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The Scourge of Lordaeron - Enhanced

♦ The Scourge of Lordaeron Enhanced ♦

By Blizzard Entertainment (Edited by Teozamait)

Gameplay
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!IMPORTANT NOTICE: PLEASE MAKE SURE YOU HAVE THE LATEST VERSION INSTALLED (VERSION 2.40) BEFORE PLAYING!

ALSO, Cazu was kind enough to start a gameplay series of this campaign on Youtube. Check it out at this link if you want to get a better preview before you download : https://www.youtube.com/watch?v=RhWUPBfPsk0

Thank you and enjoy!



Do you remember the cinematic where Thrall dreams a massive battle between the humans and orcs? During that battle, there were quite a few human soldiers that carried spears. Come to think of it, most of that army is composed of pikemen. But during the actual Human campaign, they are nowhere to be seen. The human army is composed of just swordsmen and knights. At first, that may be fine and all for an RTS, but the scarcity of the Human army became quite apparent in the 6th mission of the Expansion Undead Campaign, when Garithos' forces are comprised of only these two units. It was then that I realized that the humans were entirely reliant on other races for ranged combat and support (and that Footmen and Knights are quite boring on their own). And it was then when the idea of making a more, well, not so much realistic, but believable human army came up, an army where even a unit such as the Footman can be interesting and viable throughout the whole game.
And then I implemented this army into the original Reign of Chaos Human campaign, while also adding a lot to the campaign itself to make it (hopefully) a fresh and fun experience.

Without further ado, below is a list of what you can expect from this campaign:

1. New Toys to Choose From

•3 Specializations - at the beginning of each base building chapter, you will be given a Locus of Power (there may be more hidden in the last few levels). Place it wherever you wish and upgrade the Generator to choose your specialization (which MUST then be researched at any Supply Hold/Farm). Upgrading it to Crimson will allow you to research State of Arms, a doctrine that focuses on the physical strengths of the human army - discipline and strong defensive units/upgrades. Upgrading it to Green will allow you to research State of Divinity, a doctrine which will allow you to access superior healing and restoration methods. Upgrading it to Blue will allow you to research State of Abjuration, a doctrine that provides stronger spellcasters and support options. Each State will unlock different new units and upgrades for your army, while remaining faithful to the general strengths and weaknesses of the Human faction.

•11 new units - (not counting summoned units, variants or buildings) including Battle Mages, Assassins and Lieutenants– it may seem a bit like overkill, but these units are not meant to be used all at once. Instead, they offer the player more choice when choosing his army composition. As a Human player, you will need healers in any situation, but now you can choose between the versatile Priest or the mana-efficient Cleric. For a tier 3 heavy hitter, train the agile Knight or the resilient Cavalier. Or you can mix and match them whichever way you like, especially since the food cap has been raised to 300.

•Balance - I tried to the best of my knowledge to make each new unit have both strengths and weaknesses. The Cavalier may be able to use its Heavy Defense passive and Piercing attack to match an Abomination 1 on 1, but it will struggle versus smaller but numerous units such as Skeletons or Ghouls. Assassins are the bane of Heroes, but if they attack at the wrong time you can easily lose a very expensive unit.

•Plenty of new upgrades for the old and new units.

•New enemy units that you need to watch out for – Bone Golems are very resilient to ranged attacks while Archnecromancers will unleash poisonous clouds upon your forces.


2. A few new “mechanics”

•Officers - Heroes remain an inspiration for the rank-and-file soldier, but they are no longer the sole leaders of an army. Officers are a new unit type that can greatly boost your forces’ efficiency if used correctly. Officers provide a passive aura (Command Auras) that increases the damage of other units around them. The Humans are the only race that has access to all 3 types of Command Auras, having 3 Officer units: Lieutenants, Captains and Alliance Commanders. The auras from different officer types stack, (keep in mind that a Captain’s aura has a longer radius than a Lieutenant’s). The bonus from one aura is not that large, but when all three auras are present on all of your units (which is not that easy to maintain), alongside bonuses from Weapon Supplies or a Hero’s aura, your army becomes a lot more dangerous.

-Officer units can also carry and use items like Heroes, as well as providing other benefits based on their Race (Orc Officers can Enrage other Orcs).

-Be warned! Each faction reacts differently when an officer unit or Hero is killed – for Humans, nearby units will be demoralized, losing a lot of armor for a short while (depending on the rank of the Officer). Should an Officer die, it would be best to retreat for a short while and regroup your forces.

!Members of the Cult of the Damned and Undead Heroes act as pseudo-officers for the Undead race – killing them will damage all nearby Undead units!

•Food and Weapons – Food is an aura which helps your units regenerate their life and mana faster, though not at such a rate to count as actual healing. Proper usage of food combined with other healing methods will ensure that your army has a higher chance of surviving consecutive battles. Food is generated directly by Farms or by buying Food Supplies from Farms.
-Weapon Supplies can be bought from a Blacksmith. When placed on the ground, they increase the attack rate of all nearby units.

•Combat Casters – while casters were a little too powerful in Warcraft I and II, I don’t really like the approach taken by Warcraft 3 where casters mainly just provide buffs or debuffs. Each race will have at least one combat spellcaster with means of inflicting direct damage or influence the battlefield in a stronger way. Humans now have two such units. Don’t worry, they’re still just as squishy as your average Priest.

•Mounted Units – Knights and other mounted units behave differently: they can more easily pass through most other units, enabling them to break through an enemy line and attack the fragile support units behind. However, mounted units cannot form a defensive line by themselves and have a slower turn speed than most units.

