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《The World Of Eldrathar: Chapter 1. The Chosen Of The Gods》发布

The Chosen of The Gods

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Hiveworkshop 用户发布《The World Of Eldrathar: Chapter 1. The Chosen Of The Gods》,这是其首个基于 World Editor 制作的 Lizardmen 主题 RTS 战役模组。作品在版本 1.31.1 上制作并测试,后续修复了多章文本栏、热键及 AI 等 bug,整体计划含四章可玩内容。

正文

This bundle is marked as recommended. It works and satisfies the submission rules.

Welcome to my very first project on Hive Workshop. a project that took almost 4 years from learning world editor, triggers, terrain, storytelling, and a lot more, and please let me introduce you to…

The World Of Eldrathar: Chapter 1.

The Chosen Of The Gods.

Description:
After centuries of divine peace beneath golden suns and storm-wrought skies, the Chosen of the Gods—the Lizardmen of the sacred city of Yaotl—have stood untouched, hidden from the chaos of the world beyond.

But now, that peace shatters. From the outer world rise ancient enemies, forgotten betrayers, and a dark prophecy long buried in god-sealed temple.

As invaders creep ashore and whispers of a fallen god stir once more, the Lizardmen must rise—not only to protect their homeland, but to face the sins of their own kind… and the awakening of a power the gods themselves once feared.

Campagin Info

:
This campaign takes place in the world of Eldrathar, in the Sacred Isles of the Lizardmen.
The chosen of the gods must stand and fight the invaders of outer worlds and the dark. You control the lizardmen against the forces of evil and the ancient enemies of the lizardmen.
Follow heroic characters and learn about their backstories and motives; see how they deal with the rise of war and destruction.
This campaign draws heavy inspiration from the world of Warcraft stories, the Warhammer Fantasy series, and the Lord of the Rings movies.
This is the first chapter of a bigger project that has four playable chapters, so expect more in the future in the world of Eldrathar.

Features:

  • Control the Lizardmen in their quest for peace in the sacred grounds of their isles and protect their relics from the hands of the fallen and intruders.
  • New Unit and Factions
  • Play as the Lizardmen heroes and follow them on their journey.

Characters:

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Isshin, The Sword Saint:
The noble warrior-general of the sacred city. Calm, focused, and resolute, Isshin has dedicated his life to defending the kingdom. He is a legend of the battlefield and a beacon of leadership, and he will be in the very front line of defense when it comes to defending the Empire of the Lizardmen.

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Prince Alaghus, The Master of Thunder:
Young, brilliant, and deeply faithful, Alaghus is the son of Gor-Rok and the future king of Yaotl. Though naïve, he’s a master of thunder magic and determined to grow into a ruler worthy of the gods’ favor.

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Lord Gor-Rok, The High King of Yaotl and Emperor of the Lizardmen:
The ancient and revered king of the Lizardmen, Gor-Rok is a titan of discipline and strength. He seeks peace for his people, but will unleash divine fury upon any who threaten the balance the gods entrusted to him.

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Velstadt, The Goldenfist:
A brutal gladiator and once-proud champion of Yaotl’s arena. Jealous of Isshin and hungry for recognition, Velstadt sees the rising war not just as a mission, but as a path to absolute power. His loyalty is tested by ambition and rage.

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Gluma, bakr, Darkfang, Direfury, Ujimasa Hojo, San, Hemske, frostwhisper, BETABABY, Hantoo, I3lackDeath, Callahan, Kimbo, 8512590215848, Vinz, AndrewOverload519, PrinceYaser, Pyritie, KILLCIDE, Mr.Goblin, Blizzard Entertainment, Big Dub, zbc, kola, CRAZYRUSSIAN, Dmazzz, Panda, UgoUgo, Retera, 4eNNightmare, Chaosy, Artork312, Explobomb, Sin'dorei300, Arowanna, tjordell, Sun gate, bu3ny, Hermit, 67chrome, Marcos DAB, The_Spellweaver, Null, Chucky, JesusHipster, Himperion, Sarsaparilla, Moy, viiva, Sire Denathrius, Ceterai, Champara Bros, JollyD, HammerFist132, Ginufe, Mister_Haudrauf, Edge45, Azsure, Hellx-Magnus, Sven, HerrDave, Bribe, Adiktuz, Doomlord, Zanekok, Archangel678, Nichilus.
Thunder Clap Sound Effect HD,Temple of Darkness | D&D Ambience | 1 Hour
Thanks to all for the amazing models, buttons, textures, and triggers, and I'm so sorry if I missed anyone. Please tell me in the comments to give proper credit.

Thanks to all people who helped the project by testing and give feedbacks and reporting bugs.
cleavinghammer, puck, gaurdian of the flame.

-Released

- Fixed most of the issue about the text box.

