Warcraft IV, a game expected by many ones, seems to be far away. Since many products are in developing by Blizzard, it wait would be longer. When one door shuts, another opens. The powerful SC2 Editor came out, that one can create delicate games by just using it. Blizzard seems to say "Wanna Warcraft IV? Help yourself!" So I did it -- The RTS gamne mod on starcraft2 arcade, WOW RTS: Alliance and Horde. I prefer to call it "WAH".
I am so exciting that my game was broadcasted by HuskyStarcraft
The is not just a map, it is completely implemented as a RTS game, mod of models, textures and sounds are referenced by expandable melee maps, and it reached 245M, which means I use 2 battlenet account's upload spaces.
Game Features: 1. 2 factions: Alliance and Horde, 14 buildings, 16 units and 18 heroes and over 50 creeps. 2. 3 melee maps right now: Lost Temple which made in Bloodelf Style, Crossroads that copied from WOW and Ashenvale that full of Nightelf style. New melee maps could be added smoothly on the framework. 3. Complete AI system for skirmish act as players. 4. Many WOW features, regions, units and abilities are implemented in the RTS game. You can see Undead Rogue or Bloodelf Paladin which is in early WOW times, and also can find Pandaren Monk, Leishen, Malkorok that in recent WOW version.
How to play: Got into the Stracraft II Arcade of US, Euro, Korean or CN. Search 'WAH', all WAH melee maps will come out. The game cost 245M, but most of them is the assets, and each map just 5M. So when you downloaded large assets first time, just a few contents need to be downloaded for other maps or further update.
Develop Stories: The idea came from ten years ago, when WOW came to Beta. For I did not have any account, and did not like just watching others playing, I decide to use Warcraft III editor to create my WOW, and get did it for 3 months.
But it did not finish, after ten years, I have new ideas on it. Since Warcraft IV is far away from me, just like WOW did ten year ago, why not use Starcraft II Editor to create one? This time, I have 8 years of coding and design experiences, more important, have a stronger will, finally I made it completed.
I began this project on SC2 Editor this March. After 6 month's working on free time, I realized that I must focus on it and make it perfect, so I resigned my job, by serious. After 2 month's work, now the 1.0 version comes out.
I still have big plans, I want to implement the Burning Legion, once designed to be a main faction in Warcraft III, but in 2001 it was removed, but I still remember it
Even for the current version, there are still much work to be done on bugs, balance issues and improvements. Please do not hesitate to give your suggestions, with all of you, I am not alone.
PS:As a 12 years warcraft fan, in my game, every hero, unit, region and ability name is treated seriously. Designs are also follow the Warcraft and WOW style.
Books I got my design ideas from: The Art of Blizzard DK: World of Warcraft Ultimate Visual Guide The Cinematic Art of World of Warcraft: The Wrath of the Lich King
As someone who is into making melee maps for SC2, is it possible for me to create new maps for Warcraft without knowing how to do the more complicated coding/whatever?
If not I would like to try myself at editing the aesthetics of the crossroads map, if that would be possible.
Ah this is so awesome!! Now we just need someone to do a remake of Warcraft 2 haha
On October 29 2013 21:40 Aunvilgod wrote: You are amazing.
As someone who is into making melee maps for SC2, is it possible for me to create new maps for Warcraft without knowing how to do the more complicated coding/whatever?
If not I would like to try myself at editing the aesthetics of the crossroads map, if that would be possible.
I am also interested to know this. Sounds like it is set up as a .mod file (?) if so, it should be fairly easy to do.
On October 29 2013 22:36 pullarius1 wrote: Man, making a MMO into a card game and now into an RTS. Can't games just stay in one genre anymore? What's next, turning WoW into a MOBA?
On October 29 2013 22:36 pullarius1 wrote: Man, making a MMO into a card game and now into an RTS. Can't games just stay in one genre anymore? What's next, turning WoW into a MOBA?
Just tried a game against bots...WOW is this shit fun/hard. Definitely looking to learning how to play it a bit more...will try and get some buddies to learn how to play too
Played a game on this, very fun but too many small packs of creeps imo, u should make them spread out and in obvious places, instead of all over the map, as well as some really strong creeps. Also, make the Heroes bigger, or glowing, or something, because it's not easy to see who is a hero and who is not, unlike in W3. Anyways good job, game is awesome!
