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Exodus: The Violet Gate 2.05.1

This bundle is marked as high quality. It exceeds standards and is highly desirable.


Macielos & Nyctaeus present

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First the Undead Scourge's corruption and then the Burning Legion's invasion has left the Alliance of Lordaeron decimated and torn apart. Former Human and Elven Kingdoms now lie in ruins, roamed by horrific undead creatures, with major cities left under the iron fist of the Dreadlords' reign. To make matters worse, betrayal and discord has struck the Alliance from within, with treacherous Blood Elves conspiring with inhuman beasts and taking arms against their Human and Dwarven brethren. Despite the overwhelming odds, dispersed groups of resistance continue their desperate struggle. Even though the chances of victory seem to diminish with every comrade lost, it is said that even in the darkest of times a new hope may emerge from where you least expect it...
  • FEATURES:
  • A total overhaul of 2010 Exodus campaign
  • 12 playable chapters + interludes
  • Unique storyline that takes some concepts and characters from the predecessor, but is basically a whole new experience, introducing new plots, reimagining some events known from the Frozen Throne campaign, adding more background and depth to main characters
  • Diverse gameplay, including classic RTS-style battles with plenty of new mechanics, exploration missions, epic boss fights and more
  • Major graphical overhaul, including plenty of custom environment, structures, doodads and tiles
  • Custom heroes, units, skills and items
  • Unique models for main heroes
  • Unique AI-generated voicelines for most playable units
  • Heroes levelling up to 15, with 4-level basic abilities and 3-level ultimate abilities
  • Several entirely new or modified techtrees, each featuring some new units, structures and gameplay style:
    • Alliance of Lordaeron
    • Alteraci Syndicate
    • Stormpike Dwarves
    • The Forsaken
    • Undead Scourge
    • Crushridge Ogres
    • And more…
  • All major shortcuts to units, structures and skills mapped to QWER-ASDF-ZXCV hotkeys for more intuitive gameplay
  • Custom soundtrack from Warcraft 3: Reforged, World of Warcraft and other sources
  • Normal or Hard difficulty level
  • Recommended to play on 1.31 (tested by 3 people), there are some problems on 1.35

  • MAIN CHARACTERS:
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Colonel Reynart Alinthor – a battle-hardened veteran officer of the Alliance of Lordaeron. Following the footsteps of his father, a humble old soldier nobilitated for his valiance in the Second War, Reynart dedicated his life to military service. Having lost his family, friends and far too many comrades to the Scourge, he ended up as a second-in-command of one of the last Alliance bastions in the northern realms – the ruins of Dalaran. Although his quick promotion to colonel came rather out of necessity when higher ranking officers one by one fell to the Scourge, he is a capable leader and experienced tactician who commands with deep care about his troops and determination to keep them safe against all odds.

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Ranger-Captain Inaylia Aequath – a sole survivor of an orcish massacre in the Second War, Inaylia was taken, raised and trained by High Elven Farstriders from Quel’Thalas. Under guidance of Ranger-General Sylvanas Windrunner she began training a new elite unit of Alliance marksmen and assassins later to be known as Lordaeron Rangers. Consisting of trappers, hunters, former convicts and mercenaries, the Rangers were meant to perform black ops beyond Alliance’s military hierarchy… and free of moral doubts of paladins, knights and priests. Once the Scourge came, Rangers’ resourcefulness, ruthlessness and proficiency in guerrilla warfare made them an invaluable asset in the Alliance’s dwindling military under Grand Marshal Garithos. Distrustful and cold, focused and determined, hardened by difficult past and haunted by it, Inaylia values thinking outside the box and applying any means necessary to survive in a hostile world that surrounds her.

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Eldin Tharennas – former priest of the Light and a skilled mage from Quel’Thalas, Eldin quickly became dissatisfied with existing schools of magic. Although his primary focus remains on the Light, he used to experiment with other types of magical energy and interact with them on very low level, leading to extraordinary results. His talent was quickly noticed by a certain Kirin Tor Archmage who has put it to much better use than service to the Church of Light…

Solymus Kangard – a mysterious, proud, stubborn and eccentric Archmage of the Kirin Tor whose actions have always been well hidden beyond the veil of secrecy. Although Dalaran corridors held rumours about highly controversial experiments he undertook in his early career and Kirin Tor councils regularly witnessed quarrels between him and Archmage Antonidas, his real activities remained known only to Kirin Tor’s inner circle and his deep and subtle influence upheld by a network of spies and contacts remained unquestioned. Soon after the First War he withdrew from public to focus on his private projects. Official reports indicate he returned to the Kirin Tor during the Third War and was eventually overwhelmed and killed by the Scourge in the Siege of Dalaran. However, is it possible that his role in the tides of history is not yet complete?

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Margoth Leitenhove – impoverished Alteraci nobleman, one of the many whose lives fell into ruin after their king was deposed by Alliance forces in the Second War. Now the tides have changed, former oppressors of Alterac struggle to survive themselves and the remnants of the fallen kingdom, reunited within the Syndicate, fight for their own place in a devastated world. Impulsive, reckless and hot-tempered, lacking discipline, but definitely not foolish, Margoth must use all of his skill to keep his people in check, hold the Scourge at bay and maintain his position against greedy and powerful warlords at the court of prince Aliden Perenolde.

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Valena Isgair – Archnecromancer of the Cult of the Damned and one of the top apprentices of Kel’Thuzad himself, Valena is deeply and unconditionally devoted to her master. She played a pivotal role in gathering cultists and distributing infected grain among the townsfolk of Lordaeron in the early stage of Scourge incursion and she kept the Cult in one piece until her master was resurrected by Arthas Menethil. As new powers strive for domination over ruins of Lordaeron, Valena acts in the shadow to uphold his master’s agenda and secure his best interests against any foe. Wielding a wide range of both ice and necromantic spells, she is an opponent not to be underestimated.