  • Fixed the hotkeys for spells using the commanding buttons.
  • Fixed the issue about Alaghus in chapter 2 getting to level 10 ( I really hope that it works this time).
  • Fixed the issue about shamans and their abilities in chapter 2 and 3.
  • Imporved Celestine's AI in chapter 5, add new unit to make celestine good at defending and attacking, Also big note, Celestine attacks purple, green, orange and cycle between them but she will not attack maumak himself.
  • Fixed Navy AI not attacking in chapter 7; whoever notes that the AI takes long to attack, to prevent overwhelming the player.
  • Fixed minor bugs here and there that i found on my own.

Please feel free to share your thoughts, questions, and recommendations!
Report any bugs and I will fix them as soon as possible.

! THIS CAMPAIGN WAS MADE AND TESTED ON VERSION 1.31.1 !

keywords:
campagin, fantasy, warhammer, lizardmen, rts.

deepstrasz

Chapter 1 is OK, tad repetitive in gameplay and encounters, has no optional quests and some enemies are quite filler not really worth killing. The hero is briefly selected during the ending scene, two times. Chapter 2. Murloc Warlock the Murloc...

Seems interesting, i will give it a try

So far it is very interesting and i like the custom models for all the lizard/murloc units.

I have run into an issue though on Chapter 2. After rescuing Alaghus I am unable to progress past the gate with the barrier. Alaghus did have some dialogue saying he can break it but nothing seemed to happen. I could manually target the gate but the barrier is still there.

Edit: restarted the map and it worked

Last edited: Jun 26, 2025

So far it is very interesting and i like the custom models for all the lizard/murloc units.

I have run into an issue though on Chapter 2. After rescuing Alaghus I am unable to progress past the gate with the barrier. Alaghus did have some dialogue saying he can break it but nothing seemed to happen. I could manually target the gate but the barrier is still there.

Wait for the dialogue to finish and then alaghus will do an animation and then the gate is open. i just tried it right now and it worked for me.

"Isshin, The Sword Saint" SEKIRO REFERENCE?

"Isshin, The Sword Saint" SEKIRO REFERENCE?

Big souls fan and can't hide it :grin:

i love it please make another sequel of this campaign... im curious about the lore...

Great one, minor few bugs here and there. However, I do be interested in the upcoming lore.

Looked promising at the start. Don't really have time to play today but I will definitely continue tomorrow. The only issue right now is that Isshin's Swift Strike has the same hotkey as Stop command. Other than that, it looks promising. Looking forward to continuing tomorrow :D

i love it please make another sequel of this campaign... im curious about the lore...

Thank you so much!! of course this is part one of the project, Chapter 2 is WIP so not any time soon.

Great one, minor few bugs here and there. However, I do be interested in the upcoming lore.

Thank you really! Please report any kinda bugs that you encounter so it get fixed soon. And thank you again for giving it a try !!

Looked promising at the start. Don't really have time to play today but I will definitely continue tomorrow. The only issue right now is that Isshin's Swift Strike has the same hotkey as Stop command. Other than that, it looks promising. Looking forward to continuing tomorrow :D

Damnit, I always forget about the freaking hotkeys really. Will be fixed soon and good luck with your playthrouh, Have fun !!

Is the Devilsaur playable?

Great campagin! Cant wait for the next project <3

Enjoying the campaign so far, there are a few bugs I've noticed.

The healing ward doesn't affect lizardmen units.
Dark shamans don't have their adept spell but the master one is there not researched.
As for the next mission you can research adept training but you only have the initial raise dead ability.

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Enjoying the campaign so far, there are a few bugs I've noticed.

The healing ward doesn't affect lizardmen units.
Dark shamans don't have their adept spell but the master one is there not researched.
As for the next mission you can research adept training but you only have the initial raise dead ability.

Thank you so much for reporting this.

Will fix soon by removing the healing wards and fixing the DS abilities ( They have changed ALOT during production )

Last edited: Jun 28, 2025

There are two other things I can point out but one is more for for consistency's sake. I won't be able to do anything else for a while but I thought I'd mention them before I forget.

The human transport ship model is used for chapters one and two and not the orc/undead transport ship like seen in the prologue.
As for the second this is more of a cutscene dialogue problem but a few character dialogues in cutscenes go off the screen, filling up the entire text box and then still going but the player cannot see the end.

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As for the second this is more of a cutscene dialogue problem but a few character dialogues in cutscenes go off the screen, filling up the entire text box and then still going but the player cannot see the end.

Okay that actually a good point that i missed. For the second can you point out where exactly did the text went off? Like which chapter so i can change it?

Okay that actually a good point that i missed. For the second can you point out where exactly did the text went off? Like which chapter so i can change it?

I'm on chapter 5, and it's been the whole campaign so far. It's just the dialogues are too long for the box, if you split it in half or something it'd be fine.

Also, on chapter 5, Celestine attacks a base and then never respawns when she dies. Also they don't really rebuild units either.

I'm on chapter 5, and it's been the whole campaign so far. It's just the dialogues are too long for the box, if you split it in half or something it'd be fine.

Also, on chapter 5, Celestine attacks a base and then never respawns when she dies. Also they don't really rebuild units either.

