Rehgar takes Lo’Gosh and Broll to Thunder Bluff for a cleansing ritual. Unfortunately for the pair, lurking beneath the surface of the Pools of Vision is a force like nothing they’ve ever faced before! The future looks dark for Lo’Gosh as new threats mount against him in this epic title from Walter Simonson and Ludo Lullabi!
Written by Walter Simonson; Art by Ludo Lullabi & Sandra Hope; Covers by Jim Lee and Samwise Didier
Dire Maul is emptying out. Rehgar’s team leaves cheered on by everyone. Between the sale of Valeera and his personal winnings from the arena matches, Rehgar’s set up for life.
Broll is angry that Valeera was sold to a different team. Helka Grimtotem’s all-female team has an orc and a troll, who push and pick on Valeera. She plans to escape and rescue Broll and Lo’Gosh from Rehgar.
Captain Grizzgear, also newly rich from bettin on Rehgar, takes the team to Thunder Bluff. Broll tells Lo’Gosh of the Pools of Vision, where he hopes Lo’Gosh will regain some of his memory. Broll also wants to see his lost daughter, who resembles Valeera in a way.
A red-masked Defias thug meets with a blonde, robed person, face hidden in shadows. He swears to the person that Lo’Gosh is the one they took and tells the person that the team headed to Thunder Bluff. He is rewarded a bag of gold. The hooded figure then instructs a henchman named Gakca to kill the masked man and contact the Stormwind Assassins’ Guild.
Arriving at Thunder Bluff, Broll tells Lo’Gosh there is friction between Magatha and Cairne. She meets them personally as Rehgar wants a tauren to replace Valeera. She disdainfully calls Cairne a pacifist and an old fool, and appears eager to provide Rehgar with Grimtotem warriors. They would not be slaves but indentured gladiators for the orc, and she wants her warriors to be well-trained and battle-hardened (I sense trouble for Cairne in the future…).
Magatha tells the party that a cave elemental has been loosed inside the Pools of Vision and chased all the Forsaken out. Cairne is not in town.
In Dire Maul, Helka sends her team off to Thunder Bluff on wyverns. Valeera rides one named Bristlefur, and her escort Tarm Grimtotem. The blood elf launches off with a kick, pretending to not know how to navigate the wyvern, and Tarm barely manages to hold on.
Valeera distracts Tarm with talk of forests and plains, then yanks Bristlefur around. The tauren is flung off, and lands on a wyvern below. Valeera steers the beast below the canopy and hides.
Against Magatha’s warnings, Broll and Lo’Gosh enter the Pools of Vision. Their chains are removed by the slavers who guard the entrance to the caves. The two sit down into the pools and study its waters.
Lo’Gosh sees the shadow of a fair-haired female. She reaches out to him and touches him. His vision-self seems only a few years younger. She calls him her husband and tells him his people needs him… that his son needs him. In her arms, she holds an infant boy who yells “papa!”
Broll sees raging fires. His daughter yells “An’da!” which also means papa, in Elvish. There is fire everywhere, and his daughter screams for him to save her. Then she turns into Valeera, who also yells for him to help her. She reaches for him, but her hand turns to stone. In fact, it is the hand of the cave elemental, who picks Broll up one-handed. It is a huge creature, similar to the crystal colossi in Outland.
The cave elemental tries to drown Broll but he cracks its skull and blinds one of its eyes. It roars, breaking Lo’Gosh from his trance. The elemental drops Broll and is distracted by Lo’Gosh when he breaks a rock over its foot. Lo’Gosh gets picked up, and smashes another rock into a stalagmite, causing a cave-in. The giant beast gets crushed, while the humanoids get away. Lo’Gosh finally plans to escape from Rehgar in order to find his son and his people.
