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You are Thrall, Warchief of the Horde. For many years, your people have been at war with the tyrant humans. Seeking freedom, your mind is indulged with a vision of leading the Horde to the unknown continent of Kalimdor.
Will journeying to Kalimdor allow the Horde to finally live in peace? Find out as you play through the second of Turnro’s series of alternate Warcraft III campaigns with Blizzard-like maps and fun gameplay!
New Features
14 maps, including 11 Chapters and 3 Interludes Lead the Horde through their struggle for freedom as they venture to make their home in the untamed and savage lands of Kalimdor
Numerous Heroes to Play Gain the allegiance of powerful heroes, including Rokhan the Shadow Hunter, Rexxar the Beastmaster, and Drak’thul the Stormreaver Warlock
New Hero Abilities Cast several new custom spells, from Thrall’s Earthbind Totem spell to Samuro’s Dash ability
Voice Overs for All Dialgues Includes primarily AI-generated voice overs for all cutscenes and in-game dialogues
Choose your Own Missions From facing vicious Fel Orcs to dim-witted Ogres, you will be given the choice during the campaign which missions to accomplish
New Background Music throughout Campaign
Variable Difficulty Levels, and much more!
Screenshots
Legandary Items
Find all 10 legendary items while playing Jeopardy of the Horde in Hard difficulty:
Lordaeron Grand Battlesword Increases the attack damage of the Hero by 10 when worn. Attacks also have a 20% chance to deal 2 times their normal damage.
Goldfeathered Staff Increases the mana capacity of the Hero by 150 and Intelligence by 6 when carried.
Thorns Armor Increases the Hero's armor by 5. Also gives nearby friendly units a damage shield, which deals 10% of an enemy unit's attack damage back to it.
Crown of Fallen Kings Increases the Strength of the Hero by 10 when worn. Also causes attacks against the wearer to miss 15% of the time.
Demon Cleaver Increases the attack damage of the Hero by 15 when carried. Also grants friendly nearby melee units life stealing attacks which take 15% of the damage they deal and convert it into life.
Stonemaul Bonecrusher Increases the attack damage of the Hero by 15 when worn. Also gives a 15% chance to stun the enemy.
Storm Boots Increases the Hero's Agility by 12 when worn. Also engulfs the Hero in a shield of lightning, which deals 10 damage per second to nearby enemy land units.
Gem of Rejuvenation Increases the Hero's hit point regeneration by 5 hit points per second. Also reduces Magic damage dealt to the Hero by 33%.
Granite Necklace Increases the hit points of the Hero by 300 and mana by 250 when worn.
Ring of the Elder Moon Increases the Hero's armor by 10 and Strength, Intelligence, and Agility of the Hero by 5 when worn.
Change Log
- Campaign is now compatible with Reforged (joth_reforged.w3n). However, an alternate campaign file is still available for players who have the legacy version of Warcrat III (joth_legacy.w3n)
- Added voice overs to all cutscenes and dialogues
- Added a Story difficulty option to the campaign
- Added auto-save checkpoints to all missions (Reforged only)
- Added new loading screen images for each map
- Resolved an issue where unit and spell stats would differ depending on the player's version of Warcraft III
- Resolved an issue where Sentry Wards would disappear after an in-game cutscene plays throughout the campaign
- Resolved an issue where players could acquire duplicate items by replaying certain missions
- Reduced the mana cost of Earthbind Totem spell from 60 to 50
- Increased the mana cost of Feral Spirit spell from 75 to 85
- Samuro's Mirror Images now deal 25% of the Hero's base damage
- Increased the damage of Mortal Strike from 500 to 750, and reduced the mana cost from 150 to 125
- Swapped the ultimate abilities (Mortal Strike and Bladestorm) with Samuro and Grom Hellscream
- Increased the attack speed of Grom's Frenzy ability from 15/30/45% per level to 25/50/75%. In addition, movement speed is increased by 30% across all levels
- Rexxar's Summon Misha ability now has a cooldown
- Reduced the mana cost of Summon Misha from 150 to 125
- Slightly reduced the gold cost for summoning optional heroes
- Tauren now have the Resistant Skin ability
- Increased the damage of Searing Arrows from 10/20/30 to 12/24/36 per level
- Thorns Aura now grants +1/2/3 armor per level
- Reduced the duration of Curse from 120 to 60 seconds
- Voodoo Lounges are now available for construction in Chapter 3
- Losing the arena fight to Kor'gall in Chapter 5 will once again lose the mission for the player
- Replaced the Troll Witch Doctor with a Troll Berserker in Chapter 6
- Resolved a bug where destroying the Human bases would not always win the mission for the player in Chapter 7
- The trees blocking the path to the Circle of power are no longer invulnerable in Chapter 9
- Increased the starting Gold Mine amount on Normal difficulty in Chapter 9
- Made "The Alternative Route" quest optional in Chapter 9
