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Warlords Battlecry: The Protectors of Etheria


Warlords Battlecry: The Protectors of Etheria (or TPE), is a mod for Warlords Battlecry 3
and sequel to the Warlords franchise.
TPE is an ambitious project which focuses on a new interactive RPG experience and a streamlined &
modernised RTS experience.
It is stand-alone, meaning that it can be run without having the original
game installed.

Currently, TPE is in development (and has been since 2010), and has not reached a stable version.
However, there are beta versions available for download. All users are considered beta testers and are
encouraged to report bugs and make suggestions:

- On the TPE forum
- On the TPE Discord channel
Multiplayer games are also run on the Discord channel.


Forum | Steam | Feedback

Among various other features, TPE attempts to achieve the following:
- Provide new RTS and RPG elements which deliver greater strategic and role-playing depth,
including greater terrain influences on battles, unit types, dialogue choices, multiple endings
and psychological profiles

- Improve old, poorly designed systems or mechanics, including the resource, combat stat, damage type/armor, hero, retinue, conversion and terrain systems
- Integrate all official Warlords lore into the game, including lore from: Warlords, Warlords 2, Warlords 3 & its expansion, Warlords Battlecry, Warlords Battlecry 3, Puzzle Quest & its expansions,
Puzzle Quest 2, Puzzle Quest 3 and unofficial TPC lore to help fill any gaps (which is based on and respects Warlords lore)

- Provide new content, including music, maps, productions, heroes, items and a new story-driven, multi-choice campaign with diplomacy, new locations, quests, characters, and videos, which also changes based on hero traits and any of their prior actions or choices
- Provide the campaigns of the previous Warlords Battlecry games, including the Tears of Dawn WBC1 campaign, the Conquest WBC2 campaign and The Fifth Horseman WBC3 campaign, all updated with TPC’s gameplay
- Improve pre-existing content, providing new graphics, audio, features and functionality
- Provide up to 16 player gameplay which can be reliably played in multiplayer
- High resolution support for up to 4K
- Improve the editor, increasing the amount of control that map-maker’s have over their designs
- Fix every single one of the series’ bugs, from the most notorious to the most insubstantial, thereby providing the most reliable and bug-free experience in Warlords Battlecry history
- In general, bring the game up to modern standards and fulfil the potential of Warlords Battlecry, the founder of the role-playing real time strategy genre


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0.9.1a Download

__________________________________________________


Version 0.9.1a FULL

TPE beta v0.9.1a FULL



0.9 Feature Rundown Video

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Version 0.9.1 addresses some of the issues with the previous installment, containing mostly bug fixes, crash fixes and some minor balance changes. The most notable changes seen in post version 0.9 are presented in the feature rundown video. The new 0.9.1 patch changes are listed below.

Difficulty

Difficulty levels of the AI were adjusted, making the lower level ones easier to defeat (and Demigods slightly harder to defeat). Campaigns now have a Very Easy option.

Gameplay

Critical stun, freeze and paralyze effects have been adjusted based on attacker's & defender's damage stats. As these crit effects now work on a comparative basis like the others, they are more fair than before. Basic units that had a metal cost now cost gold exclusively, so there are no longer any unit types which are forcibly locked behind the rarer metal resource costs. Crystal costs for abilities are now 10% cheaper and may be adjusted via an external file by any user. The more expensive miners, typically ones with fighting ability, now occupy more mining slots (i.e. are more efficient at mining). Wood Elves now turn mines into trees automatically based on a timer and that timer is reduced with each Oakman sent inside the mine. The Empire's embassies have been substantially weakened, having a much smaller conversion radius, taking longer to convert, and now can no longer be placed within a radius of another embassy. Most missile units have had their stats decreased (typically damage), on exception of some with longer attack speeds. Missile siege weapons are now classified as medium, allowing them to be countered by most anti-missile units.

Heroes

Adjusted all classes' starting stats and bonus skills. Typically, wizard heroes have received ~+50HP and -5MP, fighter heroes have received ~+200HP and ~+5 Damage. Hybrid spellcaster/fighter heroes gain ~+10 Mana. All XP-giving skills now award XP levels (and any decimal level bonus awards XP, so if for example a unit required 5 xp to get to level 2, and your hero has a skill which gives that unit +0.6 unit levels, the unit will be produced with 3xp), making them much more usable.

Visuals

We've made the fog weather look less intrusive. The control panel production area has a Loop option separate from the Cycle option. We've also added a new Empire hero avatar.