  • CHANGELOG:
- Battlemage's Replenish Mana no longer affects himself, so won't be stopping during attack-move

Chapter One:
- A beetle no longer appears stuck behind a fence

- Added hosting info on loading screens
- Added text messages for Margoth's taunts
- New model and new unique voicelines for Battlemage, adjusted volume of existing ones
- Reynart's Medical Provisions now always cast 4 waves of supplies, but each level of ability grants higher heal boost per wave than before
- Increased extra armor provided by Eldin's Words of Glory, each level slightly increases its duration, also slightly increased mana cost
- Fixed one of Inaylia's hidden voicelines, now it currectly plays a unique line for Chapter Two and the standard one in the following maps
- Removed Call to Arms from Dwarven and Enclave's town halls as they did nothing anyway
- Replaced Enclave's Arcane Vault with Cleanser Feretory with some unique items available in them
- Added Enclave's banners for Gatekeeper buildings
- Increased Vulture Rider's training time
- Slightly reduced damage of Pulverizer and Protector
- Gunships's Energy Barrier now protects also from Ensnare
- Enclave's Altair of Reason now has brand new, custom model.
- Fixed some typos

Chapter Two:
- Added some extra hints and a small secret

Chapter Three:
- Periodic attacks now start also if the player explores too far ahead while leaving the caravan in its initial spot

Chapter Four:
- Increased number of towers built and troops trained by liberated villages
- Intervals between Syndicate attacks are now slightly randomized, also they are longer on Easy/Normal difficulty and shorter on Hard
- Peasants should less often stop after some cutscenes (unfortunately it still happens sometimes because pause + hide actions work like shit)
- Syndicate units should now pause properly during all cutscenes

Chapter Five:
- The two Hunters we can acquire now have their upgrades unlocked
- In the defense part we have less upgrades available because it is too short for them to have a major impact, so it is only misleading for players

Chapter Seven:
- Added an opportunity to recall reinforcements from your base before the final battle
- Added some extra enemies to Valena's bossfight and slightly increased her stats

Chapter Eight:
- Fixed lag by giving Dark Blue Forsaken AI a gold mine (still no idea why it occured here and not in other mine-less AIs, possibly because of map size and pathfinding complexity)
- Added a small visibility circle and a ping on Mug'thol's location
- Added a goblin shop where you can buy a book resetting hero's ability points

Chapter Ten:
- If you buy an Ivory Tower as Thamdan and build it, it will now be automagically given to Inaylia so that you can have buildings required for upgrades
- Added a new secondary objective so that people finally stop missing a cool secret

- New unique model for Solymus Kangard
- New projectile models for Eldin and Solymus
- Life regeneration gained per strength point reduced from 0.05 to 0.03 to make heroes a bit less OP in late game and increase the role of healing, scrolls, potions etc.
- Lowered mana cost of Transfer Mana and Replenish Mana, Replenish Mana now affects 5 units instead of 3 (like the Obsidian Statue)
- Enraged Elemental and Berserk Elemental can now attack air units
- Marksman's Snipe can no longer be used against buildings or mechanical units
- Cleanser's Healing Bond now correctly heals 3 units instead of 2
- Added missing Undead flag for some Forsaken units and Undead Blackclads
- Added passive Snipe icon for Dwarven tower's "bash"
- Fixed hotkeys for skills of Doom Guard and Orb of Decay's minion
- Minor corrections in dialogs

Chapter One:
- Added channeling animation for Valena when she escapes in outro

Chapter Three:
- Slightly stronger attack waves going for the caravan

Chapter Seven:
- Changed order of heroes

Chapter Ten:
- The gunship secret made easier to find because it's too damn cool for too many people to keep missing it

Finale:
- Changed order of heroes for the final part

- Fixed descriptions of Vespira's Arcane Defence and Blade Whirlwinds
- Made Margoth's taunts louder

- New unique models for main heroes, also changed models for Thardis and Sylvanas
- New AI-generated voices for most new playable units
- New unit set for the Enclave and new upgrades for them
- New bonus chapter "Torch of a Reason" added before Chapter Eight

- Playable Vespira Coldgaze with a unique Gatekeeper skillset
- Changed Archer model to avoid bugged arrows, also changed its icon
- Syndicate Skimisher's damage now increases with Machinery upgrades
- Scourge's flaming and frost archer now uses attack and armour upgrades properly
- Made Margoth's insults even more insulting both visually and vocally
- Gunships are now resistant to Crypt Fiend's webs as long as they have Energy Barrier on
- Increased Hunter's speed and added Evasion for him
- Discordant's Discord ability now only silences (and slows down) a single unit (area version given to Vespira)
- Reorganized descriptions of Alliance and Enclave units, each divided into a short summary and a more detailed lore information
- Heroes now continue to gain 50% experience from creeps until max level
- Fixed broken portrait of ogre Altar by removing it
- Added working portrait for Dropship (by Stefan.K)
- Fixed description of Thardis' Empowered Strike
- Fixed some Forsaken buildings still requiring Blight to be built
- Fixed some typos
- And more

Chapter One:
- Ghouls no longer remain in the camp in the north-west after the intro cutscene
- Turned down the death sounds of units with death animation at the beginning of barracks cutscene. All attempts to silence it completely by triggers didn't work. Alternative would be to use "create permanent corpse", but it looks skeletal for the first 8 seconds.
- Added hint about generators regenerating mana
- More realistic appearence of Crypt Fiends and Carrion Beetles

Chapter Two:
- Changed Inaylia's message when we destroy Red base in the middle of fighting Sylvanas' attack waves
- Red's rebuilt structures are now also required to be destroyed to fulfill the objective
- Reworked pathing of the north-eastern cave to make it partially accessible to flyers - done to get rid of air path blockers which in some cases block pathing of ground units too
- You can no longer accidently destroy path blockers by destroying gunpowder barrels

Chapter Three:
- Slightly reduced frequency of Grown Zombie's messages

Chapter Four:
- Restored missing sky in cutscenes

Chapter Five:
- Dwarven reinforcements at the beginning of Inaylia's mission stage join the fight only after killing the defenders of passing the outpost to prevent them from dying too easily

Chapter Six:
- Added special zoomout when camera is over the bridge in the east

Chapter Seven:
- Reduced Vespira's level so that we have more fun with her new skillset in the bonus chapter

Chapter Eight:
- Undead shipyard on an island no longer sells undead ships
- Removed Possessed effect from Mug'thol after he's freed
- Margoth can no longer die in the initial cutscene
- Marauder message can no longer be sent by a structure
- After Mug'thol is freed, Eldin's message can no longer overlap with interaction with Nathanos

Chapter Nine:
- Extended conversation with Sylvanas to address some heroes' new look

- Fixed hero portrait colors in some dialog lines in various missions

Chapter Three:
- Gave mana points to Blackclad Captain so he can use his skill

Chapter Six:
- Margoth's items from this chapter are now kept throughout Chapter Eight and Nine
- Fixed crashes caused by Valena's Revenant's Animate Death spell - it was replaced with an aura

Chapter Eight:
- Crushridge Ogres should no longer get stuck by exceeded unit limit and should send attacks normally
- Some extra items available in ogre shop

