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is it possible to made lordaeron more attractive to stay in the alliance ?

let me explain, actually in 80% of the game i have played Lordaeron always betray to join scourge team and it's really boring.

Oh another thing, can lordaeron palace still be invulnerable when the gate are up for LB because to many time just after DG betray scourge or cult attack directly the palace and it's very complicated for lb to defend it when scourge team drop in.

Lordaeron TF 0.61 Changelog

Lordaeron TF 0.61 Changelog


By Marshmalo, Awers855 & LordUther
DOWNLOAD LINK: https://www.epicwar.com/maps/308850/
EDITORS COMMENT: This is the first of a series of medium-sized content patches I plan to develop, my aim is give some life and flavour to some of these factions while also working on improving the way neutral paths work. By making these "Second chance" paths more viable I aim to increase the options available to players on a changing tactical landscape and therefore give the map more unpredictability as well as replayability. From a content perspective this is a fairly small patch compared to some of my more ambitious plans for the map, but hopefully people will enjoy them. Remember this is currently a WIP but all the changes listed here are complete and will be released very soon.



- There is a new, simpler, Broken Alliance system in place.
- Alliance bonuses and conditions for players joining alliance are permitted based on whether the Alliance is classed or "Broken" or "Reformed", the alliance can be Broken and Reformed as many times as the game requires and depends upon the number of active players within the alliance. If alliance reaches 4 or fewer players it can accept new members into the team, if alliance reaches 6 players it is classed as Reformed and will not accept new members.
- Every time a player joins or leaves the alliance the remaining member count will be displayed on screen. Players can still check the alliance count by typing "-countcheck ".
- NOTE TO EDITORS: This system uses tech researches rather than dummy tech units, and removes 15 resource intensive unit variables. This utilizes the new trigger functionally added in recent WC3 patches which allows a reduction of a players current research level.
- Rigged Armor passive now has only a 25% chance to reduce damage.
- Now, when going one of the Rogue Alliance paths, your free upgrades will be based on time: 15 mins of game time passed - 2/2 upgrades. 30 mins of game time passed - 3/3 upgrades.
- Ensnare Net on multiple units can no longer target flying hero units (It's too easy to abuse the ground pathing bug to move enemy air units closer and aim them down).


- Arcane Missiles ability on High Elf Sorceresses damage decreased from 10 to 7, mana cost increased from 10 to 12.
- When Blood Elves are triggered, Kael has an optional quest to discover the hidden caches of supplies within the neaby area.
- Going Illidari Sunfury path now spawns a small base in eastern Quel'thalas. (This provides Kael some options incase they need to retreat away from Outland.)
- When going Illidari Sunfury path, the players current reasearch level of Studded Armor (Ranged Armor), is applied to Iron Plating Upgrade (Melee armor).
- When Sunreavers Sub-path is researched and Old Dalaran is still alive, the Sunreavers will spawn within Dalaran instead of Northrend.
- You can now deliver Blood Elf vagons to the Silvermoon City or Netherstorm Keep for objective rewards.

- Ambermill area has had a slight reterrain and is more defensible.
- If Old Dalaran City is destroyed they are renamed to Dalaran Remnants, Rhonin will spawn or be moved to Fenris Keep along with some additional forces. He starts with a Scroll of Teleport. (Rhonin is invulnerable for 10 seconds to prevent spawn camping).
- Gilneas has the option to rejoin alliance (provided alliance is currently broken).
- Arugal also spawns with 4 Shadowfang Wolves and additional forces in southern Tirisfal when Worgen path is chosen.


- Aerie Peak buildings and area start off as invulnerable and neutral, thus protecting them from destruction until yellow decides to go Wildhammer Path. (Many times all the buildings in Aerie Peak are completely destroyed before yellow has the chance to research this path. The starting units have been removed for this area, but Dwarves will receive a new northern start base in later versions.)
- Aerie Peak has a new custom model.
- Dark Iron Sorcerery advanced upgrade now requires Twilight Hammer allegiance.
- Researching Twilight Hammer allegiance will now grant you more benefits: Dark Iron Golem limit from 8 to 12. Dark Iron Behemoth limit from 8 to 10.


- High Elves of Quel'Thalas path now also increases infantry HP by +150. Requires broken alliance and Silver Covenant.
- Windrunner Spire can summon the tree wall defenses of Quel'Thalas rather than Highborne. (Highborn has often gone Blood elves or betrayed by the time elves come under attack and Rangers is on the front line of Quel'Thalas's defenses).
- Windrunner Spire has a new custom model.