- Resolved an issue where Frenzy would cost mana for summoned Quilboars in Chapter 9
- Peons no longer require food for the AI to train in Chapter 10
- Replaced Archers and Hipporgryph Riders with Lunar Archers and Riders in Chapter 10
- Reduced the mana capacity bonus from the Goldfeathered Staff from +150 to +125
- Reduced the stun duration of the Stonemaul Bonecrusher against enemy heroes from 2 seconds to 1
- Reduced the bonus armor from the Ring of the Elder Moon from +10 to +8
- Added a Story difficulty option to the campaign
- Legendary items now have a different model to set them apart from regular items
- Fixed numerous spelling and grammar errors
MAIN CHANGES
Hero, unit, building and spell stats no longer change depending on the player's Warcraft 3 version
Updated all cinematics for widescreen support
Optional Heroes can now be summoned from the Altar of Storms in missions where the player controls a base. In most cases, this means that the player will no longer automatically start off with optional Heroes at the beginning of the map. This change applies to the following Heroes (Grom Hellscream, Rexxar, Rokhan, Drak'thul)
HERO CHANGES
Reduced the area of effect range of Earthbind Totem from 800 to 600
Drek'Thar now has a new ability: Earth Shield, which increases the armor and hit point regeneration rate of a friendly unit
Removed Brilliance Aura from Drek'Thar
Reduced Cairne's collision size from 48 to 32, as well as increased his base movement speed from 250 to 270
Reduced the damage of Samuro's Mortal Strike from 750 to 500
Increased the base movement speed of Araj the Summoner from 240 to 270
Fixed a bug where the player could summon more than one Misha
GENERAL CHANGES/IMPROVEMENTS
Fixed a bug in Chapter 1 where the player's units will freeze after unloading them from the boat at the end of the mission
Changed the armor type of all Human buildings to Heavy armor in Chapter 1
Peons are no longer available to train in Chapter 2. Instead, the player will receive all their structures after completing 'The Lost Cargo' quest
Potion of Restoration removed from 'The Stolen Artifact' quest in Chapter 2
Player starts off with 500 additional gold in Chapter 3
Cured fountains in Chapter 3 now provide health or mana regeneration
Nearby enemies must now be killed before corrupted fountains can be claimed in Chapter 3
Removed the Fountain near the Centaur Khan in Chapter 3, reducing the number of fountains from 5 to 4
Renamed the undead AI players in Chapter 3 to have distinct names
The path to the purple and green Undead bases in Chapter 3 are no longer blocked off by trees
The path to Rokhan in Chapter 3 is once again blocked off by trees
Removed the Fountain of Health in Chapter 4
Replaced the rescuable Kodo Beast with a Grunt in Chapter 4 due to trigger conflicts with units affected by Devour
Removed the Orb of Lightning from the Voodoo Lounge in Chapter 4
Lowered the starting level of Drek'Thar in Chapters 4, 5a and 8
Increased the hit points of Fel Orc Berserkers from 535 to 600
Players will no longer lose the mission in Chapter 5b at Korgall's Arena. Instead, the arena will reset and the player must try again
The outpost now has a Stronghold instead of a Great Hall in Chapter 5b
Troll Batriders are no longer available to train in Chapter 5b
Fixed a bug in Chapter 6 where the player is not able to complete 'The Goblins' optional quest
Gazlowe now has additional items to allow him to tank better in Chapter 6
The fountain in Chapter 7 will now restore both health and mana once the 'Mystical Fountain' quest is completed
Fixed a bug in Chapter 7 where items on the ground would permanantly disappear after a cinematic plays
Summoned undead humans by the player in Chapter 7 now have +3 weapon and armor upgrades
Removed the Vials of Mana item in Chapter 7
The 'Protect Santron' quest in Chapter 8 has been changed so that the player must now defend the city for 12 minutes
Updated the Death to the Invaders to list the bases that need to be destroyed in Chapter 8
Replaced the Fountain of Health with a Fountain of Mana in Chapter 8
Player now starts off with an Altar of Storms in Chapter 9
Added additional enemy Heroes to the Night Elven bases in Chapter 9
The trees to the final Night Elf base in Chapter 9 are now invulnerable
Reinforced Defenses is now automatically researched on Hard difficulty in Chapter 10
Slightly changed the items for purchase at the Goblin Merchant in Chapters 9 & 10
Scrolls of Restoration have been replaced by Scrolls of Healing at the Voodoo Lounge in Chapter 10
Replaced the Fountain of Power with a Fountain of Health in Chapter 10
Azgalor is now immune to magic in Chapter 10
Fixed a bug in Chapter 10 where the player would not lose the mission if all of their buildings were destroyed
Rebalanced the enemy AI in Chapters 3, 5a, 7, 8, 9 & 10 on Hard difficulty
Removed the damage and hit points increase for enemy players in Chapters 9 & 10
Reset the hotkey for the Build command back to B
Changed the hotkey for upgrading the Great Hall/Stronghold to Z