Loop & Cycle


Scenarios

We've updated and reworked many scenarios for campaigns and multiplayer alike. Many now incorporate new mechanics and features, such as proper, dedicated cover and negative cover zones, terrain height, resource carts, items and the new decurser and item smith utility buildings. Special events were also edited to fix some undesired effects (such as the reward for conquering Etheria).

Bug Fixes

Over 100 bug fixes, including but not limited to stability issues, unavailable production issues, gameplay issues and performance issues, are delivered with version 0.9.1. All of this was made possible by you, so thank you for the plentiful bug reports and feedback!

  • The Protectors Team

Changelog: Changelog 0.9.1

Changelog 0.9.1a

Steam: Store.steampowered.com

Donations: Paypal.com

Discord: Discord.gg

Fog

Hero Spell Shortcuts Help

The Protectors version 0.9 FULL now available

The Protectors version 0.9 FULL now available

News 5 comments

Sharpen your swords! The long awaited version 0.9 is finally here!

The Protectors version 0.9 Feature Rundown

The Protectors version 0.9 Feature Rundown

News 17 comments

In this early preview video, catch all the latest changes in The Protectors version 0.9!

The Protectors version 0.8.9 FULL now available

The Protectors version 0.8.9 FULL now available

News 34 comments

Warlords rejoice! Version 0.8.9 of The Protectors is finally here.

The Protectors version 0.8.8 FULL now available

The Protectors version 0.8.8 FULL now available

News 8 comments

My fair warlords and warladies: it is with great pleasure that I announce the release of the newest and most awaited version of The Protectors. Witness...

Add file RSS Files
TPE beta v0.9.1a FULL

TPE beta v0.9.1a FULL

Full Version 17 comments

Hotfix version 0.9.1a. This is the full game. Previous patches are not required. Vanilla game not required.

TPE beta v0.9.1 FULL

TPE beta v0.9.1 FULL

Full Version 3 comments

Version 0.9.1 addresses some of the issues with the previous installment, containing mostly bug fixes, crash fixes and some minor balance changes. This...

TPE beta v0.9 FULL

TPE beta v0.9 FULL

Full Version 15 comments

Sharpen your swords! The long awaited version 0.9 is finally here. This is the full game. Previous patches are not required. Vanilla game not required...

TPC beta v0.8.9b patch

TPC beta v0.8.9b patch

Patch 57 comments

Warlords rejoice! Version 0.8.9b of The Protectors is finally here. Requires version 0.8.9 FULL and patch 0.8.9a. Heroes from previous versions are NOT...

TPC beta v0.8.9a patch

TPC beta v0.8.9a patch

Patch 22 comments

Warlords rejoice! Version 0.8.9a of The Protectors is finally here. Requires version 0.8.9 FULL. Heroes from previous versions are NOT deleted, but saved...

TPC beta v0.8.9 FULL

TPC beta v0.8.9 FULL

Full Version 35 comments

Warlords rejoice! Version 0.8.9 of The Protectors is finally here. This does NOT include patch versions 0.8.9a and 0.8.9b. To fully patch up and play...

Post comment Comments  (0 - 10 of 1,994)
Guest
Guest - - 689,126 comments

Has ghoul plague been nerfed? It used to turn anyone infected into a ghoul when they died now I have to kite the infected unit around until it turns. If anything kills it early I don't get a ghoul.

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Patrick_Winekiller Creator
Patrick_Winekiller - - 738 comments

There was a bug about this that has been fixed in the latest patch. Also note that you need army limit space for the ghoulification to have effect (it is too OP otherwise).

Reply Good karma+1 vote
Kantiran
Kantiran - - 1 comments

I like the mod overall but as a very very VERY casual player...is it me but is easy difficulty much harder than in the original game? I didn't have much trouble with easy difficulty in the original game but here I am having major trouble winning anything, which makes it not particularly fun...

Does easy difficulty simply not work?

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Patrick_Winekiller Creator
Patrick_Winekiller - - 738 comments

Easy difficulty does work and there is also a very easy difficulty. We've made the AI a lot smarter (and the game more balanced) so the spike coming from the original game is big. I recommend taking your time to learn your favorite faction and play skirmishes versus Barons for awhile.

Remember: the AI does not cheat (except Demigods and Emperors), it just knows the game and is good at micro.

