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《卡利姆多入侵》重做版

The Invasion of Kalimdor Reworked

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作者发布《卡利姆多入侵》重做版战役,包含序章5个任务与卡利姆多11个任务两部分。推荐在WC3 1.29.2版本下游玩(1.31亦可),其他版本可能导致bug;重做新增巨魔与牛头人单位,并做了数百项平衡性调整与友好AI改动。

正文

Campaign has been released ---> The Invasion of Kalimdor Reworked

This is another campaign that I am reworking (previously I did Legacy of the Damned & The Scourge of Lordaeron).
The idea of my "reworked" project is to make the campaign a little bit more juicy than the original, while not putting some ridiculous stuff in it.
Making boss fights more fun and challenging but in a RTS envisioned style, not RPG style.

Some extra units will be added but ones that will fit the game, the player will be unlocking units from the trolls and the tauren, apart from orcish units.
The campaign will have 2 parts (but I will release everything together obviously): 1st is Prologue -> 5 missions and 11 in Kalimdor (2nd part)

Recommended version will be 1.29.2, you can get it from here ---> WC3 Download Archive (1.00 - 1.31.1 + BETA & DEMO)
Any other versions will most likely cause some bugs, ruining the intended experience and there might be some game breaking bugs as well. So I really recommend you to play this on patch 1.29.2. Patch 1.31 should also work fine.

The things this campaign will bring to the table:

  • Slightly longer and harder missions but easy enough to beat if you've completed the original campaign on Hard difficulty.
  • Friendly AI on all missions where you have a base (except Departures). This is the main feature I can be proud of from this entire project.
  • Very smooth combat (mostly AI related). Trust me on this one.
  • Added some unused voice lines.
  • Balanced gameplay -> hundreds of re-balanced abilities, unit upgrades, unit stats.
  • Not trying to be too custom to the point where it feels like you're playing another game.
  • A classic yet modern feel to the gameplay and everything else overall.
  • Every single summoned unit will die alongside its summoner when that summoner dies.
  • Hero attack damage type will not be used.
  • Magic attack damage type will be used very sparingly (might not be used at all in this specific campaign).
  • RoC campaigns will use RoC balancing.
  • Buildings generally cost a bit more gold.
  • All potions, scrolls etc... will have multiple charges.
  • Almost all spells will have longer cooldowns. Spellcasters are still very strong and magic will be very strong too but I aim to prevent a unit to be able to cast the same spell 8 times in 10 seconds.

---- More will be added over time -----

  • --------- Orcs -----------------
  • Thrall
  • Grommash Hellscream
  • Cairne Bloodhoof
  • Nazgrel
  • Tagar Spinebreaker
  • Kilrogg Deadeye
  • Sen'jin
  • Mil'janza
  • Hamuul Runetotem
  • ------- Humans --------
  • Jaina Proudmoore
  • Kargin Ironknee
  • Sanath Tidebringer
  • -------- Night Elves ---------
  • Cenarius
  • Shandris
  • ------- Demons -------
  • Mannoroth
  • Tichondrius
  • Archimonde
  • ------- Others --------
  • Sea Witch
  • Murloc Sorcerer
  • Grogg Ridgesnout

-------- More will be added over time --------
** Note that not all of the orcish units will be available to the player **

