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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)

Level 26
Joined
Aug 18, 2022
Messages
640
So, after my second walkthrough:
  • Elemental spawning is still possible on the last mission, nearby on Lonley Ridge. (If the player find an "elemental hoard" item). + I have to mention that the rocks on the latest mission can cause pathfinding problems - on the last map - finale - I wanted to discover the map a bit before I head to the boss. I almost find myself - my units - on the most upper point of the map, without the option to go back where I suppose to.
"Chapter Three:
- Gave mana points to Blackclad Captain so he can use his skill"
You mean they had some ability to use, but they can't because lack of Mana ? Gosh. Hope they can't kill soldiers with that instant.

Chapter 1:
There is no hints for the Power Generators. Power Generators are Regenerating Mana faster, like Fountain of Mana.

Non-Chapter specific bug:
WC3ScrnShot_041323_223451_02.png

Sometimes random arrows are flying up to the camera. Don't know why, and it happens in all chapters of the Campaign. I never seen this in any other campaign.
 
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Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
219
So, after my second walkthrough:
  • Elemental spawning is still possible on the last mission, nearby on Lonley Ridge. (If the player find an "elemental hoard" item).
What's wrong with it? It's not a bug, it's a feature :p.

"Chapter Three:
- Gave mana points to Blackclad Captain so he can use his skill"
You mean they had some ability to use, but they can't because lack of Mana ? Gosh. Hope they can't kill soldiers with that instant.
Yup. Easy, just the creepy version of Death Coil.

Chapter 1:
There is no hints for the Power Generators. Power Generators are regenating Mana faster, like Fountain of Mana.
Whaaat? I had no goddamn idea. I have to check it.

Sometimes random arrows are flying up to the camera. Don't know why, and it happens in all chapters of the Campaign. I never seen this in any other campaign.
Yeah, it was mentioned earlier, it's a bug in Archer's model. I think Nyc tried to fix it, but to no avail.

  • Chapter 10: Drop ship has no portrait whatso ever.
I think it shows up sometimes, dependently on the camera or unit rotation or something. No idea why, some issue with the model.

  • The whole chapter 10 is laggy a bit for me - probably because weak PC
Well, a huge map with plenty of AIs. Maybe a huge number of path blockers also makes a difference as we had to fill in all the unwalkable areas, not only edges, because of damn dropships. Also, two Forsaken AIs started sending attacks in 2.01, so that also added to the pile.
 
Level 26
Joined
Aug 18, 2022
Messages
640
What's wrong with it? It's not a bug, it's a feature :p.


Yup. Easy, just the creepy version of Death Coil.


Whaaat? I had no goddamn idea. I have to check it.


Yeah, it was mentioned earlier, it's a bug in Archer's model. I think Nyc tried to fix it, but to no avail.


I think it shows up sometimes, dependently on the camera or unit rotation or something. No idea why, some issue with the model.


Well, a huge map with plenty of AIs. Maybe a huge number of path blockers also makes a difference as we had to fill in all the unwalkable areas, not only edges, because of damn dropships. Also, two Forsaken AIs started sending attacks in 2.01, so that also added to the pile.
For the model Issue, I found these models on Hive:
(These I think fit for the description of the in-game archer)

Generic Human Units (Ranger version)

Ranger (<-- This seems to be the updated model of the Human Archer)


I didn't thinked that pathblocking can make computers slower. It's good to know , thanks

Also, why Spearman has Thorns Aura?

I forgot to mention in my previous posts, that chapter 3 "expansion" Cragenwood is amazing.
 
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Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
219
For the model Issue, I found these models on Hive:
(These I think fit for the description of the in-game archer)
Hmm, I may indeed replace the archer with one of these, I haven't done it before because all the alternatives I had back then were too heavily armoured or lacked a face or icon distinctive from footman, bandit etc.

I didn't thinked that pathblocking can make computers slower. It's good to know , thanks
Well, every pathfinding mechanism needs to build a graph from the map's terrain and obstables and then search this graph using some algorithm (e.g. A*) when a unit seeks a path. I don't know the source code for pathfinding for WC3, it could be handling a large number of pathblockers a bit less efficiently because on classic blizz maps cliffs do most of the job. Another reason for the lags (more likely as I think of it now) could be that many AIs start separated from their enemies, so they may regularly try to seek a path that is never found, although it had to search a large portion of the map every time. At least I had to deal with this problem with pathfinding in the game I'm working on. That's also how AI uses dropships as far as I saw in this mission - AI sends a ground attack and only when it is stuck somewhere, a dropship is sent to lift them and take to their original destination. The whole dropship mechanics should probably be script or trigger-based to avoid it.