Ohh, that's a major bug about Celestine. I will maybe shorten the dialogues or, as you said, split it in half. But I don't really know if I should upload a new version right away, Maybe i will wait a liitle bit. Are you enjoying it so far?

Edited: I just tested it, and Celestine's AI works fine; she sends two wave types, and she respawns when she dies. Also, she only attacks green when purple is down (although she can attack green normally but her main focus right away is purple).

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Last edited: Jun 29, 2025

What Verb8im said, Celestine only retrains six or so footmen and then only moves out when it's time to kill Maumak.

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Currently on Mission 2 and is Alaghus supposed to be able to reach lvl 10? Isshin is lvl 4 meanwhile this royal goober is dropping ults left and right

Currently on Mission 2 and is Alaghus supposed to be able to reach lvl 10? Isshin is lvl 4 meanwhile this royal goober is dropping ults left and right

I fixed that bug long ago wtf😂😂?? No of course, strange that still happens but will see it and fix it, it must be something in the cleanup trigger.

I fixed that bug long ago wtf😂😂?? No of course, strange that still happens but will see it and fix it, it must be something in the cleanup trigger.

Yea i figured that was a bug so i reset the mission and now he's locked in at lvl 5. His royal highness clearly levels at his own pace

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VERY GREAT CAMPAIGN. I WANT MORE!!!

greetings. i have tested the campaign. it worked smoothe as butter, no bugs during my playthrough. loved the lore you built and the sneaky homage and pop culture references. few typos here and there, but not too bothersome. i look foward for your next works :) [ i hope]

Hey, I finally finished the campaign and all I can say is that I feel like beating it once more lol. Jokes aside, It was really enjoyable, the story was interesting, the terraining was well done, it was neither too long nor too short. There was plenty of hidden stuff to find which is always a big plus. I noticed some things while playing, some of which I believe were already mentioned but oh well, I'm tired from working the 3rd shift lol. Anyway, without further a do, here are some things in certain chapters that I noticed:
Chapter 1: Great introduction to the race, however, it felt somewhat tedious in a sense that there were all those murlocs just standing there, yet not a single one ever attack the base. Maybe add some attacks?
Chapter 2: Somehow, this was only for this chapter specifically, but the orange murloc base absolute LOVED to stunlock anything and everything it deemed worthy of stunlocking. Isshin was the prime target, followed by temples.
Chapter 3: I did mention this in my first comment, but I'll mention it again - there are a lot of hotkey overlaps and most of them overlap with basic commands such as 'Stop', 'Hold position' or 'Patrol'. Makes it kinda hard to command units or use certain spells (oh and none of the hotkey work on the town hall)
Chapter 5: A great reprieve at the halfway point of the campaign. One issue I had with this chapter is that the green base did absolutely nothing. I'm not 100% sure, but I believe they ran out of gold too quickly making the AI dormant.
Chapter 7: We get introduced to Sarthon, and boy is he OP. There might be a problem with scaling of his abilities. For instance, his ultimate says it deals 500 damage and then leaves fire that deals some more damage. I'm not sure how much more that is, but he brought a Monastery from 4000 HP down to 500-1000 HP. Same goes for his R ability, forgot the name of it. At lvl 3 it says it deals 100 damage, however at lvl 2 I almost 1-shot a 240hp murloc. There are 2 more issues I found with this chapter. First one is that the bases are completely idle, they gather resources but don't do absolutely anything else. Second issue, I'm not sure what happened, but after getting ancient hydras and going to attack the Navy Blue base, it randomly gave me the cutscene where Alaghus talks with that giant hydra, causing me to lose all the ancient hydras that I had already made, leaving me with only the 4 that the hydra gives you. I took a screen shot of the approximate area where that happened.
Chapter 9: The Finale. Holy molly was it something. It started of great, loved working with the Yaotl guards to defend both entrances while at the same time dismantling enemy bases. However, after Gor-Rok joins the battle, something strange happens. First, the enemy starts ignoring the entrance guarded by yellow player, completely focusing on the other entrance. Secondly, all friendly AI bases just decide to fall back, leaving the player completely alone to defend. I had to use both Isshin's and Alaghus' hydras to defend. Had you not put that fountain of health, I don't think this mission would've been possible. One thing that I would recommend, if it's possible, to put a trigger that makes all buildings in Dormin's camp not invulverable after you destroy the two bases. Them being invulnerable just made it hard to move in the base with all those Yaotl guards attacking.
I want to end this with a note about dialogue. Others have mentioned that at certain places it just cuts off because there's so much text, but at other times it think it moved too fast so you couldn't read all of it.
I hope I wasn't nitpicking too much :)
Overall, this is a 5/5 campaign for me. Loved it start to finish and I can't wait to play the sequel(s) when they drop :D

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Last edited: Jul 3, 2025

Updated!!

@DjSSPECTRE

I can't thank you enough, bro; this really brings joy to my heart that my work pays off after all. Thank you so much for trying and enjoying the campaign as much as I did making it. And about your notes, thank you also that you mentioned them. Let's talk about them.