-------- Orcish Units --------

  • Thrall: has Chain Lightning, Thunder Shock, Lightning Attack, Shatter the Skies and Far Sight abilities. A very strong spellcaster unit.
  • Grom: has Bladestorm, Mirror Image, Critical Strike and Cry of the Warsong abilities.
  • Kilrogg Deadeye: has Fire Barrage, Death Coil, Critical Strike and Blood Rage abilities.
  • Tagar Spinebreaker: has Bladestorm, Howl of Terror, Critical Strike and Slam abilities.
  • Nazgrel: advisor to Thrall. Has 950 hp.
  • Mil'janza: current leader of the Darkspear tribe after Sen'jin's death. Has Forked Lightning, Hex and Locust Swarm abilities.
  • Goblin Demolisher: goblin unit used by the goblins. Can be hired on some maps. Has 800 hp and deals extra damage to structures and mechanical units such as the Catapult and Steam Tanks.
  • Grunt: has 680 hp. Is the same for now. It's a pretty good unit overall so no changes so far.
  • Troll Headhunter: has 280 hp.
  • Orc Archer: has 350, a bit less attack damage than a headhunter, but faster attack speed and 50 more attack range. Might give him an HP upgrade (+75).
  • Catapult: uses RoC model. Has 500 hp.
  • Raider: is the same for now, but I am planning of doing some changes to him. Either make him a little bit better against units or enable him to switch between being a Raider and a Raider Spear-thrower.
  • Peon: can become a Peon Spearthrower (and vice versa).
  • Orc Shaman: uses alpha model. Has Purge, Moonson and Earthquake.
  • Wyvern Rider: for now it's the same.
  • Troll Witch Doctor: has Shadow Strike, Healing Wave and Acid Bomb.
  • Troll Warder: has observer ward, serpent ward, ward of protection and mana ward. I'm still planning and deciding if I should give him a Healing Ward (it will regenerate 240 HP total over 30 seconds, so 8 hp/sec, instead of percentage regeneration).
  • Troll Conjurer: has Curse, Entangling Roots and Hex. Curse also gives spell damage increase by 15% to the target.
  • Troll Bonecaster: has Banish, Death Barrage and Death Ward. (currently the unit is unused)
  • Troll Watcher: melee warrior of the Darkspear Tribe/Island Trolls. Has 550 hp and Defend.
  • Troll Gatherer: the worker of the trolls.
  • Elder Shaman: is basically the normal Shaman, but now a melee spellcaster. Has 450 HP, but gets up to 600 with caster upgrades. Damage also increases with upgrades. Has Lightning Shield (reskinned immolation, which also grants bonus armor and spell damage resistance), Frenzy (self bloodlust) and Summon Feral Spirit.
  • Tauren Youngblood: has 500 hp and Hardened Skin upgrade. Note that I might give some spell damage reduction to all tauren units.
  • Tauren: has Pulverize and Hardened Skin.
  • Tauren War Priest: has 600 hp, Command Aura and Heal
  • Tauren Bearwalker: has 575 (+150 with upgrades), Slow, Earth Shield and Thorns Aura
  • Tauren Worker: worker unit of the tauren
  • Tauren Brute: has 900 hp, Hardened Skin and will most likely deal some extra damage against buildings. (currently unused but will try to use him)
  • Tauren Catapult: tauren variant of the orcish catapult. Will try to give it some differences, but will probably just be a reskin.
  • Kodo Beast: has 790 hp, might make it upgradeable to 1000 in the last missions of the campaign. Might give it Hardened Skin.
  • Tauren Koto Beast: tauren variant of the Kodo Beast. Has 1000 hp. Might give it Hardened Skin.
  • Tauren Hunter: ranged tauren spearthrower unit. Has 575 hp. Might give it Hardened Skin.
  • Chaos Berserker: melee unit. Has 750 and Immolation, which gives him 25% spell damage reduction, 3 armor and deals 12 damage per sec to nearby ground units.
  • Chaos Diabolist: ranged spellcaster. Has Summon Fel Beast, Finger of Pain and Chaos Mark abilities.
  • Chaos Grunt: default but with reskin.
  • Chaos Raider: default but with reskin.
  • Chaos Kodo Beast: default.
  • Chaos Crossbowman: ranged unit. Has 450 hp.
  • Chaos Orc Spearthrower: ranged unit, also has 450 hp.
  • Chaos Lancer: flying chaos orc unit. Has 650 hp.
  • Chaos Warlock: has the Firebolt, Unholy Frenzy and Cripple abilities. Cripple slow is slightly weaker, but now makes units affected by Cripple take 30% more damage spell damage.
  • Felhound: has Mana Burn. All demon units take reduced damage from attacks and spells by default.
  • Doom Guard: has Rain of Fire, Dispel Magic and Slam abilities. Slam deals a lot more damage than War Stomp and slows enemies. Has 1600 hp, up from 1350 and has more armor. As a demon unit, he has increased spell damage reduction and also takes less damage from attacks. Doom Guards are quite powerful, but still quite easily beatable.
  • Infernal: has more armor and takes reduced damage from Piercing attacks (to compensate for the Heavy Armor, which makes it take extra damage from Piercing).
  • Fel Beast: weak demon unit summoned by the Chaos Diabolist.

-------- Human Units (worth mentioning) --------

  • Human Conjurer: has Summon Stone Golem, Blizzard and Polymorph.
  • Footman Archer: has 300 hp. More frail than a Rifleman but longer attack range.
  • Sorceress: has Slow, Arcane Explosion and Summon Water Elemental.
  • Hydromancer: has Ice Shards Attack, Ice Prison and Ice Shards.

Missions:
-------- Currently planned missions (might change over time) --------

  • Cinematic: The Prophecy (Completed)
  • Cinematic: The Vision (Completed)
  • Mission 1: Chasing Visions (Completed)
  • Mission 2: Departures (Completed)
  • Mission 3: Riders on the Storm (Completed)
  • Mission 4: The Fires Down Below (Completed)
  • Mission 5: Countdown to Extinction (Completed)
  • Mission 6: Landfall (Completed)
  • Mission 7: The Long March (Completed)
  • Interlude: The Wreckage of Lordaeron (Completed)
  • Mission 8: Cry of the Warsong (Completed)
  • Mission 9: The Spirits of Ashenvale (Completed)
  • Interlude: The Blood of Mannoroth (Completed)
  • Mission 10: The Hunter of Shadows (Completed)
  • Mission 11: The Demigod's Incursion (Completed)
  • Mission 12: Chains of Blood (Completed)
  • Mission 13: Where Wyverns Dare (Completed)
  • Mission 14: The Oracle (Completed)
  • Mission 15: By Demons be Driven (Completed)
  • Mission 16: Ashes of Hatred (Completed)
  • Cinematic: The Death of Hellscream (Completed)

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PLEASE keep in mind that this is still in development, so potential bugs and somewhat unpolished maps are to be expected

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Last edited: Yesterday at 1:15 PM

As always, to anyone who has spared some time to check this thread out, a huge thanks!
And an even bigger thanks if you decide to play it while it's still in development.
As I keep working on this, I will most likely make changes to some of the units (either stats or change their abilities), but there's some units that most likely won't receive many changes or won't receive any at all, such as the Troll Witch Doctor, who has 3 brand new abilities.