Also, why Spearman has Thorns Aura?
Could be his "dummy" skill used for Piercing Spearheads passive skill. I'll check.

I forgot to mention in my previous posts, that chapter 3 "expansion" Cragenwood is amazing.
And it's all a result of a totally spontaneous idea I had when fixing some minor things in that chapter :p.
 
Level 26
Joined
Aug 18, 2022
Messages
640
Hmm, I may indeed replace the archer with one of these, I haven't done it before because all the alternatives I had back then were too heavily armoured or lacked a face or icon distinctive from footman, bandit etc.

 
Level 26
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Aug 18, 2022
Messages
640
Ah yeah, pissed off peasants in all colors and shapes.
I see you are not very amused with what you see... :D Atleast "Generic Human Units" has icons too.
Here is mine. It's nothing much, .png, and you need someone who converts it to a proper WC3 icon.

In one chapter you can acquire a Demonic Figure to spawn Doom Guard, and the Doom Guard's abilities has been not hotkeyed (QWER). No problem, I just said. It was a suprise in middle of the battle when the QWER system was failed.

Northren Hold Syndicate Base gold mine is owned by unkown enemy player - it has red circle around -
Undead is literally come and go between Alteraci Syndicate Soldiers and towers, without any harm, just to attack player hero or base.
Every time a cinematic cutscene happens, some of the peasants stop working.

So Rangers scouted the area of Lonely Ridge, and they are discovered shades, which ones are halted their recon.
If the Rangers had this ability to see Shades, then why they don't have this ability in-game? Not just in intro cutscenes...

1681601841057.png
I forgot to mention in my previous comments: Sometimes the dungeon gate is breaking the units pathfinding, making them harder to go through. You can't set a rally point after this gate, because units simply go back from it, or they just stop front of it. Only one way is to solve this annoyance is to build a Barracks and Cleanser Academy after the dungeons.
 

Attachments

  • Happy_Tauern Ranger icon.png
    Happy_Tauern Ranger icon.png
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Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
219
I see you are not very amused with what you see... :D Atleast "Generic Human Units" has icons too.
Here is mine. It's nothing much, .png, and you need someone who converts it to a proper WC3 icon.
I'll see once I grow up to the next iteration of bugfixes :p. The generic archer is cool, but I may also take the Ranger and leave the icon as it is.

Undead is literally come and go between Alteraci Syndicate Soldiers and towers, without any harm, just to attack player hero or base.
Well, I had no simple solution to this. It was either this, or the Undead would clear the whole eastern part the map of the Syndicate forces and that I wanted to leave to the player. I could also remove undead attacks entirely and just have them defend their base - also not satisfying option. I guess only scripted AI would allow me to strictly tell them which targets to attack.

So Rangers scouted the area of Lonely Ridge, and they are discovered shades, which ones are halted their recon.

If the Rangers had this ability to see Shades, then why they don't have this ability in-game? Not just in intro cutscenes...
They can't see shades, they simply realized the shades were there when they were discovered and attacked by other undead units :p.

I forgot to mention in my previous comments: Sometimes the dungeon gate is breaking the units pathfinding, making them harder to go through. You can't set a rally point after this gate, because units simply go back from it, or they just stop front of it. Only one way is to solve this annoyance is to build a Barracks and Cleanser Academy after the dungeons.
Yup, that's a bug with air pathblocker which I put at the dungeon entrance so that enemy flyers can't follow us to the underground. It doesn't always happen, I saw it mostly when a unit's path was very long and led through the air pathblocker. I didn't try this, but it could work if you just set several waypoints, one just in front of the entrance and the next one inside.
 
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Level 26
Joined
Aug 18, 2022
Messages
640
I'll see once I grow up to the next iteration of bugfixes :p. The generic archer is cool, but I may also take the Ranger and leave the icon as it is.