Chapter Ten
- Forsaken Army AI should no longer get stuck by exceeded unit limit and should send attacks normally
- Fixed icons of Dwarven Scout and Guard Towers

Chapter Eleven:
- Green AI should no longer get stuck trying to send ground attacks, it now also properly trains Destroyers
- Reduced max number of units in the swarms to improve performance

EDIT: Removed debug in Chapter Ten

Chapter One:
- Increased HP of Valena, extended the final chamber and added some extra boss fight mechanics
- Removed possibility to attack Valena's guards before entering the final chamber e.g. by using a shockwave

Chapter Two:
- Defence of Garithos base now lasts longer and it a bit harder
- Garithos should no longer get stuck having returned with the dwarves
- Strengthened Balnazzar's attack waves and added some demons to them
- Removed Balnazzar's Earthquake on Hard due to FPS drops and because he has tons of fuck-you to cast anyway
- Balnazzar no longer casts spells in mid-game cinematic on Hard
- Initial Sylvanas attack extended to several waves and both heroes, but Varimathras removed from the following periodic attacks
- Decreased intervals between Forsaken base attacks
- Gunpowder barrels now actually deal damage to units and destructibles upon death
- Your retreat may now be a tactical one if you keep your castles intact...

Chapter Three:
- Extended final part of the mission, new adventures, enemies and story-related content along the way

Chapter Four:
- Wolves in Greenwood forest should no longer get stuck between the trees

Chapter Six
- Gave some items to Valena and other enemy heroes

Chapter Seven:
- Increased HP of Valena

Chapter Eight:
- Fixed bug with convoys not being launched when playing on a loaded save
- Increased level of enemy heroes and gave them some items
- The Ogres are using upgrades now

Chapter Nine:
- Increased HP of Sylvanas

Chapter Ten:
- Fixed Light Blue Forsaken AI - it was getting stuck trying to train a hero they didn't have. Now it should launch attacks properly
- Fixed Dark Blue Forsaken AI - it had several problems, e.g. hitting max food limit and not sending attacks until it loses some of them in the outer bases
- Increased level of enemy heroes and gave them some items

Chapter Eleven:
- Made moloch timers show that the moloch is active after they expire
- Fixed Enclave AI bumping into the wall
- Increased level of enemy heroes and gave them some items
- Vespira's ult (Bladestorm) replaced with Tornado as I couldn't make the model's 'attack slam' animation work
- Thamdan's items from Chapter Ten can now be picked at our base

Epilog:
- Reduced interval between spider spawns
- Increased HP of the broodmother
- Increased HP of the liches

Items:
- Removed Scepter of Healing, replaced with a second occurence of the Wand of Mercy
- Rebalanced Alteraci Lament to increase both Agility and Strength to fit Inaylia more
- Rebalanced item drops - moved some items too OP for early missions to later ones, slightly reduced number of drops, increased number of dropped items with charges at the expense of permanent ones, moved book drops (stat bonuses) to drop mostly from optional enemies to encourage map exploration. It came to my mind when during a retest I realized that equipment random drops since chapter ~4 are mostly useless as we're already full of better gear

Skills:
- Shockwaves, War Stomps, Thunder Claps and Empowered Strikes (Thardis) replaced with terrain deformation-free version that shouldn't cause lags on weaker computers
- Fixed Reynart's Command Aura to properly give 15% bonus damage instead of +1. It only affects melee units now though as Reynart's speeches are unlikely to act on rifles
- Fixed Eldin's spiritual healing to actually work on living units

Others:
- Unified AI flags in all missions - the Undead and the Ogres no longer withdraw their wounded. Human and Forsaken enemies still do
- Translated some Polish texts that were missed before, mostly in unit and skill descriptions
- Unified color of main heroes as well as Rangers throughout the chapters
- Fixed pathing on several maps, like too wide bridges or holes in the pathing enabling you to enter an unwalkable area
- Lots of small fixes, too small to list...

  • CREDITS:

We did our best to credit the authors of every resource we are using in our campaign. However, due to a large scope of the project, there is a chance we might have missed someone. If you notice your resource being used without you being mentioned on the list below, just let me know and I will be more than happy to update it. Also, there are several resources from Forsaken’s original remaster whose authors I was unable to determine. They are listed as “by unknown author”. If you are one of these authors or you know them, please also let me know.


by Macielos and Nyctaeus

Special thanks:
Forsaken for his beta version, including selection of some assets and hero skills
Besregar/Footman16 for beta-testing, proofreading and lots of useful feedback