I am open to any advice and criticism, however harsh.

Last edited: May 27, 2025

Hello there! I have some time so I tested up to chapter 3.

About chapter 1

-Maybe you want to check and removed all the reference of tutorial.
-The first optional quest reward was a little disappointed, that item was really weak and my troops were damaged enough soooo maybe a waste of time.
-Nice secret saving a grunt vs the troll and also a small detour to get two additional grunts, too bad that I did that after the ogres.
-I like that the optional path of the ogres connect with the main path.
-I don't understand the inactive golems, yeah looks cool but those are really weak and you reach the point where you already win.
-BUGS, the dialogue when you rescue the grunt vs troll repeat two times, the same with the dialogue about the golems, probably that occurred because you can go from two points, you should turn off once the other activate.

About chapter 2

-Same about the tutorial stuff
-A small enemy with the gnolls is good enough, unfortunately I forgot the reward.
-No new units to train?
-A little disappointed that the humans don't have attack waves, but I see that you expand the place so is like an adventure.
-I never was fan about shaman's purge, a new enemy the conjurer summon golems, that could made purge really useful, but the golem was magic inmune so purge spell remain useless in this chapter.
-I think that was a little miss opportunity of not train archer here.
-A few lore stuff: Honestly I don't like that enemy villagers and child are enemy so our units kill them, I mean I always do that with arthas for the lolz but Thrall is on command and he can and will trample alliance soldier in his way but never unarmed folks. Also I saw two orc heroes Kilrogg and Tagar, I think that the first one is dead already by wc3 canon and the second one I'm 100% sure that will be with Grom red team.
-BUG,I think that one of the cameras when Thrall release grom is in the wrong place and don't show a good angle, maybe because I was playing with reforged.

About chapter 3

-Nice small adventure and use of some FT enemies, weird that thrall don't speak about the stormreaver.
-A new unit the archer, looks ok, have the pierce version of grunt damage but less hp.
-Shaman get monsoon is ok I guess, what ranged it have? The purge here can help with the water elemental.
-I died like a dummy the first assault of the enemy base, too much AoE damage or things that I didn't see, the next assault was different.
-My allied were doing ok, but we only team up to fight the second enemy.
-It is me or the enemy have too many spellcasters? Priest, Sorceress, the conjurer and the hydromancer(this one doesn't show wnat spells he can use like other spellcaster. Maybe a little overkill.
-I don't find any reason WHY you can't use the ranged upgrade here, you can train the catapult in this level(BTW, because I was playing reforged and looks like the demolisher) and the archer, that are 2 units that lose an upgrade, the enemies can upgrade their archers.
-In the last cinematic there is a rifleman but the enemy can't train it, maybe you want to change that for consistence.

A few feedback in general and some suggestion.

-Maybe you want to QWERT the hotkeys of the units and spells.
-A little disappointed that thrall only have damage spell, he lost the wolves to get a heavy hit spell sure is nice but there is not support for the troops.
-The archer feels a not cool name, maybe you want to rename him Grunt Archer or Grunt Bowman or just Bowman just for have different name that the elven archer/footman archer.
-I gonna be honest in this one, you put too many consumable items, I know that the orcs struggles with sustain, but there is a reason why in FT Blizzard made the runes, you can change some of the items for runes especially in "hard" fights to you can restore and continue. Also I strongly recommend made the books/attributes just instant like FT. The fact that you need to drop one of your item to get the stat boost then use it, hurt the pacing, besides because there is not rexxar stash and probably the second hero we get gonna be too far away, there is not point of keep that for later.

That's everything that I can give for now, when I have time I gonna finish the other 2 chapter that finish the prologue part. BTW I tested with reforged because I read too fast and I didn't notice that play better with the 1.29.

Have a good day.

Thank you for testing this, @Tryce09 ! To get a few things clear:

  • All these little bugs or small inconsistencies will be fixed.
  • I guess I shall make the Orc Archer available to train for the 2nd mission.
  • Yeah Shamans can't use Purge against the Stone Golems of the humans, but the Golems are quite fragile and the Purge will come really handy later on.
  • Thrall doesn't have Spirit Wolves for now, but the actual Shaman, which right now has the name of "Elder Shaman" will be able to summon 1 spirit wolf when fully upgraded. Elder Shamans will be melee spellcasters.
  • I could make the Villagers neutral in the 2nd mission.
  • Yeah so I know both Kilrogg and Tagar are dead by the time WC3 happens, but I really hated how they killed off Kilrogg off screen between WC2 and WC3.
  • And about Tagar, I just really love his model and he will have a role later on in the campaign. Also I guess this "Reworked" project should be stated that it's an "alternate" universe. Just another way to re-tell the events of the third war.