Command hotkeys (such as Build, Attack, etc) can now be overwritten by the player's custom hotkey settings
Updated Tyrande's model to the same used in Malfurion's Quest
Made slight background music changes across the campaign
Unique models have now been given to Potions of Invisibility, Scrolls of the Beast and Scrolls of Resurrection
Items are no longer dropped by destroying creep buildings
Runes are now color coordinated, making them easier to identify for the player
Made numerous item changes throughout the campaign
Fixed the tooltip description for Drek'Thar's Firked Lightning ability
The player will now correctly lose Chapter 9 if all of their buildings are destroyed
Fixed a bug in Chapter 4 where Scrolls of Town Portal would cause the player's heroes to teleport at the start of cinematics
Fixed a bug in Chapter 6 where Samuro's Dash ability would cost no mana on level 2. In addition, this spell has had its mana cost reverted to 70 throughout the campaign
Enemy heroes in Chapter 7 no longer possess Potions of Greater Healing on hard difficulty. Instead, they have items that permanently increase their health
Satyr Hellcallers and Shadowstalkers can now attack air units in Chapters 9 & 10
Fixed a bug in Chapter 10 where the AI Peons would not rebuild Great Halls when they are destroyed
Fixed a bug in Chapter 10 where the light blue Night Elves would not send their first attack wave on hard difficulty
Reduced the cooldown of Azgalor's Reign of Chaos ability in Chapter 10 on hard difficulty
The entire campaign has been polished. This includes, not not limited to, changes to terrain, cinematics, story, and in-game events
A new interlude has been added titled 'Conflicts of the Past'. This interlude plays after completing Chapter 2
The hotkeys for units, buildings, spell, etc, have been changed around the QWER composition. However, most of these hotkeys will have no effect on the game if Custom Hotkeys are enabled through the user’s profile
New items have been added throughout the campaign. Some of these are legendary items, which can only be found on Hard difficulty
Added new custom music throughout cinematics and gameplay
Fixed a problem with the AI where waves sent to attack the player would retreat back to base once they had killed a single unit/structure
The player will now lose the current mission if they use the 'WhosYourDaddy' cheat on Hard difficulty
All appropriate buffs will now be removed from all units during cinematics
Pressing the spacebar will now bring the player to quest-specific locations on the map
Fixed a bug where using Animate Dead would allow creeps/enemy units to drop the same item more than once
Fixed a bug in Chapter 5 'The Problem with Ogres' where the player could acquire Rexxar after losing the quest to save him
Fixed a bug in Chapter 6 where the Goblins during the optional quest would stop moving
Only Arcane Towers will now possess the Magic Sentry ability on Hard difficulty in Chapter 1
AI friendly players can no longer be attacked by the player throughout the campaign
Resolved multiple issues with the Orcish Horde AI player in Chapter 10
Increased the mana cost of Grom's Frenzy ability to 75 mana
Samuro's Dash ability now deals more damage across all levels
Samuro's Mortal Strike ability can now damage enemy Heroes. In addition, the mana cost of this spell has increased to 150
Increased the damage dealt by Drak’thul’s Monsoon ability from 20/30/40 damage per level to 20/35/50
Gazlowe will now always appear in Chapter 9, regardless whether or not the player completes his optional quest in Chapter 6
Searinal in Chapter 4 now possesses Spell Immunity
Items can now be purchased from the Voodoo Lounge in Santron in Chapter 4
Increased the hit points and damage of Santron Towers in Chapters 4 and 8
Neutral units can now be hired from the Goblin Observatory in Chapter 8
Replaced the Potions of Lesser Invulnerability with Potions of Anti-Magic at the Goblin Merchants in Chapters 9 & 10
Zeppelins can now be hired again once the 'Alternative Route' quest is completed in Chapter 9
Re-added the food limit hint in Chapter 5 'The Problem with Ogres'
Renamed Chapter 3 from "Competition for the Horde" to "Remnants of the Scourge"
Renamed Chapter 10 from “Azgalor’s Return” to “Destiny of the Horde”
Jarod Shadowsong in Chapter 10 has been renamed to Wrathbringer for story reasons
The Fel Orcs in Chapter 5 'Fel Orc Attack' now train new units
The Ogres in Chapter 5 'The Problem with Ogres' now train Ogre Stone Throwers
The Earth Totem unit Thrall can summon now has a portrait
The abilities Frenzy, Forkerd Lightning, Raise Dead and Tornado now have new icons
Added unique models for all potion/scroll items
Tyrande Whisperwind now has a new model
Shandris and Night Elf Glaive Throwers now have new skins
Fixed a problem in Chapter 4 where a particular Night Elf eave would stay idle when attacking Santron
Decreased the amount of Infernos Azgalor can summon in Chapter 10 in Normal Version
Decreased the attacking and movement speed reduction given to enemy units from Thrall’s Earthbind Totem by 5% for all levels for attack damage, and 10% for all levels for movement speed