On October 30 2013 04:05 McKnublet wrote: I'm so impressed with this map, I've been playing against the AI a little bit and it's so much fun! Thank you so very much!
Thank you for you playing, I just watched a player's stream and I found there were still too much work to do with bugs and imba. I feel a little more nervous now, I won't fail you all, I will keep on working on it
On October 30 2013 04:05 McKnublet wrote: I'm so impressed with this map, I've been playing against the AI a little bit and it's so much fun! Thank you so very much!
Thank you for you playing, I just watched a player's stream and I found there were still too much work to do such as bugs and imba things. I feel a little more nervous now, I won't fail you all, I will keep on working on it
On October 30 2013 04:05 McKnublet wrote: I'm so impressed with this map, I've been playing against the AI a little bit and it's so much fun! Thank you so very much!
Thank you for you playing, I just watched a player's stream and I found there were still too much work to do such as bugs and imba things. I feel a little more nervous now, I won't fail you all, I will keep on working on it
I've been streaming it a little, too! Was just going over a replay.. I was going to add a voice over to the little bit I've recorded giving a brief run down of how it works.. would that be okay with you? :-) Also, no need to feel nervous.. it's great fun, you've done something awesome!
On October 30 2013 04:05 McKnublet wrote: I'm so impressed with this map, I've been playing against the AI a little bit and it's so much fun! Thank you so very much!
Thank you for you playing, I just watched a player's stream and I found there were still too much work to do with bugs and imba. I feel a little more nervous now, I won't fail you all, I will keep on working on it
LIKE
maybe recruit some fanatics who can share the burden?
I didn't try it yet, but you really need a new UI. You can check out my gameheart interface to learn how to use it. Quite a few people seemed to learn it with it.
Also, I would think about switching out the huge green portrait images with screenshots from the unit. It will be quite a lot of work, but I think that would be great for the next polishing steps.
For troll tavern, in the description it says build over vespene geyser to get vespene gas. Assuming that is a mistake (Edit: Maybe not)
Also found an item on the ground that says Armor109, with no picture or description on click.
Also, I am wondering why some units automatically run away when they are being attacked. Is this because they are casting spells? I would figure that makes the game a little bit easy.. woudl be nice if they do not automatically move away
The game looked nice but when I played it it was really confusing and complicated with too many abilities and spells. I LOVED WARCRAFT III and was looking forward to playing this but when I loaded it up I was extremely disappointed.
It's nice to have some MMO elements but your just forcing it down my throat at this point.
Maybe try to work more around the core design and mechanics of Warcraft III and build from there.
A lot of great potential here though can't wait to see some updates.
I would like the unit or building that you are using to be highlighted in individual hotkey groups when tabbing through units to use spells. I am getting really confued when I am tabbing through units and don't know which one I have selected, having to look at the units themselves instead of microing through clicking weak units in the hotkey groups.
Another nice suggestion would be to put health bars under the units in the hotkey groups since you are using less units in this game than in SC2, it is more like WC3 so you need to micro and it helps to know exactly how much HP your units have.
Also, it is hard to distinguish which units are yours and which are the opponents. The aura under the unit is not enough I think, would it be possible to have the player color on the unit skins like you would see in SC2? I suppose this might be a lot of work for you, but it would be worth it.
Another bug:
On top right corner of screen it says "next tanlent point" should be talent point
On October 30 2013 12:04 BreakingBrad wrote: The game looked nice but when I played it it was really confusing and complicated with too many abilities and spells. I LOVED WARCRAFT III and was looking forward to playing this but when I loaded it up I was extremely disappointed.
It's nice to have some MMO elements but your just forcing it down my throat at this point.
Maybe try to work more around the core design and mechanics of Warcraft III and build from there.
A lot of great potential here though can't wait to see some updates.
Also you can't chop wood...
This. Would love it if wood was a resource in the game, carving paths through the forest is so fun
Ok I have a major issue with the units in this game or more specifically how the classes are distributed between Alliance and Horde.
Horde has a Paladin Hero and a Holy Paladin healing unit yet Alliance only has a Paladin "Vindicator" hero that can only be played in a support role while the Horde has the Bloodknight which is a prototypical Retribution Paladin far more iconic to the Alliance than the Horde.
Horde also has access to two Shaman class units while Alliance doesn't have any.
Thats a major problem for me. If we're going to do Alliance vs Horde, it should be Paladins on Alliance Shaman on Horde not both on Horde that makes no sense at all.
