The Protectors (in short TPC) is a stand-alone mod of the game Warlords Battlecry 3, produced by
Infinite Interactive. Stand-alone means that it can be run without having the original game installed.

Currently, TPC is under development (since 2010) and has not reached a stable version.
However, there are beta versions available for download. All users are encouraged to report
bugs and suggest improvements on TPC forum, as they are considered beta testers. Becoming a
member of TPC official site will also ensure your name's (or nickname's) appearance in the credits list
once the mod is fully developed.

Official website | Forum | Download

For multiplaying, we suggest this Hamachi server: 160-127-061. No password required.

List of highlighted improvements:

  • Story driven campaign (new locations, quests, characters, videos)
  • Improved RPG part (dialogue choices, multiple endings, psychological profiles)
  • Improved RTS part (new units, buildings, terrain, food system, temples)
  • Improved A.I. (no longer freezes or gets stuck, seeks quests, builds mortars etc.)
  • New hero system (new spells, perks, racial synergy bonus, proficiency)
  • New items and item sets
  • Improved editor (scene events, interface, manuals, custom portraits)
  • Support for high resolutions (up to 1920x1080)
  • A lot more music (warlords themed)
  • New graphics (portraits, GUI, loading screens etc.)
  • Cheat codes
  • More multi-player scenarios
  • Hundreds of bug fixes
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Quests in the original game were often overlooked. With the changes and improvements we made, we have unlocked their true potential.


More rewards!

A first step to improve the current system was to add more rewards. Successfully completing a quest can now offer healing and mana potions for your hero to use in battle; random or specific items might be obtained; units and characters can join your army; buildings which can be placed on a chosen location on the battlefield; crowns to spend in shops or other deals; and of course a lot more XP for your hero. Some deeds might also change your hero’s perks, making him a better person or becoming more selfish. If you helped with a ritual, a spell will be cast affecting the current situation. There’s even a quest teaching you how to sacrifice your armies to summon daemons. All in all, the flexibility of the new rewards will encourage players to give more attention towards completing quests. Satisfaction guaranteed!

evil

More conditions!

Furthermore, a few extra conditions were added to complement the existing ones. Quests might now require you to kill a number of units of a specific race, or ones that have a specific psyche ability. They might ask your hero to pay upfront with crowns or accomplish deeds with his own hands (and not his army). For example, having your hero personally kill 10 fear inducing units is now something that truly impresses a fighter willing to join your army.

Penalties!

With the increase of the gains for completing a quest, we wanted to increase the risk of failing them as well. Therefore, we’ve introduced the new penalties system. This will trigger on some quests when they are failed (i.e. your quest has expired). For instance, your hero could make a bet and loose resources, maybe get cursed or diseased, or simply get chased by some mercenaries. Now, with this high risk – high reward mechanism, players will be forced to think twice before accepting a quest.

crownslost

Bribing!

However, we’ve all been put in the situation where if we had just a few more seconds, we could complete an ongoing quest. Some characters that offer these quests might now accept bribes to do just that: increase the remaining time before the quest expires. For a small sum of crowns, not only will the timer increase, but all other participants to the quest (your adversaries) will be banned from completing the quest ahead of you.

bribing

Bashing!

For the greedy or just ones of you who do not wish to use such methods but still want the reward badly, there is always the option to destroy the quest building, gaining its promised goods through force. Beware though, not only will you have to fight the guardians of the shrine (explained later), but also the characters involved in the quest. For instance, if a merchant is willing to sell an item to you, you can just raze the building he's hiding in (i.e. the quest building) to the ground and steal that item, but you might have to deal with the angry merchant and his bodyguards in battle as a result. Provoking some characters might have dire consequences.

Banning!