I also hope to use AI voice lines for this campaign, like I did for my Scourge of Lordaeron Reworked campaign.

Important Update:

  • Some balance changes
  • Humans now use Human Mages instead of Priests (they may still use Priests, just on some missions the Priests are replaced by the Human Mages)
  • Added/Completed 3 new missions:
  • Landfall
  • The Long March
  • Cry of the Warsong

All of the AI's attacks in Cry of the Warsong have been randomized. Each attack wave has 1 out of 3 possible attack groups. This is true for all 10 AI scripts on the mission.
And please note that a lot of things will be improved for the official release, such as doodads, terrain etc...

Fixed a bug where the player would not have shared vision with one of his allies in Cry of the Warsong.
Also fixed Nazgrel during intro cinematic in Cry of the Warsong.

ray my guy, you can have an army of Nazgrels, also the Warder doesn't have a proper portrait.

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ray my guy, you can have an army of Nazgrels, also the Warder doesn't have a proper portrait.

Ah yes... my bad.
I just added Nazgrel on The Cry of the Warsong mission and made only 1 available at a time on that mission specifically. This will be fixed within an hour.
About the troll warder, the model seems to be bugged, idk how to fix it. I will ask on the forums for someone to help me fix it.

I might add Nazgrel available from the 3rd mission in the future, but for now he's unlocked at Cry of the Warsong (9th mission).

PS: Fixed! Disabled Nazgrel on missions 3 and 5.

Last edited: Jul 4, 2025

Finally beat countdown to extinction, been trying on and off since Friday. Haven't really played with roc balance since 2004, besides your other campaign ray.

You have a lot of repeating lines for recruiting the lost horde parties, this is especially noticeable when you rescue the troll only party and a grunt responds.
The initial tauren line repeats three times as well.
Items are a bit strange, you can get a +6 claws of attack in the demo portion of the campaign but then in the roc campaign portion item levels go back down.

During the long march the harpy faction isn't actually hostile to the tauren faction.
During the outro Cairne doesn't do his stomp animation and there's a random centaur archer sitting around that might be more chance related though.

Chapter eight has many repeating lines, seemingly caused by your other two allies engaging their nearby enemies?
Some of the human factions don't get upgrades for some of their units, while others are completely fine.
Mana Ward and Ward of Protection can both be used by using one of the abilities. Trying to use mana ward and the warder will try placing the protection ward first. Protection also does this for mana if used first.
And while I normally don't bring up terrain, the terrain in 22 is very noticeable.
As for 23 Grom...

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Finally beat countdown to extinction, been trying on and off since Friday. Haven't really played with roc balance since 2004, besides your other campaign ray.

You have a lot of repeating lines for recruiting the lost horde parties, this is especially noticeable when you rescue the troll only party and a grunt responds.
The initial tauren line repeats three times as well.
Items are a bit strange, you can get a +6 claws of attack in the demo portion of the campaign but then in the roc campaign portion item levels go back down.

During the long march the harpy faction isn't actually hostile to the tauren faction.
During the outro Cairne doesn't do his stomp animation and there's a random centaur archer sitting around that might be more chance related though.

Chapter eight has many repeating lines, seemingly caused by your other two allies engaging their nearby enemies?
Some of the human factions don't get upgrades for some of their units, while others are completely fine.
Mana Ward and Ward of Protection can both be used by using one of the abilities. Trying to use mana ward and the warder will try placing the protection ward first. Protection also does this for mana if used first.
And while I normally don't bring up terrain, the terrain in 22 is very noticeable.
As for 23 Grom...

Thank you for the long review. To get a few things straight:

  • The lines repeating will be fixed, don't worry. Right now I'm just very busy and leave out the "misc" stuff for after I get the map working (quests and AI).
  • I will fix the harpies being allied to the tauren.
  • Item drop will be revisited, but for example I didn't give out too many good items on Landfall since it's a much easier chapter than Countdown to Extinction.
  • Weird, the cinematic is not bugged for me. What patch are you playing it on? Also I think in the original a centaur archer appears behind the fissure/rocks created by Cairne.
  • Weird, all humans get their upgrades when I play the mission. Mana Ward and Ward of Protection issue will be investigated... I noticed it too. I have to find what other ability I can use that uses a different ID.
  • This map's terrain will receive changes don't worry, as will some of the other maps, but this one specifically will.
  • Very weird bug at picture 23 of Grom doing that, has never happened to me during playtests.

Again, thank you for pointing out all of these issues! It really helps me out as a map maker.

Weird, the cinematic is not bugged for me. What patch are you playing it on? Also I think in the original a centaur archer appears behind the fissure/rocks created by Cairne.