I must say I was a little dissapointed, since you said your project is finally complete The models and maps are really impressive and love the WoW aspects put into the WC3 setting. However it's in dire need of strategic elements like Tech Trees, there's currently too much freedom and no real progression in the game. GL with this, I will try it out every once in awhile when changes come.
I tried it and to be honest I will probably not come back to it. I found it to be very visually cluttered, colors are very greyish, and even the pathing/micro doesn't seem really responsive.
Features: 1. Units and Heores move speed increased and move animation speed adjustied.
Bug Fix: 1. Peasant and Peon will not be traped after building. 2. Horde Tavern build button text fixed. 3. Talent Point time window text fixed. 4. Squirel selection radius fixed.
Thanks for bug reporting: dgwow@TeamLiquid, vanesco@TeamLiquid, phunnykidd@TeamLiuquid
On October 31 2013 00:45 Foxxan wrote: @steven Lou Any update on the visuals? I wrote before, its very hard to see what units/hero belongs to who.
It makes it unplayable to me. Any updates on this?
I am here.
I have write down this issue, in fact in the early stage of the developing I am considering this. Team Color is OK but may not be so effect as in SC2, but I will try it again, for you
Thanks for you playing, if you have any ideas or suggestions, do not hesitate to tell me
On October 31 2013 00:54 eXeYukon wrote: Words Cannot describe how excited I am for this! Don't forget to get in the chat channel for this so we can find people to play with!
On October 30 2013 13:06 dgwow wrote: a VERY important suggestion:
I would like the unit or building that you are using to be highlighted in individual hotkey groups when tabbing through units to use spells. I am getting really confued when I am tabbing through units and don't know which one I have selected, having to look at the units themselves instead of microing through clicking weak units in the hotkey groups.
Another nice suggestion would be to put health bars under the units in the hotkey groups since you are using less units in this game than in SC2, it is more like WC3 so you need to micro and it helps to know exactly how much HP your units have.
Also, it is hard to distinguish which units are yours and which are the opponents. The aura under the unit is not enough I think, would it be possible to have the player color on the unit skins like you would see in SC2? I suppose this might be a lot of work for you, but it would be worth it.
Another bug:
On top right corner of screen it says "next tanlent point" should be talent point
Hotfix: Sorry, yesterday I when I tested my map I adjust gold to 60000 and made addition towncenter for player 1, and forget to change back before uploaded. I feel sorry about that mistake, and I promise it will not happen again.
On October 30 2013 12:04 BreakingBrad wrote: The game looked nice but when I played it it was really confusing and complicated with too many abilities and spells. I LOVED WARCRAFT III and was looking forward to playing this but when I loaded it up I was extremely disappointed.
It's nice to have some MMO elements but your just forcing it down my throat at this point.
Maybe try to work more around the core design and mechanics of Warcraft III and build from there.
A lot of great potential here though can't wait to see some updates.
Also you can't chop wood...
I feel the same. Kinda lacking in this apartment. Also need more divergence on tech path
So I've decided that I will go back to work on my project because of the amount of praise that this is getting. There was literally zero interest in what I was working on so I had stopped working on it. I don't see how you all find this to be so amazing when it's literally a half-assed version of what the other Warcraft mods were.
Things that are missing or need work.
1. Models have no team colors, aside from the structures. 2. Model animations are not renamed properly, you'll see them get ready to attack while standing still. 3. The file size is ridiculous. There was no attempt to compress the files or optimize them for SC2. 3a. TGA textures are still used, rather than DDS causing a 300% increase in file size. 3b. WAV sounds are still used 4. A lot of models have alpha masks that were not cut out, look at the Frostwyms wings as a reference. 5. The wireframes are put together rather lazily. 6. Peons and Peasants don't actually harvest gold/lumber 7. So much balancing is needed that it's impossible to even hit on what needs to be done. 8. No warcraft UI.
Things that are good but could still use improvement.
1. Spells, they were really the only thing that I liked. 2. The construction animation was ok, the scaffolding was a nice touch. But they just raise out of the ground with no editing. It doesn't look so much as its being built as it looks like its raising out of a swamp.
This is a glimpse of what can actually be done when you put more than just a few minutes into each model.
2. Animations are named improperly so they are played at incorrect times. Here is a list of what I currently use for animation names, (this is not finalized and is subject to change). You may need to scroll down.