We realize quest bashing might become abusive though, so all active quest buildings now have their guardians spawned when attacked, similar to how lairs worked in the original game. Shrines are protected by archons and divine beings, while Mausoleums and Pyramids have undead and spiders lurking inside them. In addition to that, players who still manage destroy them will be banned from all other quest buildings for a certain amount of time. Inactive quest buildings however, (i.e. those which do not have an active quest a.k.a. “are in recovery time”) will be totally abandoned of any guardians and therefore helpless to any raiders.

banned

Visual indicators

Such a complex system might be hard to understand at first, so The Protectors will now have visual indicators of all the stages a quest building has as follows:

qinactive

Inactive (a.k.a. “in recovery time”)

The quest building is not offering any quests at the moment. It is also vulnerable to any attacks without consequences. The timer on the right displays how long until it becomes active.


qactiveActive but not visited

The quest building is willing to give a quest, but nobody ever visited it yet (i.e. the quest was not generated). The building is protected by guardians and you will be banned from questing if you destroy it, but because there is no quest generated, there also is no reward gained from razing it (other than wiping it off the map, which can be turned into an advantage on the battlefield).

qunvisited

Active and visited

There is an active quest there! Someone visited the building and most likely accepted a quest. The timer on the right shows how much time there is before the quest expires. If your hero joins in on this quest, that is the time he will have to accomplish it (and will also have to deal with other heroes who accepted it). Like all active quest buildings, it will have guardians and you will be banned from questing if you destroy it. But since the quest was generated, you might also get a reward in doing so.

qmineMy ongoing quest

The tick near the grail represents the quest which you’ve already accepted and is underway. When you have met the conditions of the quest, this is where your hero needs to return to receive his promised rewards.

That's it!

We hope this article makes things a little bit clearer on how the new system will work in version 0.8.7. Naturally we’ve modified and added hundreds of quests to benefit from these new changes. More pictures and texts were also added to flavor their backstory. A detailed list of all the changes that were made is constantly being updated. Check it out here: Docs.google.com

Cheers,

The Protectors Team

The Protectors version 0.8.6 FULL now available

The Protectors version 0.8.6 FULL now available

News 12 comments

The Protectors dev team is finally ready to present the long awaited new version of your favourite game mod: The Protectors version 0.8.6. With over 580...

The Protectors needs you!

The Protectors needs you!

News 3 comments

Is your hero doing well? Having fun leveling up, fighting foes, building empires, converting mines, casting spells and what not? Good, good. Mine's doing...

Epic Modular Music

Epic Modular Music

News 7 comments

The Protectors now supports fully customizable modular music, bringing gaming experience to a higher level. Music will now change based on what the player...

The Protectors Original Soundtrack 2: Dark Evocations

The Protectors Original Soundtrack 2: Dark Evocations

News

Spread the word: the new songs of TPC OST are available for listening. Another hour of music but now faster, more complex in composition and heavier awaits...

RSS Files
TPC_beta_v0.8.6a_patch HOTFIX

TPC_beta_v0.8.6a_patch HOTFIX

Patch 56 comments

*Fixed hero level up bug *Fixed host migration message *Fixed AI special retinue not taking ASP costs into account correctly *Maximum AI special retinue...

TPC_beta_v0.8.6_FULL

TPC_beta_v0.8.6_FULL

Full Version 68 comments

The Protectors dev team is finally ready to present the long awaited new version of your favourite game mod: The Protectors version 0.8.6. With over 580...

TPC_beta_v0.8.5_FULL

TPC_beta_v0.8.5_FULL

Full Version 161 comments

One of the most balanced and stable versions yet, version 0.8.5 brings a new chapter, custom campaigns, new units, side colors, new hero classes and skills...

TPC_beta_v0.8.4a_patch

TPC_beta_v0.8.4a_patch

Patch 8 comments

Hotfix for the critical burn bug and the 30k+ hit points bug that made the game unplayable.

TPC_beta_v0.8.4_FULL

TPC_beta_v0.8.4_FULL

Full Version 16 comments

This patch unlocks original units for production as well as balancing stats, costs and spells. New features such as the spell timer, the cross-reference...

TPC_beta_v0.8.3_patch

TPC_beta_v0.8.3_patch

Patch 24 comments

Other than unlocking the main campaign and giving access to item stash, this patch brings support for high resolutions (up to 1900x1080) along with more...