In Chapter 5 (The Problem with Ogres), Kor’gall will regain all his mana in the final part of the boss fight if the player has acquired Rexxar and is playing Hard Version. This allows Kor’gall to make use of all of his abilities (whereas before he only had limited mana, disallowing him to cast all of his spells)
In Chapter 5 (Fel Orc Attack), the mini boss Gogonnash has had his health and damage increased
Araj is now classified as an undead unit. This allows him to be healed with the Death Coil ability possessed by Death Revenants
The damage dealt by all demon units in Chapter 10 have been increased on Hard difficulty
Fixed a bug in Chapter 1 where skipping the second last cinematic would disable the player from completing the chapter
Another Centaur spawning point has been added during the Protect Bloodhoof Village Quest in Chapter 2
Minor to moderate dialogue changes in all chapters
Additional cinematics and/or in-game dialogues have been added into Chapters 3, 4, 5, 7, 9, & 10
In Chapter 4, the quest that requires the player to defend Santron has been changed: The player must now defend the town from 4 separate Night Elf waves
In Chapter 4, the Find the Survivors Quest has been slightly modified for story-line reasons
In Chapter 5 (both Fel Orc and Ogre), the player now starts off with an Altar of Storms
The Tower doodads protecting Santron in Chapters 4 & 8 have been replaced with actual Towers, which attack nearby hostile units
In Chapter 5 (Fel Orc Attack), Grom’s warriors now attack the player until he is saved
In Chapter 5 (Fel Orc Attack), the difficulty of destroying the Fel Orcs’ Fortress has been slightly reduced in Normal Version
In Chapter 5 (The Problem with Ogres), the boss fight with Kor’gall has been completely remade: it now represents a proper duel between Thrall and Kor’gall. If Thrall dies, the player loses the chapter
The Tiny Great Hall and Orb of Lightning items are no longer available for purchase from the Voodoo Lounge in Chapter 5 (The Problem with Ogres)
Fixed an issue where the Quilboars summoned by Rexxar were unable to cast Frenzy
The Demolishers have been removed in Chapter 7. Instead, the player now gains additional summoned undead units at certain points during the mission. This also aligns with the changes done to the main quest objectives for the chapter
Spell Breakers can no longer use Control Magic in Chapter 7 in Normal Version
In Chapter 7, the player now gains Vials of Mana for completing the optional quest The Mystical Fountain. However, the fountain no longer restores the mana of nearby units
Araj now automatically starts with the Staff of Reanimation. This item is permanent for him and cannot be sold or dropped
Zeppelins can no longer be hired from the Goblin Laboratory from completing the Quest “The Alternative Path” in Chapter 9. In addition, certain areas of the map have been masked to prevent the Zeppelins from flying everywhere
The Trees blocking the terrain in Chapter 9 are no longer invulnerable
The item Frostguard now allows melee Heroes to attack ranged units
Fixed an issue in Chapter 10 where the Goblin Merchant would not sell any items to the player
Fixed a bug which made key Heroes disappear during a cinematic if the player uses Town Portal just before the cinematic commences
Fixed an issue that allowed Samuro to either disappear or relocate himself in a cinematic if the player uses Dash just before the cinematic commences
The Doom Guards protecting Azgalor in Chapter 10 have been buffed. In addition, Azgalor’s Reign of Chaos ability now summons more Infernos from the sky in both difficulty levels
The Demon Gates in Chapter 10 are now protected by a Mini Boss
Fixed a few spelling/grammar errors
Fixed a problem in Chapter 2 when the centaurs would attack during a cinematic
Fixed a bug in Chapter 2 where Cairne would drop the Phat Lewt
Fixed a problem in all cinematics where Thrall's Earthbind Totem would slow down enemy units
Hints are now shown when new items are gained from completing Stop the Blight in Chapter 3 and Destroy the Demon Gate in Chapter 5
Fixed a problem where Samuro would use Dash and disappear
Thrall's Earthbind Totem ability hotkey has been changed to resolve hotkey conflicts
Samuro's Mortal Strike ability damage dealt has been changed from 850 to 800
Engineer Gazlowe's model has been changed to the Goblin Tinker
The Skeleton King in Chapter 5 no longer has Resistant Skin in Normal version. However, his health has been slightly increased
The Town Portal hint in Chapter 8 has been changed to alert the player at the beginning of the chapter
Fixed a problem in Chapter 9 where having heroes loaded into a Zeppelin before a cinematic commences would permanently pause the hero
Fixed a problem in Chapter 10 where Azgalor's Doom Guards would walk off without him
NOTE: Many changes were made in this version, and so only the most important are noted. In addition, all previous version notes from earlier updates have not been kept track of.
