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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
is the bug where heroes who use the skill shockwave causing the game to stutter fixed after chapter 1 any hero who has the skill shockwave every time its used would cause the game to stutter
Cause is unknown so far. It's vanilla skill with just fourth level that we added, so we have no idea what's causing da lag. We're still investigating this one.
 
Cause is unknown so far. It's vanilla skill with just fourth level that we added, so we have no idea what's causing da lag. We're still investigating this one.
It's the terrain deformation most likely, replace it with either a spell based on carrion wave or crushing wave which have same effect but no terrain deformation.
 
Level 2
Joined
Jan 26, 2022
Messages
3
Hey guys
Great job on this campaign, i really had a great time playing it,the missions aren't too long and boring.the dialogs and custom voices are pretty good and funny and the story is great.really liked the idea of random item drops and super strong heroes too.
previous comments already mentioned all the bugs that i saw.(fps drop cause of snow,shock wave,TC. and chapter8)
The septer item is kinda too op,maybe put it only on hard difficulty ot make it 1% heal?or give enemy stronger heroes on the 2 last missions cause your heroes alnoe can kill their entire armies with that septer.
Again, Great job to u guys and thank u for making such a good campaign.hope to see more of your amazing work in the future,do u have any plans for continuing the story line?
 

Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
219
Alright, slowly moving through the buglist. The Ranger's suicidal Bladestorm was tricky. It was only in Chapter Two because there was an old version of this skill in the object editor that was initially planned to be active (like Black Arrow), but due to some problems I simplified it to a passive one. Why it was there and why it reset to default Bladestorm stats, I have no idea. It had conflicted id with a current campaign skill, so I couldn't remove or reset it. Eventually I had to export "clean" object data and import it to Chapter Two, effectively erasing old trash and fixing the skill.
 

Nyctaeus

Hosted Project: W3E
Level 18
Joined
Oct 16, 2021
Messages
178
do u have any plans for continuing the story line?
Sequel is in the works.
Hello author, I am a Warcraft player from China, your work is very good, can I translate your work?
Thank you. I suggest to wait a bit until we deploy a patch and fix couple important issues.
 

Kasrkin

Hosted Project: LoA
Level 26
Joined
Apr 6, 2014
Messages
804
It seems skipping the intro has it so Margoth doesn't have 0 lumber.
I know he's controllable in some missions but Margoth could use an initial starting item or two, his spell kit as it is already more built for a player than being AI friendly anyhow.
Farm in the trees
Not as important but the path units can walk on goes a little past the bridge itself.
Some units stuck in the arena with the demolisher occasionally trying to move out.
'Power of the forsaken'
And the good captain gets -the- axe for her excellent service.
After a restart I thought it best to just leave the sea portion alone considering how easy the ogres are to actually fight with their low armor and no upgrades. Also the allied alteraci not willing to fight while the ogres came down to kill them all was rather humorous.
The altar of flames model seems to have a problem with its portrait icon it will always show up as a building under construction.
Well they have workers this time but do they have a gold mine, or was the tick rate for the gold mine a regular amount and it collapsed by the time I completed the objective.

It's a fun mission but I completely ignored the waterway portion to just fight everything head on, while the extra gold in the center island is a nice prospect I'd rather just kick the absolute crap out of the forsaken and take their gold. Bit of a dead horse at this point but the way allied AI acts for these types of missions is not very helpful, retreating when losing and liking to follow you most of the time getting in the way when doing the latter. Ultimately the mission seems more scary than it actually is, kill the forsaken and GET THE AXE.


While this isn't the screen I intended for this it'll have to do, the good captain does not actually look at nathanos when she moves to confront him instead seemingly staring at the forsaken sharpshooters on the left.
I don't know what possessed me to make sure I took a cavalier during the nathanos fight but I did so he doesn't count toward the objective.
Don't know what caused this happen, tried to cast the spell on the elementalist he interrupted it. Tried it again on another unit, lo and behold I get the magic man and enforcer.
Don't remember why I took this one, that's what I get for not taking notes but I don't do that a lot anymore. Anyway, the references to wow's stupid writing are a bit jarring when they're there because it's purely meta.