Models & Icons:
Blizzard Entertainment for their policy of using assets from their other games and hundreds of models and textures from World of Warcraft.
Alterac Dam by Nyctaeus
Vimthurn Skyyard by Nyctaeus
Dalaran building pack by wc3neverdies
Lich Woman by DarkClaw
Western province doodad path by LongbowMan
Winter doodad pack by TassAvadar
Walls and towers from Northrend by LongbowMan
Infected Trees by Palix
Trees from Loch Modan by Tomak
Bridges from the Howling by LongbowMan
Boulders from Skyrim by LongbowMan
Burnt trees by LongbowMan
Dwarven Decorations by LongbowMan
Rivers and Waterfalls by OgrE
BTNMageTower by Besregar/Footman16
BTNStormwindArcaneSanctum by Besregar/Footman16
BTNStormwindLumberMill by Besregar/Footman16
Alterac Tent by Besregar/Footman16
Ogre Score Screen Icon by Besregar/Footman16
Forsaken Score Screen Icon by Besregar/Footman16
Undead Trebuchet by Kuzakani
DarkSylvanas_by67chrome.blp by 67chrome
BTNDarkSylvanasby67chrome by 67chrome
BTNHolyBan by 8512590215848
BTNWeaver by 8512590215848
BTNWeaver03 by 8512590215848
Woman Vilager by Afronight_76
Human Catapult by AndrewOverload519
BTNHumanCatapult by AndrewOverload519
BTNUndeadArcher by AndrewOverload519
Forsaken Archer by AndrewOverload519
Timmy by Aquis
Tommy by Aquis
Captain Lordaeron HQ (Unit\Hero) by Asssssvi
Crossbowman Lordaeron by Asssssvi
Footman Lordaeron HQ by Asssssvi
Rider Lordaeron by Asssssvi
Spearman Lordaeron by Asssssvi
Rifleman Lordaeron HD by Asssssvi
Undead CatapultI Icon by BaiyuGalan
Undead CatapultI by BaiyuGalan, Blizzard Entertainment
Stromgarde Buildings by bakr
Dwarven Buildings (Bronzebeard) by bakr
Alterac Buildings by bakr
Battering ram by Battering ram, Mechanical Man
Human Airship by Bioautomaton
BTNBuckler by BLazeKraze
BTNAbility_Stealth by Blizzard Entertainment
BTNCharge by Blizzard Entertainment
HotS Stormpike General Vanndar + minions by Blizzard Entertainment
HotS Archlich Kel'thuzad + alts by Blizzard Entertainment
BTNINV_Weapon_Rifle_06 by Blizzard Entertainment
BTNSpell_Holy_HolyProtection by Blizzard Entertainment
BTNSpell_Holy_PowerWordShield by Blizzard Entertainment
BTNSpell_Holy_RetributionAuraBTNSpell_Holy_RetributionAura by Blizzard Entertainment
BTNSpell_Holy_Silence by Blizzard Entertainment
BTNChaplain by Blizzard Entertainment, Pyraeus
BTNPyrolia by Callahan
Pyrolia by Callahan
CloudOfFog by Callahan
Nerubian Guard by Callahan
NerubianWidow by Callahan
BTNNathanosBlightcaller by Chen
SnipingTarget by ChirusHighwind
BTNTarget by ChirusHighwind
BTNCWValiant by CloudWolf
Sir Valiant by CloudWolf
CastIronGolem by CryoniC
Blood elf lieutenant, and derivatives by Cuore
Napalm Dump by cyberkid
BTNFemaleNecromancer by D.ee
Garithos Axe Cleave by Darkfang
Red Legion - Zealot by Darkmoon Hero
BTNZealotDH by Darkmoon Hero
High Elf Chronomancer by Deolrin
BTNHighElfChronomancer by Deolrin
Archmagi by Direfury
BTNHumanStable by Eagle XI
BTNHumanZeppeline by Eagle XI
BTNBatteringRam by Eagle XI
Arcane Static by Edge45
Battering Ram by Em!
Ogron by Explobomb
Creep Hut by Exyte
Dark Soldier by Freddyk
Dragon Knight by FrIkY
BTNDragonKnight by FrIkY
Human Assassine by General Frank
BTNDwarvenWarrior by General Frank
Dwarven warrior by General Frank
Human Archer by HappyTauren
Tyrannosaurus Rex by Hayate
Factory by HerrDave
BlackSunSpellbreaker by Himperion
Elven Assassins by Himperion
Cage/Transport Chariot pack by Hoth
Priest Pack by Ilya Alaric
Ogre Legion Models (Re-Classic Pack) by johnwar
Bandit Enforcer (Re-Classic) by johnwar
Ravager Battleship by Kam
Voodoo Temple by Kam, Retera, Kam, Blizzard
Ogre Stone Thrower by Kitabatake
BTNVillagerManVar03 by Kuhneghetz
Male villager variation (Brown haired version) by Kuhneghetz
BTNHumanWarlord by Kuhneghetz
Human Warlord by Kuhneghetz
Dark Portal by Kwaliti
Anduin Lothar by loktar
Knight (WC2) by loktar
Bandit Lord (WC1) by loktar
Riderless Horse (WC1) by loktar
Live Potion by Marcos DAB
Fortification palisade by MassiveMaster
Fortification palisade gate by MassiveMaster
Fortification palisade inner edge by MassiveMaster
Fortification palisade outer edge by MassiveMaster
Stable by MassiveMaster
GilneasGunship by Mephestrial
OrcBlacksmith by Mephestrial
Assassin by Miseracord
Academy by Mr. Bob
Arcane Sanctum by Mr. Bob
Archery by Mr. Bob
Armory by Mr. Bob
Barracks by Mr. Bob
Build by Mr. Bob
Castle by Mr. Bob
Church by Mr. Bob
DecayMesh by Mr. Bob
Encampment by Mr. Bob
Guard Tower by Mr. Bob
House by Mr. Bob
LumberMill by Mr. Bob
Market by Mr. Bob
Mines by Mr. Bob
Plantation by Mr. Bob
Medieval Buildings: The complete collection. by Mr. Bob
Stables by Mr. Bob
Tavern by Mr. Bob
Town Center by Mr. Bob
Watch Tower by Mr. Bob
Wizard Tower by Mr. Bob
Workshop by Mr. Bob
Human Battlemage by Nebilac
BTNDwarfEnginer by NFWar
Dwarven Thane ( One Horn variation ) by Norinrad
BTNAltar of Elders (Elf) by Null
BTNMagicShield by PeeKay
BTNThane by Norinrad
ArtilleryAttack by Praytic
FireStrike by Praytic
BTNHarbingerStaffMace by PrinceYaser
Ogre Beserker(Helmet version) by PROXY
Garithos Abilities by r.ace613
Ogre MEGA Pack by r.ace613
Bandit Enforcer by r.ace613
Prince's Kiss by Remixer
BTNMagicTent by SantoRayo[iP]
oger_barracks by SantoRayo[iP]
Banshee Queen by Sellenisko
BTNDarkSoldier by Sin'dorei300
FemaleNecromancer by Sin'dorei300
Shadowlands 9.1 - Devourer Flier by Sire Denathrius (portrait fix by A]mun)
BTNSpearAttack by Static
Archmage by Stefan.K
Butcher by Stefan.K
Forsaken Champion by Stefan.K
Nathanos Blightcaller by Stefan.K
Bandit Leader by Stefan.K
BTNCourtMage by stein123
GrassAnimated by Sunchips
Altar of some sorts by supertoinkz
Ogre Worker by supertoinkz
Cyclon Explosion by Suselishe
OrcLumbermill by Syroco
ogre arena by takakenji
Natural Winter Ice by Tamplier
Natural Winter Snowy Rock by Tamplier
UndeadWarlock by Tarrasque
BTNMegapod by tee.dubs
Megapod by tee.dubs
WheelchairWarlock by tillinghast
Archmagi and Derivatives by Ujimasa Hojo
Rifleman and Derivatives by Ujimasa Hojo
Altar of Darkness and Derivatives by Ujimasa Hojo
Dragonhawk Rider and Derivatives by Ujimasa Hojo
Footman, Captain, and Derivatives by Ujimasa Hojo
Hunter's Hall and Derivatives by Ujimasa Hojo
Mage Tower and Derivatives by Ujimasa Hojo
Tomb of Relics and Derivatives by Ujimasa Hojo
Altar of Kings and Derivarives by Ujimasa Hojo
Arcane Sanctum and Derivatives by Ujimasa Hojo
Barracks (Human) and Derivatives by Ujimasa Hojo
Blacksmith and Derivatives by Ujimasa Hojo
Farm (Human) and Derivatives by Ujimasa Hojo
Lumber Mill and Derivatives by Ujimasa Hojo
Tower (Human) and Derivatives by Ujimasa Hojo
Town Hall, Keep, Castle, and Derivatives by Ujimasa Hojo
Workshop and Derivatives by Ujimasa Hojo
Altar of Storms and Derivatives by Ujimasa Hojo
Peasant and Derivatives by Ujimasa Hojo
Forsaken buildings by Ujimasa Hojo
BTNUndeadAssassin by Uncle Fester
ForsakenAssassin by Uncle Fester
VultureRider by Uncle Fester
Dwarven Miner (variative) by Villagerino
Airstrike Rocket by Vinz
Alacrity by Vinz
Armor Penetration / Stimulus by Vinz
Armor Penetration by Vinz
Sacred Exile by Vinz
Transport cart by vlekje5
Bandit Crossbowman by Wandering Soul
Mounted Bandit Spearthrower by Wandering Soul
Ancient Explosion SFX by WILL THE ALMIGHTY
Stormwind Knight by Wulfrein and Ket
BTNDaggerBleedingPierce by zbc
Brass_Borer by -Grendel
Engineer by -Grendel
Human Commander (Reynart) by (probably) Ket
High Necromancer (Kel'Thuzad recolor) by unknown author
LightAura effect by unknown author
BTNDrainLife by unknown author
BTNSinister by unknown author
2.03/2.04:
Inaylia - Model by Nyctaeus, textured using WoW materials. Animations from Garona by Tauer. Converted by Stefan.K. Inspired by Human Assassine by General Frank and Xaran Alamas.
Reynart - Model by Nyctaeus and Stefan.K, textured using WoW materials. Animations from Kilrogg by Tauer. Converted by Stefan.K
Eldin - Model by Nyctaeus, textured using WoW materials. Animations from Medivh. Converted by Stefan.K. Inspired by High Elf Chronomancer by Deolrin, and borrows some mdx data from it.
Margoth - Model by Nyctaeus and Stefan.K, textured using WoW materials. Converted by Stefan.K. Based on Bandit Leader by Stefan.K.
Vespira - Model by Nyctaeus, textured using WoW materials. Animations from Valkyrie by Zwiebelchen. Converted by Stefan.K
Valena - Model by Nyctaeus, textured using WoW materials. Animations from Khadgar [young] by Tauer. Converted by Stefan.K
Solymus - Model by Nyctaeus and Stefan.k, textured using WoW materials. Converted by Stefan.K. Based on Archmage by Stefan.K
Enclave units by Jiok, based on models by Asssssvi, bakr, johnwar, Ujimasa Hojo and Eagle XI.
SorceressRommel.blp texture for Discordant by Rommel
Sylvanas - HotS port by Razorclaw_X
Blood experiment machine by Sarsaparilla
BTNArcaneBlast by Blizzard Entertainment, Blizzard Entertainment
BTNBK_Blue_Book by CRAZYRUSSIAN
BTNBK_Red_Book by CRAZYRUSSIAN
BTNBreakerDefend by graystuff111
BTNGoldenHammer by Whisper
BTNWindShield by Darkfang
Ephemeral Slash by Vinz
Mana Resource Gem Crystal by Darkfang
Paladin by Murlocologist
Bloodelf 'Scorpion' Ballista by General Frank NOTE: This asset was modified exclusively for Exodus with written permission of General Frank. You're not allowed to extract, reuse, redistribute and modify this asset.
Shock Blast by Vinz
Ranger by HappyTauren
BTNMilita_Ranger by HuanJuan
SlowTarget by JetFangInferno
TC15 Model Bundle by Vinz
War Stomp by 84chrome
IceBolt by Weep
Psionic Shots by Vinz
Armored Skeleton by Anvil, Direfury, Galadgod, HappyCockroach, Paultaker
Generators by Tranquil
Orb Generator icon by MyPad
Battlemage by Stefan.K
Altar of Reason by Stefan.K