Well, I had no simple solution to this. It was either this, or the Undead would clear the whole eastern part the map of the Syndicate forces and that I wanted to leave to the player. I could also remove undead attacks entirely and just have them defend their base - also not satisfying option. I guess only scripted AI would allow me to strictly tell them which targets to attack.


They can't see shades, they simply realized the shades were there when they were discovered and attacked by other undead units :p.


Yup, that's a bug with air pathblocker which I put at the dungeon entrance so that enemy flyers can't follow us to the underground. It doesn't always happen, I saw it mostly when a unit's path was very long and led through the air pathblocker. I didn't try this, but it could work if you just set several waypoints, one just in front of the entrance and the next one inside.
After the start of the chapter - after intro cinematic - the map goes very well and smooth, there is no lag. After the first wave of Ogres the lag beginned.
 
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Level 26
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Aug 18, 2022
Messages
640
I always thought of it as a feature, not a bug :p. I can move them a little further and maybe put some visibility blockers on the wall, but it's still difficult not to be able to shot them standing right at the bridge :p.
Allrighty then. Here is a summary from me about chapter 8.

So, after the convoy bugfix & other things, here is what I discovered.
  • Forsaken Raiders - as they named - are based on the western part of the map, in an island. It has a gold mine, a shipyard, towers, etc. Nothing too much to concern, but I was discovered, that they are no longer attack the player's base. In 2.00 version, I experienced some air attacks from there, but after the release of 2.01, these attack waves are no more. I also missed some naval fighting, because the Undead does not reproduce any lost ships from the sea/lake. I ain't saying that its a huge loss from me, but it's less challenging and stressful right now. I played normal all the time with this campaign, so probably I should play the campaign on some sado-maso hard level.
  • Mughtol the leader of the Ogres are basically basecamping the whole time, after the player liberate it from the mind shackles of Sylvanas. Ogres do attack, but the mighty - o - Mughtol doing nothing, just staring the arena in the northern part of the fortress. Only fighting when the Forsaken come to the house.
  • I also discovered that there is an Alternative Melee Sylvanas on the map. It's a good addition, and definetly not an enemy to underestimate. Yes, I know she is probably there on 2.00 too, but I forget to mention it.

In the Future, Valengar's Brilliance aura is going to be replaced with something, or she is going to stay what it is now? She is powerful, and working against me, and she is a (cursing, swearing about her, censored), and I'm definetly not like her.
 

Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
219
Allrighty then. Here is a summary from me about chapter 8.

So, after the convoy bugfix & other things, here is what I discovered.
  • Forsaken Raiders - as they named - are based on the western part of the map, in an island. It has a gold mine, a shipyard, towers, etc. Nothing too much to concern, but I was discovered, that they are no longer attack the player's base. In 2.00 version, I experienced some air attacks from there, but after the release of 2.01, these attack waves are no more. I also missed some naval fighting, because the Undead does not reproduce any lost ships from the sea/lake. I ain't saying that its a huge loss from me, but it's less challenging and stressful right now. I played normal all the time with this campaign, so probably I should play the campaign on some sado-maso hard level.
That's strange, they've definitely never sent any attacks or rebuilt their ships, neither in 2.01 or 2.00, although it's definitely an interesting idea which I might add some day. But for now the only units attacking from that direction are the ones spawned when Eldin is freeing Mugthol from mind control.

  • Mughtol the leader of the Ogres are basically basecamping the whole time, after the player liberate it from the mind shackles of Sylvanas. Ogres do attack, but the mighty - o - Mughtol doing nothing, just staring the arena in the northern part of the fortress. Only fighting when the Forsaken come to the house.
Yeah, I didn't add him to an attack - I admit - a bit out of laziness, because I was expecting AI to have problems with his revival like it had with Garithos in 02 after he changed ownership.

  • I also discovered that there is an Alternative Melee Sylvanas on the map. It's a good addition, and definetly not an enemy to underestimate. Yes, I know she is probably there on 2.00 too, but I forget to mention it.
Yup, she's always been a tough bitch, with Inaylia-style abilities and also reincarnation.

In the Future, Valengar's Brilliance aura is going to be replaced with something, or she is going to stay what it is now? She is powerful, and working against me, and she is a (cursing, swearing about her, censored), and I'm definetly not like her.
You mean Valena's? It's staying there, it's right where it should be :p.
 