I am disappointed sylvanas didn't die and the hypocrisy of a character and a faction that was always evil trying to blame it on something else sounds like something the forsaken would do even in wow.

Crippling blow does not have the correct text for damage.
I blew up the besieger base before the red one, yeah I committed once I went in.
It seems the forsaken ran out of gold in their mine, probably a different tick rate maybe.
At the same time my observation of the two forsaken AI is that the vanguard is the only one that actually does anything. While the mission states you need to juggle between the various undead bases otherwise they all attack you that's not the case as the scourge factions and the forsaken vanguard all attack you and only you. I saw a building in the forsaken army base that was damaged and it was one of the northernmost parts of the base and a tower.
I have no idea what happened here Eldin got stuck and was unable to get out until I blew up the transport.
Another hostile mine.
Once you get down to it, the scourge bases aren't actually that hard to fight.
This wide shot in the outro has a rather bad fps drop.

Hmm, now that I'm actually done with the campaign I gotta say this mission feels more like the climax than chapter eleven does. With the non threat of even the forsaken vanguard you just need a few towers against them the real challenge is being able to set up the rangers' base in peace while all the undead factions send flyers up in your craw forcing you to rebuild cause it's all at once. There's also the goblin labratory with its zepplins not costing any food so you don't have to worry about all the transports taking up space, if I knew it was over there earlier I would have taken all I could. If you're wondering about the high gold I was really tired when starting this mission so I took a long time before coming back to it the next day.

The intro has terrible fps with all the heavy snow everywhere even when the scene switches to being inside the background tanks it a little.
Solymus has a bit of a problem in this mission in wanting to hug the walls really badly.
The napalm drop doesn't actually tell you how long it lasts.
That moloch timer doesn't tell you how long until the trebuchets are actually ready.
Summons from Solymus immediately go somewhere else whenever he summons them for combat.
I'm not trapped in this valley with you, YOU'RE TRAPPED IN HERE WITH ME!
Might need to increase tree hitpoints with AI workers just stopping over here once nearby trees are gone, there's also the giant hole that opens up from cutting down the tree line but the enemy AI don't use it anyway.
You can't actually get pretty far off the bridge with a unit in the middle area of the bridge it seems haven't checked the other parts, only noticed because all the skeletons got bunched up.

It's a certainly engaging mission but I hate the timer because it doesn't give me enough time to wipe out kel'thuzad's paltry forces with the time given to me and the events that happen during the mission. Plot demands I lose the keep but I know I kicked their asses.

While the states of your units seemingly get refreshed in this cutscene, the marshal still has his disease effect.
The enclave towers belong to the alliance faction.
Were the unit states frozen once it switched over to the captain? It's a bit strange to see all your units still under the effects of curse and disease cloud.
Just now realizing the golem isn't actually classified as mechanical so you can heal it with every spell you got.
Might need to despawn those initial elementals from Solymus
Solymus also tries to attack the reinforcing undead after summoning new elementals for the cinematic you can see he does try with that mana shield effect floating there.
Snow coming inside barely in the final shots.

That was fun, a bit rough in some spots but it was a fun campaign. I do like that you two ultimately did something with the lore blackhole that is alterac with the ogres and orcs that were somehow just there even before roc went down. Using the fact that alterac's population was still pretty much intact after their capital was destroyed was nice I appreciate that. Lordaeron as Azeroth blue will always annoy me but that's just me heh. The power your heroes get is still rather crazy, the randomized loot in a lot of places makes the potential even crazier. The level of engagement was problematic in some levels or that might've just been me as I found myself not caring at times until suddenly it went from 0 to 100 in a blink of an eye and now I'm unprepared for something. Was a bit miffed I couldn't really use the syndicate and enclave tech trees to their fullest but eh.

Looking forward to the next chapter guys.
 

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Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
219
Okay, I'm nearing the end of fixes in Chapter Four.