Major terrain changes in all chapters
Dialogues in all maps have been completely rewritten
Cinematics in all chapters have been redone
All the maps with an Ashenvale tile-set have been completely remade. This includes the 1st Interlude, and Chapters 9 and 10
Cairne is no longer a playable hero in Chapter 2
Araj the Summoner is now a hero-type unit
New items can be found by killing creeps
Quest changes in all chapters. In addition, new quests have been added into several chapters
This campaign can now be played through in two difficulty settings: Normal and Hard
The following spell changes have been made:
THRALL
Far Sight has been replaced with Earthbind Totem. This ability allows Thrall to place a totem on the ground where decreases the movement and attack speed of nearby enemy units.
GROM HELLSCREAM
Mirror Images and Critical Strike have been removed.
Grom now has two new abilities: Frenzy (increases attack and movement speed for a short time) and Cleave (gives a percent chance to stun an enemy unit and deal additional damage)
REXXAR
Storm Bolt has been replaced with Summon Hawk
DREK’THAR
Shadow Strike has been replaced with Far Sight
SAMURO
Samuro now possesses the following spells:
Dash – Allows the Bladesmaster to dash through enemy units, dealing damage to all he passes
Mirror Image
Battle Wary – Gives a percent chance to dodge an attack and deal additional damage
Mortal Strike – A powerful once-off attack which can be used to deal large damage to a single non-hero unit
DRAK’THUL
Monsoon now increases damage dealt with each level. In addition, the spell’s icon has been changed
Soul Burn and Firebolt have been removed
The Warlock can now cast Incinerate and Summon Voidwalker
Check out these other campaigns in Turnro's Warcraft III Series!
Important Notes
There are 2 campaign files to download depending on your version of Warcraft III: joth_legacy.w3n (Warcraft III versions v1.26-1.31) and joth_reforged.w3n (Reforged version)
The normal background music of Warcraft 3 has been replaced with better music. Be sure to enable music through your profile as it is an integral part of the campaign experience
If you use the ‘WhosYourDaddy’ cheat while playing tis campaign on Hard difficulty, you will automatically lose the mission
There is currently a model bug in Reforged where units will become invisible upon loading a saved game. To resolve this issue until Blizzard fix this bug, turn off Reforged graphics in your profile
ICONS Blizzard Entertainment
NFWar
-BerZeKeR-
Naro
PeeKay
The_Silent
GooS
BLazeKraze
kola
MUSIC AND SOUND Blizzard Entertainment
Matt Holle (Battle Realms)
Benjamin Bartlett (Walking with Beasts soundtrack)
Henry Beckett and Keith Zizza (Zeus: Master of Olympus soundtrack)
That is correct. Chapter 5 actually counts as two maps, the only difference being that you can only select one of these. There are 11 playable maps, yet you can only play through 10 of these each time you play.
That is correct. Chapter 5 actually counts as two maps, the only difference being that you can only select one of these. There are 11 playable maps, yet you can only play through 10 of these each time you play.
Turnro,I don't know if someone said that,but in the last phase,the reconstruction of the watch towers it's strange and don't makes sense,because when they are destroyed,for an example,in the principal base of the orks,they build them near of the ork's "town hall";why that happens?(I think it's only the watch towers).
I think that have a another problem,but I don't remenber,I think it was in a phase that unlock a drek thul,I think,that Thrall need to kill some monsters for him,a gate that don't open in the same phase and the tress protecting the night elves base can be easily destroyed by thrall in the same phase.
But you producted a very nice campaing,I'm waiting for the next campaing about malfurion being complete and solve all the bugs.
Turnro,I don't know if someone said that,but in the last phase,the reconstruction of the watch towers it's strange and don't makes sense,because when they are destroyed,for an example,in the principal base of the orks,they build them near of the ork's "town hall";why that happens?(I think it's only the watch towers).