•Different Armor/Attack Type Values – The damage ratios for armor and attack types have been changed. For example, Heavy Armor now reduces damage from Normal and Magic attacks, but takes extra damage from Piercing. Check the description of each armor/attack type to see what it is good against.

3. An Enhanced Campaign

•Challenge – The campaign features two difficulty settings: Normal and Hard (Easy can be unlocked should you happen to lose a mission on Normal). Normal shouldn’t be too difficult for anyone that has completed the original RoC campaigns, but Hard is aimed to really put your skills to the test. Playing on Hard also unlocks more item rewards, boss fights and, in some missions, changes the map itself significantly. Play on Hard if you want to get the full experience.
!In order for difficulty to properly work, you must select it in both the Custom Campaigns menu and in the Frozen Throne Campaign menu (the one that contains the 4 Frozen Throne original campaigns)!

•“There must be some other way” – The 6th mission (The Culling) now has an alternative completion method. Be warned though, this method is significantly more challenging than the base one! Consider it as a secondary difficulty option. If you can do it while also playing the game on Hard, you will be rewarded with a nice item!
-The 1st and 2nd missions have a new quest chain that can be completed in two different ways (though you will have to search a little for the second method).
-Your small choices will be better reflected within each mission where you take them.

•Boss Fights – Remember fighting Khel'Thuzad in the original Human campaign? Yeah, me neither. But in this campaign he will put up quite a fight. Don’t expect WoW levels of depth, but most unique characters that you must defeat now have a few tricks up their sleeves that you need to pay attention to. You will encounter more bosses if you choose to play on Hard.

•Secrets - Each level has around two-three new extra secrets that await for you to discover them. Most secrets just require a bit of exploration, though getting others will demand some creativity (Hint: The Stormreavers hate the Blackrock Clan).

•A more believable setting – It’s a fantasy game after all, but you can expect a few changes in the environment in an attempt to bring the story in line with the lore revealed in World of Warcraft.

Screenshots
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Features
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Arthas and other units can now Mount/Dismount
Spellcasters of a certain type (Mages/Holy Casters) have spellbooks containing a few basic spells known by any member of their class
Captain Falric will accompany you throughout the Campaign (credit to the makers of the 2Player Campaigns for this idea)

This campaign is NOT protected. Why?
1. It would be a little hypocritical of me to protect a campaign that is based on Blizzard’s hard work – had they protected their campaigns I would not have been able to create this one.
2. It makes easier for people to learn and/or make their own versions, as well as add little tweaks for their own preferences. Make no mistake, I intend to update this as the feedback comes in, but if you want a small, subjective change to happen (like a smaller/larger food cap) you can easily make that change yourself.

If you do decide to make your own version, crediting me would be nice :D, !BUT! crediting the resource owners is mandatory!

Speaking of which (the bigger credits list is at the bottom), Special Thanks go to:
•Blizzard Entertainment for making this game and the original campaign!
•The Hive Workshop team for taking care of this wonderful website!


!!!If you see a resource in-game that belongs to you and you are not credited, please PM as soon as possible so that I can properly thank you! This campaign uses quite a lot of resources and it didn’t cross my head to make a proper resources used list.

Credits
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Many thanks to all of you (in no particular order): Mephestrial, Hayate, Kuhneghetz, Wandering Soul, Tarrasque, Radagast, Norinrad, Tranquil, facelessuniverse (from Modb), Deolrin, Mr. Goblin, Pyramidhe@d, Fan and the rest of the Scars of Conflict team, AndrewOverload519, Kitabatake, Grendel, alfredx_sotn, Suselishe, General Frank, supertoinkz, Cavman, Ultimasa Hojo, Mike, Ket, Darkfang, NFWar, asdasdgfrw, Mad, wojia10502, JollyD, Apheraz Lucent, ~Nightmare, Arad MNK, Nox, Published Shadow, Apathetic, NightStalker06698, UnholyDobry, Kola, Paladon, Marshmalo, antihero, The_Silent, KelThuzad, Palaslayer, CRAZYRUSSIAN, -Berz-, PeeKay, Champara Bros, JesusHipster, darkdeathknight, Power, takakenji, wingednosering, Sylvie, Lelling.

Changelog
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Version 1.0

Version 1.1 Updated the description.

Version 1.2 -Significantly updated the description.

Units and General:
-Added an minor attack to Clerics in order to prevent them wandering around after they're out of mana.
-Fixed the Silver Hand Knight's Turn Undead Spell. Silver Hand Knights' Heal ability will now better reflect its WC2 version and allow the Knights to resume combat when they are out of mana or there are no targets to Heal.
-Reduced the duration and increased the cooldown of the Assassin's Vanish ability to emphasize the fact that this unit is quite micro-intensive.
-Holy Spellcasters will no longer sadistically Unheal themselves.
-The Holy Light has blessed Pack Horses with their own mana pool.
-Dwarven Captains can now properly carry up to 3 items.
-Greater Heal values tweaked.
-The Arcane Familiar is summoned faster and lasts an additional 10 seconds.
-Frost Bolt stuns for an extra second.
-Radiant Light becomes stronger after the 6th mission but only Arthas will be able to use it.
-Scrolls will display the same UI feature as Food/Weapon supplies so you can better keep track of your Area of Effect consumables.
-The Blessed Scepter can no longer be used to "bless" enemy units.
-The Charred Hand will properly damage the Hero who is using it.
-The Spell Tome contains a different third ability.
-Trebuchets can now properly target buildings.