Also, in the little dialogue after the finale, what exactly is Solymus reffering to when he calls for Inaylia? Im not making any assumptions but ehm...
It's a little hint (another one actually) about Inaylia's future within the Enclave. Sorry, I don't want to reveal much more until we release some more info about the sequel ;).
Edit: I know the scepter of healing was part of the first campaign in the same mission where Reynart goes around the villages looking for supplies and you probably wanted to keep true to the original, but it would honestly be best to have the item completely removed because having a walking healing fountain on any hero really makes it trivial, even on hard difficulty.
Well, I didn't notice it heals by a percentage. I added it mostly for the Holy Light. The aura will be nerfed.

One last thing I'd go over the dialogue again grammar wise I had a hard time understanding what was being said at times,
Well, I'm fixing several little grammar errors on the fly with almost every testing iteration, but with the amount of text it's difficult to catch all. Letting someone else do the proofreading is also problematic - it's either sending a list of changes like "change this for that in trigger XYZ" or freezing all the bugfixes until the proofreader finishes his job. So for now I'm just doing small steps ;).
also for the few sound bytes there were in cinematics and gameplay the text sometimes did not match.
Any examples? Were there a lot of them? I can't compare them in editor as I play on Polish version. Several cutscene dialogs were simply copied from YT playthroughs, and for the rest I asked someone with English version on Discord, I believe it was Footman16.
Were the ogres meant to be an AI faction? Their gold mine is at a very odd number.
Nope, they're just creeps with a small passive base. I'll set the amount to a more round number.

The lairs, assuming burrows, shoot at you without anything in them. Unless a worker model is broken or something.
They were created from burrows, I think, but it turned out they shoot on their own, so I just left them as secondary turrets. I may nerf their damage if necessary.
Revenair actually gathers by ten gold per tick before completing their quest then it's the typical one per tick.
Eh, one of these tiny things that are tricky to fix. Adding an idle AI will require me to lock units in cutscenes or add another player etc. I think I'll just hide the peasants.

Of course, if I don't refer to some of your feedback, it mostly just means I have no objections and it will be applied ;).
 

Kasrkin

Hosted Project: LoA
Level 26
Joined
Apr 6, 2014
Messages
804
Just noticed when Garithos comes back to his base his head is looking behind him.
The rocks near to your base allow you build inside them at least a little.
The first time I've ever seen sylvanas's groupies be attacked.
More rocks you can go inside of.
Cowardly lich when he's got nowhere to go.
The creep high necromancer in the city doesn't drop gold like the other units.
It might be best to make this gate invulnerable to give the illusion the city is bigger than it actually is.
The captain is stuck in a channel animation for the rest of the level after going through the dock section.
"Not before this filthy creature is dead by our hands"
"No need to tell me twice, captain."

Any examples? Were there a lot of them? I can't compare them in editor as I play on Polish version. Several cutscene dialogs were simply copied from YT playthroughs, and for the rest I asked someone with English version on Discord, I believe it was Footman16.
"I'll have to lead them myself."
"Feel the wrath of the Legion!"
"You vile traitors will suffer for this outrage!"

Just in the cinematics it seems.
 

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Level 3
Joined
Feb 2, 2023
Messages
13
Okay, I'm nearing the end of fixes in Chapter Four.


It's a little hint (another one actually) about Inaylia's future within the Enclave. Sorry, I don't want to reveal much more until we release some more info about the sequel ;).

Well, I didn't notice it heals by a percentage. I added it mostly for the Holy Light. The aura will be nerfed.


Well, I'm fixing several little grammar errors on the fly with almost every testing iteration, but with the amount of text it's difficult to catch all. Letting someone else do the proofreading is also problematic - it's either sending a list of changes like "change this for that in trigger XYZ" or freezing all the bugfixes until the proofreader finishes his job. So for now I'm just doing small steps ;).

Any examples? Were there a lot of them? I can't compare them in editor as I play on Polish version. Several cutscene dialogs were simply copied from YT playthroughs, and for the rest I asked someone with English version on Discord, I believe it was Footman16.

Nope, they're just creeps with a small passive base. I'll set the amount to a more round number.