1.29.2 I like to play all campaigns on their correct versions when testing. And the outro could be exactly like roc but I haven't played my 1.0 disk in forever.

honestly I think you could reasonably add a Darkspear ally in cry of the Warsong, they did leave the island with you after all and therefore should be there storywise and it shows when thrall send out trolls to scout, besides the other ais do not use any caster besides the shaman so the trolls would add some versatility. maybe in the area where the intro cinematic takes place, their workes show up after you destroy the initial base and build their base alongside your own.

honestly I think you could reasonably add a Darkspear ally in cry of the Warsong, they did leave the island with you after all and therefore should be there storywise and it shows when thrall send out trolls to scout, besides the other ais do not use any caster besides the shaman so the trolls would add some versatility. maybe in the area where the intro cinematic takes place, their workes show up after you destroy the initial base and build their base alongside your own.

This is honestly a great suggestion and I think it'll even fit the story for the following missions where you play as Grom. Thank you!
I was initially focusing on having the "original" orcish clans fighting against the humans, but this is a phenomenal idea!!!

Thanks. Another thing that i realized later is the Frostwolf clan, that is lorewise Thralls clan, the one his parents were the leaders of and then drekthar became the leader of, I do not belive they would be absent from that journey of Thralls in any shape. They would likely not impact the Grom missions, but anywhere you play Thrall it begs the question do you play as the Horde in total and if yes where are the Frostwolfs or if you play as the Frostwolfs where is the complete Horde. All that and the situation on the Prologe Island. You rescue Grom in mission two, only for the Warsong to be completely absent during the recruitment of the Darkspear Tribe. Did they not crash on that island as well? Back to the Frostwolfs, a) they love their wolves, b) they hate demonic magic so no Warlocks or the like for them, they are BIG on shamanism. Gameplay wise I belive that a "choice" would be good for the missions in regards to Darkspear and potentially Frostwolf. Frostwolf could be either a fast response defensive ally that supports your base and that of the others or an again fast moving harasser in offense, in general the Frostwolfs are more a "support" clan even in lore, they are important but not really the heavy hitters. So at the beginning of a mission you would choose their style and behaivor for that mission. The Darkspear are somewhat similar, they are hunters and mystics/ voodoo doctors/ witch doctors/ shamans usw, and their gameplay aspect should empathise that. Again you could go with a choice or research to determine their behaivor, meele focus, magic, range, offense, defense the works or you could make that dependend on the mission. The Darkspear are however more out there, they are not a "support only" tribe or clan and their numbers do show that. And lets not forget Voljin and Rakkan as heros. Sorry for the wall of text, its often in lore things and weird ideas that my autism shows. At the end I would like to underline, this is YOUR campaign and project not mine so feel free to disregard some or even all of my sugestions if they do not fit in what YOU want out of this campaign or simply because it would be too hard to do in the Warcraft editor. Regards from Germany and good luck with the programming and have fun with the project as a whole.

Mission 1
A simple one edit, path a little bit too long, still it gives a good exploration.

Mission 2
When I skip cutscene some Peon become idle.
Maybe if there any attack waves from humans makes it more fun. since there already a base of operation.
Gnolls are a good addition.

Mission 3
I think the previous path that we cross should not hidden by fog of war after the cutscene find goldmine.
Back to poor WC3 mechanism, the AI leave after destroy a building, maybe add as same as TSOL ways to prevent this.
Seems AI didn't rebuild any destroyed building? destroyed Human Barracks and didn't maked new one.

Mission 4
Scroll of Heal description says 100 HP but actually recover 150 HP.
I think Sen'Jin cutscene a bit weird, it shows him being sacrifice and Thralls response as Thralls on front of it. Despite it just story of prisoner.

Mission 5
Rough defense mission, couldn't even explore, but I managed to defense both mine and Trolls base. The items pretty good for mana regen.

Mission 1
A simple one edit, path a little bit too long, still it gives a good exploration.

Mission 2
When I skip cutscene some Peon become idle.
Maybe if there any attack waves from humans makes it more fun. since there already a base of operation.
Gnolls are a good addition.

Mission 3
I think the previous path that we cross should not hidden by fog of war after the cutscene find goldmine.
Back to poor WC3 mechanism, the AI leave after destroy a building, maybe add as same as TSOL ways to prevent this.
Seems AI didn't rebuild any destroyed building? destroyed Human Barracks and didn't maked new one.

Mission 4
Scroll of Heal description says 100 HP but actually recover 150 HP.
I think Sen'Jin cutscene a bit weird, it shows him being sacrifice and Thralls response as Thralls on front of it. Despite it just story of prisoner.

Mission 5
Rough defense mission, couldn't even explore, but I managed to defense both mine and Trolls base. The items pretty good for mana regen.

Thank you so much for the feedback!

  • Mission 1: yeah it's a bit longer than the original, but that's why I made the new path completely optional
  • Mission 2: I could make them attack the player after they rebuild the bridge. Most likely it will be weak attacks, but cannot promise I will do it
  • Mission 3: Yeah, I will do things like in TSOL, but may I ask which AI you're talking about? The troll allies?
  • Mission 4: I will fix item descriptions
  • Mission 5: I realize it's a somewhat difficult mission and exploring the entire map is nearly impossible. I will definitely think about making it a bit easier. Perhaps I will add AI units (that when they die, they will not be rebuilt) in the player's base, so the initial 5-7 minutes the player doesn't have to worry about every single enemy attack (since there are 3 bases attacking you and periodic murloc tiderunners attacking your base from multiple sides)

Mission 3: Yeah, I will do things like in TSOL, but may I ask which AI you're talking about? The troll allies?