Hamuul Runetotem is having dinner with Rehgar. Neither of them like Magatha, and Hamuul suspects her of being behind the elemental. Lo’Gosh and Broll are taken to the arch druid’s tent. Hamuul tells the legend of the original Lo’Gosh – a massive, white wolf-beast renowned for its ferocity in battle, 10 000 years old when the first invasion came to Azeroth. (As a creature demi-god, he can be compared to Malorne, Agamaggan, and Ursol/Ursok). The wolf god slaughtered hundreds of demons before he fell in the invasion. But not even death could destroy his will.
Broll continues the tale, describing the great ghostly wolf the night elves call Goldrinn. He aided the night elves in Eldre’Thalas in holding their city against the Burning Legion, only to vanish after battle and never be seen again. Hamuul says the wolf’s legend extends through Azeroth, to trolls, goblins and dwarves who all have their own version of the story. In each tale, Lo’Gosh’s unyielding will and sheer ferocity enable him to push through the boundaries of the afterlife to aid his people.
Hamuul gives Lo’Gosh a feather. The warrior is sceptical of the gift, but Broll recognizes it as a magical hippogryph feather. The night elf uses it to call the hippogryph Sharptalon from Ashenvale, and runs off with Lo’Gosh and the screaming guards in tow. Lo’Gosh cuts off the slavers by slashing the rope bridge behind him.
Meanwhile, Valeera arrives wyvernback under the cover of night. She sees the hippogryph land and take off again with Broll and Lo’Gosh on its back. Rehgar is close by, but seems quite unperturbed that his finest warriors are escaping. While Valeera spies on him, Rehgar tells Hamuul that in a way, they were always as free as their hearts let them be. He knows Hamuul let them escape on purpose, but nevertheless sends slavers on wyverns after them.
In Stormwind, the cloaked blonde scryes on Lo’Gosh’s flight though a glowing golden disc. Nearby stands a tall stately man with a very long golden braid, dressed in black leathers. He is the assassin sent to kill Lo’Gosh, and his work is guaranteed by the Assassins’ Guild. The cloaked figure wants Lo’Gosh killed subtly so as to not draw any unwarranted attention. It’s vital that his death appear natural. As they watch, a slaver knocks Lo’Gosh off Sharptalon’s back to tumble through open air high above the plains of Mulgore…
Summary by varghedin
Now battle-tested, Rehgar’s gladiators head to Dire Maul where they will square off against the reigning champions, the Gor’Dok Ogres! The mysterious fighter begins to unravel his past, but lucky for him and his unlikely elvish allies, he doesn’t need his memories to fight to the death!
Written by Walter Simonson; Art by Ludo Lullabi & Sandra Hope; Covers by Jim Lee and Samwise Didier
Croc-Bait duels the orc blademaster Hyku Steeledge. The orc overreaches, is smacked with Croc-Bait’s cudgel, then bisected with the human’s sword. Valeera ponders where he learned to fight while Rehgar heals her wounds. He tells her he had arranged the battle for the team to expect the unexpected. Valeera apologizes to Bronn for mana tapping him earlier. Croc-Bait is awarded Hyku’s twin swords for being the winner of the fight.
In the Hall of Legends, Rehgar and his gladiators enter the Crimson Ring’s secret armory containing spoils of war. Valeera, Broll, and Croc-Bait get to pick something for themselves to use in the arena match at Dire Maul. Valeera picks twin orc daggers, Broll picks a stag-head staff, and Croc-Bait picks a lion’s head belt. When he touches it, he gets a flashback. A bald, bearded man stands on the deck of a boat on the ocean in a storm. He is wearing the lionhead belt, and calls Croc-Bait “lad” and refers to an ongoing war.
The goblin Captain Grizzgear transports the team to Dire Maul via zeppelin. Underway, he talks of Sparkeye, the leader of the recently bested arena team, and of Rend Blackhand’s Blackrock orcs wreaking havoc beyond Grim Batol and skirmishing across the Burning Steppes with Dark Iron dwarves who are moving from their deep caverns out into the world. Valeera mentions that Croc-Bait never smiles.