Chapter 1: Great introduction to the race, however, it felt somewhat tedious in a sense that there were all those murlocs just standing there, yet not a single one ever attack the base. Maybe add some attacks?

I really don't want to put stress on the first mission on the player so he can get familiar with the race and how it works. and also to get involved in the story and react to the dialogue, but I don't want to put pressure on the first chapter.

Chapter 2: Somehow, this was only for this chapter specifically, but the orange murloc base absolute LOVED to stunlock anything and everything it deemed worthy of stunlocking. Isshin was the prime target, followed by temples.

Well, of course the murlocs will do that; they have single-target damaging abilities, so yes, they will focus on spellcasters and heroes. It's the same concept as the Orc Warlock with their fireball ability.

Chapter 3: I did mention this in my first comment, but I'll mention it again - there are a lot of hotkey overlaps and most of them overlap with basic commands such as 'Stop', 'Hold position' or 'Patrol'. Makes it kinda hard to command units or use certain spells (oh and none of the hotkey work on the town hall)

FIXED - The Problem with the town hall was..... well I forgot to change the hotkey it's says that it's "G" but in real it was E. Sooooo my bad.

Chapter 5: A great reprieve at the halfway point of the campaign. One issue I had with this chapter is that the green base did absolutely nothing. I'm not 100% sure, but I believe they ran out of gold too quickly making the AI dormant.

Now The Green AI is going to attack Celestine, before it was only defending the base and nothing more.

Chapter 7: We get introduced to Sarthon, and boy is he OP. There might be a problem with scaling of his abilities. For instance, his ultimate says it deals 500 damage and then leaves fire that deals some more damage. I'm not sure how much more that is, but he brought a Monastery from 4000 HP down to 500-1000 HP. Same goes for his R ability, forgot the name of it. At lvl 3 it says it deals 100 damage, however at lvl 2 I almost 1-shot a 240hp murloc. There are 2 more issues I found with this chapter. First one is that the bases are completely idle, they gather resources but don't do absolutely anything else. Second issue, I'm not sure what happened, but after getting ancient hydras and going to attack the Navy Blue base, it randomly gave me the cutscene where Alaghus talks with that giant hydra, causing me to lose all the ancient hydras that I had already made, leaving me with only the 4 that the hydra gives you. I took a screen shot of the approximate area where that happened.

Yes, Sarthon is really strong and this ability to deal with buildings and groups of enemies but it also deals damage all units so you can lose units if not careful, FIXED the Navy AI whoever put in mind the i made the AI Attack slowly and to take a breath since you are dealing with three strong forces here, secondly about the weird cin bug I don't know what caused that. This is so strange, and if you encounter this bug again, please restart the mission. This is not supposed to happen, and there is nothing related to this trigger to happen again. I don't know what the hell that bug was.

Chapter 9: The Finale. Holy molly was it something. It started of great, loved working with the Yaotl guards to defend both entrances while at the same time dismantling enemy bases. However, after Gor-Rok joins the battle, something strange happens. First, the enemy starts ignoring the entrance guarded by yellow player, completely focusing on the other entrance. Secondly, all friendly AI bases just decide to fall back, leaving the player completely alone to defend. I had to use both Isshin's and Alaghus' hydras to defend. Had you not put that fountain of health, I don't think this mission would've been possible. One thing that I would recommend, if it's possible, to put a trigger that makes all buildings in Dormin's camp not invulverable after you destroy the two bases. Them being invulnerable just made it hard to move in the base with all those Yaotl guards attacking.

FIXED - The Yaotl guards now well stand and defend not to fall back like it used to, Now for the Gor-Rok part, well, the waves of enemies consist of two groups; one attacks the Isshin side, and the other attacks the Gor-Rok position, meaning that if you put Isshin and Gor-Rok on the same side, you are now getting attacked by two groups, but now the second group will attack the yellow base. Also, Dormin Base is now vulnerable.

Again, thank you so much, bro. I appreciate the review and the rating and expect more in the upcoming campaign.

@Griffith Glad to see an update so quickly. I might even start another playthrough tomorrow haha. Regarding the finale and the waves of enemies - I thought that would be the case and moved Gor-Rok to yellow's side, but they just didn't care. Regardless, it was fun and manageable, and who doesn't like to see 1431 kills on their score screen :D

Doing a second playthrough with the new update and the hotkeys are rather wonky and conflicts with regular command hotkeys. Like Alaghus' Storm Axe being on S conflicting with the stop command. Also having to reach for F on Isshin for Swift Strike is more annoying than in 1.0 where i think it was on D.

