Wings of Liberty: Human Edition
If you have any feedback, you can write a comment or use my Discord server:
Please report bugs on Discord ("#wolhe-feedback" cahnnel) or in comments.
To install this mod, you have to use Starcraft 2 Custom Campaign Manager
Video instruction by GiantGrantGames - https://www.youtube.com/playlist?list=PLWIRRgIfniFt-U3gbI5XcskMjmRXwb0eh
You have to start new campaign!
(If you want to continue campaign after updating, you have to load any "victory" save)
You can publish modified versions of this mod as long as you include link to this site.
Tyrande gets taken away from you at the big all-out attack section of Whispers of Doom, which makes this map pretty much impossible to complete barring extreme luck with the AI using their units correctly.
Mountain King's 2nd skill Thunder Clap deals no damage to any enemy ground unit nearby.
I very like idea of this campaing but i cant wait for new lab research
Changing all the units' stats back to Warcraft 3 format. However Arthas's health is still remain the same as Beta 6 version.
Honestly, I would rather play the Beta 6 format than using the Warcraft 3 unit health format.
- For their health, follow the beta 6 health format (footman 75 health and etc), I don't like one unit eating a lot of supplies.
- Remove Mortar Team's splash damage friendly fire
- The enemies' Vespene Gas extractors that made your units unable to attack them
- Change Arcane Tower's mana burn attack to something else (like crowd control or their armor reduction attack)
- Some missions don't have the structures and units after you unlock them from previous missions.
- Improve Gryocopters' health to at least around 100 - 150.
- Reduce the farm's size back to 1 tile to make more space
- Blacksmith's researches/upgrades still need to be research or upgrade one by one (unable to queue them all)
Priests seems to be missing along with their associated structure after their unlock mission. I went to both Dead of Night and Smash and grab and their building was not available in the workers selection. As others have mentioned, mortar teams killing your infantry with their splash damage is pretty bad, considering the "marine" unit is a more durable melee unit. I would advice removing the splash and trying to add the secondary ammo from the actual campaign. Also, are magic towers working? They didn't seem to do anything on dead of night.
The new beta version just made your Assassin cannot go up the cliff or go down from the cliff, and training one takes longer time than other infantries. Footman took only 20 seconds but this Assassin took 65 seconds to finish training, not to mention they're pitifully fragile, only 50hp and they die too fast. Also, the assassin model does not display during the mission briefing screen.
Also, the farm tile size need to go back to 1 tile, the farm eating up 4 tiles and it took a lot of spaces, only produce 6 supplies, not to mention you cannot lower or raise the building for strategic moments. Try to reduce the upgrade time needed from watch tower to guard tower, it takes too long to finish one. And hydralisk can outrange the guard tower.
The Blacksmith cannot queue up all the researches and you have to click them one by one.
The Mortar Team's attack range against structure is insanely long range, not to mention their attacks can seriously kill your own melee infantries like footman or so. Again, the troops cannot even attack Assimilator, Refinery, or Extractor for some reason, same as the last time.
Also, you need Arthas or any other available heroes to be available in every mission for leading troops and supporting them. In some missions the Keep cannot upgrade to Castle, the functionality of vault is probably the useless one since the purchased items the infantries cannot use them.
At the beginning of the mission The Dig we only get 2 footmen and 2 rifleman, it's impossible to defeat with enemies 2 zealots and 2 stalkers with these infantries alone.
New Folsom playing as Tosh (Garithos) is incredibly hard due to his mana costing, slow mana regen, being a melee hero that cannot attack air units and have to get close to attack, and one ghost is enough to remove all of his mana. His 1st skill seems to be missing until reaching lvl 6. And, having the ultimate skill Avatar doesn't help much, if you activate it, those Thors will automatically use their 250mm Cannons on Garithos on Avatar and stun-locked him till die.
A suggestion, replace him to Blood Mage Kael. He can use his abilities from distance, like that Flame Strike to take down enemies and structures, Banish to disable them, Siphon Mana to replenish his lost Mana/Energy, and Phoenix for assistance.
And it's impossible to complete The Moebius Factor mission without air transportation. The workshop have no option to build zeppelin and there are no free zeppelins given at the beginning.
Forgot to mention, Rifleman's long rifle upgrade can be upgraded twice here and their attack range is devastating, and I'm kinda having fun with bunch of riflemen shredding enemies into pieces from long distance.
Hi, man!
I am looking forward to your campaign and am pleased to see frequent updates, so here are two suggestions.
The first item is about the armor system.
You directly map the heavy armor of sc2 to the middle armor of wc3, which is unreasonable. Please consider the armor design concept of wc3. Rifleman is a long-range shooter whose piercing damage is good at shooting air units, while the middle armor is restrained by footman, which means that the shooter is good at attacking the air, but is afraid of melee assault. I don't think there will be much positioning difference between rifleman and marine, hydralisk, and stalker. It's very strange that your rifleman is good at shooting marine, zergling, hydralisk, and is restrained by tank.
The second item is about balance.
We like wc3, and we like a footman of 420HP, rather than a large ling or small zealot of 75 HP. Personally, I prefer your previous version. Although it's not so balanced, AI is almost impossible to kill any of my knights, but it's very interesting. In this version, human is like an ordinary sc2 mod race, but it's not so interesting because it deviates from wc3.