Dire Maul was built 12,000 years ago as Eldre’Thalas. The ogres stage yearly games in a small pocket near the city’s northeastern wall. Rehgar’s team is met with mockery and insults. An ogre boy throws a rotten pear on Broll, who enrages and goes into bear form. Only Croc-Bait keeps him from killing the ogreling by appealing to the night elf’s conscience.
Last year’s Dire Maul champions are the “Gordunni Clan of Ancient Draenor”. They are three ogres named Two-Heads, Giago and Brlee. They are all melee fighters, and Giago has ogre boss armor.
In individual trials, Broll defeats a centaur, Valeera kills a quilboar, and Croc-bait offs a Frostmane troll by throwing his blademaster sword through its throat. The crowd is is angered and keeps betting against the team while taunting them. The next day, the team faces the ogre trio.
Brlee engages Croc-Bait, Two-Heads attacks Valeera, and Giago goes for Broll. The ogres attack, and only Broll doesn’t manage to avoid the blow, taking the flail to the shoulder, then going bear form and hamstrimming the ogre boss. Croc-Bait lures Brlee closer to them and makes him accidentally kill Giago with a wide axe-swipe. Broll then gets trapped under the corpse.
Valeera tricks Two-Heads’ two heads into arguing with each other. As he headslams himself, she slips off and helps Broll up. Meanwhile, Brlee’s managed to cut up Croc-Bait’s thigh, but a second blow is parried. Valeera runs in to help, but gets hit by Brlee’s third swing. Croc-Bait, furious, drives his sword through the ogre’s head.
A purple (dark?) troll in the stands yells in surprise that the human moves like the spirit of Lo’Gosh himself. Broll carries Valeera away to heal her while Croc-Bait attacks Two-Heads who’s just realized he’s been duped. Croc-Bait leaps up, avoiding the ogre’s blow, and cuts one of its heads off. The troll excitedly calls him Lo’Gosh, and the chant gets picked up by the crowd. The newly renamed human kills off the formerly two-headed ogre with a solid stab. The crowd screams Lo’Gosh repeatedly.
Rehgar says “Log’Gosh” means “Ghost Wolf”. Two days later, he sells Valeera for 2000 gold to Helka Grimtotem, who likes the blood elf’s spunk, intelligence, and unpredictabilty, to use her as leader for an all-female arena team.
Summary by varghedin
- Ulrezaj is composed of 7 dark templars according to the Starcraft: The Dark Templar Saga, but only composed of 4 in Enslavers 2 Episode 5B: Dark Vengence. Could you fill us in?
- Starcraft: The Dark Templar Twilight comes out on June 30. What are Ulrezaj’s motives to return to infested Aiur? And what should we expect in this wrap up of the trilogy?
- Does the Umojan Protectorate and Kel-Morian Combine have their own version of the Ghost Program? Or is it exclusive to the Confederates and the Dominion?
- Will the Terrazine gas plot be explored in the upcoming Starcraft Ghost: Spectre book? Otherwise what else could you reveal of the book’s plot?
- Can we expect a sequel to Starcraft: Queen of Blades? We are missing the period between the Overmind’s invasion to Aiur and Tassadar’s sacrifice.
- The body of Sargeras that Aegwynn killed was said to be an Avatar in the book Warcraft: The Last Guardian. Does this mean Sargeras
Planetbattlefield.com is hosting a mod named Space Combat which is still in development. The team’s goal was originally to convert BF1942 to Starcraft and within the plans were to create units for all 3 races of Starcraft. Recently, we contacted the masterminds behind this Mod. Rekkon and Zylock were kind to answer few questions. And they went straight to the point towards the status of the project and what happened when they were contacted by the Big Kahunas. We will let you read the interview to find out more.
We are looking forward to view more screenshots of this popular conversion. The mod requires you to own the game Battlefield 1942. Nevertheless, we wanted to show you the screenshots of how this mod looked like previous to its cancellation. If you also have Battlefield 1942, stay tuned to our news section or visit periodically the BF1942 mod site for the latest press release. The units originally shown to public few months ago were a Valkyrie, Siege-mode Tank, a Bunker and Wraiths.