I suggest assigning the hotkeys to QWER. For example Isshin's Swift Strike would be E because it's the 3rd skill while Tornado is Q. Alaghus' Thunder Strike, Storm Axe, Thunder Shield, and Wrath are Q W E R respectively. You could also apply this to the build menu like Lizard Warriors and Workers being assigned Q because they are the top left units in their respective build menus. Yea i might have been spoiled by Legends of Arkain doing this as a QoL

Doing a second playthrough with the new update and the hotkeys are rather wonky and conflicts with regular command hotkeys. Like Alaghus' Storm Axe being on S conflicting with the stop command. Also having to reach for F on Isshin for Swift Strike is more annoying than in 1.0 where i think it was on D.

I suggest assigning the hotkeys to QWER. For example Isshin's Swift Strike would be E because it's the 3rd skill while Tornado is Q. Alaghus' Thunder Strike, Storm Axe, Thunder Shield, and Wrath are Q W E R respectively. You could also apply this to the build menu like Lizard Warriors and Workers being assigned Q because they are the top left units in their respective build menus. Yea i might have been spoiled by Legends of Arkain doing this as a QoL.

Mmmm... You are right maybe about installing the QWER system, I have already begun working on the second chapter (new campaign) and i have already installed that system and it's as you said really really good. Maybe I will go and change the hotkeys but this requires to change ALL of them, so will change it soon and I'm really sorry for the latest update.

Also..... A Second playthrough?? What happened in the First? I thought that you didn't finish it yet.

Last edited: Jul 5, 2025

Maybe I will go and change the hotkeys but this requires to change ALL of them, so will change it soon

Yea no rush, change it when you can. Finishing Chapter 2 is more important

Also..... A Second playthrough?? What happened in the First? I thought that you didn't finish it yet.

First play was like a week ago, finished it not too long ago. Dragonfly/Hydra spam is amazing. Doing a second playthrough to see what secrets i missed (ahem, ring in the first chapter)

Yea no rush, change it when you can. Finishing Chapter 2 is more important

Yeah maybe later, Also Chapter 2 is in the early stages, I'm mostly done with the "New Faction" currently working on the Prologue.

First play was like a week ago, finished it not too long ago. Dragonfly/Hydra spam is amazing. Doing a second playthrough to see what secrets i missed (ahem, ring in the first chapter)

I'm surprised since you haven't said any word other than the error in chapter 2, so is it good or how would you rate it? (Also that you ring you missed is the second best item in my opinion. Look around more, there is alot of secrets items and tomes.)

I'm surprised since you haven't said any word other than the error in chapter 2

Oh yea about the bugs. In 1.0, aside from the Alaghus level bug and the dark shaman bug and Celestine bug mentioned by others, hover temples apparently takes up 3 food even though the tooltip only saids it needs gold and wood. Maumak in 1.0 also just beelines towards you and follows you around the map and ignores Celestine all together in chapter 5. Celestine will also straight up ignore Maumak too for whatever reason. I found this out when i ran from him and into her base and he followed me. Sometimes the game also crashes when loading a map because apparently an asset was corrupted even though it will load just fine when restarting the game.

Overall 4.5/5 because the dialouge in 1.0 getting so long parts of it not showing up in the textbox made getting into the lore a bit hard. Again this is all for 1.0 and not the current 1.1.

@RavenBlack Firstly, thank you so much for your review and rating; it helps so much, and I'm glad you've enjoyed it so far.

For the bugs that you have mentioned, some of them are already fixed with version 1.1. I recommend redownloading the campaign; so much has been fixed:

- The Alaghus level bug is fixed (if you encounter it again, please reload the level; the Alaghus level should be disabled at level 4 in chapter 2).

-Dark Shaman abilities fixed

-Celestine respawn and AI improved

-Hotkeys fixed (Alaghus's Storm Axe is "O" now)

-Maumak's AI now attacks and does stop instead of standing there menacingly.

-Celestine Only attack Maumak once; then the base goes down and never again.

-Also fixed most of the textbox errors, NOT ALL OF THEM.

So please, if you are planning on doing a second playthrough, please check out the new update and report any new bugs if you find any of them. Thank you so much for helping again.

