InsaneMonster
Hosted Project: W3RR
- Joined
- Jul 20, 2011
- Messages
- 549
Behold, the english open-beta of the Custom Campaign integration is ready to be downloaded! Here the final changelog. Translations will come later as they become ready. Merry Christmas my friends and fans! I do hope you enjoy my present!
Changelog (12/23/2023)
Changelog (12/23/2023)
- The entire human campaign is now bundled in a single .w3n (custom campaign) map file. This allows you to select difficulty in the game, select missions in the game and load saved game through game menus.
- The entire package is around 500 MB smaller than the previous version
- The custom campaign features a custom loading screen inspired from the default game one with the appropriate information about Hive Workshop and the project Patreon page
- File organization is reworked completely: all files (including most of the object related strings) are now contained in only one file, thus making translation and fixing backend much easier
- Object data completely reworked: all custom units are assigned as map-specific or campaign-specific and they are all organized with proper ids
- Chaos damage removed on all creeps where it makes no sense to have it
- Magic damage is now added on all creeps where it makes sense to have it
- Divine armor icon now properly displayed
- Items are completely reworked: they are reorganized, harder to kill and their values make more sense on a global scale
- Integrated some balance changes since 1.31 to Re-Reforged (like Sundering Blades, Prioritize Air and more) plus some other to improve gameplay
- Improved some codex and hint texts on all missions
- Now human scout towers have 1800 sight range on both day and night
- Made Death Pact and Death Ritual cost 0 mana (with longer cooldown, like the integrated Far Sight)
- Racial shops are redone according to the new items categorization system
- General improvements to all models (some are even new, other improved and optimized for 1.36)
- Improved some texture quality (they were lower quality before to save space)
- Added snowcaps for all human and undead buildings where it does make sense to have them
- All ghosts now have a 15% transparency added to them beside the model fresnel effect
- Complete rework of all walking sounds (they loop correctly now in all cinematics)
- Music save/reload bugs now fixed
- Music overall randomization is better when default music is played
- Music doesn't include TFT tracks as default tracks anymore
- Fixed music sometimes not resetting correctly to the intended playlist
- Added new cheats: now "ggwp" (add "-cache" or "-nocache" to make it save the cache or not). You can also display current difficulty using "howhard" and you can enable all campaign buttons using "notimetowaste"
- Codex system UI reworked: now using icons, more space to display text and better hints to avoid issues with scrolling (please note, it's impossible to make it scroll from the start due to an engine limitation)
- Codex system interaction reworked: now codex scrolls give XP to heroes collecting them depending on how difficult they are to find. Their position is also reworked to be easier to find in all maps
- Optimized and improved all trees animations without any trigger usage
- Added some unit (mostly creeps) randomization to increase replayability
- Added some items randomization to increase replayability
- Reworked the final "thank you" screen to be more up-to-date
- Added intro cinematic you can play before playing the campaign and after the end, like in default campaign
- Added campaign logo
- Improved Re-Reforged logo both in maps and in the campaign menu
- Improved custom voice acting
- Improved all AIs
- Optimized AI routines and removed their leaks
- Optimized ALL triggers and removed their leaks
- Rebalanced shades to be less annoying (especially their build times)
- Now dwarven Curators will use their abilities properly
- Reworked checkpoints to avoid bugs and improve their spreading within the maps
- Improved many shots and animations in many cinematics
- Updated Mission 09 Epilogue (Vengeance) [v1.2]:
- Improved some shots in the various scenes
- Added snowcaps on all buildings
- Added cheering animations by soldiers when bases are defeated
- Fixed an issue causing selection to be available after loading a save
- Fixed timing on the final cutscene when Arthas kills Marwyn and Falric to prevent desync on various locales
- Updated Mission 09 (Frostmourne) [v1.2]:
- Improved some shots in the various scenes