Rekken[Space Combat Co-leader]
Zylock[Space Combat staff]
We heard that you are creating a Battlefield 1942 Total Conversion to Starcraft, is this correct?
Sorry to say it, but Blizzard said NO! The Space Combat mod is now of original design.
Aye, I struggled futiley against it, even called and talked to the guy that gave us the notice, to no avail.
Hmm, Some friend told me recently there was a BF1942 project that got Blizzard’s mighty axe. I had no idea it was this same project.
Can you go into more details of the current stages of the mod?
Currently, more planning is getting done than work. *glares at certain modelers*. Coders for BF are difficult to come by, and the holiday/flu season is still being felt. I believe if we get our inertia going through we can make significant progress. Currently, about five factions are planned. Two human (having civil war), the Tachor (the cyborgy things), the Raath and the Nemesis.
Are none of the Starcraft units present in the mod currently, or are you creating a variation of the Starcraft known units? I saw a concept art by Jason Felix that looks like a variation of a protoss, but more cyborg-looking(specially the legs).
No, everything is original, though some of the more recent concepts to look similar to certain Starcraft units, all ties to the original mod idea have been severed.
Is Jason Felix part of the staff as Concept art designer?
Is this Jason Felix the same artist of Nihilistic?
Jason Felix is not part of the staff. I believe Zylock found some of his concept art that become the original inspiration for the Tachor race. Zylock contacted Felix Jason and asked if we could use it, and we got permission, but that is as far as our contact has been, so I do not know if he is the same artist.
The Jason Felix who drew the concept sketch that I decided to use for the Tachor is the same Jason Felix who works for Blizzard. In fact, in one of the first e-mails I got back from him he mentioned that he was hard at work on SC: Ghost, and therefore didn’t want to join us…
Besides the Wraith and Valkyrie there is very little to show. A few gun models, an early Vulture, and….. thats about it.
When is the mod going to be released or expected? Last reference for a guessed release was winter 2003 according to a news post of All2neat.
There is no current date set at the moment. Previous projections were hasty and unplanned, and given the restrictions of BF coding, the possibility exists of moving to Battlefield Vietnam or Halflife 2. Nothing has really been discussed yet, but the thought is there.
Can you provide us with more screenshots of the current project? Maybe some freebies of the old project before Blizzard axed it? There is a lot of people already with enthusiasm after they saw the Wraith screenshots. Although the project had to change due to Blizzard’s request to halt the project, I am sure many fans that also play BF1942 will keep their hypes high on this project.
There is currently not much to see ingame. As for the old stuff, there may be some screenshots laying around, and if all else fails, we can make some new ones. Zylock and I still have the old Starcraft builds. We just packrat everything, be it physical or electronic.
Thanks a lot for your cooperation
If there are some modelers or coders of BF1942 reading this interview, and want to join the team of BF1942: Space Combat mod, please contact Rekken at their official forum.
Space Combat Mod site:
Space Combat Forum:
Details of Story and Units Page (PDF file):
Image Gallery Here
Images of Starcraft models before Blizzard halt the project:
Lord Lothar rallied the remnants of Azeroth’s armies after their defeat at Stormwind Keep, and then launched a massive exodus across the sea to the northern kingdom of Lordaeron. Convinced that the Horde would overcome all of humanity if left unchecked, the leaders of the seven human nations met and agreed to unite in what would become known as the Alliance of Lordaeron. For the first time in nearly three thousand years, the disparate nations of Arathor were once again united under a common banner. Appointed as Supreme Commander of the Alliance forces, Lord Lothar prepared his armies for the coming of the Horde.
