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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
875
That captain is not supposed to resurrect, I will fix it. Also in the Undead Campaign you will have the option to use Banshees to posses and properly use the High Elves tech tree.

ya it didnt affect the clear red reward.

but for a power gamer I clear the boards fully. to the point that I put Mal'ganis on complete lockdown and destroy purple myself before completing the level.

Same goes for March of the Scourge when I was able to annihilate purple completely before you overhauled the final wave. If i remeber correctly to obtain all rewards items on map and keep defenses up it was JUST enough of a final wave to where I could not replicate it in future versions although to be honest I didn't try as much easier knowing you had changed the level at my request in the change log.

I still feel the last level is too easy but we already went as a back and forth.

My experience with final level I rushed one side with all units and killed them before they engage the base. Then rushed the others. I completed and killed all creeps in the frostmourn cave before the first wave that wasn't sieging you base arrived. Then with knights and grypphons it was an absolute cake walk. Especially since Arthas had the Cleave Relic and stacked AP items and Falric and the Grypphon commander was stacked with the Redemption item the fire poker and various aura effects like Trueshot.

If you don't game for all the relics it may be harder. Plus having Falric holding the Redemption aura mace and the trueshot flute at the start gives a large boost to your units.



~~~~~ ALSO LARGE BUG. I may need to check again. I THINK

Redemption mace for curing stratholm buffs ENEMY melee units that are next to Falric. His item has a short aura radius but I believe when I checked the enemies had the aura applied to them and my units.


Final level for the first waves if you build Falric properly Aura items and Large armor items with + HP. NOT the aresenal armor makes him a GOOD tank I think at one point I kept the Warhorn that taunts intending to use it this way but inveitably hardly used it so just scrapped the item. IF I were to edit the foodcap and upkeep personally to make it more of a challenge then Falric taunting would be VERY useful to skirmish success. That and I can only imagine how ball busting March of Scourge. Culling, and the FInal level would be.


I can not give you enough thumbs up man. It's one of the most polished and fun campaigns ever made and it's not even original material. It's absolutely on par with Wanderers of Sorceria and the Rise elves / Curse of Forsaken material.
 
Level 3
Joined
Apr 5, 2015
Messages
47
King of Andor and unexperince Beta tester

Hey man! can you make your own thread about Welcome To Enhanced ROC AND Frozen throne Edition!

ID like the Sylvanas Model in roc.Can you find like a Beautiful high Elves model?

And What's news for the Undead Campaign?

And if you want to learn more lore's like a clear explanation?Go to Nobbel87 channel - https://www.youtube.com/user/Nobbel87

And will you added Lothemar as well for Undead Campagin.

And can we play with Falric in Undead Campaign?
 
Level 11
Joined
Aug 24, 2012
Messages
429
KJ Master208

I'm not sure Lorthemar of Falric will make an appearance in the Undead campaign, but we'll see. I think Sylvannas' High Elf model is fine for now, but her Undead form might get a visual upgrade. Currently I am wrapping up the last update for the Human Enhanced Campaign, you can expect quite a few new features such as diversity choice for a few units and the scaling of Arthas' abilities with his Strength and Intellect. I expect to release this new update today or tomorrow, though I make no promises :)

Anaxie

You win: the final mission will have an additional Undead player on both difficulties that can be removed by destroying a building at the beginning of the mission.
 
Level 4
Joined
Apr 19, 2016
Messages
108
Moar new stuffs! :D
I'm replaying it on easy just quick the next two-three days to see what's new. Noticed some issues:

- Formations affects enemy units
- Arthas' Holy Light tooltip in interface should be fixed, it's description is like:
[usual description bla bla]
[description for lvl 3 holy light] <- this
[description about how intelligence affects it]
- Enemies, bandits have a funny name tag, the thing where there's usually "Blackrock Clan" text or something when you point the cursor on a unit that's not players. I forgot what it is exactly, some letters with numbers like CAPS123. This even appears as some bandit's names, not sure if that's some joke I don't get, though xD

Gonna test more, this is what I noticed so far (chapter 2) :)

Edit
Btw I'm not sure what to think of the new units on barracks.. There is so much choice now, I just train a bit of everything :D
Gonna see the rest in later levels.. :p
My concern is, that Veteran Footmen (btw another mistake - they're named "Veteran F" ) will replace the regular melee ones, they do have a good attack vs everything and are almost tankier..