They were created from burrows, I think, but it turned out they shoot on their own, so I just left them as secondary turrets. I may nerf their damage if necessary.

Eh, one of these tiny things that are tricky to fix. Adding an idle AI will require me to lock units in cutscenes or add another player etc. I think I'll just hide the peasants.

Of course, if I don't refer to some of your feedback, it mostly just means I have no objections and it will be applied ;).
oi don't remove the scepter of healing i do love my hero as a healing tank for my soldiers
 

Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
219
While not as bad the shockwave drop is still there on this map.
The stomp ability from the basilisk caused a short drop as well.
Damn, I don't have almost any noticeable FPS drops when using these skills on 1.31, but what can I say, I'm one of these guys who bought RTX3060 to play Warcraft. I guess I'll have to replace this skill either way.
The arcane shield spell doesn't work, it's just the anti magic shell at the moment unless it's meant to be the vanilla shell and tooltip.
Well, it wasn't supposed to be much more than a rebranded banshee's skill. I didn't use it often, but I didn't have good enough ideas how to alter it. If you have one, I'm open to suggestions.
The ultimate difficulty of this section is very low for a long time until the very end, this made me complacent because there was no real defending going on until the last two minutes.
I had a problem to balance this section because the player - if he didn't screw up earlier parts really hard - has two big squads of units and two heroes from the beginning. So far I boosted attack waves a bit, increased their intensivity in the final part and removed some of Reynart's men (they were just sent to meet with Alfric). You'll see if that's enough.
The captain isn't green
Ehh, this is a pain in the ass. Her unit has a color fixed to emerald, I even changed her color by trigger, but in cutscenes she still speaks as dark blue. Apparently even Blizz can't do it right, e.g. in "New Power in Lordaeron" (which was a base for chapter two) they went as far as changing player color to red every time Varimathras spoke. So far I ended up adding a dummy emerald player and changing Inaylia's owner to that player for major cutscenes.

As always, thanks for the feedback, it's very useful. 05 and 06 done, slowly going forward.
 
Damn, I don't have almost any noticeable FPS drops when using these skills on 1.31, but what can I say, I'm one of these guys who bought RTX3060 to play Warcraft. I guess I'll have to replace this skill either way.
As I said during testing and in this thread simply make a new shockwave skill based off of carrion swarm or crushing wave and change all their fields to be just like shockwave and you'll fix it. Its caused by the terrain deformations that shockwave causes.
Ehh, this is a pain in the ass. Her unit has a color fixed to emerald, I even changed her color by trigger, but in cutscenes she still speaks as dark blue. Apparently even Blizz can't do it right, e.g. in "New Power in Lordaeron" (which was a base for chapter two) they went as far as changing player color to red every time Varimathras spoke. So far I ended up adding a dummy emerald player and changing Inaylia's owner to that player for major cutscenes.
I use Transmission from Unit-Type at the position of whatever unit is talking to get around this.
 
Level 6
Joined
Jun 2, 2021
Messages
27
TFW you complete such a good campaign that your life has no meaning again. In all seriousness, this campaign is one of the best ones I've played. The story kept me playing for hours in one sitting, the familiar but somewhat altered techtree was nice, really loved the Enclave units and their skins, the realistic appearance of cliffs and canyons is something that absolutely blew me away, especially when it showed the Alterac City. The Heroes are just great together. Overall, the campaign really sent me on a rollercoaster of emotions, had me worried for Inaylia in the epilogue lol. Can't wait for the sequel! :)
 

Nyctaeus

Hosted Project: W3E
Level 18
Joined
Oct 16, 2021
Messages
178
TFW you complete such a good campaign that your life has no meaning again. In all seriousness, this campaign is one of the best ones I've played. The story kept me playing for hours in one sitting, the familiar but somewhat altered techtree was nice, really loved the Enclave units and their skins, the realistic appearance of cliffs and canyons is something that absolutely blew me away, especially when it showed the Alterac City. The Heroes are just great together. Overall, the campaign really sent me on a rollercoaster of emotions, had me worried for Inaylia in the epilogue lol. Can't wait for the sequel! :)
I can say that sequel is gonna be...
...much more focused on the Enclave, and it will come with fully-fledged tech tree for them. Perhaps maybe even with opportunity to lead their army into battle.

