Warcraft: Dark Crusade v1.00
Details
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FilenameWCDC_v1.00.zip
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Uploaded by
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UploadedNov 12, 2021
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Size24.75 MB
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Downloads2,084
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MD53274e1fdba6f6e1ad407783b5ffc6c5c
Changelog
Warcraft: Dark Crusade v1.00 Changelog:
Global
- For the first version 1 release, all Episode 1 missions have been updated and fine tuned for terrain, doodads, environmental effects, AI, etc
- All heroes have their base stats reduced to 40 allocation, away from 50. In addition, damage has been reduced by 5 for most heroes. This is primarily to prevent an early damage and health booster for strength based heroes. Heroes in WCDC can be very useful but they shouldn't negate the need for an army at your side
- Some WCDC heroes have their attack speeds increased slightly
- Fixed an issue where the game wouldn't remember your abilities chosen for heroes, leaving you with just a bunch of skillpoints to be used at mission start. Now should properly allocate your skillpoints to what you had chosen previously.
- All missions taking place in the Swamps of Sorrow/Black Morass will use less "green swampy" like terrain and more "redish/rocky" terrain, with tints of swamp "stuff". This is to more mirror classic War1 terrain as well as to differentiate a bit better for Draenor Swamp missions when we get to War2X missions.
- In story-mode dialog, the border along the portraits is now properly human (and for orc campaigns will be orc) instead of Starcraft style
- Changed the default "War1" Orc Lumber Mill to the Bestiary Model. It will only appear as the Voodoo Lounge model in War2 missions where it is the Troll Lumber Mill. If War1 models is enabled, it will continue to use the classic model in Episodes 1/2.
- Changed the Orc Spearman unit back into a Troll Headhunter model for now, with a slight green tint to it. This is suppose to represent its an Orc spear thrower, not troll. I just don't have a good Orc spear thrower model to use at the moment, but at least this looks a tad better visually
- All enemy AI attack waves and behavior has been updated to be smarter and will randomize attack locations and compositions better. If hero mode is enabled, all waves will get a native boost in compositions to compensate for the extra oomf you are getting from a powerful hero at your side.
- Fixed creeps and critters not using their reforged portraits assuming you disabled 3D portraits (you really should you know for this mod)
Reduced damage of some creeps - Fixed an issue where if you attempt to play a future mission without completing an older one, heroes may not appear at all. If you skip missions, you will be given the Level 1 version of the hero, otherwise, it'll be your restored hero from the prior mission per usual. For this reason, skipping to lets say the final mission on a Level 1 hero with hero mode enabled is not the wisest of choices.
- Miscellaneous bug fixes
War1_Human07
- Added some unique AI skills to Blackhand if hero mode is enabled.
War1_Human10
- The center building within the temple grounds will be a Temple of the Damned along with a plethora of skeletal guards. If hero mode is disabled, this will be simply a Great Hall with no skeletal defenders, as per classic.
War1_Human12
- Created Map