Tiles:
Vanilla tiles edits by Nyctaeus
Tile packs by Snart
Natural Winter Ice by Tamplier
Natural Winter Snowy Rock by Tamplier




Music:

Warcraft 3 Reforged: Arthas Theme
Warcraft 3 Reforged: Sad Mystery

World of Warcraft: Dalaran Theme
World of Warcraft: Elwynn Forest
World of Warcraft: Molten Core
World of Warcraft: Naxxramas

World of Warcraft Cataclysm: Western Plaguelands
World of Warcraft Cataclysm: Elwynn Forest (Westfall)
World of Warcraft Cataclysm: Stormwind

World of Warcraft Mists of Pandaria: For The Alliance

World of Warcraft Warlords of Draenor: Blackrock and Roll Remix

World of Warcraft Legion: Dalaran Khadgar Theme
World of Warcraft Legion: Dalaran Jaina Theme
World of Warcraft Legion: Dalaran Halls
World of Warcraft Legion: Dalaran Sewers

World of Warcraft Battle for Azeroth: Warfronts Alliance Music
World of Warcraft Battle for Azeroth: Warfronts Arathi Horde Music
World of Warcraft Battle for Azeroth: Battle for Lordaeron Horde Music
World of Warcraft Battle for Azeroth: Forsaken Flame

World of Warcraft Shadowlands: New Player Experience Human

Heroes of the Storm: Alterac Pass
Heroes of the Storm: Arathi Highlands

The Witcher: Dead City
The Witcher: Last Battle
The Witcher: The Order
The Witcher: Night Approaches
The Witcher: Swamp theme
The Witcher: unnamed Salamandra combat theme
The Witcher: unnamed Order combat theme

The Witcher 2: Within The Mist
The Witcher 2: The Tournament

The Witcher 3 Hearts of Stone: Gaunter o'Dim Theme

The Witcher 3 Blood and Wine: The Night of Long Fangs
The Witcher 3 Blood and Wine: Tesham Mutna

Richard Wagner, Ride of the Valkyries (don't ask me where it plays)




Voices:

Reynart - Generated using ElevensLab. Source: McCree from Overwatch
Reynart [DEPRECIATEd] - Original lines from Heroes of the Storm. Source: Varian.
Inaylia - Original lines from Heroes of the Storm, additional lines generated using ElevensLab. Source: Valeera from Heroes of the Storm
Vespira - Generated using ElevensLab. Source: Kelly the Frost Archer from V Rising by Stunlock Studios
Eldin - Original lines from World of Warcraft, additional lines generated using ElevensLab. Source: Rhonin from World of Warcraft.
Margoth - Original lines from Starcraft 2, additional lines generated using ElevensLab. Source: Tychus from Starcraft 2.
Thamdan - Original lines from Heroes of the Storm. Source: Vandar announcer.
Archer - Generated using ElevensLab. Source: Vanilla Peasant
Spearman - Generated using ElevensLab. Source: Vanilla Footman
Rider - Generated using ElevensLab. Source: Vanilla Footman
Arbalist - Generated using ElevensLab. Source: Vanilla Footman
Hydromancer - Generated using ElevensLab. Source: Vanilla Archmage
Dropship - Generated using ElevensLab. Source: Gazlowe from Heroes of the Storm
Legionnaire - Generated using ElevensLab. Source: Vanilla Footman
Discordant - Generated using ElevensLab. Source: Valla from Heroes of the Storm
Cleanser - Generated using ElevensLab. Source: Mercy from Overwatch
Hunter - Generated using ElevensLab. Source: Vincent the Frostbringer from V Rising by Stunlock Studios
Cataphract - Generated using ElevensLab. Source: Inquisitor Paladin from V Rising by Stunlock Studios
Protector - Generated using ElevensLab. Source: Harvest Golem from World of Warcraft. Additional editing by Nyctaeus.
Battlemage - Original lines from Heroes of the Storm. Source: Medivh.
Ranger - Original lines from World of Warcraft, additional lines generated using ElevensLab. Source: Matthias Shaw.
Gunship - Original lines from World of Warcraft. Source: Catherine Rogers.

Chronicles of Second War: Ironforge Footman Soundset by ShadiHD
Chronicles of Second War: Ironforge Knight Soundset by ShadiHD
Chronicles of Second War: Ironforge Worker Soundset by ShadiHD


Tools:

WoWExport
Retera's Model Studio
BLP Lab by Shadow Daemon
Mdlvis by Anonymous
Mdx Pather
Ladik's MPQ Editor
Ladik's CASC Viewer
War3 Model Editor by Magos
Button Manager v1.8.2 by Shadow Daermon
Inkarnate (loading screen maps)
Blender
Adobe Photoshop
Hiveworkshop Icon Borderizer

  • DISCLAIMER:

Please do not edit the campaign and the maps without our permission. Do not rip assets from campaign file and respect the authors of them. If you don't know who made asset you want to take, feel free to ask.

It's highly recommended to play on 1.31. We initially assumed later versions to be moreless compatible, but apparently that's not true and 1.35 may have some issues.

  • LOCALIZATIONS:
:
- English (original) version
- [2023.04.03] Added Chinese localization for version 2.01 provided by @NovaLan
- [2023.04.10] Updated Chinese localization to 2.02 provided by @NovaLan
Contents

Exodus: The Violet Gate 2.05 (Campaign)

逃亡:紫罗兰之门 2.02 (Campaign)

Nyctaeus

Hosted Project: W3E
Level 18
Joined
Oct 16, 2021
Messages
178
my only complaints were like the item drops were too repetitive( like i got the same item thrice on mission) and against ch 10
We're working on improvements :].
i feel like at least on normal the ai sends attack waves way too frequently forcing me to stay in my base and grind all the upgrades and then push,
We're also working on fully script-based AI for the sequel. Blizzard's AI seems to be highly unpredictable by it's very nature, and often does crazy things. To this day I remember 4 battering rams deployed at me by Peanut Syndicate AI in M04, despite the fact that we set a single ram. And the list of issues like that is still growing..

We can't really implement it retroactively to TVG as it would require us to rebalance everything from scratch. Hopefully the sequel will be more free of similar issues.
and the cap being 60 also hurt as as i needed a lot of workers ( expansion + lumber) and the air transport
You can increase cap limit of Vimthurn forces by completing a subquest [and gain access to kickass Gunships ^^]. Dropships will have their supply cost removed in the next patch. It's kinda oversight on our end that we noticed, but lost among other things we had to do before the release.
 
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Level 2
Joined
Oct 25, 2023
Messages
9
I'm playing on version 1.30.4 when I put the files in the campaign it doesn't show on custom campaign. any idea how to solve this problem?
 

Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
219
I'm playing on version 1.30.4 when I put the files in the campaign it doesn't show on custom campaign. any idea how to solve this problem?
Download 1.31 ;).
 
Last edited:
Level 7
Joined
Oct 12, 2020
Messages
81
We're working on improvements :].

We're also working on fully script-based AI for the sequel. Blizzard's AI seems to be highly unpredictable by it's very nature, and often does crazy things. To this day I remember 4 battering rams deployed at me by Peanut Syndicate AI in M04, despite the fact that we set a single ram. And the list of issues like that is still growing..

We can't really implement it retroactively to TVG as it would require us to rebalance everything from scratch. Hopefully the sequel will be more free of similar issues.

You can increase cap limit of Vimthurn forces by completing a subquest [and gain access to kickass Gunships ^^]. Dropships will have their supply cost removed in the next patch. It's kinda oversight on our end that we noticed, but lost among other things we had to do before the release.
i guess that was what lead to my downfall as i had beaten all the scourge bases before going to look for the guy also excited to know the issues are being addressed!
 
Level 2
Joined
Oct 25, 2023
Messages
9
Download 1.31 ;).
Mah men Thanks:goblin_yeah:
 

Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
219
i guess that was what lead to my downfall as i had beaten all the scourge bases before going to look for the guy also excited to know the issues are being addressed!
You were fairly warned in the cutscene what would happen if you destroy one side too quickly. That is - apart from the terrain - the main challenge in this map ;).
 
Level 7
Joined
Oct 12, 2020
Messages
81
You were fairly warned in the cutscene what would happen if you destroy one side too quickly. That is - apart from the terrain - the main challenge in this map ;).
hmm maybe ai went wrong then? because the only base i destroyed was the one where alliance sets up their base and then both started never ending attacks on me, still thanks for the advice i will def remember that for hard more :goblin_yeah:
 
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Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
219
hmm maybe ai went wrong then? because the only base i destroyed was the one where alliance sets up their base and then both started never ending attacks on me, still thanks for the advice i will def remember that for hard more :goblin_yeah:
Okay, so that's not the case, only after destroying all 3 northern Scourge bases or all 3 southern Forsaken bases the other side's spawned flyers start hitting your base instead. Otherwise, that's just standard AI attacks which - I admit - are pretty strong on this map, especially the flyers. You need strong tower defense and high mobility with your heroes to fend them off. Unfortunately AI has a dose of randomness in it, so it may happen that several attacks will hit you at the same time.
 