:].
 
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Level 3
Joined
Feb 2, 2023
Messages
13
will the sequel focus entirely on thier quest to settle in jiluun while exploring the ruins and finding artifacts from the civilization that once existed thier and since it's gonna focus on the enclave will alinthor and co have a new armor style to fit the enclave theme and maybe thier own unique named weapon like those of war glaives of azinoth, light's vengeance, frostmourne, and shalamayne
 
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Level 6
Joined
Jun 2, 2021
Messages
27
I can say that sequel is gonna be...
...much more focused on the Enclave, and it will come with fully-fledged tech tree for them. Perhaps maybe even with opportunity to lead their army into battle.
Awesome. Can't wait to play it :D. Oh, i forgot to mention one thing in my previous comment. In Chapter 11, after a Moloch is ready to fire, the timer just stays at 00:00:00. After all 6 are deployed, it kinda becomes a mess in the upper part of the screen
 

Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
219
If I could suggest one thing: try Jass AI ;)
Yep, we're going to. I began reading about it already, I didn't want to rework Exodus AIs on the last lap, but we will probably use it in the sequel's AIs.

will the sequel focus entirely on thier quest to settle in jiluun while exploring the ruins and finding artifacts from the civilization that once existed thier and since it's gonna focus on the enclave will alinthor and co have a new armor style to fit the enclave theme and maybe thier own unique named weapon like those of war glaives of azinoth, light's vengeance, frostmourne, and shalamayne
Yes, it will focus on Jiluun and include lots of stuff that we don't reveal for now ;). There's a high chance Inaylia and Reynart will receive new models by then. As for items, we haven't thought of it yet, but surely there will be a large variety of new Enclave-style items to collect, including some unique ones.

Footman16 said:
I use Transmission from Unit-Type at the position of whatever unit is talking to get around this.
Damn, so simple, yet I didn't think of it... But to my defence - neither did Blizz devs :p.
 
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Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
219
Eldin cannot lift the possession spell, especially in chapter 9, instead, it causes mini-stun. I played on 1.31 version.
Hmm, my guess is that an enemy unit simply used a skill to interrupt and stun him (e.g. Syndicate elementalist's fire bolt). I noticed it happened in my playthroughs from time to time. Kasrkin mentioned the same.


Damn, I can't reproduce the bug in Chapter 8 with the convoy not appearing after blowing the horn. I remember it appeared in earlier stages of making this mission, but it stopped appearing when I changed the trigger's event from "begins casting ability" to "finishes casting ability". Now I tried several approaches, i did it before and after the ogre part, I clicked it once, I tried mass-clicking, I triggered several convoys simultaneously, but the trigger is always... well, triggered. I even added a horn sound as a form of debug and it just works.
 
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Macielos

Hosted Project: W3E
Level 18
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Messages
219
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Level 4
Joined
Mar 21, 2022
Messages
21
Speaking of Convoy in Chapter 8.
Did you know, that the convoy units stop spawning when the circle has no player's units on it?
Bring at least a single unit right on the circle (right on top of the circle), only then convoy will start/continue moving (new units will continue to spawn).

UPD.
That's just my guess, i did not have much problems with it, so did not need or had time to test it.

Also, maybe someone doesn't know, you not just need to initially bring your units to the circle, but also select the circle, and use an ability in the command card while circle is selected, only then convoy units will start spawning & moving.
 
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Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
219
Speaking of Convoy in Chapter 8.
Did you know, that the convoy units stop spawning when the circle has no player's units on it?
Bring at least a single unit right on the circle (right on top of the circle), only then convoy will start/continue moving (new units will continue to spawn).
That's strange behaviour, I've never observed anything like this, and I always trigger the convoy spawn and then send units north to intercept any attackers. Are you sure the convoy units aren't getting stuck anywhere? Is the counter not incrementing when you're away from the beacon?

And standard question about the version you play on.
 