 
Last edited:
Level 11
Joined
Aug 24, 2012
Messages
429
Thanks for the feedback Mr. Tick!

I don't know what's up with those Auras that suddenly affect enemy units...that didn't happen a few versions ago...I will look into it and find a fix.

The bandit's name is not a joke, it is a bug....I do hope this is not caused by the latest Blizzard patch...
 
Level 4
Joined
Apr 19, 2016
Messages
108
One more thing that confuses me are the unit changes available at the Altar of Kings. Right now I'm able to train all those units from the start, without ever making a research. Doesn't seem to be intended.

Can't wait to get to later missions and try out some power caster army compositions :p

Edit
Ok, not all advanced units are available right away, but I'm guessing it's because the buttons in Barrack can't fit all at once..

I'm excited about the magic and arcane stuff (obvious from my posts lol), but I can't really find a use for basic ice&fire spells; at least here, but in a PvP match I can see they will be very useful. :p

Talking of casters, Clerics still enjoy un-healing my own units... Isn't there an option in the editor to just (un)tick the types of targets?
Another funny thing about Clerics, if the use their heal-over-time ability on a Water Elemental, he heals from red to full hp in a second! Most cost-effective creeping tactic ever!
What exactly does if the unit is stronger, it's gonna heal more mean?

If someone develops a good sorcery tactic/strategy I'm all ears. Right now the best I can micro are lots of enchanters early to attack and restore heroes' mana, with Clerics to Apease Spirits (sp?) etc. I don't really use Conjurers because of their mana hunger.. Wait, Conjurer + Enchanter combo sounds good (o.o)*


Just trying to give some feedback I started throwing random thoughts here :D
The campaign really has a good replay value!

Another edit:
Those dwarwen cannons, they should have 1150 range, right? Well they are described in tooltip, as long ranged, but the difference is almost irrelevant; Balistas have 1050 and they are supposed to be short ranged.. Maybe the difference could be more significant? Idk, I don't really have a problem with this, just bringing it to attention. Personally I just pick a random siege unit type and stick to it..
Ah I saw it now, cannons get 200 range with an upgrade ._. was too hasty on this one :p
 
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Level 3
Joined
Apr 5, 2015
Messages
47
King of Andor and unexperince Beta tester

Hey man.The map maker of Enhanced Human campaign.

I have notice in chapter two. Why ulter and the orcish have a weird name? TRIGSTR_391? is kidda confusing? the last Enhanced human campagin nv have this before.... im using 1.2.7 newest version of warcraft 3 frozen throne patch
 
I just finished this Campaign today and it's awesome! I've seen nothing like this! How you took the original campaign and improved it so much! But I have found a tiny bug:
- if you've picked up *ALL* tombs with only Arthas his stats are:
hp 1900 (with items, without horse)
str 54
agi 33
int 43
But after you picked up Frostmourne (most powerfull sword in WarCraft) his stats are:
hp 1650 (with same items, without horse)
str 50
agi 31
int 39
Please fix this some how, my suggestion is that you use 3 integers to see if his stats are equal to 50, 31, 39 and just increase his stats after he picked up frostmourne with every point greater than equal.

P.S please tell me if I really have found all obtainable tombs.
P.P.S how to get all those manual of health's and tombs of knowledge in chapter 8? I've tried everything!

Sorry for double posting, I promise it doesn't happen again. xP
btw, I found another bug today: When ever I try to train a Sorceress in chapter 5, a knight of the Silverhand comes out instead.
 
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Level 11
Joined
Aug 24, 2012
Messages
429
Quinten

I am glad that you liked the campaign and many thanks for the feedback. Yeah I think I have something in mind to store Arthas's stats before he takes up Frostmourne.

But please refrain from double-posting, use the edit button instead of posting two messages one after the other :)

To pick up the two tomes in Chapter 8 just walk up the ramp and guide Arthas to the base. It seems that he cannot walk through there but he can:p
 
Level 4
Joined
Apr 19, 2016
Messages
108
I was reading the description again... There is an extra chapter? Playing as undead? Whaa.. I never saw this, where is it? O.O
(it's mentioned somewhere in the changelog, not sure if that's the battle after final chapter, on hard mode)
 
Level 9
Joined
Oct 1, 2015
Messages
352
I think I found a bug
in the culling chapter
I chose to cure the zombies and they are supposed to be harmless after that
but when I cure them they remain zombies and invincible too!