Campaign:
-Frostmourne no longer grants a second Divine Shield.
-Frozen Deathwave deals more damage.
-Khel'Thuzad has finally mustered the guts to put up a half-decent battle.
-The Guardian on Hard difficulty has decided to no longer be your daddy and actually give you a fighting chance.
-Even so, the final mission has been tweaked to be a tad more difficult.
-The Undead have finally sorted out their Counter-Intelligence Department and will send Ghasts after you on Hard difficulty.
-A certain hidden paladin has a less peaceful second ability.
-The 5th mission has an additional secret.

+Other small tweaks and fixes.

Version 1.3 Quite a few significant fixes.

Units and General:

-Dwarf Captains are no longer available before Chapter 7 as intended.
-Arthas has increased health and damage while Mounted.
-Cleric’s Prayer of Mending costs more mana and has a longer cooldown.
-Staff of Lore has a longer cooldown and gives less life/mana per buff.
-Inner Flame costs more mana and has a slightly longer cooldown.
-Skeleton Archers deal 1 less point of damage.
-Death Spires deal more damage but attack slower.

Campaign:

-Menag has learned how to properly write down his name in official documents.
-The Abomination from the 3rd mission (Hard difficulty) moves and attacks even slower to give you a better fighting chance.
-Many issues with the 4th mission have been fixed (bugged attack waves, bugged AI, bugged rescuable units).
-On Hard mode (in the 4th mission) you will be attacked even after taking out the Green Undead Base.
-Khel’Thuzad has more hit points.
-Fixed some attack waves on the 6th mission.
-Some upgrades and units will no longer be available before intended.

+Other small tweaks and fixes.

Version 1.4 Some more significant fixes/tweaks.

Units:
-Clerics, Bishops, Battle Mages, Enchanters, Arcane Familiars and Assassins now have voices
-Updated Falric’s tooltip
-Updated the Bandit’s tooltips in the 2nd mission
-Transfer Mana Tooltip fixed
-Fountains are no longer invulnerable
-Orbs of Desecration will make a small effect to signal that they are dead

Campaign:
-Fixed a lot of issues/bugs with the Bandit’s side quest – completion message not displaying properly, ambush waves not working, some units not being rescued etc.
-Fixed some Hints in chapter 3
-Fixed some Hints in chapter 6

+Other small tweaks and fixes.

Credit cu cleavinghammer for poiting many of these problems. Credit to Clicker for pointing many other previous problems.

Version 1.5
Units:
-Fixed the Hotkeys of the Supply Hold and Stable (credits to Raider Neoh for pointing that out)
-Fixed the Alliance Commander's ability: Standard of the Alliance (credits to Stefan.K for pointing that out)

Campaign:
-Fixed the first mission's title

Version 1.6 Some more tweaks and fixes.
General:
-Fragmentation Shards/Bouncing Shot will now disable the other upgrade only after the chosen upgrade finishes
-The Guard's Taunt icon has a proper DSBTN path.
-Lancer Riders no longer try to barge into the Human's campaign. They'll have to wait until the Elven one comes out.
-Chapter 6, 7 and 9 have received some additional small but hopefully noticeable terrain/doodad additions

Campaign:
7th Chapter : Fixed a lot of issues with the chapter: - Creeps no longer help each other that much in the first part of the level.
-Rocks have to properly be destroyed to reach Muradin.
-The Purple Undead base is a little stronger.
-Fixed the issue pointed by cleavinghammer with the Steam Tank.
-One of the secrets in this map works a little smother.


Version 1.7
General:
-Jaina has more hit points
-Fixed the Hotkeys of all Spellbooks
-Redemption item has been fixed
Campaign:
-Chapter 5: - Fixed the crash caused by the villagers turning into Footmen
- Jaina returns faster and keeps her items with her
- The patrolling Bone Golems will no longer call the entire Purple base to attack you

-Chapter 6: -Arthas can no longer cast Cure
-Ghast attack waves have finally been fixed on Hard (do build stealth detection)
-Mal'Ganis respawns a little bit faster on Hard
-You will have to Cure a lot more villagers now to convince the city to help you

-Chapter 7: -Creeps helping each other problem has been fixed
-All creeps have the right amount of mana.

+Other small tweaks and fixes.
Version 1.7 Part 2 Small fixes:
-Fixed the Hotkeys for Garrison and Radiant Light
-Chapter 5: Added a warning in regards to a secret character
-Blade of Culling bug has been fixed
-Blessed Scepter not targeting self has been fixed

Version 1.8

Campaign
-Changed the death effect on Orbs of Desecration
-Chapter 1: The weird Sea Giant and the Emblazoned Shield are gone (they were not supposed to be there in the first place)
-Chapter 9: Fixed a few bugs with this chapter, such as Captain Falric spawning twice
-Chapter 9: The final battle is only available on Hard
-Chapter 9: Lich Guards are less stronger by default but they benefit from upgrades

Edit (Part 2):
- Adjusted the difficulty of the 6th mission on Hard
- Sorceress and Battle Mages can no longer Cure
- Cure requires the proper upgrade
- Arthas gets back his Divine Shield in his Spellbook

Version 1.9 Quite a few significant fixes.

Units and General:

-Fixed the Garrison Hotkey once again (to O)
-Spellbooks have been removed from the Cleric, Priest, Sorceress and Enchanter. -Sorceresses and Enchanters will have access to some of the former Spellbook spells directly from their command card if State of Abjuration is researched.
-Priest and Clerics will have access to some of the former Spellbook spells directly from their Command Card if State of Divinity has been researched.
-Steam Tank's cost has been increased by 30 gold and 10 lumber.
-Fortification upgrade now requires a Keep instead of a Castle.

Campaign:
-First mission has been updated with more tips and hints as things were too confusing.

+Other small tweaks and fixes.
Version 1.95 Quite a few significant tweaks and fixes.

