Third level:
Loading screen should mention why Renault is going.
All quest icons are green squares.
Young Priest -> Young Priestess
After Demetria gives her name, her messages still call her Young Priest. Her hero class is Lordaeron Survivor.
friend units -> allied units
On rescuing the casters:
The sorceress-based caster is called Sorceress (message) / Battle Mage (hint) / Red-Clothed Battle Mage (unit) and has no description.
Flame Strike and Polymorph have no tooltips.
Fried shrimp item has no name.
The crate near the tower after the evil archmage drops a rune that has no name (description says it heals HP and mana).
Attacking the webbed priest should be clearer, maybe have him talk about cutting himfree.
A recurring issue: Enemies tend to join fights from far away, so it makes the initial fight harder and the next fight easier.
Wailers and skeletal death mages should look much more different than regular banshees/skel mages as the skin is too similar. Size, tint etc.
Revived Footman -> Reanimated Footman (especially since Demetria's abaility uses "revive" in the sense of "resurrect").
The AD dwarf questgiver's lines make it seem like Demetria should be talking between each one.
Quest givers/items don't actually explain the quest, you have to go to the quest log.
Mavis:
Dead Branch:
- many plants purified another mode of survival. -> ?
- A highly poisonous tree -> A branch from a highly poisonous tree?
Selaginella: It gets its name -> According to Wikipedia they're also called "resurrection plants", should probably use that or the flavor text makes no sense.
Mavis calls Demetria a Priest.
The bodies should be permanent corpses since their healthbars are still present/they should both get ZZZs.
If you zoom the camera out to the maximum, the red fog makes it impossible to see anything. Not sure if that can be fixed while keeping the atmosphere of the map.
Mavis' ring and Scarlet Robes have the same effect but different prices.
The Virginia sidequest areas should be blocked off until you activate the quest.
Virginia's report should mention the miniboss.
The dwarf should say he lost his explosives inside the camp instead of having to scour the entire map for them.
Despite the constant backtracking, I have to say the second part of the map was quite fun.
Fourth level:
Loading screen gives no information.
The usual blizzard bug: Loading a game causes some units to lack models (seen near the fountain of mana and the troops leading up to Faerlina), prevents custom music from playing and sometimes crashes the game.
Battle Mages should not use the same name, icon and model if they have different spells.
Ice Battle Mage:
- Freezing spell has no tooltip.
- Not sure how much damage the Blizzard spell does but it's a hell of a lot more than 15 per wave.
Level 1 spiders spawned from eggsacks (shortly before you find Renault) are way too big, they're same size as the spitting spiders.
Resurrected Battle Mage/Footman/Archer -> Reanimated Battle Mage/etc.
Paladin:
- No Defend?
- Why call it Holy Light Flash if the effect is no different from Holy Light?
- Tooltip uses different ability names.
No one comments on the city being full of Scourge all of a sudden?
Is the Abomination boss meant to be killed normally? I managed it, but only by tanking with both heroes and keeping the mages busy hit-and-running with spells, other units just can't survive even with revivers.
Stronger variants of units with different skins (Ghouls, Crypt Fiends, Living/Undead Battle Mages etc.) should have different names.
Three footmen as reinforcements -> can we have archers/casters instead? Also maybe have them explain why they aren't with the rebels.
Faerlina:
- Faerlina's first taunt is too long and/or should have subtitles.
- Faerlina should not have Finger of Death, that limits you to sending just heroes.
- Item dropped by Faerlina (heart staff that casts Polymorph) has no tooltip, name or description.
It's possible to kill Hamley and that miniboss on the south edge of the map early from behind the barrier. Not sure if that breaks anything but it made life a lot easier.
Description for Sandals is "No attributes".
Saidan's text box is empty.
The portal Saidan opens is the wrong way around. It should function like a Waygate instead of needing units to walk into the region.
Scarlet Crusade has no player name once allied.
Fifth level:
This one sucked.
Constant pounding from swarms of enemies, no hero AoE (but plenty on the enemy side), workers vulnerable to enemy attacks, the works. You don't even get your own battlemages, so the overpowered AoE that made the previous level doable aren't there.
Sidequest didn't trigger.
Glaive Thrower -> Ballista
End cutscene: this all -> all this
Sixth level: Everything wrong with the fifth level, but worse!
Enemy heroes dealing at least 100 damage per shot and who knows how much in spell damage, swarms that hit at the same time, no real siege weapons, no hero AoE. Joy.
How do they know it's a mind-control crystal?
Sidequest name is "Demon Footprints (2)"
End cutscene: of Holy Light -> of the Holy Light
Epilogue: Had to wyd on the Sylvanas run since Greater Dark Minions get hit with the no-model-on-loading bug. Dark Swordsman's Devour Magic (I assume) has no tooltip.
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Overall, didn't like this one much, mostly because the RTS segments are so badly implemented and the techtree ridiculous. The plot seems like there are parts missing and threads that go nowhere, leading to "why are we suddenly going here, who are these people, where are we". Presumably those who played WoW can fill in the gaps.
The non-base segments are well done, even if there is a lot of backtracking.