 
Level 4
Joined
Apr 19, 2016
Messages
108
Good that you mention it, I srtuggled there too, but completely forgot about it lol. Not sure it's it was intended or not, but still, it's Hard mode after all :p

Btw there's another bug, but I noticed it in the end of campaign and didn't bother to check all maps: Long Rifles upgrade is supposed to increase Crossbowmen range but doesn't.

Good to see teozamait crushed so many bugs in this version though. I'm curious on the Undead campaign progress.. I want it... I need it... o_o
 
Level 11
Joined
Aug 24, 2012
Messages
429
I'll have a look at those bugs again. Cured Zombies are supposed to be invincible for 5-10 seconds, but don't they disappear afterwards?

Progress on the Undead campaign is slow, mainly due to the first mission - it is one of the most boring missions in the original Reign of Chaos and it is giving me a lot of headaches. I think I found some solutions and I implemented a few systems so I'll see how that goes. I will be focusing on the first two chapters before going on to the elves missions - maybe I will even release those two chapters separately if there is a demand for it.
 
Are you enhancing the Undead Campaign too!? o_0
I've read your last comment about headaches regarding the first Undead chapter being boring.
Although this is true I want to give some suggestions.
1) Add Skeletal Archers to the troops you get at the graveyard.
pro tip: make skeletal archers about 15% smaller, if you compare the sizes between other skeletons by default, you will see there scales are awfully measured.
2) Specific amounts of saved Acolyte's summon/reanimate troops (Ghouls, Skeleton Warriors, and Skeletal Archers) Example: 10 Acolyte's = 1 skeleton warrior. 20 = 1 ghoul. 30 = 1 skeleton archer.
3) Let Tichondrius have a more active roll, because he literally doesn't move a single step in the entire chapter.
4) Replace Arthas' Death Pact ability with something fresh and custom, like you did with Divine Shield in the Human Campaign you've enhanced.
5) Advanced Unholy Spellbook for Arthas
6) Add a passive damage reducing ability to undead units like you did to footman, Knights, ect. A idea I've got is to add an Ability called ''Bones'' which is basically Elune's Grace, but Customized. The great part is that you can lower damage taken from specific attack types, logically pierce for instance, because arrows/projectiles don't damage bare bones so easily. This can apply to Ghouls, Liches, Skeleton Warriors, Skeletal Mages, Skeletal Archers, and Frostwyrms.
7) One illogic thing that has bothered me true my childhood is Frostmourne itself. It's supposed to be the most powerful blade of Warcraft 3, but when Arthas as a Paladin wields Frostmourne it makes him powerful enough to destroy a gigantic Undead base back at Northerend, but as an Undead he doesn't even have Chaos attack, extra damage, ect. But come on! It's the most powerful blade in the game, remember. Please give him 5 damage bonus flat, 100-150 extra health, and 2 extra strength just because of Frostmourne.
8) Make frostmourne a wieldable item providing these stats. But make it droppable.
9) Make Arthas able to dismount his horse-thing.
10) Add more Guards
11) You'd remember Captain Falric, right? Add him as some-kind of armoured/elite Undead with once again 6 item slots to take with you true the chapters.
 
Level 14
Joined
Oct 26, 2015
Messages
875
Wow

Quinten makes a valid point

You should make frostmourn into an item YOU CANT remove from Arthas and make it suitably powerful unless you bake the raw stats into his deathknight. I wouldn't. I'd like to see frostmourn.

Infact if you added frostmourn as an item also to the finale level of the human campaign that would be badass too.

Arthas is the juggernaught commander of the scourge. Make him suitably destructive in combat considering the power boost he just gained and this is more of a lore campaign than pure RTS.

Frostmourn could act like the staff of reanimation as a use item.

Raise one dead target. Synergies AMAZING with his death pact and Really keeps the momentum flowing in the first level I would imagine.

As for use passives add a mask of Death OR Orb of Frost effect or a weaker mixture of both.