Reply Good karma+1 vote
TeslaDeCastaka
TeslaDeCastaka - - 22 comments

I'm and old(50) RTS nerd, i play or played pratically almost all in existance, include all the good ones, from when i was at seventeen.
I'm sorry to say that, but this mod is becoming a mess more the version goes on, too many added and unecessary feature, that also doesn't work well or make game less strategic and unbalanced on the whole.
I found dozens of bug or missing features, the last one is that items worn consume themselves while i let time pass to regain the ones repairing in the smity!!! how come game breaking issue be pass unnoticed?
Some suggestion: 1)the new population system is not good at all, the old one is on par with the RTS genre, more building=more pop but less defendible. Now the bases are the same small camps, no more city that you have to defend strategically or siege to weaken the enemies.
2)the items consuming and retinue missions system seems unecessary and is higly repetitive, i do not have any fun from them.
3)The homogenization of economy and unit class is simply wrong.
4)The resorce depletion and the now totally unbalanced A.I. difficulty make the game objectively umplayable, making a scaled very easy setting is not a "fix".

I have pleasure of finding people that try to make a work of love, but i don't have interest, nor enjoyed most of the content, WB needs mostly polish and balance, the grand strategy map conquest ala totalwar is a system that can be interesting, but in this state the mod is not fun. I will stop using this and recover the vanilla game. Really hope you can reshape this into a good thing.

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JoeTheBartender Creator
JoeTheBartender - - 342 comments

That's understandable. The release of 0.9 was what I would refer to as 'sloppy', which may be a somewhat charitable description in some respects.

There are some things in it which I wish was done better. There's some parts of it which weren't remotely finished or ready for release at the time. There are also some parts of it which were mistakes or oversights as well. I would have loved for people to have received what was envisioned of 0.9, but unfortunately what was released wasn't representative of that vision. I feel it's a good base to start with, though there's a lot of work that needs to be done to bring it up to that vision.

The complexity of the thing has, I think, gone off the rails with regards to the quantity of everything in the game, and we just don't have the manpower to keep up. We without doubt overstretched in many areas, despite the amount of time we've been working on it. That, I think, is what's especially frustrating to me - to have worked on it for 3 years to see it have such a sloppy release. I hope that gives some context to my response.

There are some things which I agree with you on and some things I don't. I prefer the way army limit is done now, with the capacity for smaller base sizes. It doesn't have the issue of the infinitely-cycling unit production via barracks-spamming which we think presented issues regarding players' ability to make comebacks too easily, and made it too difficult to achieve high army limits whilst also overemphasising it as a win con. There is an option to use the old army limit in one of the skirmish option windows.

I see item durability, as it is implemented now, as more of a detriment to 90% of the game than a benefit. It's cool to switch and manage items in a campaign run which is designed for it, but for the entire rest of the game, it's a meaningless, extra chore. It's also extra work which we didn't/don't need. Similar with keep research in the campaign. It's awkward and unnecessary for a load of chapters and campaigns. I like the concept of the retinue missions, though they could use some more focus.

With regards to the way that resources currently work, we are looking into this and plan on making some revisions. As we have a lot of other things to look into, this may come in a later patch.

The new AI is much harder than the old one because it's much more sophisticated (it doesn't cheat on difficulties lower than Emperor too). Because of this, it does break certain missions. Campaigns and chapters could use some attention regarding this issue. Offending maps could have certain sides lowered in difficulty or if there is no alternative, they could be removed. The campaign/chapter maps could also use some calibration so that they incorporate all the new map features like cover, negative cover, terrain height (not new exactly, but it now has a big impact and certain races require it), army limit settings and more.

It's going to be a lot of work, which I hope is achievable. We may have to make some difficult decisions, we'll see, but at the end of the day it's important that we end up with something which people are happy with.

Reply Good karma+1 vote
Guest
Guest - - 689,126 comments

I need help. All my hero items and all items I found have their descriptions replaced with "???".

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WBCKharn Creator
WBCKharn - - 404 comments

There's an item curse that does this. Visit an in-game decurser and he'll tell you which of your items is doing this and can remove the curse as well.

Reply Good karma+1 vote
Guts22
Guts22 - - 16 comments

this happens when your hero is re-spec-ed.
Re-spec happens when your hero is from older version, or something went wrong with the skill points.

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Stefan19911991
Stefan19911991 - - 9 comments

Cannot change resolution or choose any other mode it is insulting please fix this

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Patrick_Winekiller Creator
Patrick_Winekiller - - 738 comments

Unable to reproduce. Can you provide more details?

Reply Good karma+2 votes
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