Campaign:
-Fixed an issue where Arthas could ally with the Bandits before the prerequisites were completed
-Most loading screens now contain a hint and a set of warnings
-The Lich in Chapter 7 can now learn Death and Decay on Hard mode
-The Dwarves Base in Chapter 7 is better defended will still be destroyed after a while, especially on Hard mode


Units and Items:
-Updated the icons used by State of Divinity and Abjuration
-Enchanters have increased mana regeneration
-Siege Engines deal less Piercing damage but have slightly longer Piercing attacks
-Backpack upgrade no longer requires Arcane Vault
-Battle Mage’s Frostbolt costs 110 mana down from 125
-Trebuchet’s damage and range has been increased
-Fixed Charred Hand dealing no damage
-Lich’s Frost Nova deals less damage and has a slightly smaller radius
-Conjurer’s Elemental Blast has a larger splash radius
-Gyrocopter’s ground attack now deals a bit of splash damage
-Gyrocopters and Siege Engines can now attack Trees.
-Bishops now require 3 food
-Fixed the Fortification upgrade
-The tooltip of the Magic Resistance passive used by Mountaineers and Dwarven Captains displays properly
-Fixed the bug that created an effect out of nowhere similar to that of a Healing Fountain
-The Ring of Power has a proper tooltip in Chapter 4

+Many more other tweaks and fixes!

Version 2.0

General Features:
-New Structure: The Arsenal. The Arsenal is the new shop building of the forces of Lordaeron. It contains classical items such as the Orb of Fire and Tome of Retraining plus 3 new items, each unlocked by one of the three States. These new items give additional benefits if the wearer is NOT a Hero, allowing you to properly gear your command units without giving making the Heroes feel overpowered.
!As a bonus, the Arsenal serves an additional function: up to 3 Villagers (trained from any Supply Hold) can work there in order to produce a steady (but quite low compared to a gold mine) flow of income. This is part of my plan to implement a secondary system economy for all races.

-Jaina now has her own personal horse (the cape is readjusted magically for riding -yeah it was the only model I found, credits to the unknown and unreadable for me Russian modeler that created this)

-Falric can permanently die in the 3rd Chapter and the first part of the 7th Chapter. Should this happen, the mission will be lost.

-New Chapter available! Don't get too hyped, it's just a melee map where you get to play the Undead race versus a Human race opponent. But you will have access to some of the new undead toys:p

-Quite a few human units have received slight buffs. Arthas' Holy Smite has been buffed.

-You can no longer accidentaly build the same generator twice in chapters 7 and 9.

Specific:
-Chapter 6 - some more bugs have been fixed and the difficulty slightly adjusted

-Chapter 7 - the first part of the mission has been made more interactive, requiring the player to pay some attention to his enemies. Furthermore, the Hand of Wrynn now has a purpose and you can get an alternative route to the Green Undead base.

-Chapter 8 - difficulty has been overall reduced in Hard Mode. You can now buy all types of Mercenaries from the first Camp, allowing you to pick and choose what units you'll be using for this mission. However, players will have to keep a closer look on the skies on both Normal and Hard mode.

-Chapter 9 - difficulty has been reduced (but not drastically) so that more than 10 people can beat this map.

+Plenty of other smaller bugfixes/changes.


Version 2.10 Mainly Bugfixes
-You can only build two Arsenals
-Morphing issue has been hopefully fixed (even the one in chapter 5)
-In chapter 5 the Undead will be a bit more aggressive towards the end on Hard mode
-The Dragon in chapter 8 drops a Tome of Knowledge if killed
-Removed some unfinished units and buildings from the Extra Chapter

Vesion 2.20 Quite a few additions

Fixes:

-Made the alternate questline in Chapter 1 a bit clearer
-Fixed the resurrecting Captain in Chapter 6
-Cure can only be cast once per Zombie in Chapter 6 as intended
-Fixed some Auras affecting enemy units

Changes:
-Riflemen now have Light Armor
-Farms and Food are more costly but will heal for more
-Changed the models for Farms and Arsenals

Additions:
-Arthas's Holy Light does increased healing the more Intellect Arthas has.
-Arthas's deals extra damage equal to his Strength to targets affected by Holy Smite
-Footmen, Riflemen, Liutenants and Mortar Teams can be replaced with alternate variants at the Altar of Kings starting with Chapter 4
-New upgrades for State of Abjuration available at the Arcane Sanctum: Arcane Overload and Violent Thaw.
-New upgrade for State of Divinity available at the Church: Communion
-There is an additional independent Undead Base in Chapter 9 that will aid Mal'ganis. Players can instantly destroy this base on both difficulties at the start of the mission by killing the red book pedestal. This serves as an additional challenge.

+Other small fixes and additions

Vesion 2.35 Fixed bugs created by 2.20

Hopefully all bugs have been fixed, including Formation targeting enemy units, weird names in Chapter 2, units being available for training when they were not supposed to be, weird targetting bugs and many other bugs.


Vesion 2.40 Bugfixing

Fixed a major bug preventing the use of alternate choices from Chapter 4 to 7, as well as removing some upgrades that had no use in the current level.



► Map Description Generator 「By Vengeancekael」

Keywords:
Reign of Chaos
Contents

The Scourge of Lordaeron - Enhanced (Campaign)

Reviews
10:51, 10th Sep 2015 Shadow Fury: Great revamp of the human campaign. By offering new units, spells, quests and buildings, players can replay the campaign using more synergies, tactics and strategies. More secrets are not lacking in this campaign...
Dagomar
I've loved Warcraft III since I was a kid as it was one of the first RTS games I ever played. For that reason I was a little sceptical of this campaign because of the amount of changes it makes. Having played through it however I can safely say I was...
Level 14
Joined
Oct 26, 2015
Messages
871
I must disagree here, I didn't use the Ancient Tome that much and didn't take it with me to Northrend. And I can assure you the Campaign was as easy without it.