OR that could be his advanced spellbook abilities where you control frostmourn Leech life and Raises minions like orb of Darkness. Or you can gain a cone of cold ability / Frost orb effect in a different mode.


Frostmourn - Use Ability: Animates 1 Target (Staff of Reanimation)

Frost State - Frost orb effect and +12 Damage
Blood State - 50% Leech Life +3 Armor
Unholy State - Corruption Orb +12 Damage

Or simply just make it

Animate + Leech Life + Give Chaos Damage

It's a tangible way to give him a really cool item and it's not clunky to use its effect flipping through an alternate spell book and it really lets his Death Pact Ability shine.

If you do another pass on Scourge Of Lordaeron I would do the same there.

Add His Hammer Lights Justice or whatever its called. Jainas Staff, Something for Muradin.

Arthas hammer is swapped for Frostmourn in the cave. Jainas staff Allows her to cast a lvl 1 Version of Lightning Strike that Naga Witch Heroes do ect.



Anyhow just some cool thoughts to add to your campaign because one of the best parts is all the amazing artifacts you hide into the game. But dont forget to add the best ones!

Frostmourn, Doomhammer, Gorehowl ect.

You can make some really cool stuff.

I can already guess Gorehowl should have the Troll Berserker Bloodlust as it's (USE) effect and it would synergise with his playstyle. damn got myself all excited now.

Hope to hear from you soon!
 
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Level 3
Joined
Apr 16, 2016
Messages
29
I'll have a look at those bugs again. Cured Zombies are supposed to be invincible for 5-10 seconds, but don't they disappear afterwards?

Progress on the Undead campaign is slow, mainly due to the first mission - it is one of the most boring missions in the original Reign of Chaos and it is giving me a lot of headaches. I think I found some solutions and I implemented a few systems so I'll see how that goes. I will be focusing on the first two chapters before going on to the elves missions - maybe I will even release those two chapters separately if there is a demand for it.

Like the fella above l will drop some suggestions as well:

Make Frostmourne as an actual item OR as a skill, Give arthas chaos damage, +1 mana regen, 1 stack of chill per attack (upgraded to 2 on level 5), can attack air, cannot be dropped, Click on it to Cast level 2 Death Pact. And 50% heal steal if you find necessary.

Death coil does 200-400-750 heal to undead or half as much + 0.5 stun to living.
Unholy smite, you could simply make an evil version of the great skill you created, but here's my idea to make more fitting imo: 50-100-175 dmg to main target with 40% cleaving, reduces armor by 3-5-8, on level 1 also "poison" enemy for 25 dmg over 5 secs, level 2 it also silenciates for 6 secs, level 3 it stuns for 1 sec. You could also disregard that and throw in some "takes extra % dmg".
Aura remains the same, but if you think its weak add a +5/10/15% attack dmg or speed
Ultimate: raise 6 animated death, animate death are vulnerable and permanent, reduced CD OR(let the player chose in-game in the skill menu) summon flesh golem, with siege dmg, bash, cleave and high regen, may be rather weak and permanent, very strong and temporary, or you could make so powerlevel, duration and amount of golems vary every time you summon.
Innate ability: endless scourge, raised X ghouls from dead bodies. level 1- raises 2, 3-4, 5-6, 8-8

In the first mission i feel like you're meant to take a more steath approach, so to speak, instead of terrorize and burn the whole place down.
So how about burn the whole place down? with Endless Scourge shouldn't be too hard to raise an army and raze a village. Start the campaign with style.
In adition to the 2 ghouls you recieve, in some areas skeleton archers will emerge. From the cemetery stronger ones will be raised, maybe armored skeletons(skeleton knights) skeleton crossbowman(not the ridiculous siege guy from the human campaing, but undead versions of the footman variant), Zombie Footmans or just many (pesant)zomibies. Falric could be buried here aswell
If start is too hard you could turn those initial ghouls into Rabid Ghouls, with higher HP and the skill Frenzy, and/or give some Rod of necromancy that creates archers from corpses to arthas.

Lorewise Falric stays as Artha's captain even after death does he not?