The Human AI, I build some tower and then they leave after destroy it. The same happen after Human destroy some of Troll Supply building.

Mission 6
Some good items here, good for Cairne stuff. Just taking a long time to repick all item and gives it to Cairne.
Nothing much I can tell, some already report the repeating voice line too much.

Mission 7
Another one long journey, definitely long march. But I feel the map size is oversized, since there still many left terrain.
Taking down Harpies a little bit hard since ranged units are weak and Raider quite fragile and no ranged units on Tauren.

Mission 8
I got crash after played for 39 mins long, at least it a guaranteed crash for me on below 1 hour play. I can't go further completing the mission normally.
Same issues the repeating voicelines, tells the Warsong clan even it from another clan attacks.
The Elven AI doesn't do any weapon and armor upgrades.

Since the TSOL develop well on 1.31, I guess it would works well too. I play this campaign on 1.31. Maybe the version different from your suggestion could be the cause of the crash.

The Human AI, I build some tower and then they leave after destroy it. The same happen after Human destroy some of Troll Supply building.

Mission 6
Some good items here, good for Cairne stuff. Just taking a long time to repick all item and gives it to Cairne.
Nothing much I can tell, some already report the repeating voice line too much.

Mission 7
Another one long journey, definitely long march. But I feel the map size is oversized, since there still many left terrain.
Taking down Harpies a little bit hard since ranged units are weak and Raider quite fragile and no ranged units on Tauren.

Mission 8
I got crash after played for 39 mins long, at least it a guaranteed crash for me on below 1 hour play. I can't go further completing the mission normally.
Same issues the repeating voicelines, tells the Warsong clan even it from another clan attacks.
The Elven AI doesn't do any weapon and armor upgrades.

Since the TSOL develop well on 1.31, I guess it would works well too. I play this campaign on 1.31. Maybe the version different from your suggestion could be the cause of the crash.

I see.

  • Mission 6: Yeah, I will fix up the voice lines, don't worry.
  • Mission 7: I agree. I was thinking of replacing the Tauren War Priests with Tauren Hunters (ranged unit), but then I'm afraid that the tauren won't survive for long. Adding more tauren to the caravan would also be too strong in my opinion.
  • Mission 8: weird, I never crashed (on patch 1.29.2). In fact, I have a saved game on the map which is like 100 minutes long. And yeah the elves aren't supposed to get any weapon or armor upgrades. Will also fix the voice lines. I am also planning to add the Darkspear Tribe as an ally on that map and make the 3 orcish clans use trolls in their army (attack waves). Since right now their only spellcaster is the Orc Shaman. With the trolls, they will have more spellcasters and even more random attacks (since all attack waves are randomly picked on that map)

dumb question. But what missions are unedited? i see some say complete but does that mean others are completely unedited

dumb question. But what missions are unedited? i see some say complete but does that mean others are completely unedited

Exactly. If it says "Uncompleted", it means the map itself is completely unedited.
When I have a couple of missions completed, I will re-upload the campaign file and update the decription.
Currently, I'm not super active for the last 2 weeks with the development, but I will return shortly. I will finish up Cry of the Warsong (since I want to add 1 more AI ally and do the terrain a bit better), and then move onto the Grom missions.

Exactly. If it says "Uncompleted", it means the map itself is completely unedited.
When I have a couple of missions completed, I will re-upload the campaign file and update the decription.
Currently, I'm not super active for the last 2 weeks with the development, but I will return shortly. I will finish up Cry of the Warsong (since I want to add 1 more AI ally and do the terrain a bit better), and then move onto the Grom missions.

thank you for the response i gotta say thank you as well for providing entertainment to a community and also i gotta say you taking suggestions is so awesome wish game companies did that:ogre_datass:

Another short lore dump, there exists multible named characters that could maybe lead some additional clans.
On is Saurfang, he is around as a hero, either yours or the leader of a detachment of the horde or even a clan.
Then there is Samuro, of the burning blade, I am honestly not sure if the burning blade are a part of the horde or a splinter faction or just around at all, Samuro might be the last, but we do know he at least is part of the horde due to Frozen Throne Rexxar campaign. Both are on Kalindor and both are veterans of the third war, so are around when Thrall leads the Horde to Kalindor and the fights that happen there

Second lore dump of the weekend, Goblins exist. They are part of the Horde. They were part of the Horde before wc3. Soooooo..... that is another faction/ race that more or less should be there as allies both in the Eastern Kingdoms and the journey to and on Kalindor. Fun times.

Of course there is always the option to go completly of the rails and say that certain clans never completly left the horde, so now we could have Dragonmaw clan allies, you know, the ones that enslaved the red dragons in I belive the 2nd war aka wc2, or Stormreaver clan, the ones that followed Guldan to the broken ilses, or the Blackrock clan, or maybe even Twilight Hammer, you know ogres..... there were a LOT of clans that left the Horde that Thrall formed you can always use them by saying that "part fo the clan" left the Horde, or you know use them as enemies..... there is a lot of potential in just partially saying screw the lore.