- The limit on the number of times Uther can summon cathedral forces has been removed, this limit was a major nerf to Silverhand which often struggles on a low income. The removal of this limit once again ties Silverhand to Lordaerons fate and encourages them to defend the Monastarys and churches of Lordaeron throughout the game.
- Uthers Divine Shield is tied to Tyrs Hand rather than Stratholm.

- Northrend Expedition now requires plague to have been launched rather than purged Stratholm.
- Jailor Kassan now starts off with a scroll of Townportal and summon workers.
- When going New Lordaeron, players ranged attack upgrade level is matched to that of their melee attack level. (This is to allow them to fight using a wider range of units with less allies).
- Undead Falric's Icon has been updated. Undead Falric base strength increased by 4, base health by 100.
- Baron Rivendare base health increased by 200, strength per level to 3.00 from 2.70.
- Fallen Knight gold cost decreased to 30, health raised by 150.


- No changes this patch.

- Legion Gan'arg Engineers also have the ability to now mine gold from mines. (This is to provide more ways in which Legion can target specific areas for economic gain and syncs well with their covert playstyle, it also allows a member of the evil team to make use of the Gold mines around the map. Previously it was only dwarves which were able to utilize these mines and adds competition for control of these precious resources. This also makes it more important for alliance to defend Ironforge and its southern mine.)

- Gold mine in Outland has been removed (This area is too secure early game and will give Legion an unfair advantage by mining this).
- The gold mine within Northrend has been moved deep within Azjol Nerub Tunnels.
- Legion Gan'arg Engineers can now Build Fel Spreader crystals.


- No changes this patch.


- The Argus Wake has been moved from a subpath to a full path and now rejoins the player with the Legion. (In lore the Argus Wake is a branch of the Shadow Council and secretly manipulated by the Legion).
- Syndicate may only choose either Argus Wake or Reformation of Alterac Path.
- Fel Ray Health increased by 140. Magic resist passive now reflects 90% of spell and magic damage up from 75%.
- Shadow’s Embrace ability health restored reduced to 100 from 170, and mana restored reduced to 75 from 90.
- The Items from Teron, Vorpil and Blackheart will now transfer to Aliden, Falconcrest and Beve respectively.


- Kel’Thuzad in Ghost Form base health increased by 400.
- Gargoyles summoned from Brethren ability increased by 1 on all levels.



- Dragonbane Net on Ogres also no longer targets flying hero units (It's too easy to abuse the ground pathing bug to move enemy air units closer and aim them down)


- Fixed random unbuildable area within Loch Modan.
- When the Cult of the Shadow is formed the message only displays to Pink (This is not a significant enough event to display to all players).
- Pathing will no longer allow Dalaran to build close to the portal to dungeons to prevent enemies from entering.
- Reduced excessive size of Yogg Saron model.
- Players can no longer tower Borean Tundra and camp Lordaeron's Northrend Venture Spawn. (Uses Anti-build aura, will not accidentally kill Naxxramas)
- Scarlet Onslaught Banner ability now only affects casting player units.
- Fixed a few spelling mistakes.
- Brann Bronzebeurd is correctly hidden until his event is triggered.
- Ability to gain 6 Ashbringer item have been fixed.
- The Argus Wake subpath does not prevent you from going the Alterac Reformation path any more.
- «Enslave Demon» ability for Syndicate now has an «E» hotkey.
- The Items and Hero Experience from Ghost Kel’Thuzad will now successfully transfer to his Lich Form.
- Fixed the bug when going Dark Horde Illidari path disabled Blood Knight for Blood Elves.
- Sylvanas will no longer turn Forsaken if she dies to a member of the Old Gods team.
- Replaced the projectile model of the Iron Behemoth (Reforged bugged this custom model)

A new Game of Thrones project: Pawns and Players

Hi all,

I want to showcase a new project I have been working on the last few weeks. It’s another(!) Game of Thrones project - but with some twists. It’s current and working name is Game Of Thrones: Pawns And Players. The name is a reference to S01E05 of the Game of Thrones series. The name should reveal one of the central features of the map: who are the pawns and players in the race for the Iron Throne?

In this map, Heroes are central for your faction. Well, it’s Warcraft, heroes have always been the central units of your army. What I mean is, when you choose to play Robb Stark - and Robb Stark dies - you are defeated.

Game over that quickly? No, you get to roll a new character. Maybe this time you will play as Beric Dondarrion? Instead of commanding a large army, you play a faction with 2 heroes and a few demi-heroes, to engage in guerrilla warfare.

