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