IF YOU WEERE TO SAY SCREW THE LORE i think an ogre clan ally would be really cool or just some ogre mercenaries options would be cool

The Spirits of Ashenvale mission has been completed.
Again, this is not the final version of the mission, but it's pretty close to the final version. There's definitely a couple of changes I'll make and a couple of more that I have to think about changing/implementing.

More than halfway done with the campaign! I doubt that I'll release it before the end of the year, but I will aim to finish it quite soon.

New screenshots uploaded of 2 new missions.
Missions themselves haven't been uploaded yet, I plan to release them when I'm done with the final Hellscream mission (which I'm beginning to work on next). Therefore there will be 3 new missions when I re-upload the campaign file.
After the final Hellscream mission, there are only going to be 4 missions left! Two of which are quite fast to do.

It looks like there will be a boss fight: Mannoroth in the final chapter after "By the Demon Driven."

Uploaded a new version of the campaign

Mission 9
The Goblin Sappers a bit downside on Goblin faction since they just detonate and had a friendly fire, with their small groups and detonate, fasten their wave crushed.

Mission 10
The objective quest not set yet, I already through until the end of the pool, waiting for the quest to showed up but it not, this mission not set possibly completed yet.
The skeleton group risen on near last Satyr are not set hostile either player or to Satyr. They just idling around.
Still lack of explanation I guess since the cutscene and Grom just immediately teleported to the journey.

Mission 11
Still the hard point of this mission and the entire campaign still the AI not rebuild their destroyed building, just enemy snipe the Pig Farm and the entire faction lost it unit count. It affect both enemy and ally AI. Although there is advantage with the Laboratory with Goblin Sappers to counter snipe enemy building to reduce the pressure.
The Gold Mine position on the bottom is very rough since it a way far from our ally, the right side still strategic to defend since it near ally base.

Last edited: Feb 14, 2026

Mission 9
The Goblin Sappers a bit downside on Goblin faction since they just detonate and had a friendly fire, with their small groups and detonate, fasten their wave crushed.

Mission 10
The objective quest not set yet, I already through until the end of the pool, waiting for the quest to showed up but it not, this mission not set possibly completed yet.
The skeleton group risen on near last Satyr are not set hostile either player or to Satyr. They just idling around.
Still lack of explanation I guess since the cutscene and Grom just immediately teleported to the journey.

Mission 11
Still the hard point of this mission and the entire campaign still the AI not rebuild their destroyed building, just enemy snipe the Pig Farm and the entire faction lost it unit count. It affect both enemy and ally AI. Although there is advantage with the Laboratory with Goblin Sappers to counter snipe enemy building to reduce the pressure.
The Gold Mine position on the bottom is very rough since it a way far from our ally, the right side still strategic to defend since it near ally base.

Thank you for playing and giving feedback!
The issues will obviously be fixed!!!
This is simply an overall showcase which is still in beta

I really dislike your version of Countdown to Extinction. If the allied troll would try to help repelling two or even more heroes at the same time, attacking me (especially those murloc heroes, each of whom has AOE), it would be better. Trying to save troll AI ally is not the option since murlocks constantly press you down and...
Damn. Either delete Murloc hero aoe skill, limited to Rain of Fire (they have only Rain of Fire in the campaign for some REASON, you know) or dunno. Cause tryharding mission where you cannot barely repair or build up, with dozen of aoe against you (and dont tell me about shaman, their monsoon doesn't fix the situation since murlocs are TOUGH), or just whoseyourdaddy through mission.
Trying a mission for many days is not good. This mission was already frustrating in the original Tutorial Campaign (even more frustrating than other defense missions), and having no difficulty option makes it even more frustrating somehow.
I've played two versions of this mission before: the original and from REVAMP. Both suck in their own way.

Consider this my ragequit review. :angry:
Missions before this one are way too easy. Way too easy.
Maybe that's due to playing on WC3 Reforged. Maybe not.

UPD: In addition, I like that all missions are unlocked. It means that I can continue my silly walkthrough, just skipping this mission around for better day :P

Last edited: Feb 15, 2026

I really dislike your version of Countdown to Extinction. If the allied troll would try to help repelling two or even more heroes at the same time, attacking me (especially those murloc heroes, each of whom has AOE), it would be better. Trying to save troll AI ally is not the option since murlocks constantly press you down and...
Damn. Either delete Murloc hero aoe skill, limited to Rain of Fire (they have only Rain of Fire in the campaign for some REASON, you know) or dunno. Cause tryharding mission where you cannot barely repair or build up, with dozen of aoe against you (and dont tell me about shaman, their monsoon doesn't fix the situation since murlocs are TOUGH), or just whoseyourdaddy through mission.
Trying a mission for many days is not good. This mission was already frustrating in the original Tutorial Campaign (even more frustrating than other defense missions), and having no difficulty option makes it even more frustrating somehow.
I've played two versions of this mission before: the original and from REVAMP. Both suck in their own way.