3. Filesize can easily be reduced to 1/3rd its original size by simply converting .tga textures to .dds textures and reapplying them in 3DS max. You can follow the first guide for this. The 2nd link also shows what I've done that will immensely reduce the size of the mod by allowing 1 model to use any armor.
4. Cut out the alpha masks with Startools, I believe I make a mention of it in the 2nd link on how to do this.
5. It's not difficult to make a decent wireframe, it takes about 2-3 minutes. Rows of white ones are wireframes. Can be done by taking a screenshot in the cutscene editor and then editing in photoshop. Simply remove the background color, draw a thin white light around the details, make sure everything else is a grey-ish color.
6. Peons and Peasants can be shown to be carrying Lumber and Gold using model swaps. Blizzard has already provided the Peasant models. Don't be afraid to do this, it only makes things look better. This male orc model was edited by me to have a carrying animations.
7. Here's an idea on what you can do with construction animations, I have scaffolding in my older versions but this one was a new attempt using opacity in 3ds max to show and hide a mesh during an animation.
8. A UI should be created. While the method for creating one has changed since I last work on it, they can look really nice and add a lot to the mod. The first version of my human UI can be seen above in the peon screenshot.
Final verdict: Please stop praising this as the next best thing to Warcraft 4 until more effort is put into it and give exposure and support to the people who can actually put out something that is high quality.
I really like the concept but I really really think it would be awesome if you went towards a more WC3 type of feel i.e using lumber etc also the maps felt really small without any forest.
Daara87, it's all about publishing your work, once you publish it on many places at the right time you will get people to know about it. People love these things but are often times not aware, if I (or anyone else who saw this) wouldn't have posted the reddit thread this would probably have gained the same amount of views as your project, although I don't see you published it on TL, which together with reddit is the biggest sc2 site, unlike mapster.
EDIT: after looking at the pics, woah these are awesome, you should open up a new thread on TL with all the details and post it on reddit, if you want I'll do it for your mod as well (sweet karma )
Balance: Alliance: Demonhunter Immotate demage from reduced 20,30,40/sec to 10,15,20/sec. Granddruid Entangling Roots demage reduced from 20,30,40/sec to 10,15,20/sec.
Horde: Riflegirl Explosive Shot range reduced from 5 to 3, damage reduced from 35 to 30.
Other: Summon Headless Knight CD increased from 2min to 3min.
Bug: Fix Farm, Burrow model will switch to supply depot error. Fix text and icon error when select item on the ground. Fix text error of Windwalker ability Pride of the Tiger in English.
Hot fix 1.05-1 ------------------------------------------------------------------------------------ General: Increase the speed of units, heroes, decrease the scale of units. It adjust the pace of the game.
Balance: Decrease the damage of rifle girl. Increase the mana cost of Great Heal (Priest) and Flash Light (Holy Paladin). Weaken these normal healing units a liitle.
some tech requirements would be great for different units, instead of having them come all from the same building. and please show creeps on the minimap
i feel thats it just has to maaaany spells, why give a rifleman like 3 spells?That makes no sense to me. The effort that you put into this is impressive, but i dont get the warcraft`ish feel overall.
Have you considered bringing in someone to focus on the gameplay? It seems to me that you are very good at the art stuff, but you may be a bit inexperienced when it comes to game design. This is meant as constructive criticism. The game seems to need a major redesign when it comes to things such as: -Balance -Resource management -Spells -Unit tiers
@StevenLuo "I realized that I must focus on it and make it perfect, so I resigned my job, by serious"
You sir, should start a kickstarter campaign. Immediately!
And that campaign should be about: - adding 1-3 muldiplayer maps - a small campaign - polish the framework (animations/bugs/balance) - release the framework for other devs
Ask for 15.000$ with stretch goals for each 5k or 10k up to 60k.
1.06-2 Update: --------------------------------------------------------------------------------- Feature: New unit Knight added to Alliance, with strong defense, attack and heal abilities. New unit Wolf Rider added to Hored, with control ability Ensnare and fastest speed on ground.