Well the way I played in march of scourged where I annihilaed purple on culling and march of scourged it was pretty clench to keep units alive between holy lights. Used Zero priests. That said

Tome isn't necessary if you don't push offense heavily and just turtle. I don't think I made or lost a single tower.

I'd still keep tome for chain heal early missions and inner flame for the 20% damage buff and 6hp regent.

Oddly I thought I would use the staff of lore more then I did stuff was usually dead before it turned into an issue but still get for replenishing mana and remove cripple and frenzys. It would shine more should food cap be readjusted.

I couldn't find a use for the mana shield staff in culling it pretty Mich stayed in that mission with jaina. Maybe make it give a brilliant aura in addition to its effects. Then you could toss out the ring of power or something.

The revival staff is perfect if your like me sometimes ther e is an accidental casualty u can rez which is good and not use up your mass res. Also the mana and spelldamage reduction it provides is decent.

Lastl . In the final battle I think it should just be Arthad and Falric vs MalGanis.

I hope uther antonidas and anasterian get just as good fights. I assume sylvanas will get a showdow . Also since the frostmourn guardian had a pretty good one too.

Do you plan to remove red dragons in the undead orc mission for obvious lore reason why they wouldn't have ANY dragons?
 
Level 2
Joined
Dec 31, 2012
Messages
22
On the extra chapter, where ziggurats can be upgraded to whatever the name is, you know, the one that looked like a nerubian ziggurat, when it trains the mag'bar destroyer (if i'm not wrong), it cant be selected, nor does it appears on the map, and when you mount your death knight, you cant unmount it.

When arthras mounts his horse, then unmount it, he lost his advanced spellbook skills, and arthras, also during the second chapter, arthras cant pickup item, i have to use a lieutenant to transfer items to him, but it is a problem for quest item such as Heart Of Searinox and other tomes.
 
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Level 14
Joined
Oct 26, 2015
Messages
871
I'm gonna play again I just love this too much. Cannon towers to counter catapults feels great. And nothing is better then a main line of cavaliers with arthas and the captains holding off a bombs with riflemen in the rear while your two knight groups charge through and start decimating their back line inwards. Got plenty of this in the frostmourb level and as I said 977 kills 27 losses. It was fun and effective. I hope the huntresses and wolfriders get similar treatment.

For scourge have you considered "lesser Death knights . This would bring this aspect to the scourge as well. A bombs are the equivalent of cavaliers . Tanky and nerubians aka riflemen.

Or better yet no death knights give the a bombs more functionality. They have that hook hand they never use see if you can find a spell where they yank a unit towards them. Omg so good for bringing in the heroes or squishys. Then no mobile forces needed. Hell art has aura makes the army fast anyhow.

Banshees should ignore collisionnecessaryvious reasons also makes possession less clunky.

SUGGESTIO . If you can't fix the advanced spell book bugging out never mind that its clunky to use. I would just take the best spell from each unit and use it in the space of the spellbook. In arthas case his divine shield. Holy radiance isn't really necessary. I didn't explore many casters but I'm sure they have similar issues. With too much bloat
 
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Level 11
Joined
Apr 9, 2013
Messages
710
I must agree with Anaxie on the last part, The Advanced spell book is quite "clunky", while it is a nice feature and all it doesn't serve much to gameplay, practically.
And about the "knights" and such, there are some really nice models, like the "Crypt Rider" (A skeleton riding a crypt fiend, It could work like Footman tbh) And also some mounted Skellys on horses.
The Campaign was very enjoyable, once again well done.

P.S. I must thank you Anaxie for pointing out all those minor bugs and details, I'm sure the Creator will not ignore your feedback. Well done.
 
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Level 14
Joined
Oct 26, 2015
Messages
871
Footmen being mounted made level 4 and 5 . Feel very natural a huge improvement over default. Also the convinence of the backpack is great so u don't leave shit lying around makes creeping immediately more profitable to bulk up your army and defenses. Something that could be done to keep them effective is remove spear and take more advantage of the shield. Give them a shield bash. 2 second stun/ 50 damage

I would make their bow do pierceing and not melee their arrows are unique enough with advanced training because it can deal siege damage to buildings. And advantage over riflemen and far more durable and sustainable than mortar teams.
 
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Level 14
Joined
Oct 26, 2015
Messages
871
Everyone please be patient, I will look into all of these issues, I broke all transformation abilities by changing a Gameplay Constant, I will try to fix it soon!

Awesome. Also my bad I'm just giving wild feedback on none bugs and how I felt about artifacts and unit interaction and scourge ideas to assist you. Your campaigns after all are permanently replacing the blizzard ones because of how wonderful they are.

I'll make a neat easy to read bullet point list if you would like me to I'm very... Detailed... I'll attempt to glance at casters but typically I never make any for any race. But priests looked very good I just kept a group in base to rejuv units between skirmishes.

Anyhow I'll post a chapter by chapter covering all aspects this evening.

Chapter 1
Pros
~ alternative questline is good
~ the murloc blade feels like a good secret item for early stages
Cons
~ murkeys pet racoon dropping a 4 charge animating wand is lackluster
~ run of rebirth for a sheep inside stranbrad. Seems pointless

Chapter 2
Pros
~No more fucking tree for secrets
~Fire orb buffed to 8 damage
~ The Shield and Staff of lore are great items
~ suitable rewards for destroying black rock camp
Cons
~ arsenal devalues fire orb but you have quite a few missions before hand. Could probably make the relic unique or be a blade of searing?