I think that have a another problem,but I don't remenber,I think it was in a phase that unlock a drek thul,I think,that Thrall need to kill some monsters for him,a gate that don't open in the same phase and the tress protecting the night elves base can be easily destroyed by thrall in the same phase.
But you producted a very nice campaing,I'm waiting for the next campaing about malfurion being complete and solve all the bugs.
The watch towers get rebuild elsewhere? That was one of the fixes I did in a recent patch in July. I'll be sure to look into this.
I'm not sure what you mean by a gate that doesn't open. Are you having trouble figuring out how to unlock it? Also, the trees to the night elves can be destroy as an alternate route (though it will take ages to clear a path). It didn't make sense to me to make those trees invulnerable, but I will consider it.
The watch towers get rebuild elsewhere? That was one of the fixes I did in a recent patch in July. I'll be sure to look into this.
I'm not sure what you mean by a gate that doesn't open. Are you having trouble figuring out how to unlock it? Also, the trees to the night elves can be destroy as an alternate route (though it will take ages to clear a path). It didn't make sense to me to make those trees invulnerable, but I will consider it.
I'm sorry to write in a confuse way,but about the tower,I had the problem one year ago, and I saw a video recently on YouTube that had the same problem ,so I remenbered and said here.
And about the gate that doesn't open, I am not sure, because the problem was a year ago that I saw it.And about the trees, I think they could be invulnerable.
AND ANOTHER QUESTION: ARE YOU THINKING TO FIX BUGS FROM "JEOPARDY OF THE HORDE"?(Because I'm thinking to play without bugs after the new atualization of the legendary items)
hey Turnro, i'm only suggesting it for my own opinion during the chapter 7 can i have the same number of units like in chapter 6 before meeting araj and also in the crossing paths can u put some more items like mana capacity items or some new items that can add attributes because when i try to assault the humans the priest is dispelling all of araj summoned units and its really hard to assault those humans. oh and BTY could you not make the trees in chapter 9 invulnerable because that is one of the easiest trick i discovered, I use the ult of thrall and drekthar to clear out the trees then create some distractions so that samuro can destroy the gate and go immediate to the circle. thx
oh and I almost forgot can't wait for the malfurion's quest to be updated are u also updating the highborne??
I'm sorry to write in a confuse way,but about the tower,I had the problem one year ago, and I saw a video recently on YouTube that had the same problem ,so I remenbered and said here.
And about the gate that doesn't open, I am not sure, because the problem was a year ago that I saw it.And about the trees, I think they could be invulnerable.
AND ANOTHER QUESTION: ARE YOU THINKING TO FIX BUGS FROM "JEOPARDY OF THE HORDE"?(Because I'm thinking to play without bugs after the new atualization of the legendary items)
hey Turnro, i'm only suggesting it for my own opinion during the chapter 7 can i have the same number of units like in chapter 6 before meeting araj and also in the crossing paths can u put some more items like mana capacity items or some new items that can add attributes because when i try to assault the humans the priest is dispelling all of araj summoned units and its really hard to assault those humans. oh and BTY could you not make the trees in chapter 9 invulnerable because that is one of the easiest trick i discovered, I use the ult of thrall and drekthar to clear out the trees then create some distractions so that samuro can destroy the gate and go immediate to the circle. thx
oh and I almost forgot can't wait for the malfurion's quest to be updated are u also updating the highborne??
I plan to reduce the overall difficulty of those chapters so it will be easier to battle the humans. I'm more concentrated on Malfurion's Quest at the moment, but it should be out soon. Thanks for the tip about the trees too, I'll make them invulnerable.
As for Malfurion's Quest, I'm updating both stroy lines in parallel, so you should expect to hear about the highborne story soon
I plan to reduce the overall difficulty of those chapters so it will be easier to battle the humans. I'm more concentrated on Malfurion's Quest at the moment, but it should be out soon. Thanks for the tip about the trees too, I'll make them invulnerable.
As for Malfurion's Quest, I'm updating both stroy lines in parallel, so you should expect to hear about the highborne story soon
If you do decide to do so Turnro, please leave the original difficulty as the hard mode, because IMO the Araj quests were perfect; you had to be disciplined and selective about every choice you made, small mistakes actually accumulated and punished you as you advanced (aka you were fucked for the last few fights), and even when you were careful from the get-go, some clashes you just wouldn't be prepared for the first time, which meant that you had to suffer some restarts until you found the right composition/approach. Which, for me, is what a 'hard mode' campaign should be; you shouldn't be completing it the first time, but instead struggling to find imaginative ways to make it work!