Bug: Finally I got why peasant and peon trapped after building complete, and fix it, it costs me 2 months
My main suggestion would be make workers more expensive and/or take longer to build, because harass at this point seems kinda silly to do, cause the just rebuild them very quickly and for not very much. Other than that it seems pretty solid. You may also want to look into creating other agressive options though
On November 06 2013 12:23 DBS wrote: My main suggestion would be make workers more expensive and/or take longer to build, because harass at this point seems kinda silly to do, cause the just rebuild them very quickly and for not very much. Other than that it seems pretty solid. You may also want to look into creating other agressive options though
Hi DBS:
Thank you for your feedback, peasant in war3 costs 75 and I reduced it to 50, just let players can recover more quickly if the based is attacked.
But you are right, it will led to another problem that player will not be Agresive to attack, I think that will be worse.
I will take your advise and modify it in the next version before this weekend.
On October 29 2013 13:21 StevenLuo wrote: PS:As a 12 years warcraft fan, in my game, every hero, unit, region and ability name is treated seriously. Designs are also follow the Warcraft and WOW style.
At first I thought you meant you were only 12-years old. :O
1. New Unit Huntress of Alliance, fast speed and good at scouting. 2. New Unit Sunwalker of Horde, a Tauren healer ridding Kodo Beast, can make AOE Healing. 3. New Unit Goblin Shredder, a strong mechanical unit making cleaving attack and expert on attacking structure. 4. New Buidling Draenei Abbey, Griffon Aviary, Goblin Lab added. 5. Units are tired into 3 levels, and trained from different buildings.
I just had a game versus AI, my first impression is:
Very nice art. I somehow think maybe the models are a bit too big, making the battle scene seem kind of zoomed in. In WC3 I think models was a bit smaller. Maybe something to play out with, is modelsize, and also make them more distinct (and bland perhaps). If they are too flashy and good looking, the gameplay in battle may struggle. In WoW f.ex, one of the problems for me is too many good looking spells, which are good solo, but not in raids.
I kind of like how easy the macro is, making the focus of the game on combat.
Too many spells? Too early for me to tell, but that was my first impression. A solution if desirable, is to do as they did with talents in WoW, cut the boring ones that you dont feel add much, and keep the really fun/good ones. I think however that it is smart to have tons of spells/talents now early on, to luke out the bad ones people don't spend or use much. As it is now, I felt really lost in battle about my units, making it hard to identify casters. F.ex it is easy to spot a bunch of marines, because you need many of them, and they make a neat little ball, but identify an important caster can be a little more trickier, unless of course its a infestor lol. Again, what if a smaller modelsize, but it was more of them?
On November 16 2013 00:53 crappen wrote: I just had a game versus AI, my first impression is:
Very nice art. I somehow think maybe the models are a bit too big, making the battle scene seem kind of zoomed in. In WC3 I think models was a bit smaller. Maybe something to play out with, is modelsize, and also make them more distinct (and bland perhaps). If they are too flashy and good looking, the gameplay in battle may struggle. In WoW f.ex, one of the problems for me is too many good looking spells, which are good solo, but not in raids.
I kind of like how easy the macro is, making the focus of the game on combat.
Too many spells? Too early for me to tell, but that was my first impression. A solution if desirable, is to do as they did with talents in WoW, cut the boring ones that you dont feel add much, and keep the really fun/good ones. I think however that it is smart to have tons of spells/talents now early on, to luke out the bad ones people don't spend or use much. As it is now, I felt really lost in battle about my units, making it hard to identify casters. F.ex it is easy to spot a bunch of marines, because you need many of them, and they make a neat little ball, but identify an important caster can be a little more trickier, unless of course its a infestor lol. Again, what if a smaller modelsize, but it was more of them?
Hi, thanks for your attention
About model scale: 2 weeks ago I adjust the scale and blow is the screenshot of latest version, I do not know if it is still big for you, I will try to compare with war3 and modify again if needed.
About spells: At the beginning of design I realized that player could not handle so much spells, so for most of the normal units, in 3 spells it at least have one auto cast, most have 2, and the rest has a long cool down time like Shield Wall. In fact player can even without micro,, just A + Left Click, most of the units will perform well.
About unit identify: I added team color for normal units in the latest version 1.08, so only hero units has colored aura now and it would help player to identify units easier, but I think it still need work to do.
Thanks for your feedback crappen, wish you like the new version that online yesterday, and also wish you support the game in the future, because that is why I am still hardworking on it
1.08 Update: ------------------------------------------------------------------------------------------------------------ 1. Teamcolor added, so only heroes have colored aura now. 2. Subgroup Icon is highlighting when it is selected. 3. Creeps shown on the radar map. 4. Brightness of the buildings decreased, which looks better. 5. Terrain and Doodads of 3 Maps were adjusted in details.