At this point in time a player has 3 lives and gets to play 3 different characters. You accumulate points by completing a character’s objectives, at the end of the game the player with the highest score wins.

We already have Game of Thrones… What’s the difference?

You probably know the beloved maps Robert’s Rebellion and Song of Ice and Fire, great in their own respect. The gameplay in those games is fun but simple: a grand strategy battle between set alliances where individual players with the best micro can excel in performance.

A faction can comprise of 4 or more heroes, with timed spawns that sometimes lead to controlling five or more unit groups. While these heroes level up, they become the deciding factor in determining battle outcome. A group of fully-leveled heroes will surely defeat 3 unit groups of footmen.

In GOTPAP, you will never control more than 3 heroes. Sometimes it’s only 1 hero - for instance Brienne of Tarth - will you be able to find Catelyn’s daughters with her?

I believe one of the biggest flaws in Warcraft is the ability to select units en masse. What a drag it is to attack-move your 8 control groups to your enemy. Warcraft is supposed to be played with 2 or 3 control groups, so let’s aim for that.

Oh, and no Essos. Nobody wants to play on Essos.

So the big differences are:
  1. You play a HERO, not a FACTION. Some heroes come with armies, some don’t.
  2. You will play up to 3 different heroes, instead of 1. Do you know the board game “Small World”? Yea, I got the idea from there.
  3. The winner is determined by a score that is tracked in scoreboard
  4. Due to the nature of picking heroes, sometimes some heroes will not be chosen. This will lead to entirely new and dynamic games and what-if situations. What could Renly have done if Stannis never assassinated him, because Stannis never left Dragonstone?
  5. Leavers do not ruin the game
  6. There are 10 player slots, but a game can be viable with e.g. only 4 people

Goal of the game

As I explained in the introduction, you will aim to achieve the highest score. Some heroes naturally have higher potential scoring than others. Robb Stark can capture King’s Landing and Casterly Rock to gain a total of 250 points. He can make decisions that will lead to more points.

Beric Dondarrion has only 1 objective: Protect the smallfolk. It will give him 100 points. Maybe you are cunning enough to stop other players from getting points, gaining victory through this method? Or better, maybe you don’t care about the score and just want to hit and run the big armies.

2020-09-08 13_35_57-Warcraft III.png

Faction showcase

2020-09-08 13_37_51-Warcraft III.png

So I briefly talked about Robb. The current start date is just before Robb is assembling his bannermen. Ned Stark is still alive, though be it in complete mercy of Joffrey.
Robb’s initial objectives are:
  • Capture King’s Landing
  • Capture Casterly Rock
2020-09-08 13_37_38-Warcraft III.png

Robb’s initial decisions are:
  • Call the banners
  • Send Theon to parlay with Ironborn (potentially backfires)
  • Send Catelyn to parlay with Renly
2020-09-08 13_36_48-Warcraft III.png

If Robb is picked, some other heroes become available as well.
Edmure Tully, who will instantly be Robb’s ally. Walder Frey, who will be Robb’s ally unless he.. changes his mind. Roose Bolton, who will be Robb’s ally unless the Tywin-player offers him a certain something.

Walder and Roose are designed as counters to Robb Stark, who has a massive scoring potential. If you are playing Robb, and Walder is picked… start scoring your points as fast as you can.

What will be added in the future - after the beta-stage

- AI (if a major faction is not picked after X minutes, they start spawning computer-controlled units that attack-move to player-owned holdings)
- Brief cinematics for major events
- Game of Thrones theme & sound effects
- Variable lives?
- Variable start dates?

What am I hoping to find here

Testers, and ideas.

A lot of the triggers in the map are dependent on player interaction, that means I won’t be able to unit-test a lot of functionality right now.

Also, while I do enjoy creating maps, making triggers and custom units… I find abilities tiresome. If you have any ideas for custom abilities, please fire them at me. A thing to keep in mind is that I try to differentiate Fighters from Rulers from Commanders.
  • Jaime Lannister, a fighter, would have abilities like Critical Strike
  • Robb Stark, a commander, would have summons and auras
  • Mace Tyrell, a ruler, would have abilities that boost his food, score, or spawns?
If you have an idea for objectives or decisions, I’m also eager to hear that. It’s easy to map out Robb or Stannis, but for Doran it’s a different ballgame. We know Doran is a cautious diplomat, who tries to secure alliances through marriages. I am not sure if he has any other objectives than that … so let’s hear it.