If you do decide to do so Turnro, please leave the original difficulty as the hard mode, because IMO the Araj quests were perfect; you had to be disciplined and selective about every choice you made, small mistakes actually accumulated and punished you as you advanced (aka you were fucked for the last few fights), and even when you were careful from the get-go, some clashes you just wouldn't be prepared for the first time, which meant that you had to suffer some restarts until you found the right composition/approach. Which, for me, is what a 'hard mode' campaign should be; you shouldn't be completing it the first time, but instead struggling to find imaginative ways to make it work!
you can found the Lordaeron grand battle sword at the crates protected by a sorcerer near the 2 ships and the stonemaul bonecrusher is found at the center base of the ogres
you can found the Lordaeron grand battle sword at the crates protected by a sorcerer near the 2 ships and the stonemaul bonecrusher is found at the center base of the ogres
I have just remembered that only 9 i can aquire since one is only optional.
I will lock for the sword next time when i play,thanks anyway for answers ,Alliance 10.
I know that exist the chance to chooce between two phases,one with fel orks(I think) and another with ogres. So,what about the two legendary items in the two phases?
Oh,that's bad. With more people testing your maps, could be produced much more faster.
Your map worked perfectly,the only two problems that I had, you fixed,so, I'm waiting for some updates.
But,you test then many times or one time and wait others opinion?
Oh,that's bad. With more people testing your maps, could be produced much more faster.
Your map worked perfectly,the only two problems that I had, you fixed,so, I'm waiting for some updates.
But,you test then many times or one time and wait others opinion?
I test them until I feel that they are ready to be played by other people. Having other test maps unfortunately doesn't save time, but it does give me an opportunity to see what others think and if the maps require further tuning.
I test them until I feel that they are ready to be played by other people. Having other test maps unfortunately doesn't save time, but it does give me an opportunity to see what others think and if the maps require further tuning.
Your maps,for me, are perfect,with no kind of problem.
Will you put voices in the characters in your campaings like you done in adventures of rowan the wise?
Your maps,for me, are perfect,with no kind of problem.
Will you put voices in the characters in your campaings like you done in adventures of rowan the wise?
Turnro,when I was playing your campaing again,I noticed that some of the dialogues of the warriors and heroes didn't appeared.
(I don't remenber all the phases,but it appeared in a chapter which samuro find araj,the necromencer. And I haven't played all the campaing yet)
Turnro,when I was playing your campaing again,I noticed that some of the dialogues of the warriors and heroes didn't appeared.
(I don't remenber all the phases,but it appeared in a chapter which samuro find araj,the necromencer. And I haven't played all the campaing yet)
Yes,the text doesn't appear,but the heroes animation for the dialogue appear.
And something VERY strange is happening with me recently,when,in the last chapter,I tried to destroy all the night elves bases before pick up the gold mines.But when I pick up the gold mines,the workers just only construct "town halls"! So I tried returning to some saves that I done on the chapter,and the same thing ocurred!
And another thing,the peons doesn't reconstruct the destroyed constructions near of the tree gold mines of a misson!
But I finished the mission.The new end(cinematic) for the 'destiny of(for) the horde' was very good!
so yeah i completed first mission no legendary items the only items i can think about that near status of legendary is item you get wioth steal section of the map where grom windwalk to barn and kill the crates but taht only give you item that gives you 50 healt and that items is not part of legendary item screen
either im blind or didnt look hard enough but i looked for that damm item near 3 hours now
so yeah i completed first mission no legendary items the only items i can think about that near status of legendary is item you get wioth steal section of the map where grom windwalk to barn and kill the crates but taht only give you item that gives you 50 healt and that items is not part of legendary item screen
either im blind or didnt look hard enough but i looked for that damm item near 3 hours now
guys, which is more better? the fel orcs mission or the ogres mission?
i chose the fel orcs mission to save hellscream and get the demon cleaver.
what do you get if you choose ogres bonus mission??
guys, which is more better? the fel orcs mission or the ogres mission?
i chose the fel orcs mission to save hellscream and get the demon cleaver.
what do you get if you choose ogres bonus mission??
You get the chance to save Rexxar and the best item you can find in the Ogre level is Crown of the Kings. I personally liked the Fel Orc mission more than the Ogre one, because it's more exciting and Grom is stronger than Rexxar, plus you can get a legendary item which is pretty much useful than the regular item you get from the Ogre mission.
You get the chance to save Rexxar and the best item you can find in the Ogre level is Crown of the Kings. I personally liked the Fel Orc mission more than the Ogre one, because it's more exciting and Grom is stronger than Rexxar, plus you can get a legendary item which is pretty much useful than the regular item you get from the Ogre mission.