Also about titles, Arthas - Nerzul's Avatar/Lich Prince and kel'thuzad - Unliving Legend

I have ideas for the game mechanics themselfs too, such as change armor to block that very value of damage instead of a porcentage (minimum dmg taken is 3), adding Beast/Hide type armor, various changes in units and change many spells dmg types I.e. Fire bolt and Hammerbolt do siege and can be cast on building, Ice nova and lighting do chaos dmg, etc You know, I have some doodled on an old notebook to one day learn how to make a campaign called Improved/Fixed Warcraft or something, my ideas , for humans and undead at least, are not too different to yours so it makes me really happy playing your map.

About this campaign, I finish a mission on hard, them the next one plays on normal(easy?); as already said on The Culling cured zombies are ivulnerable and don’t disappear. I also notice Crossbowman has benefits from leather armor and gun pownder, is that for gameplay reasons?
 
Level 14
Joined
Oct 26, 2015
Messages
875
KJ Master208


Anaxie

You win: the final mission will have an additional Undead player on both difficulties that can be removed by destroying a building at the beginning of the mission.

OH SWEET

Any thoughts on making Frostmourn an Item slot and keeping it in the Undead Campaign as I posted above?

Bar minimum making it work as a Staff of Animation would as I said have tremendous synergy with Arthas's Death pact and would make the first level way more interesting since you can make disposable cannon fodder and heal Arthas. ANNNNNNND it would make the first level FUN and not boring and aids. Arthas shouldn't skulking around tsk tsk.

I LOOOOVEED the staff for the Entire TFT campaign. Reanimating a Naga Royal guard or a Knight and then eating them to full HP when they are about to expire was just awesome.\
I just finished this Campaign today and it's awesome! I've seen nothing like this! How you took the original campaign and improved it so much! But I have found a tiny bug:
- if you've picked up *ALL* tombs with only Arthas his stats are:
hp 1900 (with items, without horse)
str 54
agi 33
int 43
But after you picked up Frostmourne (most powerfull sword in WarCraft) his stats are:
hp 1650 (with same items, without horse)
str 50
agi 31
int 39
Please fix this some how, my suggestion is that you use 3 integers to see if his stats are equal to 50, 31, 39 and just increase his stats after he picked up frostmourne with every point greater than equal.

P.S please tell me if I really have found all obtainable tombs.
P.P.S how to get all those manual of health's and tombs of knowledge in chapter 8? I've tried everything!

Sorry for double posting, I promise it doesn't happen again. xP
btw, I found another bug today: When ever I try to train a Sorceress in chapter 5, a knight of the Silverhand comes out instead.

Yes but Arthas gains Chaos damage and a Base bump in his attack damage. I THINK his attack damage is higher even with strength lower.

And chaos damage with attack items and the cleaving relic is..... delicious....

consider his hp drop to be a result of losing his soul. :)

Althought.................. If teo makes the cavern actually give you a certain item slot....................... :))))
 
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Level 11
Joined
Aug 24, 2012
Messages
429
Frostmourne will not be an item, it will just limit the 6 slots that Arthas gets. You will get to upgrade Frostmourne and Arthas' abilities after some missions and side quests to an upgrade of your choice - for example you get a choice between some extra damage or mana when you kill enemy units.
 
Level 14
Joined
Oct 26, 2015
Messages
875
Even better! Keeps those death coils flowing.

Can we expect a staff of reanimation item with your personal flair added to it?

I really think one would go a long way towards making the first level way more interesting.

But then again. ALL your levels are interesting so I doubt I'll be unhappy with any results.

Definetly looking forward to an epic enhanced Level 2 VS the Silver Hand.

~ I would love to test your newest version of SoLE Final level which IM SURE you ramped up on Hard just for me :) but I'm a huge Baldur's Gate EE Trilogy binge.

I'll get to it when I can and I'll be happy to provide any feedback with the ongoing production of Path of The Damned Enhanced if you want to share any ideas.

Love your work. It's about as high quality as it can get in WC3 modding.

~One piece of advice if you ever change anything in SoLE is in Chp8: Dissension if you still aren't using the Polar Furbolgs you moved to an inaccessable part of the Map either delete them or make a way to reach them with a decent reward. I would say simply delete them

~ I also HIGHLY suggest CHANGING the Frost Wyrm Destroyer reward item since it's a cool optional boss because the Tome of Knowledge is worthless after Arthas grabs Frostmourn with his stat alteration. Give something tangible from the Dragon.