Level 26
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Aug 18, 2022
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640
You mean Valena's? It's staying there, it's right where it should be
Yeah, It's her. It's okay, I expected to have some fancy aura or something, but sometimes simple things do great satisfaction.

- Nathanos Blightcaller can spawn/revive without altar.
-Mug'thol still "Possessed" after the spell lifted
WC3ScrnShot_041723_232716_03.png

-You can buy transport and frigate from the Undead shipyard, if you don't destroy it
WC3ScrnShot_041723_232551_02.png

- Units inside the fortress can walk through buildings and walls.
WC3ScrnShot_041723_224132_04.png

  • I somehow breaked Eldin. He did not say a single thing when I clicked on him, or I send him to attack something, etc. He was completly mute for a while.
  • You can activate all the three pass, one each time and another, but you can't see all the three activated pass data, like Send - Left - Killed on the right upper corner of the screen. Only one pass data is visible, the latest one you activated.

Can these things can be stackable: Mask of Death (Item) & Sangulnary Vein (Inaylia Ability)? There is no info about that. ( I only find this site, regarding the question. Be aware: external site.)

@Macielos
"Sorry, I forgot to remove debug. I uploaded version without it just a few hours later, but it seems you were faster :p."

Chapter 10 debug is not solved. The text is reappearing everytime (don't know what it does, but it appears after 2-3 seconds, of course with changed numbers)
1681782693670.png

+ I wanted to mention it, but I forgot: Alteraci custom race is going to be possible to play in the future? I wanted to try it out the Alteraci faction - I mean I searched for a custom faction / altered melee map, and I found only this about Alteraci people on Hive.
 
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Level 3
Joined
Jun 1, 2022
Messages
6
Damn that was good! Overall imression is on par with Tomoraider's and LoA's campaigns, somewhere even better! Old Exodus was good, but now the plot is longer and more complicated, the scenes and landscapes are simply astounding and battles are more nerv-wrecking! Got that Gandalf vibe in last chapter, never was I more glad to see him! All heroes are well planned, hard to use in beginning, but with right artifacts you turn them into literal one-man-armie's))

I am a fan of Exodus and will now patiently wait how this reworked story will continue (Really hope it will).
The Violet Gate now is forever in my memory and i won't delete for a long time if ever))
Cheers, Macielos and Nyctaeus!
 

Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
219
- Nathanos Blightcaller can spawn/revive without altar.
What do you mean? Where does he spawn?

-You can buy transport and frigate from the Undead shipyard, if you don't destroy it

View attachment 431345
Well, that's... unexpected.

  • You can activate all the three pass, one each time and another, but you can't see all the three activated pass data, like Send - Left - Killed on the right upper corner of the screen. Only one pass data is visible, the latest one you activated.
Yeah, I should have used a multiboard like for caravans in 04, not leaderboard. I recalled very lately that multiboards exist and used one only to 04.

Can these things can be stackable: Mask of Death (Item) & Sangulnary Vein (Inaylia Ability)? There is no info about that. ( I only find this site, regarding the question. Be aware: external site.)
Sanguinary Vein is based on Vampiric Aura, so it's just like it. But the source is undecided, so you'd probably have to test it.

Chapter 10 debug is not solved. The text is reappearing everytime (don't know what it does, but it appears after 2-3 seconds, of course with changed numbers)
Hmm, strange, I double-checked it on a re-downloaded version and it's definitely switched off and it's not displaying. You must have downloaded 2.02 before an update. But anyway, it's just food usage and food maximum for AIs.

+ I wanted to mention it, but I forgot: Alteraci custom race is going to be possible
to play in the future? I wanted to try it out the Alteraci faction - I mean I searched for a custom faction / altered melee map, and I found only this about Alteraci people on Hive.
In the nearest future no. Alteraci are not a fully fledged melee faction, e.g. they don't have air units, the only one I could find is
FlyingSpearThrower. I also didn't import their building icons because, well, laziness. Similar story with ogres.

I definitely thought about "Exodus melee", but I don't have a concept for it yet. I'd rather not maintain a separate modpack for it. I may approach this after/with the sequel, when we have much more cool stuff to play with/against.
 