Level 2
Joined
Jul 12, 2022
Messages
4
I'm running on 1.31.1 and placed the w3n file for this campaign into my Campaigns folder, but it isn't showing up in-game. Several other campaigns that are also made for 1.31 are in the same file and function properly. Can anyone help me out with this?
 
Level 4
Joined
Mar 21, 2022
Messages
21
That's strange behaviour, I've never observed anything like this, and I always trigger the convoy spawn and then send units north to intercept any attackers. Are you sure the convoy units aren't getting stuck anywhere? Is the counter not incrementing when you're away from the beacon?

And standard question about the version you play on.
Maybe im wrong, and/or there is a limit on max amount of simultaneous convoy units, but it looked, like new spawned, when i brought my units back to the circle. I did not test it thoroughly, because i did that without too much time spent on the convoy process (and also i did all 3 lines at the same time, after i cleared the map), so i can not say for sure, if my workaround is correct, or not, it is more a suggestion, guess, or idea, rather than a tested workaround.
 
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Level 7
Joined
Oct 6, 2021
Messages
113
Hello sir.. I have a suggestion, is it possible to make enemy heroes equal in level to our heroes every chapter? and also make them carry an item to add to the impression of resistance, because our hero must be equipped with a lot of items but enemy heroes don't have a single item so it feels one-sided if we meet them every chapter
 

Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
219
Hello sir.. I have a suggestion, is it possible to make enemy heroes equal in level to our heroes every chapter? and also make them carry an item to add to the impression of resistance, because our hero must be equipped with a lot of items but enemy heroes don't have a single item so it feels one-sided if we meet them every chapter
They have much higher level and more skills on Hard, but you're right, I'll buff them a bit in the later missions, items might be a good idea. I also consider a slight nerf for all heroes, i.e. reducing hitpoints and mana gained per each attribute point.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,808
I'm running on 1.31.1 and placed the w3n file for this campaign into my Campaigns folder, but it isn't showing up in-game. Several other campaigns that are also made for 1.31 are in the same file and function properly. Can anyone help me out with this?
Try shortening the name of the name of the campaign file to Exodus. Also, make sure the Campaigns folder is under C: (or where your Windows is)/documents\Warcraft III\Campaigns or something like that.
 
Level 4
Joined
Mar 21, 2022
Messages
21
Chapter 9:
1) when beginning channeling an ability on hero (for the main quest), elf-hero (i forgot his name) not just changes faction, but also you lose his vision (vision should be shared with the player)
2) while he has a different faction, if he dies - the main quest does not fail, which requires manual restart/load game (should be the "defeat" dialog).
.
Why vision matters, because there is risk of accidentally killing Alteraci hero (i didnt test this case), so you run away your units and only take an elf-hero for casting once again (when his guards are already dead and he his injured)
 
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Level 2
Joined
Jul 12, 2022
Messages
4
Try shortening the name of the name of the campaign file to Exodus. Also, make sure the Campaigns folder is under C: (or where your Windows is)/documents\Warcraft III\Campaigns or something like that.
Shortening the name didn't help, unfortunately. It was already in the correct Campaigns folder, so that wasn't the issue.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,808
Shortening the name didn't help, unfortunately. It was already in the correct Campaigns folder, so that wasn't the issue.
Hmm. You are using 1.31.1 and not the 1.31 PTR, yes?
Also, make sure the campaign file was downloaded correctly. Check the file size on the site and on your HDD. If there are issues with the download, try using the Legacy Download button instead of the big DOWNLOAD one.
 

Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
219
when is the patch gonna be released i wanna play again but the lag bug with shockwave is annoying
The shockwave, the caravan bug in 08 (although still not reproduced by me) and some AI testing are the last major things left for me to do before I release the patch. I'll work on them at the weekend.

Although I still have no idea why these deformations are so laggy, as it's just the normal RoC shockwave with extra level. Okay, terrain is much less flat in Exodus than in Blizz campaigns, but still...
Chapter 9:
1) when beginning channeling an ability on hero (for the main quest), elf-hero (i forgot his name) not just changes faction, but also you lose his vision (vision should be shared with the player)
2) while he has a different faction, if he dies - the main quest does not fail, which requires manual restart/load game (should be the "defeat" dialog).
.
Why vision matters, because there is risk of accidentally killing Alteraci hero (i didnt test this case), so you run away your units and only take an elf-hero for casting once again (when his guards are already dead and he his injured)
Noted, thx.
 