In reply to hydroaero:
Thanks for this comment! I was thinking a lot about Wc3 armour, life and damage system vs Starcraft 2 one. Starcraft 2 system is much easier to balance, but as you said, it is a bit boring. I don't have good idea yet how to balance campaign with original Wc3 systems, but I want to make it work.
And there is a little idea:
Mercenaries can be replaced with ”Royal Soldiers“
for example
Captain, a elite variants of footman.
The brave captains did what they could to against the Scourge with Arthas.
…fine, not only the Scourge, they could to against the Zerg now.
Royal Guard, a elite variants of knight. Use the same model as Bandit Lords.
These elite knights are members of Lordaeron's King's Guard, and only responsible to the Menethil family.
Gyrocopter, a special(roc) variants of flying machine.
"Lighter weight, faster speed, thicker gun barrels, and a larger reconnaissance range. Is this what our royal engineers have come up with for the flying machine? I just hope they won't drop out of the sky while flying..."
In reply to 鱼家小店的鱼儿大人:
Thanks for feedback!
I'll try to fix all these bugs soon.
In terms of mercenaries, I think it's a good idea, so again, thanks for feedback.
In reply to nikonpl123:
I just try to fixed bugs (only for my game experience)
knight's upgrade:
should be add start HP, but it was mistakenly written as set start hp
can't attack colossus:
weapons attack target filters have a lot of mistake
knight for example, it should allowed air unit, required ground unit, but it was mistakenly written as excluded air unit, allowed ground.
All unit that have weapons that are only attack ground or air units have this issue.
*I think some unit can't attack gas building may be a similar issue but I don't know how to fix it.
can't upgrade tech:
I search it at some website but don't know how to change, so I used a fool method: set some tech allowed for player 1 in map's trigger. At least it make me more easier to face the kerrigan in the final level :)
btw all this issues and my fix is for the "beta3" version, not the lasted alpha version.
In reply to 鱼家小店的鱼儿大人:
Thanks for that :)
Some of these bugs are fixed in newest version indeed, but still, your feedback will be useful.
not English native speaker ,please understand if the expression is inappropriate
gas building (like assimilator ) can't be attacked , although mortar team can damage it by attack ground.
colossus can't be attacked by melee unit like footman or knight
*update:also can't be attacked by flying machine ,look like only unit that can “attack air and ground” could attack it
keep and Castle usually can't train Peasant
Knight only have a little HP when just trained
cutthroat: can‘t pick up scrap salvage (except Reproducible, although it gives minerals, not gold, so I can only use mira’s gold mine before I finish quest 1)
welcome to the jungle: peasant can't gather terrazine, keep casting spells and can‘t do anything
whispers of doom:can't finish quest,Tyrande arrived void seeker and nothing happen. and when I load a saved ,I found some “invisible pylon”
I try to play ghost of a chance after finish break out,and when I finish ghost of a chance ,only a black screen
#
armory console:
guard/arcane/cannon tower all use scout tower‘s model
arcane tower and priest’s upgrade were swapped
Once upgraded to Castle, you cannot train Peasant anymore.
Also can't upgrade their attack damage and armor since no option.
Too bad human structures cannot lift during in a mission needed to lift.
Knight's HP suddenly dropped to red health just after trained from Barrack, and this only happen once you purchased Knight's upgrade that boost his HP and armour.
The file is broken.
Tried open it with StarCraft 2 CCM, it broke the CCM.
Stating
Unhandled exception has occurred in your application. If you click Counter, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.
Access to the path "....StarCraftII\Maps\CustomCampaigns\WarcraftWoL-OPEN-BETA-2/WarcraftWoL\WarcraftWolLib.SC2Mod' is denied.
Since then, I tried open other mods and it can't open other mods anymore. The software is busted and unusable now.
In reply to RageMast007:
I don't know what caused this problem, but I've used slightly older version of this mod, and it works.
I've already uploaded fixed version (OPEN-BETA-03).
To fix CCM you have to delete WarcraftWol-OPEN-BETA-2 folder and all .zip files in ...StarCraftII\Maps\CustomCampaigns\ (these .zip files are temporary files undeleted due to this bug). Sorry for this bug, I've forgot to delete this mod file during testing, so it was working for me.
In reply to nikonpl123:
So yeah, managed to get it work.
I have finished the entire Wings of Liberty campaign, and when I click 'Continue' to pick any mission that I have cleared, it just display a black blank screen while human race music is running. There is nothing to click and I can't even click Back or Exit.
In reply to RageMast007:
You have to start a new campaign. It won't work on already existing save.
Well, I try to test out the mod, but it creates an exception on the GGGCCM...
In reply to erbenroc:
I don't know what caused this problem, but I've used slightly older version of this mod, and it works.
I've already uploaded fixed version (OPEN-BETA-03).
To fix CCM you have to delete WarcraftWol-OPEN-BETA-2 folder and all .zip files in ...StarCraftII\Maps\CustomCampaigns\ (these .zip files are temporary files undeleted due to this bug). Sorry for this bug, I've forgot to delete this mod file during testing, so it was working for me.