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Level 26
Joined
Aug 18, 2022
Messages
640
What do you mean? Where does he spawn?
In the most northren base of the forsaken (Blue, dark Blue). I destroyed all the altars, and he was spawn in front of the Forsaken Castle (I don't know exactly the name of the building).
Yeah, I should have used a multiboard like for caravans in 04, not leaderboard. I recalled very lately that multiboards exist and used one only to 04.
Sanguinary Vein is based on Vampiric Aura, so it's just like it. But the source is undecided, so you'd probably have to test it.
Thank you for the infos, than I probably going to test it. Inayla with his Vampiric Aura (Which does not extend around her, only she has it, nobody else) + mask of death combo is very good! The board is not important I think, it's working, and that's good.
Hmm, strange, I double-checked it on a re-downloaded version and it's definitely switched off and it's not displaying. You must have downloaded 2.02 before an update. But anyway, it's just food usage and food maximum for AIs.
Sorry, it's my bad. I forgot to download the hotfixed version of the campaign.
In the nearest future no. Alteraci are not a fully fledged melee faction, e.g. they don't have air units, the only one I could find is
FlyingSpearThrower. I also didn't import their building icons because, well, laziness. Similar story with ogres.
Other of that model that you linked, here it's an other alternative: Gryphon Rider and Derivatives + Aviary too Aviary (Gryphon) and Derivatives
Look for the bandit model, which can be found too on the only alteraci custom race featuring map. I noticed too that the Alteraci is not a full, completed race/faction, but it's still a very good race. Fighting side by side with them, or going against them is still challenging sometimes, since the Towers there has upgradeable attack damage (I discovered two types of Alteraci towers, both has upgradeable damage - a very useful feature.)

I also liked the idea of hiring Alteraci people as mercs on "Old Wounds" chapter - there was 2 or 3 Mercenary Camp where you can hire these thugs -. I miss this option on the Chapter 8 with the Crushridge Ogres: they has interesting units to try too.
I definitely thought about "Exodus melee", but I don't have a concept for it yet. I'd rather not maintain a separate modpack for it. I may approach this after/with the sequel, when we have much more cool stuff to play with/against.
Several campaigns has unique factions, which ones are not available for download. There is nothing wrong with that, E:TVG & Arkain series of campaigns
too has unique factions, and I think they are very unique in this way - Shar & Team does not released any faction pack from any Arkain, hope my memory serves well - because it's only found in campaigns. Not everything must need to be released from a campaign, and made into a custom faction/altered melee map.
 

Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
219
Several campaigns has unique factions, which ones are not available for download. There is nothing wrong with that, E:TVG & Arkain series of campaigns
too has unique factions, and I think they are very unique in this way - Shar & Team does not released any faction pack from any Arkain, hope my memory serves well - because it's only found in campaigns. Not everything must need to be released from a campaign, and made into a custom faction/altered melee map.
I agree, that's why "Exodus melee" isn't the highest of my priorities. But I may take up this idea someday.

One idea that I have in mind is "melee with campaign vibe", e.g. there's a large map, you select your faction, select enemy factions and expand like in normal melee, but the enemies are different - there can be several of them, they're (in most cases) allied, they build bases quite quickly and have strong defense, but they don't attack with their entire armies like melee AIs, but rather have campaign-style attacks with specific unit types. Sometimes only AIs closest to you may begin sending attacks at once, the others will be activated while you progress towards their part of the map (I did this trick with Vael's AI in 04), the ones furthest from you may be the strongest one so the action pace remains moreless similar throughout the map. So the map is basically a large sandbox where you expand slowly, wall and turtle a lot and methodically gain more ground control, breaking through enemy bases one by one like in campaign maps. A bit like Starcraft 2's coop mode, but with a bit more "alive" AIs and without time constraints forcing the player to constant expansion. Of course, it could be played in coop.
 
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Level 26
Joined
Aug 18, 2022
Messages
640
I agree, that's why "Exodus melee" isn't the highest of my priorities. But I may take up this idea someday.