- Added snowcaps on all buildings
- Decreased divine shield duration and increased divine shield cooldown on mirror Arthas
- Increased the time required for The Guardian to Ice Strike
- Added UI indicator to show where The Guardian is going to Ice Strike
- Reworked the path to Frostmourne section items to be useful in next map section and be smart with respect to current hero level
- Fixed pathing blockers on the first Revenant's force field while progressing in the path to Frostmourne section
- Reworked AIs of allies and enemies
- Now suicide will happen earlier and at a better pace
- Now the dwarfs will not attack the scourge bases
- Added a new Undead base on the bottom left
- Improved terrain to prevent Mal'Ganis attacks from being blocked
- Increased base time required to finish second part of the mission
- General improvements to terrain (mostly aesthetics)
- Updated Mission 08 (Dissension) [v1.2]:
- Improved some shots in the various scenes
- Added snowcaps on all buildings
- Added the center of the map with enemy AIs
- Added allied bases
- Added an altar to revive heroes and an arcane vault to buy items
- Added some enemies around the ships to reduce how cheesable the map is
- Fixed a bug forcing certain murlocs to swim to the player when there was no player unit there
- General improvements to terrain (mostly aesthetics)
- Updated Mission 07 (The Shores of Northrend) [v1.2]:
- Improved some shots in the various scenes
- Reworked AIs of allies and enemies
- Now the green base forces will deploy their defences slower, allowing the player to win by attacking fast enough
- Made the mission overall easier
- Reduced the amount of carriable items dropped by creeps in the first part of the map
- General improvements to terrain (mostly aesthetics)
- Updated Mission 06 Interlude (Divergent Courses) [v1.2]:
- Improved some shots in the various scenes
- Fixed a bug on reload that would break cinematic frames during the fight with Diablo
- Fixed an issue causing selection to be available after loading a save
- Fixed an issue causing minimap markers that should be hidden to reappear when loading a save
- Added monks around the map
- Updated Mission 06 (The Culling) [v1.2]:
- Added back rain
- Added back the fountain of life
- Made the mission less cheeseable
- Made the beginning time to breath for the player a bit longer
- Added more rewards to exploration
- Added an optional quest to destroy plague cauldrons that will otherwise spawns endless amount of zombies towards your base
- Improved the intro cutscene with new animations to reproduce even more the Blizzcon 2018 cutscene
- Added custom UI to display kill counts
- Updated Mission 05 Interlude (The Prince and the Prophet) [v1.5]:
- Improved some shots in the various scenes - Updated Mission 05 (March of the Scourge) [v1.5]:
- Improved some shots in the various scenes
- Made the mission overall harder if the player doesn't explore and overall easier if the player explores
- Updated Mission 04 (The Cult of the Damned) [v1.5]:
- Improved some animations in the various cutscenes
- Reword the Haunted Gold Mine optional quest to actually award a new income for the player
- Made income actually meaningful by letting the player to buy soldiers
- Added custom UI for both remaining soldiers and control points, designed specifically for them
- Made the mission overall harder (but not by much)
- During Kel'Thuzad fight, now camera pans are less intrusive
- Fixed some data being saved to cache without any actual reason
- Updated Mission 03 (Ravages of the Plague) [v1.5]:
- Improved some animations in the various cutscenes
- Vastly improved Pudge animations
- Made the mission overall harder (but not by much)
- Updated Mission 02 Interlude (Jaina's Meeting) [v1.5]:
- Improved some models and animations in the various scenes - Updated Mission 02 (Blackrock and Roll) [v1.5]:
- Improved some shots in cinematics
- Made the mission overall easier
- Reworked Searinox fight to now being able to land and be overall more dynamic
- Now to enter Searinox Canyon the player can use a custom UI designed specifically for that
- Fixed an issue causing minimap markers that should be hidden to reappear when loading a save
- Fixed a cheese allowing the player to destroy the orc base before proceeding to the next phase in story mode
- Updated Mission 01 (The Defense of Strahnbrad) [v1.5]:
- Improved some shots in cinematics
- Fixed a pathing blocker in the initial camp
- Improved balance a bit in the various fights