  1. Chapter 1 is OK, tad repetitive in gameplay and encounters, has no optional quests and some enemies are quite filler not really worth killing. The hero is briefly selected during the ending scene, two times.
  2. Chapter 2. Murloc Warlock the Murloc Warlock? Murloc Archer Tower's selection circle is not visible/small. Same with their altar and main building. Storm Axe has the S hotkey as Stop.
  3. Chapter 3. Isshin got perma stunned where the duo wraiths are in the southeast; also got 7/8 two times instead of 6/8 after 5/8. Storm Axe now has the T hotkey as the first ability.
  4. Chapter 4. Could use different rocks for invulnerable ones as there are vulnerable chunks too. Rock barricades linearity is kind of meh. Velstadt's animation freezes after swiping when talking to Malekith. Could use queue animation to continue with stand. Gold mines are vulnerable.
  5. Chapter 5. Tad annoying that Celestine's army is also red (yeah, I know the darker version) but still confusing when your units are near theirs. Also, weird that you mostly get to see the two lizard heroes when they have an army too (hiding in the forest; going to the cathedral etc.).
  6. Chapter 6. Weird that Isshin is talking about victory when they are running away through a portal. They seem to find the wrong time to talk about things, about Velstadt's wrongdoings when they are supposed to flee and the humans about the finding the lizards when their lord is bleeding to death.
  7. Interlude. It's not clear to me. There's two(?) lords: Isshin and Sarthon until now but I see Sarthon calls king Gor'Rok also lord while Alaghus is always prince when the rank/title is written next to the name.
  8. Chapter 7. Terrain is quite flat. Seen this in previous maps as well. Should try making it more natural. Another thing is that many chapters are linear especially the 5th where there's loads of rock barrages which later one break by themselves. Guess that even if the lizard people are reptiles or reptiloid, they don't care that much for other reptiles considering the turtle and storm lizard (raptors too) genocide. Can't talk (like hydras), kill it! Guess they're no different from the real human counterparts who don't care more about the other primates than to study or get entertained by them. I like it that you've kept some Warcraft III names like Lion Horn of Stormwind and Alleria's Flute of Accuracy . Not sure if intended but transport ships can be bought from the enemy shipyard. Typical stupid villain (brotherhood champion-Engelman or something): says all his plans.
  9. Chapter 8. A lizard warrior calls Velstadt lord as well. I'm confused. Malekith appearing there and knowing where the lizard brute was locked is far fetched. Also his animations freeze after releasing the tall imbecile. Earth Shock and Berserker's Blood don't say how much they last. You can finish the quest by reaching the portal without needing to kill the temple guardian hero and the human hero. The latter is killed by the lizards if you let them fight anyway.
  10. Chapter 8. Lord Gor'Rok the Lord Gor'Rok. He warns Dormin of cutting his tongue but then says he'll kill him anyway.
  11. Epilogue. Why didn't they destroy the amulet before if it was possible and only now after it was found in a place not that well guarded. The "good" gods could have had it with them instead. Good thing that Gor'Rok was sent to do something. That lazy bastard was MIA the whole campaign except for the last mission.

IMO with the addition of high elves instead of other type of creatures less looking like humans, we're back at orcs (lizards), humans and elves again...
Gameplay is fine although most chapters are too similar. Custom techtree mechanics are pretty much regular Warcraft III.

Approved
.

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/

  1. Chapter 1 is OK, tad repetitive in gameplay and encounters, has no optional quests and some enemies are quite filler not really worth killing. The hero is briefly selected during the ending scene, two times.
  2. Chapter 2. Murloc Warlock the Murloc Warlock? Murloc Archer Tower's selection circle is not visible/small. Same with their altar and main building. Storm Axe has the S hotkey as Stop.
  3. Chapter 3. Isshin got perma stunned where the duo wraiths are in the southeast; also got 7/8 two times instead of 6/8 after 5/8. Storm Axe now has the T hotkey as the first ability.
  4. Chapter 4. Could use different rocks for invulnerable ones as there are vulnerable chunks too. Rock barricades linearity is kind of meh. Velstadt's animation freezes after swiping when talking to Malekith. Could use queue animation to continue with stand. Gold mines are vulnerable.
  5. Chapter 5. Tad annoying that Celestine's army is also red (yeah, I know the darker version) but still confusing when your units are near theirs. Also, weird that you mostly get to see the two lizard heroes when they have an army too (hiding in the forest; going to the cathedral etc.).
  6. Chapter 6. Weird that Isshin is talking about victory when they are running away through a portal. They seem to find the wrong time to talk about things, about Velstadt's wrongdoings when they are supposed to flee and the humans about the finding the lizards when their lord is bleeding to death.
  7. Interlude. It's not clear to me. There's two(?) lords: Isshin and Sarthon until now but I see Sarthon calls king Gor'Rok also lord while Alaghus is always prince when the rank/title is written next to the name.
  8. Chapter 7. Terrain is quite flat. Seen this in previous maps as well. Should try making it more natural. Another thing is that many chapters are linear especially the 5th where there's loads of rock barrages which later one break by themselves. Guess that even if the lizard people are reptiles or reptiloid, they don't care that much for other reptiles considering the turtle and storm lizard (raptors too) genocide. Can't talk (like hydras), kill it! Guess they're no different from the real human counterparts who don't care more about the other primates than to study or get entertained by them. I like it that you've kept some Warcraft III names like Lion Horn of Stormwind and Alleria's Flute of Accuracy . Not sure if intended but transport ships can be bought from the enemy shipyard. Typical stupid villain (brotherhood champion-Engelman or something): says all his plans.
  9. Chapter 8. A lizard warrior calls Velstadt lord as well. I'm confused. Malekith appearing there and knowing where the lizard brute was locked is far fetched. Also his animations freeze after releasing the tall imbecile. Earth Shock and Berserker's Blood don't say how much they last. You can finish the quest by reaching the portal without needing to kill the temple guardian hero and the human hero. The latter is killed by the lizards if you let them fight anyway.
  10. Chapter 8. Lord Gor'Rok the Lord Gor'Rok. He warns Dormin of cutting his tongue but then says he'll kill him anyway.
  11. Epilogue. Why didn't they destroy the amulet before if it was possible and only now after it was found in a place not that well guarded. The "good" gods could have had it with them instead. Good thing that Gor'Rok was sent to do something. That lazy bastard was MIA the whole campaign except for the last mission.