One idea that I have in mind is "melee with campaign vibe", e.g. there's a large map, you select your faction, select enemy factions and expand like in normal melee, but the enemies are different - there can be several of them, they're (in most cases) allied, they build bases quite quickly and have strong defense, but they don't attack with their entire armies like melee AIs, but rather have campaign-style attacks with specific unit types. Sometimes only AIs closest to you may begin sending attacks at once, the others will be activated while you progress towards their part of the map (I did this trick with Vael's AI in 04), the ones furthest from you may be the strongest one so the action pace remains moreless similar throughout the map. So the map is basically a large sandbox where you expand slowly, wall and turtle a lot and methodically gain more ground control, breaking through enemy bases one by one like in campaign maps. A bit like Starcraft 2's coop mode, but with a bit more "alive" AIs and without time constraints forcing the player to constant expansion. Of course, it could be played in coop.
Sounds like a dynamic Arkain map , where the player had 2-3 faction against 2-3 faction, and if the player proceeds, than mean other factions and other type of enemies are going to attack the player in waves. Sounds challenging and fun! :)

...and your hotfixed version of the E:TVG 2.02 is incompatible with the saves I have... I'm already at chapter 10...

Also: If you load troops to a drop ship, then there is no external indicator (Like in Zeppelin) which one helps to see, if the ship is full or not. Bit of annoyance, nothing more.
 
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Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
219
...and your hotfixed version of the E:TVG 2.02 is incompatible with the saves I have... I'm already at chapter 10...
I think saves are always incompatible, so they'll never load if they were made for other version of the map or campaign. But you can simply open the campaign and enable a button with a mission you were in. Your heroes will be kept as they come from game cache.
 
Level 26
Joined
Aug 18, 2022
Messages
640
I think saves are always incompatible, so they'll never load if they were made for other version of the map or campaign. But you can simply open the campaign and enable a button with a mission you were in. Your heroes will be kept as they come from game cache.
Thanks, but I'm done for a bit with WC3 campaigns at the time, and I was walktroughed your campaign 3 times: 2.00-2.01-2.02 with once, and the latest hotfix of 2.02 is not game changing.
 
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Macielos

Hosted Project: W3E
Level 18
Joined
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Messages
219
Thanks, but I'm done for a bit with WC3 campaigns at the time, and I was walktroughed your campaign 3 times: 2.00-2.01-2.02 with once, and the latest hotfix of 2.02 is not game changing.
As you wish. Almost three playthroughs are still a lot, so congratulations ;).

We talked about the Human Archer model from the campaign.
Here Icons for that:
Looks great. Actually I've already replaced the archer with ranger you linked earlier which has a little different helmet, but the difference is probably acceptable.
 

Nyctaeus

Hosted Project: W3E
Level 18
Joined
Oct 16, 2021
Messages
180
I really like the plot based on the World of Warcraft worldview.
We kinda loosely mix WoW stuff with canon WC3 and our own ideas. Policy we assumed in Exodus is pretty much: We take what we want :] . We don't necessarily want to have to contradict WoW, and events portrayed in Exodus are written as "possible to happen behind the scenes somewhere else" to WoW.

I think WoW provides idea pool, some cool characters and general source of inspiration, but we don't want to feel limited in our creative process by WoW canon. Exodus plot goes it's own direction especially in sequel and other potential installments, but nature of our setting does not enforce contradictions.

Jiluun is centerpiece of Exodus plot and it's our original idea, but it's still being written with cosmology of WoW in mind. Jiluun will come with it's own theme and lore, but we don't want to diverge much from "whatever feels Warcraft". I think the only part of WoW lore we straightforward retcon is Shadowlands, but Exodus does so by simply ignoring it's existence.
 

Nyctaeus

Hosted Project: W3E
Level 18
Joined
Oct 16, 2021
Messages
180
  • Burning Legion's spaceships

Yeah, and this. Very this. We take interplanetary travel via portals as premier and fundamental feature of both Exodus and the Warcraft universe as a whole. Spaceships are not only unfitting to overall fantasy theme, but also breaks lore consistency, generates possible plotholes, and undermines it's key features. I consider it pretty school mistake of worldbuilding.
 

Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
219
Yeah, and this. Very this. We take interplanetary travel via portals as premier and fundamental feature of both Exodus and the Warcraft universe as a whole. Spaceships are not only unfitting to overall fantasy theme, but also breaks lore consistency, generates possible plotholes, and undermines it's key features. I consider it pretty school mistake of worldbuilding.
Yup, and the consequences of this lasted far beyond Legion. Let's just mention the Alliance laying costly medieval-like siege to the city of Lordaeron in BfA while they could just bomb the shit out of the defenders using Vindicaar.
 
