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Dev News and Updates

Alright, I'm halfway through mission four, and that means it's once again time for everyone's favourite handsome devil!

Here's also a sample from another character from Chapter Two that needs no introduction. He's also a definition of a character for which we use "Style Exaggeration" function in Elevenlabs.

Overall, it goes quite smoothly. I'm truly impressed how well made, realistic and emotion-rich some voices turn out when chosen a proper sample to train the model, and then adjust just several configuration parameters. We use two main sources of voice lines: HOTS and Witcher 3 - quite enough to have a vide choice and avoid repeating voices.
 

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Chapters 1-7 + the Alteraci Chapter are now fully voice-overed, five chapters + some interludes to go. So far the biggest pain in the arse is that once I import all those sounds and click "use as sound" in sound editor, trigger editor starts working slowly as hell, freezing for 2-3 seconds with every click on a trigger element. Like it's reloading all used sounds. I hope it's fixed on Reforged.
 

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TVG 2.06 is getting close to completion, so recently I improve my painting skills in departments that the project demands. Here are some icons made especially for patch 2.06... And I guess it's conjectural fact, that what has icon is also playable :].

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Some of them are units and heroes of old, but others are completely new and unique to 2.06. Feel free to play guessing game and tell me what do you think you see :]
 
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Voiceovers and other changes for Chapter Nine are now completed. That was the last mission for which we planned major changes, including new mechanics, reworked dialogs, extended boss fight and more. For the remaining chapters it's mostly voiceovers, new AI and applying techtree changes, so hopefully they won't take long. 2.06 is getting closer.
 

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We're pleased to announce, that after months of hard work and intense playtesting, the newest patch for The Violet Gate is available :xxd:.

It used to be known as 2.06, but it has sooo much content, that we decided to label this revision as 3.0.

Full changelog and list of new features are available in the project page.
 
This is the final content patch for The Violet Gate. This story is now complete and polished to the best of our ability. Of course, there may be hotfixes, balance changes or minor upgrades (as with the sheer amount of changes we are certain there are things we messed up), but besides, we'll now be fully focused on Exodus 2.
 
Slowly going forward. Recently I've mostly worked on bugfixing for first maps and some custom systems. So have patience ;).

One thing we've decided some time ago is to split the release on 2 or 3 mission packs so you don't have to wait for the entire project. This will also let us gather feedback for some custom mechanics before applying them to all maps. For the first mission pack all terrain is ready and mission logic (triggers/scripts/cutscenes etc.) is about 70% done.
 
Slowly going forward. Recently I've mostly worked on bugfixing for first maps and some custom systems. So have patience ;).

One thing we've decided some time ago is to split the release on 2 or 3 mission packs so you don't have to wait for the entire project. This will also let us gather feedback for some custom mechanics before applying them to all maps. For the first mission pack all terrain is ready and mission logic (triggers/scripts/cutscenes etc.) is about 70% done.
So, in short, like a kind of "demo"? Rather than waiting for an indefinite amount of time, it would be wise to do 2 or 3 chapters first.
 
So, in short, like a kind of "demo"? Rather than waiting for an indefinite amount of time, it would be wise to do 2 or 3 chapters first.
That's the plan, although it will have 8 chapters + interludes, so it will be a bit more than a demo. Basically the first half of the campaign.

Yeah, we got over-ambitious as usually.
 
That's the plan, although it will have 8 chapters + interludes, so it will be a bit more than a demo. Basically the first half of the campaign.

Yeah, we got over-ambitious as usually.
I can understand that Exodus Act 2 is still not fully completed, because I remember you once said or wrote a story that the planet "Jiluun" is bigger than Azeroth. Rich in natural resources as well as ugly monsters that are quite scary. But that's okay, I can be patient 🙏.
 
I can understand that Exodus Act 2 is still not fully completed, because I remember you once said or wrote a story that the planet "Jiluun" is bigger than Azeroth. Rich in natural resources as well as ugly monsters that are quite scary. But that's okay, I can be patient 🙏.
It's not completed mostly because we struggle with technical difficulties :P.

Exodus 2 will feature lots of scripts and custom systems, mostly in form of QoL or new things to enrich the gameplay. At this point it's quite... Overengineered xD. Complexity increases development time and Reforged is not helping us at all... So we decided to divide the second release, decrease the scope, release the first half of it, then expand it with all the content we had planned. But still I can't say that the first release of TWF is gonna be a small thing :].
 
Okay, we screwed up, we used a new shiny early access feature, not realising early access also means it's not yet visible to everyone even if you click "visible to everyone" :p.

Here's the announcement post move to the project board. Enjoy!

 
Almost ready for internal testing.

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Today I built a full fledged campaign file for the first time in many months, since we moved to working on local files. I expected it to be way bigger than 1GB, although there are still voice overs, icons, loading screens and some other things missing, so in the end you won't be disappointed with the campaign's size :p. I just hope we'll be able to release it a single file, without resorting to installer and local files.
 
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