IMO with the addition of high elves instead of other type of creatures less looking like humans, we're back at orcs (lizards), humans and elves again...
Gameplay is fine although most chapters are too similar. Custom techtree mechanics are pretty much regular Warcraft III.

Approved.

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/

Thank you so much for your kind and thoughtful reviews. You've pointed out some great details—things I honestly hadn’t noticed myself—and I truly appreciate it. This is my first time working on a project like this, so of course there are mistakes, but I’m learning and will do my best to improve in future updates and chapters.

I also really appreciate how you gave feedback chapter by chapter—that was incredibly helpful. Honestly, I thought after everything you might give it two or three stars, so seeing your rating made me genuinely happy. Thank you so much for that! I hope above all that you enjoyed the campaign and had fun playing through it. Your approval means a lot.

And thank you as well for pointing out the English errors with the titles of lords, kings, and princes. Just to clarify for future reference:

  • Isshin is a lord
  • Sarthon is a lord
  • Velstadt is a lord. But most of the time he is just a legendary warrior/gladiator.
  • Alaghus is a prince
  • Gor-Rok is a king

Also… that comment about Gor-Rok being lazy and doing nothing the whole campaign had me laughing way more than it should’ve!

Last edited: Jul 8, 2025

Hello,man.Could I translate it into chinese?

Yeah sure.

Hi, I've only played a few chapters and I really like your campaign concept, but maybe I have a little suggestion, try updating the size of the enemy heroes in the next update, because in chapter 2 the enemies look very small and very weak, maybe every enemy hero needs to be given a permanent item to support their stats so that their inventory isn't so empty.. oh yeah I forgot why the enemy hero's name is murlock warlock? if the class is still normal but the name? maybe it's also necessary to give it a name so it looks cool even though it's just a normal hero... and finally, the naming of the hero class might need to pay attention to the capitalization of the letters so it looks neat, for example, the initial writing of the class "rogue hero" becomes "Rogue Hero"

Hi, I've only played a few chapters and I really like your campaign concept, but maybe I have a little suggestion, try updating the size of the enemy heroes in the next update, because in chapter 2 the enemies look very small and very weak, maybe every enemy hero needs to be given a permanent item to support their stats so that their inventory isn't so empty.. oh yeah I forgot why the enemy hero's name is murlock warlock? if the class is still normal but the name? maybe it's also necessary to give it a name so it looks cool even though it's just a normal hero... and finally, the naming of the hero class might need to pay attention to the capitalization of the letters so it looks neat, for example, the initial writing of the class "rogue hero" becomes "Rogue Hero"

Thank you so much for trying the campaign and for liking it so far. I'm sorry if there are a lot of bugs and mistakes throughout your playthrough. I'm hoping to fix these problems in the upcoming updates, but right now I'm focused on chapter 2 for this campaign. Once you've finished, please leave a review here about their playthrough and thoughts and recommendations.

Damn, a Warhammer Fantasy campaign. Totally unexpected. This is a must try then. I'll be sure to leave a review.

I've played only two chapters so far, but I liked this campaign. Looking forward to see how story will end and update my humble review.
Also: here is my walkthrough (will update it chapter by chapter).

Hello I have the problem. So far I finsihed the second chapter. But after the first chapter a launched the second chapter a my inventory dissappered with all items gone. Also i choose the the first and third ability and suddenly I had also the second ability with one point each. At the start of the chapter 3 the same story. I also suffred this strange issue with few other campings. I was wondering why its happening. I use version 1.31.

In the next update and the chapter 2 for this campaing will be the QWER system?

Hello I have the problem. So far I finsihed the second chapter. But after the first chapter a launched the second chapter a my inventory dissappered with all items gone. Also i choose the the first and third ability and suddenly I had also the second ability with one point each. At the start of the chapter 3 the same story. I also suffred this strange issue with few other campings. I was wondering why its happening. I use version 1.31.

There was a little issue about the saves, but I fixed it way before release, so I don't know; really, maybe a version issue? Because that didn't happen at all during testing.

In the next update and the chapter 2 for this campaing will be the QWER system?

Chapter 2 already has the QWER system, and I really have to say the truth, but this is SO much better than the regular hotkeys. For this campaign, however, I don't know; I'm just fixing any major bugs that some of you encounter during your playthrough. I'm focusing right now on chapter 2.

Make more this was really good

More lizards, more saurok!
:peasant-cheers: :peasant-cheers:

Typo on the very first line of dialog in the prologue: 'Halt....idenitfy yourself!'. Didn't see any problems in the rest of the prologue or the opening cutscene for map 1, which is why I'm bothering to mention it.