Aided by his lieutenants, Uther the Lightbringer, Admiral Daelin Proudmoore, and Turalyon, Lothar was able to convince Lordaeron’s demi-human races of the impending threat as well. The Alliance succeeded in gaining the support of the stoic dwarves of Ironforge and a small number of high elves of Quel’Thalas. The elves, led at that time by Anasterian Sunstrider, were largely uninterested in the coming conflict. However, they were duty-bound to aid Lothar because he was the last descendent of the Arathi bloodline, which had aided the elves in ages past.
The Horde, now led by Warchief Doomhammer, brought in ogres from its homeworld of Draenor and conscripted the disenfranchised Amani forest trolls into its fold. Setting out on a massive campaign to overrun the dwarf kingdom of Khaz Modan and the southern reaches of Lordaeron, the Horde effortlessly decimated all opposition.
The epic battles of the Second War ranged from large-scale naval skirmishes to massive aerial dogfights. Somehow the Horde had unearthed a powerful artifact known as the Demon Soul and used it to enslave the ancient Dragonqueen, Alexstrasza. Threatening to destroy her precious eggs, the Horde forced Alexstrasza to send her grown children to war. The noble red dragons were forced to fight for the Horde, and fight they did.
The war raged across the continents of Khaz Modan, Lordaeron, and Azeroth itself. As part of its northern campaign, the Horde succeeded in burning down the borderlands of Quel’Thalas, thereby ensuring the elves’ final commitment to the Alliance’s cause. The greater cities and townships of Lordaeron were razed and devastated by the conflict. Despite the absence of reinforcements and overwhelming odds, Lothar and his allies succeeded in holding their enemies at bay.
However, during the final days of the Second War, as the Horde’s victory over the Alliance seemed almost assured, a terrible feud erupted between the two most powerful orcs on Azeroth. As Doomhammer prepared his final assault against the Capital City of Lordaeron – an assault that would have crushed the last remnants of the Alliance – Gul’dan and his followers abandoned their posts and set out to sea. The bewildered Doomhammer, having lost nearly half of his standing forces to Gul’dan’s treachery, was forced to pull back and forsake his greatest chance at victory over the Alliance.
The power-hungry Gul’dan, obsessed with obtaining godhood itself, set out on a desperate search for the undersea Tomb of Sargeras that he believed held the secrets of ultimate power. Having already doomed his fellow orcs to become the slaves of the Burning Legion, Gul’dan thought nothing of his supposed duty to Doomhammer. Backed by the Stormreaver and Twilight’s Hammer clans, Gul’dan succeeded in raising the Tomb of Sargeras from the sea floor. However, when he opened the ancient, flooded vault, he found only crazed demons awaiting him.
Seeking to punish the wayward orcs for their costly betrayal, Doomhammer sent his forces to kill Gul’dan and bring the renegades back into the fold. For his recklessness, Gul’dan was torn apart by the maddened demons he had set loose. With their leader dead, the renegade clans quickly fell before Doomhammer’s enraged legions. Though the rebellion had been quelled, the Horde was unable to recoup the terrible losses it had suffered. Gul’dan’s betrayal had afforded the Alliance not only hope, but also time to regroup and retaliate.
Lord Lothar, seeing that the Horde was fracturing from within, gathered the last of his forces and pushed Doomhammer south, back into the shattered heartland of Stormwind. There, the Alliance forces trapped the retreating Horde within the volcanic fortress of Blackrock Spire. Though Lord Lothar fell in battle at the Spire’s base, his lieutenant, Turalyon, rallied the Alliance forces at the eleventh hour and drove the Horde back into the abysmal Swamp of Sorrows. Turalyon’s forces succeeded in destroying the Dark Portal, the mystical gateway that connected the orcs to their homeworld of Draenor. Cut off from its reinforcements and fractured by infighting, the Horde finally buckled in upon itself and fell before the might of the Alliance.
The scattered orc clans were quickly rounded up and placed within guarded internment camps. Though it seemed that the Horde had been defeated for good, some remained highly skeptical that peace would last. Khadgar, now an Archmage of some reknown, convinced the Alliance high command to build the fortress of Nethergarde that would watch over the ruins of the Dark Portal and ensure that there would be no further invasions from Draenor.