Chapter 3
Pros
~ Arcane time and Blazing lance are great items.
Cons
~ murloc tome feels lackluster. Maybe have it spawn Purple murlocs or the huge tanky ones? Or add a passive.

Chapter 4
Pros
~ staff of revival feels like a good early and mid game item.
~ ring of power is a good reward
~ Kel'thuzad fight is very good especially with the waves that periodically come from north map.

~Cons NONE!

Chapter 5
Pros
~ the tunnel from Tirion to base is helpful
~Finding Tirion gives a great mission hero and Artifact scepter
~ War Horn is a good item with situational usefulness if you turn Falric into a tank.
Cons
~ too easy to kill purple on hardmode increase wave sizes to make the mission feel more dangerous.

Chapter 6
Pros
~Enchanted Armor to buff Falrics tank role
~ Culling blade for killing all red is awesome and well hidden.
~ tomes hidden on special units around city
~ Redemption item Reward is insanely rewarding and feels good.
~ What you did to Hardmode makes it feel like your truly slaughtering the city.

Cons
~ Mal'Ganis escort exceptionally weak.
~ Barthalas to easy to zerg immediatly
~Red captain in armory section keels reviving. Change unit to Lt type not Falric type. Reccomend more guards and relocating Barthilas up there as well.
~ Murkys pet rat the one that drops talisman in main game should be more interesting. Its just free gold at this point
~You can spam cure on a single zombie 1 house could potentially be 20 cures.
~ while it feels good to get blade of culling and redemption I would make it exclusive. Blade of culling criteria is kill 80 villagers and all red.
~ Mage mana shield staff felt weak and useless particularly for Arthas. Needs some strong passive bonus or mana aka +250

Chapter 7
Holy secrets batman
Pros
~ unit unloading ship is useful cannon one is situation but welcomed.
~Sundering Axe is good item. I think its orb effect not passive?
~ tuskar turtle the reach even more secrets or backdoor green

Cons
~ Lich attack waves felt lackluster reccomend more units.

Chapter 8
Pros
~Dragon is awesome
~ well hidden tome of knowledge in your base at start. Accessing doesn't seem possible but its an illusion!
~pack horse is helpful
~ Destroying named ships from previous mission adds to story immersion.

Cons
~ time dropping furbolgs inaccessible at the end on the shoreline past final ship
~ No reward for bypassing ship and hunting down the landed Dragon

Chapter 9
Pros
~ MalGanis boss fight
~ 3 loci!
~ Well done Frostmourn Guardian boss
~ doomguard mini boss
~ Wtf crypt elders?
~ attack waves seem good mix

Cons
~ Food cap quickly trivializes the mission
~ Arthas loses almost 400 HP when grabbing frostmourn since he's a new unit
~ pretty sure my lietnant morphed into a 2nd Falric at some point.
~ Malganis boss fight too easy. Remove units perhaps Just arthas MAYBE Falric

I'll go over Scourge and Human buildings/ units later.

Overall I felt the difficulty was vastly superior to vanilla version. my favorite new mission is. Split between Culling and Kel'Thuzad level. Level 1,2,3,4, . Were spot on for difficulty chp 5 needs tougher waves, chapter 6 needs stronger MalGanis escort and make Barthilas harder to reach and kill, chp 7 needs stronger Lich attack waves. Chp 9 just devolves rapidly because of food cap far too easy especially with Gryphons. While its never good to remove units. Without gryphons difficulty might of been spot on. But to reiterate. Food cap is the culprit on a number of levels which is a fairly trivial fix vs rebalancing maps.

UNIT OVERVIEW

Oh my lord...
I mentioned I barely touched magic just wow. perfect everything is diversified. While i think the advanced spellbooks are still kinda silly each units core spells are perfect and all have their place. The enchanter is easily overlooked since he comes from a tower. But offensive and defensive dispel is amazing. Bishops 2 can sustain a 300 food army simply astounding. Clerics make good mana patteries, Priests have a more diversified healing capabilities and their core mass dispel. Conjuror and Battle Mage... Goodness. The Water Elemental is impressive and the offensive magic feels good.

I can say with full certainty. I'm going to be fucking terrified to do the Siege of Dalaran in the next campaign if I'll be fighitng these casters in mass.

Hopefully you do there and in Silvermoon what you did to the Culling. When I siege Andorhol i want to FEEL like I'm assaulting a large encampment of the Silver hand. When I assault Dalaran I want to feel like its the City of the magi not Knight / Grypphon waves with priets and dwarf siege. Silvermoon... I'm sure you can get creative with the Elf techtree. You might have to build one since it would be used if you ever reach TFT campaigns.

I particularly love how Architects can build trebuchets for an offensive staging ground on a base to destroy frontline defensives and as a defensive line way behind towers to deal with basic enemy siege tactics.

Another glance at footmen I was wrong keep spear the range allows for two rows of melee units to attack with pierce and normal keep it.

Maybe extendent state of arms combat tactics such as knights valor aura works while mounted in state of arms

Every other unit is perfect cavaliers are insanely good blocking line units. There is a use for every unit and higher tier advanced unit it doesn't feel forced in. It just works! Touch up on the issues in chapters and its perfection

Also lastly. Eta on morph spell bug bugfix. Week . month? That's pretty much the only major game breaking issue currently and hope its importance is priority.

Makes Paladins abhuge downgrade from cavaliers. Makes mounted arthas and jaina 100% useless. No marching order with SoA LT mounted. I'm not sure if it affects any other morph units but probably.