If you wanted to improve, my biggest suggestion so far would be finding something else to do for the voice lines on the Lizardmen units -- hearing stock orc voices come out of them is pretty immersion-breaking.

Will give a proper review once I play more, just some early feedback.

Map 1:

Overall, it feels very simplistic. The hero's abilities don't really have dynamic interactions with allies or enemies, like heal/stun/summon -- he just has damage and that's it. That on top of your only units being generic melee guy and generic ranged guy (why do the archers have mana when they have no spells?) makes the micro incredibly simple -- just throw units at it until dead. And there's the same lack of variety in the enemy units -- big hordes of murlocs standing there static, you have to focus down the healers, no creeps, no attacks on your base, that's it. Map felt pretty simple to explore, too, with large chunks unused, especially the middle.

The writing is pretty repetitive. I especially noticed how many times something like 'there must be some other force behind these murlocks!' was said, when once or twice would have been plenty. There's nothing really wrong with the essence of what's being said, but I think you could say it in significantly less words and not lose much.

This part is just me being dumb, but I didn't realize the hero's ability didn't require a target and could be used like Blink. I thought I'd have to cut down the trees with peasants to get that ring, and got halfway through the process before realizing 😓

Seeing a custom race like this always gets me excited, but it needs to be mechanically customized as well to not be a disappointment. Gameplay wise, I could pretty much be playing as bandits and nothing would be different. Maybe this changes in later maps, but the barebones nature of the units is the biggest problem for me in this one.

Map 2:

Another example of repetition in the writing -- I think some variation on 'this place is unsettling/holds secrets' is used six or seven times in the opening cutscene. Pretty sure we all get it.

What was opening the gate with the runes supposed to do? There's just a blue glowy thing that doesn't do anything.

With the only new unit/ability being necromancers with only Raise Dead, it didn't really make the combat feel any more interesting.

It crashed at the end of Map 2's ending cutscene and completely erased my campaign progress, and I'm not willing to start all over again, so that's that.

Overall great campaign. Although have a few bug about celestine camp. I hope the next campaign will have more unique item and if you can please use QWER for skills, i'm getting confuse sometime for each hero.😅😅

Good Campaign 👍 . Deserves more attention and downloads.

Couple of issues / suggestions:

Keep in mind that I played jun 25 version of the campaigh so some of things below possibly are fixed alrdy.

1) Like many ppl alrdy suggested, all abilities on QWER would be very good idea.
2) Order of portraits in heroes menu (f1,f2,f3 etc) in some of maps is different from their order in mass selection. Not a huge deal but can be quite confusing imo.
3) Alaghus Thunder Strike doesnt deal second part of damage if you quickly cancel the cast. Is this intended ?
4) Thunder Shield sometimes stops working. Cant remember exactly in which moments/maps. I took a look at its trigger and its rly wonky to say the least.
5) Hovering temple cant transform back to the tower ? Is this intended ? At 1st I thought that its like night elf trees, aka can uproot and root back at any time.
6) Shamans protection ritual doesnt always heal. I rly liked the spell so this bug was rly annoying. Decided to take a look whats wrong. Apparently dummy who casts heal gets "target is out of range" error if shaman casts the spell from far range. Increasing range of the dummy spell should fix the problem.
7) In the map where you need to defend for 30 mins when timer is about to end huge waves of enemies come to your base. There are so many enemy units that famous "movement lag" happens and they become rly slow and laggy. Which kinda dehypes the final moments of the map. Splitting enemy units between more computers should help.
8) Havent tried much, but I bet Isshin can go to unintended places with his blink.
9) I feel like skeleton lizards model is a bit difficult to click.
10) Imo its good idea when one of the heroes spell is passive or aura. Would be nice if Alaghus and Velstadt 3rd ability was passive. 4 active abilities is a bit too much for a classic hero with quite limited mana pool and many more other units to control.

Some quick ideas: new Thunder shield - make it have 0 mana cost and 0 cooldown but cant be active on more than 1 target at the same time. If unit with thunder shield is killed, thunder shield automatically jumps to nearest ally unit. So, not rly a passive but almost like one.
new Berserkers blood - passive, the less hit points Velstadt currently has, the more his damage/attack speed becomes. Or maybe some interesting aura ?

@Teuthex Come on, that was waay too harsh xD. No way this campaign deserves 2 stars.

Most of altered melee custom races are more or less reskins of classic races/mix of those with some custom spells here and there. Nothing bad about that, especially when it comes to blizzlike campaigns like this one. What kind of revolutionary never seen before gameplay did you expect ?

It crashed at the end of Map 2's ending cutscene and completely erased my campaign progress, and I'm not willing to start all over again, so that's that.

This is rly bad but likely not the campaigns fault. You probably played on latest wc3 and it can be unstable in this regard. That being said I played on latest wc3 too, thankfully didnt encounter such big bugs. Btw to fix the problem you can try to open the campaign in the editor and manually unlock the chapters.

Last edited: Aug 24, 2025

来源:Hiveworkshop · hiveworkshop.com