Well actually there is also a legendary item in the ogre mission too and that is stonemaul bonecrusher before you face korgal try to destroy the ogre base that is where the legendary item is. But i prefer the fel orc mission grom is stronger than rexxar
Well actually there is also a legendary item in the ogre mission too and that is stonemaul bonecrusher before you face korgal try to destroy the ogre base that is where the legendary item is. But i prefer the fel orc mission grom is stronger than rexxar
yep. both contains legendary items. i personally finished joepardy of the horde twice, and each time finishing fel orcs mission. i don't know, but maybe the fel orcs corruption lefts a scar in my heart and i always must go and cleanse the corruption hahhahahahhah but really, grom hellscream's character is both admirable and scary, from power addiction to sacrificing himself for his people...i will always remember this hero
yep. both contains legendary items. i personally finished joepardy of the horde twice, and each time finishing fel orcs mission. i don't know, but maybe the fel orcs corruption lefts a scar in my heart and i always must go and cleanse the corruption hahhahahahhah but really, grom hellscream's character is both admirable and scary, from power addiction to sacrificing himself for his people...i will always remember this hero
lol i know that. I've played all 4 campaigns of his. totally different story, but i was just saying. he also makes you deal with the orc corruption if you want. that's my point here
Its really hard, you'll find yourself low in gold as the game progresses. Just keep defending, and every time you get attacked, quickly go and kill some of the demons in the east, till you find the demon artifact in a hill to the south-east. You can keep going to the north-east to find the pitlord which will drop a legendary item after being killed that gives you a lifesteal aura (if you are playing in hard difficulty, of course). After you take the demon artifact to the well, Grom's base will be yours. Now, you can be offensive. Make a big army and destroy the enemy.
Just a reminder, once you destroy all the fel orc bases, and the Main stronghold remains. You will get attacked by two big red dragons every time that comes from the main stronghold. So make sure to make a big army and attack as soon as possible after this.
Its really hard, you'll find yourself low in gold as the game progresses. Just keep defending, and every time you get attacked, quickly go and kill some of the demons in the east, till you find the demon artifact in a hill to the south-east. You can keep going to the north-east to find the pitlord which will drop a legendary item after being killed that gives you a lifesteal aura (if you are playing in hard difficulty, of course). After you take the demon artifact to the well, Grom's base will be yours. Now, you can be offensive. Make a big army and destroy the enemy.
Just a reminder, once you destroy all the fel orc bases, and the Main stronghold remains. You will get attacked by two big red dragons every time that comes from the main stronghold. So make sure to make a big army and attack as soon as possible after this.
oh I'm sorry. I remember now the chapter you mentioned. Ok, i beat it in hard difficulty. But it was very hard as well...You need to have drek'thar's spell book item which travels your heroes to the townhall you choose. It's kinda essential this chapter to defend everytime you get attacked. Look, the main attacks will be from light green and white bases from the north. They will attack your stronghold where you get the gold. make sure to defend it every time. Your 6 heroes can take on an entire army by themselves (Samuro and Araj will come later on). Defend your base until they do. The other place you gonna get attacked is from the south, you're gonna get attacked by the two night elf bases, warden and demon hunter. Make sure to defend everytime by your 4 heroes and the other hand keep making army to play offensive later on.
To me, i started with the human base white color to the north. Then i went to the north east and destroyed the light green night elf base(keeper of the grove). This way i secured my base from the attacks of the north plus gained two more goldmines to mine and the game became easier to win because there are only two more bases to go.
I hope this helps and good luck, my friend
My jaw dropped when I saw the file size the I saw Malfurion's quest... though there are some typos but overall excellent campaign overall and really well made!
Hey
I am actually playing the campaign and casting it for youtube
I'm at chapter 7 and with the Hard difficulty, It's kinda insane
I think that more starting units would make it a bit easier
Like a couple of grunts more, and either a second witch doctor or either a second Berzerker
Also the lvl3 Stormbolt with the MK lvl 10 ......
It's really really hard though
After reading some of the comments, I think that Grom leg item is indeed better than Rexxar's one
But later on, Rexxar is much more useful than Grom, summons to tank, big aoe
While Grom is dying very quickly, you can't use his 3 spells properly with low mana, even with Drekthar nearby
So you gotta choose, either a nice item, either a better hero
Still, very nice campaign man, and one of the best I ever played/enjoyed to watch
The two last missions, that I haven't played yet, looks really, really cool
I understand you wanna finish Malfurion first to then heavily go on RotS, but don't forget, even finished campaigns need som rework from time to time
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