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Level 6
Joined
Jan 12, 2020
Messages
29
This campaign was just amazing. The plot was really interesting and it pulled through until the end. The gameplay is really enjoyable as well, my favorite section was whenever you're controlling the Lordaeron Rangers, they're really fun to use. And secondly the terror of the skies the Gunship. That piece of Dwarven brilliance was outstanding. And of course, I can't forget about the terrain design. It was beautiful in all aspects, overall this campaign for me is a solid 9/10.

Can't wait for the next installment. I hope it doesn't take too long for it to be released but I don't mind either way. I mean having it rushed will no doubt make its quality drop a lot, and I'd rather wait quite a while than have it half-baked.
 
Level 3
Joined
Feb 2, 2023
Messages
13
The shockwave, the caravan bug in 08 (although still not reproduced by me) and some AI testing are the last major things left for me to do before I release the patch. I'll work on them at the weekend.

Although I still have no idea why these deformations are so laggy, as it's just the normal RoC shockwave with extra level. Okay, terrain is much less flat in Exodus than in Blizz campaigns, but still...

Noted, thx.
why not try to remove the terrain deformation caused by the skill shockwave like replace it with carrion swarm but change it to look like and act like the skill shockwave and then test it out if it still lags or not because shockwave only started to lag starting at chapter 2 i tried using cheat engine to levelp up my hero to 10 on the first level to see it maxing out shockwave to level 4 is causing the lag but nothing it didn't garithor was level 8 so i doubt a maxed up shockwave is the cause i do feel it's because of the custom terrain that shockwave is causing the lag though as you said chapter 1 stayed as it is with no custom terrain or if it has just the minimum but starting from chapter 2 until the last chapter were pretty much all custom terrain which might the causing the lag shockwaing is causing
 

Macielos

Hosted Project: W3E
Level 18
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Jul 9, 2010
Messages
219
why not try to remove the terrain deformation caused by the skill shockwave like replace it with carrion swarm but change it to look like and act like the skill shockwave and then test it out if it still lags or not because shockwave only started to lag starting at chapter 2 i tried using cheat engine to levelp up my hero to 10 on the first level to see it maxing out shockwave to level 4 is causing the lag but nothing it didn't garithor was level 8 so i doubt a maxed up shockwave is the cause i do feel it's because of the custom terrain that shockwave is causing the lag though as you said chapter 1 stayed as it is with no custom terrain or if it has just the minimum but starting from chapter 2 until the last chapter were pretty much all custom terrain which might the causing the lag shockwaing is causing
Yeah, that's probably the case, several people mentioned it already. I already replaced the shockwave with carrion swarm based version, it should help. Footman16 also noticed I may need to replace a war stomp (for Mug'thol for example) and the thunder clap (for Thamdan) as it also causes terrain deformations, but I don't have a replacement yet, apart from taking e.g. fan of knives and adding a stun chance by triggers.
 
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Level 4
Joined
Mar 21, 2022
Messages
21
In the finale chapter, the cinematic, that starts after killing the big spider (when 2 heroes got rescued to the base) will end up with the black screen (only when cutscene is cancelled).

Can you change cutscene triggers to replace cinematic ending part by calling the cinematic cancel trigger, so that trigger would be called in both cases:
  1. By default, at cutscene ending
  2. When cutscene is cancelled
It would reduce code and help avoid the differences.
I dont remember where i have seen it, either in reforged blizz maps, or in starcraft 2, but it is a good idea to use, if possible.
 
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Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
219
In the finale chapter, the cinematic, that starts after killing the big spider (when 2 heroes got rescued to the base) will end up with the black screen (only when cutscene is cancelled).