Level 7
Joined
Oct 12, 2020
Messages
81
Okay, so that's not the case, only after destroying all 3 northern Scourge bases or all 3 southern Forsaken bases the other side's spawned flyers start hitting your base instead. Otherwise, that's just standard AI attacks which - I admit - are pretty strong on this map, especially the flyers. You need strong tower defense and high mobility with your heroes to fend them off. Unfortunately AI has a dose of randomness in it, so it may happen that several attacks will hit you at the same time.
yeah wc3 ai always was weird but it's good that are heroes are so strong so they can fend off all the attacks
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,806
Hmm... Now that you mentioned it...

Hey @deepstrasz, can we have a HC :]?
What's HC?
I'm a bit reluctant to give it the High Quality status since it's mostly eye candy, gameplay mechanics being Warcraft III core material.
However, I'll cautiously shove it there for the artistic work.
 

Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
219
What's HC?
I'm a bit reluctant to give it the High Quality status since it's mostly eye candy, gameplay mechanics being Warcraft III core material.
However, I'll cautiously shove it there for the artistic work.
It's not just eyecandy, it's also "earcandy" - AI-generated voicelines of majority of units :p.

Plus lots of other content and mechanics we added since 2.00, like expanding custom techtrees and unique skillset for Vespira in the bonus chapter. It was always meant to be a classic RTS campaign just like e.g. Arkain, but we did our best to keep the gameplay diverse, fresh and enjoyable.

Anyway, thank you very much for HQ and we promise to try even better next time. I've already dived into LUA scripting and have quite a lot of custom mechanics already coded for the sequel, so stay tuned.
 
Level 2
Joined
Dec 5, 2023
Messages
1
To me this is the best a.c. I played as well as Ice Avatar. I like maps, landscapes especially. It was amazing experience wish there were more such an attitude towards the game.
 
Level 7
Joined
May 12, 2018
Messages
105
I thought the title "Exodus: Violet Gate" just meaning Dalarans(or its some special structures) and its alliance story but the identity is rather surprising. Very apt title.

Environmental works and terraining techniques are so good,
They entertained my eyes, providing a more lively background.
But it's a bit sad and they give me some confusing that there are often Doodad trees mixed between harvestable trees.

Appropriate BGMs helped me stay immersed in gameplay.

It was a lot of fun to have interesting and diverse chapter quest types evenly distributed.

3d model of Enclave's Marksman causes framedrops so bad. I had to arbitrarily delete Marksman's custom model to somehow further proceed with this campaign.
A.gif

Because the event in which Spearman's passive: additional damage happens in the moment when units tries attacking, not the detection of damage done, the effect of Spearman's passive can be amplified powerful with "S" control. However, this does not sharply reduce the difficulty of the campaign, as the selection rate of the barracks units drops towards the second half of the chapters.
The fly height of the air units is so high that it's a little confusing in visibility and gameplay.

There are a little disappointing in the game-level design.
In a chapter cooperating with Vimthorn Dwarves, rather not letting maroon undead go extinct and not bringing in a ranger troops makes the game more easily.
There's no reason to provoke the powerful Alteraci skirmishers, as they're activated when we bail a town, and they're automatically created by trigger periodically and quickly. That's because when they get into action, the total number of enemy units is so many that it's almost impossible to scorch earth the bases where the Alteraci heroes are located. Also, Warcraft III's upkeep is a great balancing mechanism on a multiplay-ladder basis, but in campaigns, upkeeps often triggering the progress that makes games boring, the level design is extremely difficult. (Think of chapter 02 of TFT Alliance. You'll need to gather over 6,000 golds and lumbers and build a few dozen cannon towers right in front of the green undead base, fill 100 food forces, and then launch an attack.)
In the part where the enemy unit is periodically created with triggers(boss-fight, maze search), the enemy units creation cycle is too fast and the core target's HP is not high, so consistently dealing with the core target very quickly is the top priority. There is no the boss type that is to attack the minions first and then accumulating the damage to the bosses(If I do this, lose).

AI scripts written with AI Editor has low quality.
It easily stops functions just by killing top prioritized units or structures that are in the build order, and they often do not send attackwaves properly.
It sends too many, or too little, or it breaks the exact time the producers intended.
WAI's advantage is to detect allies or players is being attacked and sending reinforcements, but there are more disadvantages...
Since it sends additional reinforcements to the attackwave that should end neatly with a suiciding charge, this shows an polarizing that completely breakdown defenseline in difficult situation or they overspent too many units and then we can clear their bases easily.

I was able to enjoy completing this campaign because there was no part that significantly reduced the fun of the game as a whole except for the frame drop.
 
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Level 23
Joined
Jul 26, 2008
Messages
1,317
I played this back at the start of last year, so I am guessing most of the things I was going to comment on have already been fixed.
Just wanted to say this was a fantastic campaign, and I am shocked a campaign with a story about aliens from another world managed to be woven so seamlessly into the normal story of Wc3. Also, really great to see an old campaign be remade into something so amazing (it was good back in its original form, but this is like on another level).
 

Nyctaeus

Hosted Project: W3E
Level 18
Joined
Oct 16, 2021
Messages
178
I played this back at the start of last year, so I am guessing most of the things I was going to comment on have already been fixed.
Just wanted to say this was a fantastic campaign, and I am shocked a campaign with a story about aliens from another world managed to be woven so seamlessly into the normal story of Wc3. Also, really great to see an old campaign be remade into something so amazing (it was good back in its original form, but this is like on another level).
Orc are aliens from another world, Burning Legion are aliens from another world... So we injected what fits in :].

Also, thank you for the rating. We just made to the first page of maps sortred by "Highest rating" :]. Thank you all, who left kind words and high ratings. It's an honor and pleasure to be among such gems like Curse of the Blood Elves, Shadows of Hatred, Re-reforged, CSW or Arkain :].
 
Level 10
Joined
Dec 31, 2008
Messages
182
Whoa~ this campaign was too good.

I spent this month weenkends playing this, I'm gonna miss it. Thank you guys for such wonderful work.

High quality, Bliz style but with some new touchs, beautiful scenery throughout the campaign, good character designs and custom models (the AI generated voices added more flavour to the personalities of each of them), custom models also on point and HQ.

Overall a really nice experience, I don't know if this had a hard mode difficulty but I played on that and was really challenging.

I recommend playing this campaing.

Guys, congrats, such a big project and it's so good!

