supposed to benefit from 2 levels of melee damage upgrade as per description, like the Stromgarde Workers, but they don't) before last update — and it's still in place.
Well, you couldn't. It is an upgrade from a previous version of the remake, which had to be replaced with an exclusive one just for Burning Blade. See, the initial problem regarding upgrades, in this remake, is that I only had 1 list of attack/defense upgrades that would work for all subfactions regardless, but it would not go past a certain level with others. This created issues in maps where you had multiple subfactions using different maximum level of upgrades, because researching a level 2 upgrade for Burning Blade would give a level 2 upgrade for Stormreavers. You get what I mean? That's where I understood that I had to create different sets specifically for each subfactions.
So, to continue with the Ogre Miner, I just realized that the upgrades he's supposed to receive are still the "general" ones from the first version of the mod. I'm sorry for not having corrected this as you claim to have reported in a previous feedback, but I will put it on the list for the next one.
Nay, I was talking about the issue with "Slay Gul'Dan" completed straight after the start of a mission and non-ending of it after actual elimination of the bosses 😅.
Jayborino's strat was mentioned separately, as a part of my new experience — without connection to any bugs 😊.
Ahh yes, the issue with the Cho'gall/Gul'dan objectives! I see. I'm glad they're working alright now.😊
I guessed you wanted to standardise the costs no matter the faction is — so I decided to ask you on that matter. BTW if the latter is closer to truth rather not every respective unit type of all factions costs exactly the same amount of resources, which is pretty fair and balanced.
Ah, ok. I thought you were wondering how did I evaluate the costs difference for the Grunts.
As always — I was happy to help 🤗
It would be a great honour to do the same job to your new campaigns, so don't hesitate to contact me here🤝, but... Unfortunately I can't guarantee you anything: I don't have that much time as before cause I'm obtaining PhD and have a rough schedule at the moment. I'm definitely not completely out of the game but can't dedicate that amount of time as I did before.
I wish you a successful completion of your campaigns and hope that at that moment I'll be available to provide the feedback for improvements✊💪👍
Do not worry, you won't be the only one. And as long as it would take, I'd rather count on your precious analysis so that I may have a more accurate spectrum of the issues to solve, as it has been so far. I'll be in touch!
 
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@LordPerenolde II , hello again 😄

I replayed the campaign in classic mode and found some technical issues:
  • Grunt attacks sound like Footmen' ones;
  • Lumber harvesting in the final mission is 100 even with a Troll Lumber Mill built;
  • Sound is missing in the last cutscene (except of attacks) before the final text is spoken.

Just to mention...
 
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@LordPerenolde II , hello again 😄

I replayed the campaign in classic mode and found some technical issues:
  • Grunt attacks sound like Footmen' ones;
  • Lumber harvesting in the final mission is 100 even with a Troll Lumber Mill built;
  • Sound is missing in the last cutscene (except of attacks) before the final text is spoken.

Just to mention...
What game patch/version are you currently playing on? I read several comments regarding this matter. All of those bugs you encountered might be related to your game patch/version. If you stay on the version that LordPerenolde recommended (1.28.5), you won't encounter those bugs.
 
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Grunt attacks sound like Footmen' ones;
You mean the metal-clashing sounds? That's meant to be like that; it's Warcraft 2. :)
Lumber harvesting in the final mission is 100 even with a Troll Lumber Mill built;
Duly noted. I'll check it tonight.
Sound is missing in the last cutscene (except of attacks) before the final text is spoken.
Which sound? The texts in the cinematics that unlock according to which subfaction you finish the game with?
Yeah, I've made those from scratch, so there's no touch from Blizzard as per voice acting. Maybe I'll add some AI v.a. when I'll finish the secret campaigns later.

I'll let you know about the lumber issue in the last map, anyways.

What game patch/version are you currently playing on? I read several comments regarding this matter. All of those bugs you encountered might be related to your game patch/version. If you stay on the version that LordPerenolde recommended (1.28.5), you won't encounter those bugs.
The lumber issue seems more like a script oversight than an actual version bug, like those that I kept receiving about the lumber not being received from cargos in the third map and such.
Again, I shall have a look in about 10 hours.
 
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Which sound? The texts in the cinematics that unlock according to which subfaction you finish the game with?
No, the text is spoken afterwards — no problems with it. I mean — during the siege of the castle: like the King's "Guards! Guards..." and other sounds of moving, roaring etc. It's OK in Enhanced mode, but in Classic it was screwed somehow...😔
 
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No, the text is spoken afterwards — no problems with it. I mean — during the siege of the castle: like the King's "Guards! Guards..." and other sounds of moving, roaring etc. It's OK in Enhanced mode, but in Classic it was screwed somehow...😔
...from start to finish? Or from a certain point onwards? There seems to be nothing that alters the timing when the map switches to Enhanced material prior or during the cinematic.
The lumber issue seems more like a script oversight than an actual version bug, like those that I kept receiving about the lumber not being received from cargos in the third map and such.
Again, I shall have a look in about 10 hours.
I just checked this out in the Classic Fall of Lordaeron map, and wtf? The trigger was deactivated! :vw_wtf:I fixed it, but before updating the campaign I need to sort out the triggers at the Enhanced Tyr's Hand hold-out section. Thank you for the heads up!
 
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For the best version ✊🤝☺️
I FINALLY managed to solve the riddle of Tyr's Hand!!!! My, that took waaay longer than expected.
Anyway, I forgot to personally test that issue with the speech timings that you mentioned earlier. I'm gonna do it soon, then I shall update the campaign and go back working on the Gilneas expansion.
 
Level 23
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Nov 20, 2005
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No, the text is spoken afterwards — no problems with it. I mean — during the siege of the castle: like the King's "Guards! Guards..." and other sounds of moving, roaring etc. It's OK in Enhanced mode, but in Classic it was screwed somehow...😔
As I'm about to release the newly updated campaign, I'd like to state that I haven't found any sync issue with the sounds and the scenes in the Classic version's finale.

EDIT: Campaign updated.
Changes:
Map 09 "The Razing of Tyr's Hand"
Restored Goblin Gunboat's Oil requirement, previously not included in the script.
Fixed Enhanced hold-out objective:
Building a Fortress on the island with the enemy completely destroyed will bypass the timer and accomplish the mission.
Wiping out the enemy from the map with a Fortress built on the island will kill the ongoing timer and accomplish the mission.
Losing the Fortress on the island will stop, hide the timer and reset the objective. Building a new Fortress thereafter will re-mark the objective as complete and restart the timer.
Map 12 "The Tomb of Sargeras"
Restored Goblin Gunboat's Oil requirement, previously not included in the script.
Map 14 "The Fall of Lordaeron"
Restored Goblin Gunboat's Oil requirement, previously not included in the script.
Restored cargo bonus from the Troll Lumber Mill in the Classic version, previously not included in the script.

BURNING BLADE
  • Grunts now gain Hardened Skin and Spell Immunity while in state of Berserk. Hardened Skin reduces incoming attacks by 15 damage, down to a minimum of 2 damage. Time for Ogre presence check lowered from 1 second to half a second.
  • Fixed Ogre Miner's attacks not being upgraded with the custom Axe Upgrade for Burning Blade.
 
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