~ One Idea for reward would be the blade Frostbrand or whatever the sword is that adds Frost Orb effect + Armor. The Theme is fitting from it's drop source, The items power range is perfect as a Last Level item, and it's an awesome reward for not sinking the final ship and chasing the boss down.
 
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teozamait
I just want to point out that there is an Arthas without horse model out there and well... It's AMAZING, and there also is an Horse without Arthas model. So, maybe you let Arthas dismount so you get Arthas without horse, but also the horse with it's own attack, little mana, 250-450 health, and his own *little* spells. But when Arthas mounts it, the HP, Armor, MOV.speed, mana and abilities (Charge, Howl of Terror, ect) get added up on Arthas.
:piru:Also congratulations on the Approval on your Human Campaign!:piru:
 
Level 2
Joined
Sep 26, 2012
Messages
17
The Scourge of Lordaeron - Enhanced: Because one footman type isn't enough.

I loved it until spiders showed up and ruined everything.

Arachnophobia jokes aside, I really did enjoy it. It has the same flavour as the old campaign, but with a few key differences in unit managing. I liked the added sidequests, especially the Alterac remnants chain in the first few chapters. I liked how you were given two choices for several of the missions; it reminded me of the Day of the Dragon campaign I played through about a year ago, it used a similar concept.

My favourite hint has to be the one from chapter 5. I knew exactly who it was the moment I read it, and having him fight was a very nice addition. It was also nice to see that he still fought for his home even after all that happened to him.

The "alternative method" for chapter 6 was pretty hard because the invulnerable zombies kept attacking my troops, but the ending was worth it. Guess Tichondrius can take a level in badass when needed to and actually do something. XD But honestly, I really liked how you planned out the consequences of that choice.

If you ever find the time to do so after you're done with the other campaigns you're planning on doing, I'd suggest making an alternative history campaign based on the second ending of chapter 6. It sounds like a really good concept. Maybe find a different ending since this one pretty much just brings things back to the original story, but still.

You killed off Jaina in the alternate ending. Now how will little Uther Menethil come to be? ;_(
 
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Level 14
Joined
Oct 26, 2015
Messages
875
The Scourge of Lordaeron - Enhanced: Because one footman type isn't enough.



If you ever find the time to do so after you're done with the other campaigns you're planning on doing, I'd suggest making an alternative history campaign based on the second ending of chapter 6. It sounds like a really good concept. Maybe find a different ending since this one pretty much just brings things back to the original story, but still.

You killed off Jaina in the alternate ending. Now how will little Uther Menethil come to be? ;_(
I personally think additional levels would be counter productive.

hes working on Scourge Campaign at the moment.

His ultimate goal is a remake of the entire WC3 Saga which would be a dream come true. If he finished all that I'd probably paypal him $500 as a thank you for making my favorite RTS of all time and Top 3 favorite games of all time TWICE as good as before.

although after Scourge releases I might impart a gift upon him regardless. He deserves it for the magnificence of Lordaeron Enhanced.
 
I personally think additional levels would be counter productive.

hes working on Scourge Campaign at the moment.

His ultimate goal is a remake of the entire WC3 Saga which would be a dream come true. If he finished all that I'd probably paypal him $500 as a thank you for making my favorite RTS of all time and Top 3 favorite games of all time TWICE as good as before.

although after Scourge releases I might impart a gift upon him regardless. He deserves it for the magnificence of Lordaeron Enhanced.
I would give him $13,99 because that's what I paid for the game, LOL
 
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Hey teo, found a few bugs and a typo.
In chapter 5; the loading screen description hint says ''Mardenholde'', but it is Merdenholde.
In chapther 5; if you train a Sorceress, a knight of the silver hand comes out instead. Without this I wouldn't be able to win hard mode, but it's still a bug.
In chapther 9; if Arthas is mounted on his horse during the cinematic at the beginning, the cinematic will freeze when he's next to his captain.
 
Level 11
Joined
Aug 24, 2012
Messages
429
Just wanted to let everyone know that the project is not dead. I have had some personal issues this summer which have taken away my attention from the campaign, but it is short-term and I expect that I should be able to resume working on it soon enough. Since the first mission is still giving me headaches, I might just leave it be for the time being and focus on other missions.
 
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