The Hammer of Dawn [Revamp]
The Koprulu sector.
At the heights of Amon's war.
Casualties from all side are countless.
What is left of the military are being pulled back to protect major cities.
Leaving the smaller backwater colonies and cities to fend for themself.
At the time mercenary had become high demand high paying occupation.
This is the story of mercenary team number 252.
The Hammer of Dawn.
Introduction
This is the revamp of the classic Hammer of Dawn
Q : Why revamping the classic Hammer of Dawn ?
A : I was re - watching everyone HoD youtube videos
[DeltronLive , Redler Red7 , JayborinoPlays , MasterKD ]
and the translated into Chinese version of Pareto optimal RUC when it hit me.
Should've done it like this, it would look better if I do this, ohh there is a bug there etc.
You know what, I am going to fix that, revamp that.
And here it is.
Q : What changes from the classic ?
A : Portrait update for Kyra Han, model update for Ben Ar, Radamantis, bosses.
Improve A.I for the mission and the Boss.
Difficulty adjustment, received discord message[s] that casual is still very hard.
Heroes skills adjustment.
Small to Major revamped of the terrain and doodads.
Small to Major change to banters on various maps.
Add Cinematic maps , a Prologue, an Epilogue and many other things.
Features
- Take command of Captain Kyra Han and her Hammer of Dawn Mercenary.
- Divided into 3 chapters, with different terrain and environment.
- Focus heavily on RPG element and engaging story telling.
- Boss Battle for each mission.
- Custom models from fellow mapsters (see credits section for more info).
- Three difficulty option to choose from. Casual ,Normal and Hard.
Missions
- Prologue : Last Day of War
- Cinematic : Home Sweet Home
- Mission 01 : Temple of Doom
- Mission 02 : Maze Runner
- Mission 03 : Cradle of Life
- Cinematic : Vision of Future
- Mission 04 : Paradise Lost
- Mission 05 : Dead Marshes
- Mission 06 : Last Remnant
- Cinematic : After the Storm
- Mission 07 : Welcome to Hell
- Mission 08 : Gate to Eternity
- Mission 09 : Into the Void
- Epilogue : Remember Me
How to Play
For those having trouble, Hockleberry made a step by step tutorial on how to, get it here :
How to play Custom Campaign Guide
Requirement
- StarCraft II Legacy of the Void.
- Hammer of Dawn Mods, Campaign Maps etc
- Don't forget to turn subtitle and TIPS on.
Feedback
Help to make The Hammer of Dawn better.
- Forum Feedback
- Discord Channel [Discontinue on the 1st of September 2021]
Custom Campaign Initiative
What is the Custom Campaign Initiative?
Custom campaign in Russian
For those interested to play the custom campaign in Russian
Credits and Special Thanks
In no particular order !
StarCraft 2 model / icon / map creators
- Kazor132
- Cacho56
- FunkyUserNarr [ I can't find his project page anymore ]
- VastanX
- thor1112
StarCraft 2 Videos Playthrough
- Palnai
Hammer of Dawn Classic
Here is the link to the Classic :
i may be stupid for asking this but what am i supposed to name the file?
Is that first cinematic music from Parasite Eve? Nice choice!
Sorry, but your prologue boss is an absolute travesty and you should not have designed it yourself.
So let's look at what we have with the prologue scorpioness: we have 1 ranged character, one character that doesn't fight at all, and one melee character. You need to constantly micro them away from the bosses many explosions and dot puddles. The problem is, melee units will re-engage the enemy on damage, so microing the protoss often results in him going right back into melee range, often into puddle or exploisions, even when you don't want him to. It's actually better to just put him in a corner and let him only engage when he has good shields and cooldown. So your design means 1/3 of your heroes is a liabillity because the fight needs so much micro that microing a melee unit, who constantly gets baited back into fighting and dies because of it, that you can't micro the other 2 units individually sufficiently. That and the pull move the boss does doesn't seem to follow any logic at all, I had it happen with the healer multiple times and she died from aoe, which is impossible to prevent.
To fix this fight, I would restrict the boss from putting the dot puddles under herself, but use the explosions more in melee range. That would encourge using the protoss, while also keeping distance and micro necessary for the healer and ranged hero. That and give the pull move the logic of going for the nearest hero, especially when explosions is about to happen near the boss.
Now it should be noted that I played on hard difficulty, but no matter the difficulty, bad design is still bad design. Your prologue boss doesn't feel fun or reasonable to fight against.
Just finished replaying Last Remnant.
Seems there is a bug that I missed.
Well not a bug actually, more like 'oops, I forget to change that'.
During ending cinematic I forget to change Handsome Jack's portrait.
Not actually game breaking, but it is there.
This is a reminder on the missing water ripple topic.
Should anyone experience missing water ripple on mission 5, please let me know.
I will change the water ripple and put grass / water plant.
Q : What is up with the water ripple
A : It shows where a lurker is burrowing. Allowing people to avoid / hit it with EMP.
Q : Why can't I see it / why is it missing ?
A : Graphics setting on low ? Editor Bug ? I dunno.
Q : How to fix this ?
A : Let me know and I will update the mission. Or , if people would rather change it them self that is also fine.
Q : How many people experience the missing water ripple ?
A : 5 people reported playing the mission, one reported the missing water ripple. Other 4 can see the ripple just fine. No report other than those 5.
Mission Launcher Update .
Version 03
- Add link to updated missions to the launcher.
- Add Youtuber Palnai to credits and special thanks.
- Add model creator DaveTheSpectre to credits and special thanks.
- Terrain polishing for Vision of Future launcher window and other missions.
Mission Update
08 - Gate to Eternity
Almost complete, but then I remember there is this one cool kerrigan model by IDW that I always wanted to use but never got the chance to use it.
I will make minor adjustment to the map to add subtle way use of the model.
just started the campaign and couldn't kill Najka after many tries, I must say that took the fun out of it so I won't continue. thanks for your efforts anyway. I know it is a reference to dark souls and I personally love the series and have finished it many many times, but this is not the same, not like one can learn from failures, there just isn't enough hp.
In reply to greybilind:
I put the tips for abilities, and made smaller encounter before the boss so player could familiarize themself with the heroes, how much HP they have, what are their abilities etc.
You have a medic with you that can heal your team's HP. Plentiful mineral pickups for that Medic to heal herself. A tank that can soak the damage for your team. And a damage dealer with lots of HP that can semi tank.
Having all that, logically and theoretically player should be able to defeat the tutorial boss with relatively minor difficulty [3 - 4 retry].
About don't want to continue, not learning from failure, not enough HP.
All I can say I respect your choice.
But perhaps instead of immediately starting the game on Hard you could try playing on Easy and work your way up from there ?
In reply to EDHRIANO:
that was on casual. poor me
I've been thinking to make a facebook page for HoD just like I did for Automata.
But considering more people leave feed back on discord compare on facebook I might make a Hammer of Dawn feedback channel on discord.
Received feedback via private message on discord (messages actually). that the game is now too easy, and does not suit the sword and the bonfire 😅.
Also received a feedback to make tips for heroes abilities.
And last a feedback to make the game speed default set on fastest.
Well, the tips not that hard to do.
I dunno about game speed, I prefer to give player opportunity to play the game at their own pace.
As for difficulty, I will see what can be done about that.