I'll love to see what's comming to our heroes on the Enclave ~
 

Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
219
help my w3 didnt detect the custom campaign file. im using w3 1.30.4 patch
You already answered yourself ;). Download 1.31 from here:
 
Level 8
Joined
Apr 14, 2011
Messages
463
Hey there, I got Reforged a couple weeks ago and started to play Custom Campaigns, got to play this one and here's my experience, I'm playing on current version (1.36.1) and probably issues of gameplay are related to the version since I saw it was recommended on 1.31, so, here we go!
Story: Story's pretty good, I ended up liking all characters, probably Inaylia more than all, Eldin was a little boring in my personal taste (in his personality, his skill set was pretty likable) but he works in his role, the other characters are fine, probably Margoth with his taunt lines are a quite...annoying when heared across all map lol, but they were funny at the start, good job on the story and characters development!
Gameplay: Okay so...I started playing on Hard, it was all good until middle of story where I just switched to Normal because it started feeling a bit unfair than challenging, enemy attacked with really tough attacks and since ally AI in some maps wasn't helping at all, it's hard to deal with some maps being a 1v4 or 1v3 tbh, can be that I'm not that good to play on Hard, yet last couple of missions felt like such a massacre difficult even on Normal <.<, last boss fight minions were never ending! Chapter 2 and Chapter....7-8 was it where we help Alteraci escort convoys and fight the Forsaken? Well, those ones were my favourites, loved them! I completely skipped Chapter where we coop with the dwarves, nothing personal, just that I felt that if it was hard to control 1 base in Normal, I'd really struggle more controlling 2, specially a new race all of a sudden
Terrain and art: Nothing bad in these ones, terrain was pretty good (Though the bridges sometimes were a bit annoying due to the amount of troops that go through them and end up stucking) maps were diverse in position of bases and expansions, was cool to explore most of them
Campaign was really good! Hope it gets more known and people speak of it.
 

Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
219
For those who might have missed it - we've published the first bunch of lore stuff from the upcoming Exodus 2. Grab it here:
 
Level 3
Joined
Apr 18, 2017
Messages
22
hey, i have run into some crash problems starting in chapter 8. the crash seems random. is there a solution for this, or am i the only one with this problem?
i'm playing patch 1.31.

pls help! would rly like to finish the campaign
 
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Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
219
hey, i have run into some crash problems starting in chapter 8. the crash seems random. is there a solution for this, or am i the only one with this problem?
i'm playing patch 1.31.

pls help! would rly like to finish the campaign
Well, several people experience crashes from time to time, but it's difficult to compare them. I don't remember any in this particular map. Can you provide a save file so that I could reproduce the crash? Does it happen in a particular moment of the mission, e.g. during enemy attack, or after a specific time?
 
Level 3
Joined
Apr 18, 2017
Messages
22
Well, several people experience crashes from time to time, but it's difficult to compare them. I don't remember any in this particular map. Can you provide a save file so that I could reproduce the crash? Does it happen in a particular moment of the mission, e.g. during enemy attack, or after a specific time?
well, the crash only appeared in chapter 8. i juts saved every ten minute, and then it was playable.
 
Level 2
Joined
Apr 1, 2024
Messages
1
Really liked this one will definitively do the next!

here some my through/criticism:

I found the story well made especially how it integrate in the existing lore but i feel a lot of what is said could be left unsaid or said with less detail, i don't think we need everything written to understand what going one in every one head, this is probably not helped by the fact we cannot skip a line of text even if no voice over (i understand that it's an engine problem)

gameplay wise a lot of interesting mission with diverse/interesting premise but too difficult for me in normal especially in rts segment, we are often swarmed by enemy which make me often ignore optional objectif before every thing is dead on the map because i just don't find time to care.

i really like the new "race" visually or gameplay wise the forsaken/enclave/humain where a delight to see/play/confront

same from the hero even if i think rainardt may need some work on is face ^^ (might be an eyebrow thing not sure)

all in all really good campaign!
 

Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
219
Really liked this one will definitively do the next!

here some my through/criticism:

I found the story well made especially how it integrate in the existing lore but i feel a lot of what is said could be left unsaid or said with less detail, i don't think we need everything written to understand what going one in every one head, this is probably not helped by the fact we cannot skip a line of text even if no voice over (i understand that it's an engine problem)

gameplay wise a lot of interesting mission with diverse/interesting premise but too difficult for me in normal especially in rts segment, we are often swarmed by enemy which make me often ignore optional objectif before every thing is dead on the map because i just don't find time to care.

i really like the new "race" visually or gameplay wise the forsaken/enclave/humain where a delight to see/play/confront

same from the hero even if i think rainardt may need some work on is face ^^ (might be an eyebrow thing not sure)

all in all really good campaign!
Thanks for the feedback.

As for dialogs, there's a thin line after which a detailed storytelling may become an over-exposition. It's even more problematic in our next campaign as there's even more to tell about Jiluun, but we're keeping it in mind and trying to be more concise + I have scripted a new dialog window with optional choices and skipping single lines.

Reynart will get a facelifting, we've already hinted his new look in the meme thread :p.
 

Nyctaeus

Hosted Project: W3E
Level 18
Joined
Oct 16, 2021
Messages
178
I found the story well made especially how it integrate in the existing lore but i feel a lot of what is said could be left unsaid or said with less detail, i don't think we need everything written to understand what going one in every one head, this is probably not helped by the fact we cannot skip a line of text even if no voice over (i understand that it's an engine problem)
Exodus was founded on a philosophy, that detail, nuance, portrayal and impression are key factors that determine enjoyable experience. This is deliberate artistic choice that indeed stretches the experience, but it's far from adding fake content for the sake of gameplay lenth. Plot is more character driven then classic campaigns and there is much more psychology underneath simply because it's much easier for us to tell a story from perspective of ingame characters rather then Medivh-like narrator of external spectator of events.

Sequel will feature more options to customize the experience both gameplay- and narrative-wise. Most long talks will be relegated to active camp phase [SevenBlood's Orc Campaign-style] between missions, rendering many activities optional. All dialogues in the campaign will be done using fully-scripted, RPG-style dialogue window so everything will be skippable.

But in the end, this is still Exodus with its signature, long and detailed dialogues, rich character development and detailed lorebuilding. This is core feature of Exodus that makes it unique, among other things. This is the form we prefer, and this is the form we will continue to deliver out content in. We do not intend to change it, but rather prefer to make it easier to digest or even skip if somebody just wants to go for the throats of whatever eldritch abominations we will challenge players with in Exodus 2.
 
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