Consider this my ragequit review. :angry:
Missions before this one are way too easy. Way too easy.
Maybe that's due to playing on WC3 Reforged. Maybe not.

UPD: In addition, I like that all missions are unlocked. It means that I can continue my silly walkthrough, just skipping this mission around for better day :p

Duly noted!
The mission will be made less annoying before full release of this campaign, thank you!
That is why I upload the work in progress here, to hear other people's opinions to make a better product :grin:

Duly noted!
The mission will be made less annoying before full release of this campaign, thank you!
That is why I upload the work in progress here, to hear other people's opinions to make a better product :grin:

Well, anyway, I did it not for the record, the mission became easier if you cheat to destroy enemy altars - the rest of the mission is still hard, but at least doable. Anyway, the next mission is smooth, and the famous Kodo mission looks quite terrific :D

how has progress been on the campaign only curious i understand how hard life can get though

Thanks for showing interest Felhound!
There hasn't been much progress in the last 6-8 weeks. I've been quite busy with life, since that's the main point of things :D
I should be a bit more free in the following 2-3 weeks so I do plan to open up the World Editor and also this other project (non warcraft) that I'm working on.
The campaign itself is nearly finished, I was last working on the final Grom mission and only 3 missions are left after that.
I did get stuck though... the game crashes whenever an AI attacks so I have to see how to fix that. Maybe I have to reduce the map size and/or the amount of pre-placed units, since there's a lot of them. The point of the map is that there's a lot of small night elven outposts and also quite a few obelisks that the player and his AI allies have to destroy in order to truly kill Cenarius (the obelisks also have quite a few pre-placed night elven forces defending them).
Perhaps I'll simplify the map a bit and the bug will disappear.

I do plan to release the campaign officially this year.

im a big fan of your work ill have interest alive always especially because this is my favorite campaign

For some reason, Cenarius stuck on this area, and the chapter cannot end.
The Doom Guard hotkeys on Demon Gate not connected, it takes hotkeys D but it not train Doom Guard.

Troll Warder mana ward and protection ward seems had same hotkeys, they share same for E and R shorctcuts, I forgot to mention this after all the time.

If Troll ally was tag along, why they not seen on Where Wyvern Dare?, which they appear again on By Demons Be Driven.

The Oracle, hints say Far sight not available but it still useable on Thrall.

On By Demons Be Driven, the gold mine on Centaur tribe count as hostile and belongs to Centaur tribe?.

The Shamans on last mission was supposely to be protected, yet they linked to player faction that moveable, this seems not right, shouldn't they count as neutral or at least ally units. If they should be protected they should not die and still they cost foods.

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Last edited: Oct 11, 2026

Thanks for the feedback, @Lang. This is all obviously currently being fixed, amongst other stuff/bugs too.
This forum was made for this, so the missions are expected to have bugs.
Your feedback is very important, so thank you for this.

I'm aware of most of these things you mentioned and have actually fixed some of them already on my local PC.
The Troll Warder Mana Ward and Ward of Protection are actually 2 different wards/spell, but they seem to use the same ability ID. So far I couldn't find a replacement for the Mana Ward that the AI can cast as well. I will dig deeper into it after the other issues have been solved.

And a very good question for Where Wyverns Dare. I should add the Troll ally on this mission.

PS: giving items to your AI allies' heroes will make them carry the items in future missions. From giving items to Cairne on Landfall, to giving items to Grom, Kilrogg and Tagar on Cry of the Warsong (and all future missions). Same for Hamuul Runetotem on Where Wyverns Dare.
This means that Grom having items and Kilrogg and Tagar for example will be good while they're on your side, but bad when they are on the enemy side. So the player has to choose how to proceed. Also you do get Grom back on the final mission on your side, so having him full of items can be beneficial.

Also, as a side note, I really wanted to make a mission where player has to do either X or Y to win the mission and either one of the options slightly changed the next mission, but I really couldn't find an opportunity so far for this thing in the campaign.
Kind of what I did in Legacy of the Damned. If you destroyed the Demon Gate in A People Divided, then 1 of the enemy players only attacked you with undead in a New Power in Lordaeron. If you destroyed the enemy undead base/necropolis, then 1 of the enemy players only attacked you with demons in A New Power in Lordaeron.

Last edited: Oct 11, 2026

Hi everyone,
I am experiencing a progression bug in the Invasion of Kalimdor: Revamp campaign on Map 12 (the preparation/camp stage).
The issue:
During the preparation phase, I can successfully buy upgrades and select all of my units. However, there are two major trigger issues:

  1. When Thrall and Cairne walk past the NPC that has an exclamation mark over their head, no dialogue or interaction triggers. Nobody talks to them.
  2. Once I finish setting up my army and move my heroes into the Circle of Power to start the actual mission, nothing happens. The transition doesn't start, and I am permanently stuck in the preparation map.

It seems like the map's script completely stops registering hero movement and triggers. Has anyone encountered this or found a fix? (Playing on WC3 Reforged). Thanks!


来源:Hiveworkshop · hiveworkshop.com