Alliance Flags | Horde Flags
Leader: Regent Lord Anduin Lothar
Background: Before the coming of the Age of Chaos when the Portal was first opened, the kingdom of Azeroth was the mightiest of all Human nations. Ruled by the wise and just King Llane, Azeroth stood as a beacon of light and truth throughout the known world. After the First War, Azeroth and all of its lands were devastated by the Horde. With King Llane dead, Sir Lothar took charge of the shattered armies of Azeroth and led the survivors across the Great Sea to the shores of Lordaeron. King Terenas, ruler of Lordaeron, agreed to support the landless Azerothiens. The peoples of Azeroth settled near the Southshore region of Lordaeron, pledging their loyalty to the Alliance. Battle-hardened and brave, the last of the once great armies of Azeroth now seek retribution for the loss of their homeland.
Background: The kingdom of Stromgarde retains a strict martial philosophy which makes it a highly regarded addition to the Alliance. Situated among the foothills of the Alterac Mountains, Stromgarde serves as a sentinel against any invasion across the Orc-controlled borders of Khaz Modan. Possessing a long history of warfare against the Trolls, the warriors of Stromgarde are well prepared to engage in open combat with all enemies of humanity.
Leader: Lord Admiral Daelin Proudmoore
Nation Color: Green
Background: Before the First War, the far ranging merchant ships of Kul’Tiras made it the most prosperous nation in the known world. When the Orcs began to raid the coastal settlements of Lordaeron, Admiral Proudmoore took it upon himself to construct an Armada of Warships. At the behest of his long time friend Anduin Lothar, Proudmoore has pledged the assistance of his merchant-nation to the Alliance.
Leader: Lord Genn Greymane
Nation Color: Black
Background: Despite the impending Orcish invasion, Gilneas has remained separate from the Alliance of Lordaeron. As ruler of one of the strongest Human nations, Genn Greymane is convinced that his own armies can deal with the threat, and has therefore remained unmoved by Lord Lothar’s pleas for unity. Despite this apparent disdain for the Alliance, the denizens of Gilneas harbor no fondness for the Orcs or their allies and are prepared to meet them blade for blade.
Leader: The Kirin-Tor
Nation Color: Violet
Background: Dalaran is a small, magocratic nation ruled by a conclave of Wizards known as the Kirin-Tor. The Capital of Dalaran is the Violet Citadel at Cross Island. This nexus of supernatural forces is home to the four great towers that are sanctum to many of the land’s greatest sorcerers. The Kirin-Tor are strong supporters of the Alliance and to its cause have devoted the knowledge contained within their voluminous libraries as well as the power of their awesome magiks.
Leader: Lord Perenolde
Nation Color: Orange
Background: Alterac is the weakest of the Human nations and is only a minor contributor of troops and equipment to the Alliance. Although Lord Perenolde praises Lothar and Terenas for their ongoing efforts, he is beset by the fear that when the Horde comes, the Alliance will fall, and only the surrender of his forces and his sovereignity will save the lives of his subjects. Perenolde alone knows whether or not – when the final call to arms is sounded – Alterac will fight for its own freedom alongside the other nations of the Alliance.
Alliance Flags | Horde Flags
With the death of the Orcish Warchief Blackhand, his underling Orgrim Doomhammer was quick to seize control over the most powerful of the Orcish forces on Azeroth. Although each day finds other factions growing stronger within the chaotic Horde, it seems certain that all of the clans will follow Orgrim’s plans to hunt down and destroy the renegade Azerothiens wherever they choose to run …
Sir Lothar, in charge of the scattered armies of Azeroth since the death of King Llane, has led his people across the Great Sea to the shores of Lordaeron. By enlisting the armies of Lordaeron, and making new allies in the Elves and Dwarves, a mighty force known as the Alliance has been forged. Now, the last of the once great armies of Azeroth seek retribution for the loss of their homeland.