Thank you... So much
 
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Level 11
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Anaxie (and everyone else!)

First of all, thanks you for taking the time to analyse my map...back when I started the project in summer, I would have never thought someone would actually look at each unit and see my thought process for all of them and their synergies...you guys all make me feel great! I'm really glad that I started this project and I'll be damned if I will not finish it!

I will look into all of these issues this weekend!

!!However, until then, the morh bug can be easily fixed:go into the Gameplay Constants in the Campaign Editor (and I stress Campaign Editor not the map themselves). There is a line somewhere there that says "Morphing units keep abilities" or something like that. Change the value of that line and the problem will go away - I changed it last time to see if it resolved a bug with the Militia.

PS: Each further mission will feel more realistic from a Warcraft lore standpoint, taking into account the retcons made in WoW. Silvermoon will be defended by powerful Elven constructs, enchantments and Magisters, led by the Grand Magister and King Anasterian. Dalaran will mostly focus on sending spellcasters against you (though the Gryphons and Knights will back them up).
 
Level 14
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The value that is NOT currently in use. It's either True or False. I don't know which is it ATM:)

PS: in Gameplay constants you can also readjust the Maximum Food Cap and the Upkeep levels to your liking:)

I probably will. I already moved the Pandaren in Ch8 lol.

So thoughts for reward for killing frostwyrm boss?

Also you could a hidden item spawn at your base if you manage to kill purple in march of scourged. Just a cool little idea. Something advanced players can reach for if just turtling for 30 min is too easy.


ALSO

Undead campaign related.

To you plan to feature Darkhan Drathir anywhere in the Quel'Thalas Invasion? He was the one who told Arthas about the defenses of Silvermoon and was the primary reason the Scourge Stormed through their kingdom if I recall.

As for Captains Falric would be cool but something that works much smoother.

Kel'thuzads spirit is a captain of some sorts. Replaced by Sylvanas after Kel'thuzad becomes a full blown Lich Hero after Silvermoon.

Or just Falric. hes totally Arthas's senpai

The value that is NOT currently in use. It's either True or False. I don't know which is it ATM:)

PS: in Gameplay constants you can also readjust the Maximum Food Cap and the Upkeep levels to your liking:)

Kinda of noob in Campaign Editor where would one find this morphing gameplay constants.

Better for us to manually fix it while you work on next release. :)

FOUND IT! Thanks\

Important bug:!!!

Your state of divinity +10% HP bonus is extremely wonky as hell.

Not only do you get really awakward hp numbers like 1113. 1134... or something but you could have 12 units and almost all of them will have different hp values.

Even more hilarious i put 2 Arsenal Armors for the 75 HP on a silver hand knight. Each time I removed and picked up the items he would retain 10% of the 75 HP per item permanently. Maybe get a little more hands on with the HP buff and put set values for units or be creative and do something else :)? The really awkward inconsistent HP values is an eyesore.

Removal perhaps is better. Bishops and Silver hand knights and blessed weapons are MORE then enough for choosing divinity at high tiered gameplay. It's a super rewarding perk but it causes some inconsistencies in the quality. If you do choose to keep I would just add 25 HP per units Food Value. Knights gain +100 Casters footmen ect +50.
 
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Level 11
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Anaxie

You can't tailor an upgrade to buff up units per their food cost. I will look at ways of fixing it but it might not be possible, you can't do very much with the limitations of the engine in regards to upgrades:(

Also, let's try keeping this thread to issues related to this campaign mostly, at least until the major issues are properly fixed:)
 
Level 14
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Anaxie

You can't tailor an upgrade to buff up units per their food cost. I will look at ways of fixing it but it might not be possible, you can't do very much with the limitations of the engine in regards to upgrades:(

Also, let's try keeping this thread to issues related to this campaign mostly, at least until the major issues are properly fixed:)

I should clarify. I ment manually input the HP buffs based on their food cost which should be about the same as 10% might be a really long tooltip lol. Shorthand could be all mounted units gain +100 and ground units +50 hp. Or just have it affect divine units aka priest cleric bishop Paladib

@clockwork

The arsenal is really handy. You can really buff up the general dwarf and Lt captains to make them more sustainable.

Bishop with the pendant of mana of you want to focus attack power on arthas with blade of culling is really handy. It more then doubles his mana pool and their 125hp mass heal is nothing to sneeze at

Or say you buy the bishop an armor piece he goes from 0 armor to +5 armor and +75 HP which is significant with 20%+ damage reduction

I just love what two has done there are three very distinct sub themes in each race now. The locus system is awesome. And the ability to outfit advanced unit adds another level of choice.
 
Level 9
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Mar 29, 2015
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470
Hi! I played this enhanced campaign when it was first released, but not since, so I'm sure I have a lot more to see than before. But i have a question. In chapter 1, there's an alternate way to solve the bandit/gerard quest. I got the letter from Matilda, but I can't figure out what to do next?

Edit: Nevermind, read a post a few pages back that told me. It wasn't really clear that you had to attack Gerard to get info from him.

Edit 2: In chapter 6, it's impossible to cure 100 zombies. I have to cure 8 of them just to get one salvation.
 
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Level 9
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Mar 29, 2015
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Did you cheat in the chapter? What unit are you using.

I experienced none of this in V2.0

I tried it in hard mode, and it went to one, or at least one salvation a cure. Then I went back to normal and tried it and it worked the same way. Then when Jaina and Uther came, I cured 4 zombies with Jaina and didn't even get one salvation. Whereas when I did it with the cleric, it worked.
 