Comments  (0 - 10 of 681)
Guest
Guest

Does the new chaos sphere spell 'whispers of madness' effect changes sides of heroes too (that shouldn't be)? Does the spell effect all map (would be too annoying for both user and its enemies)? Also I don't believe that mechanical units can get mad so maybe name or effect change is needed. Also the effect might be too situational (useful only when enemy number is dominant in the effect area). If you would decide to make a major change to the effect then maybe look at my suggestion: the effect should make enemy units to prioritise non-caster sides or their own side for attack; or just simply not allow enemy units to select the spell user's side for attack targets. The effect could last for a short time. What would you say?

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JoeTheBartender Creator
JoeTheBartender

It does not effect heroes, mechanical units or pre-placed/starting units (it's just a spell description error, which has now been fixed). The effect is fine as-is, it's currently completely unique (no other spell can actively change a unit's side after it has spawned). Additionally it took Pat ages to code in and fix. If Whispers of Madness proves too problematic for balancing, the spell can be tweaked without losing the effect.

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Guest
Guest

The spell isn't completely bad but because the effect is situational its mana cost should be cheap. Also hoping that it will effect the units only near the caster (if the effect would be near the caster, it could be used to create distraction if the enemy would send an army against the weaker defended hero). The map area effect would be worse decision: would cause huge problems to all sides (annoying enemies and turning the caster into the main target while angered allies might refuse to help his side) and sometimes destruction of entire spell user's base (by turning all base defenders into enemies).

Or maybe the spell could effect only enemies near the caster and change their side to neutral.

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JoeTheBartender Creator
JoeTheBartender

We once thought about restricting the spell's effect to the command radius but in that case the spell became broken. Entire armies died to a click of a button. The restriction of the spell is there on purpose, and even then it's still dangerous (as Kharn can attest to, hehe!).

So far, the only problem with Whispers is that it hits dragons as easily as it hits swordsmen. We will be changing it so that it has less chance of effecting advanced units, elites (including generals) and dragons. However that change may not make its way into 0.8.7 due to time constraints.

Something we've also been thinking of doing is to make a randomly selected few units within command radius remain unaffected by the spell too.

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Guest
Guest

Well if tests confirm that the spell is neither too weak nor broken then it is great! Though dragons problem seems serious.

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Patrick_Winekiller Creator
Patrick_Winekiller

Uh... Dragons currently ARE NOT affected by this spell at all.

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JoeTheBartender Creator
JoeTheBartender

My mistake!

Still does hit generals though right?

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Guest
Guest

Not effected? Now it sounds much better! Well no matter that the spell might need improvements in the future, I'm glad as it brings some fresh air to previously underpowered chaos sphere.

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ZeTo49
ZeTo49

the spell is not good but awesome. We have to try it.

Changing sides to neutral is basically what strip skin does.

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Guest
Guest

A few posts ago ZeTo49 mentioned that in future new damage types might be implemented in protectors mod. My suggestion: light, dark, nature (type to define poison, disease, chemical effects, corrosion damage), chaos and psychic damage types. Also combinations of damage types should be possible (flaming arrows instead of being separate damage type should become an actual combination of 2 damage types).

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JoeTheBartender Creator
JoeTheBartender

At the moment, the new types planned are:
*Acid
*Divine
*Death/Vitality/Spiritual

Each of these types have a list of units which will likely be using them if there are no changes in future.

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Guest
Guest

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WBCKharn Creator
WBCKharn

New damage types and even dual types have indeed been talked about internally by the team. It's definitely something we want - at least for an acid type if nothing else.

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Highest Rated (7 agree) 10/10

I've been a huge fan of Warlords Battlecry II and III. The protectors is a mod for WBC III which brings some nice ideas to the original game such as an improved hero leveling-system, balance changes (in the first skirmish I played to try this mod out, I ran into barbarian war hounds which were strong and pretty useful, compared to their weaksauce-version in WBC III) and the re-introduction of bronze and zinman-mode. The new perk system brings an interesting twist to alter your playstyle. You can…

Jan 11 2014 by MCDT

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