Return to the Age of Chaos and wage war against live Orc and Human opponents with the same skill and fearless intensity you lived and breathed in your Warcraft II Career. Warcraft II Battle.net Edition brings you real-time combat with up to eight players from around the globe. Put your skills to the ultimate test in the most epic Warcraft II? Battles ever.
The All-new version of the legendary strategy game, including new Battle.net multiplayer mode and all 28 original single-player scenarios.
Intense Internet Competition
- Challenge players worldwide with FREE
access to Blizzard’s Battle.net gaming service. Up to eight players supported for
head-to-head, allied or team play. Enhanced features include global player rankings, tournaments and challenge ladders.
Over 100 New Battlefields
- Continue the struggle for the domination
of Azeroth across move than 100 new and updated multiplayer maps.
Improved Combat Controls
- Command your armies with newfound ease.
- Hot-key unit groupings
- Improved auto-commands
- Instant event-alert centering
- Shared vision
- Multi-player support for as many as 8 players via Battle.Net or IPX network
- Blizzard’s spawning technology that allows up to eight players to compete over Battle.net by installing multiple copies from the original CD-ROM.
- Automatic map passing over Battle.net
- Implementation of Top vs. Bottom multi-player template
- Shared Vision in multi-player games
- Ability to /Whisper in and out of games
- Improved game set-up, game options, dropping of players and inclusion of Battle.net chat
- Setting of game speed before the game starts that cannot be switched back and forth during game play.
- Incorporation of the 3 Pauses per player / per game rule
- Assigning and selection of Groups through # keys
- Ability to choose Random starting race, resources and tileset.
- Ability to set Latency Tolerance within games
- Attack Move command will now function correctly
- Patrol command now sends units to the selected location rather than stopping after any contact
- Set maps and game parameters for Ladder Games
- Scroll Speed fixed on faster computers
- Town Hall / Great Hall is required as the first building in your technology tree
- Ctrl+click or double-click will select closest 9 units of that type currently on the screen
- Space bar centers the map on last 8 transmissions (sequential)
- Current food displayed along with gold/oil/lumber
- Maintained compatibility with the DOS version of Warcraft II via local area network or modem
- Unit limit raised from 600 to 1200 for Enhanced games
- Added upper limit of 200 food for each player, like StarCraft
- Mining out an oil rig completely no longer returns a small amount of lumber and gold to the player.
- Flying Machines, Goblin Zeppelins, Goblin Sappers, Dwarven Demolition Teams now have a Patrol option.
- Canceling Foundries no longer uses all of the oil you spent to build it.
- Allies can see friendly invisible units now.
- Allies’ towers and flying units will now reveal enemy subs.
- Partially-built towers can no longer see submarines.
- Death Coil will no longer damage allies.
- New sounds have been added for Skeletons, Runes, Eye of Killrogg, and for completed upgrades.
- Death & Decay and Death Coil now have the proper icons
- First Town Hall / Great Hall now build at the speed of a Farm. All other Town Halls / Great Halls build at the normal rate.
- You can now take 1000 screenshots instead of just 100.
- 2 new game speeds (slowest and fastest)
Windows PC 98/95/NT 4.0
- Pentium 60 or equivalent
- 16 MB RAM
- 80MB Hard Drive space
- 2x CD-ROM drive for gameplay
- 4x CD-ROM drive for Cinematic
- Local bus SVGA video card (Direct X-Compatible)
- Microsoft-compatible Mouse
- DirectX-compatible sound card for Audio
Mac OS 7.6 or Higher
- Power PC
- 16MB RAM
- 80MB Hard Drive space
- 2X CD-ROM drive for gameplay
- 4X CD-ROM drive for Cinematics
- Monitor support for 256 colors at 640×480 resolution
- Multiplayer Options
2-8 Players, Appletalk Network, IPX Network or Battle.net (requires low latency internet connection with support for 32-bit applications.