Can you change cutscene triggers to replace cinematic ending part by calling the cinematic cancel trigger, so that trigger would be called in both cases:
  1. By default, at cutscene ending
  2. When cutscene is cancelled
It would reduce code and help avoid the differences.
I dont remember where i have seen it, either in reforged blizz maps, or in starcraft 2, but it is a good idea to use, if possible.
I'm doing that with every cutscene. I have a "skip" trigger and a "cleanup" trigger called both by skip and at the end of a cutscene.

I checked this cutscene triggers and while skipping logic is fine, a few waits and messages were missing this after them:

If (BarrierSkipped Równa się TAK) then do (Skip remaining actions) else do (Do nothing)

so perhaps you were unlucky to skip the cutscene during one of these and some actions (including a fadeout) were executed anyway. Either way, that's fixed now.
 
Level 3
Joined
Jan 16, 2021
Messages
3
Hey! I just started playing this yesterday and am on chapter four (Alterac) and the game keeps crashing 3 mins in. Right after the small fight with the bandits in the first town. About 1 min after the second cinematic - when you inherit the town after.

At first i thought it was crashing when i was pressing hotkeys (like f1 to select my hero) but i've tried restarting it probably 7 times now and this latest time it just crashed within a minute of taking over the first town without me pressing anything at all. Just flagging! Not sure if its a timed trigger that's doing it but I'm dying to play this level as it seems awesome!!

I just downloaded the version at the top of this page that says "this bundle is pending."

P.s. i'm going to try to download the earlier version now, but is there some sort of cheat code i can type in to skip the first three levels since i already played and beat them on this version? Or if i'm an idiot is there any way to have the campaign unlock all the levels. Just don't want to spend 2-3 hrs having to catch up on levels I already played!
 

Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
219
Hey! I just started playing this yesterday and am on chapter four (Alterac) and the game keeps crashing 3 mins in. Right after the small fight with the bandits in the first town. About 1 min after the second cinematic - when you inherit the town after.

At first i thought it was crashing when i was pressing hotkeys (like f1 to select my hero) but i've tried restarting it probably 7 times now and this latest time it just crashed within a minute of taking over the first town without me pressing anything at all. Just flagging! Not sure if its a timed trigger that's doing it but I'm dying to play this level as it seems awesome!!
Sorry to hear that. I'm not an expert in why this game may crash. You'd probably want to find and analyze a crash dump. I found this tutorial that should give some hints: https://world-editor-tutorials.thehelper.net/cat_usersubmit.php?view=146107. You can also upload it here. The location for logs seems fine, at least I have some old dumps there.

But first of all, on what WC3 version are you playing? 1.31.1 is recommended. Newer ones should work, but have some issues. Older ones - I doubt so.

Based on the mission timestamp you mentioned, it may be an AI issue as it starts just about that time. Or maybe something changes when you skip a cinematic or not?

I just downloaded the version at the top of this page that says "this bundle is pending."
It's pending because it hasn't been reviewed by the moderation yet. A patch for some other issues is underway and should arrive this or next weekend, but I don't know if it fixes yours.

P.s. i'm going to try to download the earlier version now
Sorry, there is no earlier version apart from the one I made 12 years ago :p. Which is completly different campaign to be honest, it just shares some heroes.

, but is there some sort of cheat code i can type in to skip the first three levels since i already played and beat them on this version? Or if i'm an idiot is there any way to have the campaign unlock all the levels. Just don't want to spend 2-3 hrs having to catch up on levels I already played!
The standard allyourbasearebelongtous should work in all missions. You can also just open the campaign in the world editor and in the second tab enable visibility of any mission you want (that way is better if you stopped playing on one version and want to continue on another because you keep your progress from the previous mission).
 
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Level 5
Joined
Sep 30, 2017
Messages
52
One of the greatest campaign I have played in a while The characters, the theme, the story, the models, everything—even though humans are my least favorite race—but, wow man, this campagin is insane. Really good job making this amazing project, and I'm looking forward to the sequel! When defending the Lonaly bridge from the countless undead attacks in the second-to-last chapter, the air forces and catapults have the feel of an actual battle, similar to the Game of Thrones' Long Night episode.
 
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