Level 2
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Jul 1, 2014
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11
:grin:I kinda find a wierd bug in the Forstmourn chapter, after I kill Mal'ganis the Ark of reincranation began to spawn in mass number at where he died, I kill him again for sometime and the same think happen again and again,on note, I kinda like the Bug, It really help me to minimize my calsuality(since I only use unit that had work able item slot) It really fun to watch my unit got struck down then come back up if nothing happen
 
Level 3
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May 7, 2015
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38
Whenever I have any item in my inventory, on the next game all my items will be dropped and I can't pick up anything and says that the item can not be picked up. This only happens with heroes.
 
Level 11
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Tash

This is very odd, I reversed the Gameplay Constant "Morph Unit lose their abilities" in the latest version, that was what caused the bug BEFORE version 2.01, when I specifically fixed that....

Anaxie, do you have the same bug even after the update?
 
Level 14
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Tash

This is very odd, I reversed the Gameplay Constant "Morph Unit lose their abilities" in the latest version, that was what caused the bug BEFORE version 2.01, when I specifically fixed that....

Anaxie, do you have the same bug even after the update?

IDK I havn't played.

I just fixed the morph bug and left it alone didnt tamper with the spellbook but it was shitty to attempt to use with V2.0

Didnt see 2.1 even went up odd

I'll check it out.


Gotta re add my tomes i put in the base in Frostmourn chapter to regain his stats #s he loses before Frostmourn sets him to fixed stats.

:)

I see you rebalanced Chapter 5. I'lll give you feedback when I play since I requested it.
 
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Anaxie

Arthas now keeps the life and mana he has before picking up Frostmourne. Therefore Strength and Intelect tomes still aid you in the last level. The stats themselves are still reduced, there should be options to keep the stats though:)

I just need to figure them out:))
 
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Anaxie

Arthas now keeps the life and mana he has before picking up Frostmourne. Therefore Strength and Intelect tomes still aid you in the last level. The stats themselves are still reduced, there should be options to keep the stats though:)

I just need to figure them out:))

its fine if you just bump his HP from dropping almost 400

Strength even if he drops 5-6 strength which he does <which affects HP>

his damage range is still atleast 5+ higher after Frostmourn + Chaos

The HP drop is just staggering vs vanilla campaign because of all the secret items you have. It's good to retain a similar power level after he gains it.

Thanks for doing the edit though. MUCH better
 
Level 1
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Hello there! I would like to point out a certain lore problem. It is very small, but details matter! You put it as Captain Falric answering the emissary who comes to get all of the troops back, but it should be Captain Luc Valonforth. Just thought you might want to know!
 
Level 14
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Hello there! I would like to point out a certain lore problem. It is very small, but details matter! You put it as Captain Falric answering the emissary who comes to get all of the troops back, but it should be Captain Luc Valonforth. Just thought you might want to know!
While I'm aware of this. I personally think its a negligible inconsistency.
 

WXZ

WXZ

Level 1
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Dec 8, 2015
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I have a question regarding hotkey? Is there anyway that I can manually edit hotkeys?
You campaign is awesome, i tested for a few minutes and Arthas can mount horse , get note from a housewife .... so much details it feels so real and awesome + blizzard voices !!

I'm used to the original blizzard hotkeys for building, however, I prefer qwer for spells due to playing lot of LoL. Is there a way to just change the hotkeys for spell? I can try open the World Editor to do it ?

If it is so daunting to just remap the hotkeys then i'll just play the game as it ^
StarCraft2 it is so easy to remap keys
thx for the awesome campaign remade

Just found out i could use warkey to map numpad to df to use items ^


opened the campaign edit and found the alternate ending nice try :D
 
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Level 6
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Nov 12, 2012
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Hello there

I downloaded this campaign yesterday and I'm playing it as my free time allows me :)

I can't give much feedback right now but I must say that your idea of editing this campaing (my favourite RoC campaign) is excelent.

But now I'm curious, are you planning to do the same to the other campaings too? It would be very nice to have a different alternate version of the other campaings in the same style as this one you made :)

Thanks for taking the time to make this one :thumbs_up:
 
Level 11
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I do plan to make an Enhanced version of all campaigns (barring the Rexxar one:)

Sorry for not responding for so long.

I haven't yet started working on the actual Undead levels, I am still trying to finish the techtree.

But I will enhance all original campaigns:)

With the Hotkeys, I think it will take too much time to remap all hotkeys in the Human campaign.

I think I'll try mapping the spells to QWER for the Undead one, but no promises. I will look and make known if I find a program that can automatically map your spells like this.
 
Level 15
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No problemo on the Rexxar one, I don't think there is much you can really do with the Rexxar one. Also :D I already answered the Campaign question. Also apparently the Scarlet Crusade is going to destroy my house with cupcakes for a religious slip-up. All in all, still better day then the Red Wedding for the Starks.
 
Level 11
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No problemo on the Rexxar one, I don't think there is much you can really do with the Rexxar one. Also :D I already answered the Campaign question. Also apparently the Scarlet Crusade is going to destroy my house with cupcakes for a religious slip-up. All in all, still better day then the Red Wedding for the Starks.

You mean that one where they build a long lasting alliance with the Freys and they help Daenerys to slowly roast the Lannisters above a bonfire light by her dragons?
 
Level 14
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871
IM gonna need some info from you when undead is out. Its such a quality update to the human campaign I'd pay $60 per campaign just out of appreciation of making one of my top 5 all time favorite games better and more in depth.

As we mentioned before Undead RoC is the most glaring campaign in need of your touch for various missing plot. #1 as we both talked about being Anasterian at Silvermoon being ignored by blizzard.

Or just gift you a basket of steam stuff
 
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