I am at work now, so I have not tested the new version. I would however, like to add what I find good about the game. It is easy to just jump into without focus on macro and economy. This helps when I am trying to "sell" this game to my friends. I struggle selling a game where I have to lecture them on very basic things. Although its a lot of spells to figure out, it is a much more fun approach to learning a game. When people can go from very early, to just slaughter monsters and gain strength, this is a very good selling point. And having lots of spells, can be what makes people want to stay for a longer time in the game, giving it depth. And your approach to having many of them on autocast, with the options later on to toggle this off, can turn out great.
Trying to have my friends play Starcraft, is a fuckton of pain in the ass, I've given up, and absolutely nobody even in the faintest friendcircle plays starcraft (but everyone has tried). I think you have a good thing going on with this game And having a lot of units with tons of spells, can actually be one of the best selling points. This is a gamedesign decision. Look at Total Annihilation, tons of units, and it became very popular and played for many years. Wish you luck, just make a game you would love to play imo
At the very minimum, this is fun to play. The mechanics are easy enough to grasp if you have nebulous rts knowledge (which you should if you're in sc2) and wandering around creeping while checking around for your opponent's worked in War3 and it works just as well here. Thee lack of War3's "formation" ai, where ranged units would purposely decide to wait until melee units in the same group went ahead before moving in order to retain their advantage, feels a little more like a Difference than a Problem, although the oversaturation of spells and abilities is completely laughable. Many of them have autocast, which is nice, but EVERY UNIT, including Grunts and Footmen having an ability of some sort is a little overboard in my opinion. Using WoW models is also iffy; most models in WoW are meant to stand out as Individuals, to not blend in with a crowd. Throwing them all together like this is super disorienting, although at least team colors are enabled now.
All in all, I can't offer much advice except "keep on truckin'", because you have a clear direction with this mod and have built a strong base game.
Hi. I just wanted to say keep up the good work StevenLuo!! Im not a SC player at all but i will instal the game just to try this mod because it looks good and it brings up good memories XD. I hope u succeed in an attempt to make this mod really big one day , because WC4 is not coming out soon if at all. U are the only hope for WarCraft RTS fans all over the world! XD keep up! good luck!
On December 12 2013 01:18 KingBongoBong wrote: Hi. I just wanted to say keep up the good work StevenLuo!! Im not a SC player at all but i will instal the game just to try this mod because it looks good and it brings up good memories XD. I hope u succeed in an attempt to make this mod really big one day , because WC4 is not coming out soon if at all. U are the only hope for WarCraft RTS fans all over the world! XD keep up! good luck!
I keep on working on this project now, and I think the next version would be surprised, no, astonished
On November 18 2013 20:32 crappen wrote: I am at work now, so I have not tested the new version. I would however, like to add what I find good about the game. It is easy to just jump into without focus on macro and economy. This helps when I am trying to "sell" this game to my friends. I struggle selling a game where I have to lecture them on very basic things. Although its a lot of spells to figure out, it is a much more fun approach to learning a game. When people can go from very early, to just slaughter monsters and gain strength, this is a very good selling point. And having lots of spells, can be what makes people want to stay for a longer time in the game, giving it depth. And your approach to having many of them on autocast, with the options later on to toggle this off, can turn out great.
Trying to have my friends play Starcraft, is a fuckton of pain in the ass, I've given up, and absolutely nobody even in the faintest friendcircle plays starcraft (but everyone has tried). I think you have a good thing going on with this game And having a lot of units with tons of spells, can actually be one of the best selling points. This is a gamedesign decision. Look at Total Annihilation, tons of units, and it became very popular and played for many years. Wish you luck, just make a game you would love to play imo
Thank your for your attention and suggestion, I keep silence for week because I was also not satisfied by the current version, it is, sometimes, boring and lack of strategy depth. So I am refining it and making other new features.
i think it would be soon the big update will come out, more detailed attack vs armor definition as Warcraft III, more refined text words,new factions, new units and new maps. Wish you like it then
One month ago someone tell me that he want Garrosh the Warchief of the Horde be added into the game, and I promised him. In the furture version of WAH, you could see a new hero of Horde, the Warchief. Warchief is a Strength hero that waving a two handed axe, and the style is just the same as the Gorrash in WOW. WAH would have a great update with many new features, please keep your attention.