Level 4
Joined
May 21, 2018
Messages
37
Damn, just damn man. It took me quite a long time but managed to finish it.
Some twist here and there which confused me in some parts( regarding the story ) but I quite got it and was good.
Gameplay - quite harsh for me, was overwhelmed a lot in some missions but after tries, I managed to finish it till the end. I'm quite sad that I didn't manage to explore all parts in some maps and I think I also missed some items; at the same time I was happy that made my heroes tanky for the last boss fight and managed to save my favorite units ( rangers ).

Nice work guys! :grin: waiting for " to be continued " :wink:
 
Level 2
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Jun 2, 2018
Messages
11
It seems that I am stuck in chapter 1. I have cleared the top part of the city, got to the barracks and talked to Thardis (I have skipped all of the cinematics whenever possible though). However, now I can't get to the lower part of the city as both gates are closed. Do I have to trigger them somehow to open, or is this a bug?

(Yes, I am using the newest version of the campaign and W3 v1.31)
 
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Level 26
Joined
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Messages
640
It seems that I am stuck in chapter 1. I have cleared the top part of the city, got to the barracks and talked to Thardis (I have skipped all of the cinematics whenever possible though). However, now I can't get to the lower part of the city as both gates are closed. Do I have to trigger them somehow to open, or is this a bug?

(Yes, I am using the newest version of the campaign and W3 v1.31)
If my memory serves me well: there is no double gate, you only need to reach one gate, which is located on the eastern part, after the bridge you crossed to reach the barracks. You need to go back on track a bit, but not too far from the Barracks.
 

Macielos

Hosted Project: W3E
Level 18
Joined
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Messages
219
It seems that I am stuck in chapter 1. I have cleared the top part of the city, got to the barracks and talked to Thardis (I have skipped all of the cinematics whenever possible though). However, now I can't get to the lower part of the city as both gates are closed. Do I have to trigger them somehow to open, or is this a bug?

(Yes, I am using the newest version of the campaign and W3 v1.31)
Like my predecessor said - the gate in the east becomes destroyable after you talk to Thardis. There is even a ping to that location.
 
Level 3
Joined
Jul 23, 2021
Messages
2
Loved the story, loved the maps (terrain, enemies, quests), actually liked the dialogue, I even liked all the main chars! I especially enjoyed the concept of the map where you had to unite the villagers against the bandits (havent played it in some time so dont remember details like names).

Only thing I wasnt a big fan of was the difficulty, Im not very good at the game but I didnt have problems beating every mission, but what can you do.
One of my favorite campaigns for sure, thank you for making it
 
Level 4
Joined
May 18, 2023
Messages
23
Really enjoyed this campaign. Fun playing that group of hero's till lvl 15 and enough RTS, plus got to kill lots of undead. Plus good missions, sieges etc
 
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deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,856
  1. There's a graphical issue with the arrow from the archers that it appears big high on the screen.
  2. I'm disappointed. Seemingly, the gameplay mechanics are hardcore Warcraft III. On top of that, spells are simply renamed and retextured.
  3. Deserting (mages) is one thing but having them killed instead of letting them be a small nuisance for the undead is bad strategy and antihuman in such dire times. For instance, Fallen Priests make sense since they are affiliated to the Scourge now.
  4. Empowered Strike says it gives 0% speed reduction.
  5. During the end scene with the two archmages, the time of day shifted to day from night.
  6. Since the loading screens are so nice and custom made, it feels unfitting to have the campaign screen/menu be the human RoC one.
  7. I think it wasn't necessary to replay a map/chapter/part of the story that we already have in the original game (Garithos level), even if it's from another perspective. Originality and side stuff like the first chapter's premise would have been best. Even the lost dwarves quest is here. I think you could have at least been more creative on the quests side.
  8. Some units like the Ranger have an extended tooltip informing about their background lore. I think this should be a trend with all units for consistency. Also, the descriptions should be such that when you read them you should be able to pinpoint the abilities the units have, separated from the story text. So, some reorganization is required.
  9. I would have expected a bit more techtree difference for this level considering the faction we're playing in chapter 2 but it's pretty much the same as the first map.
  10. In the second level you pretty much find the same items as in the first map.
  11. After the scene with Balnazzar and Garithos dying, the peasants from the newly ownership changed base are idle instead of continuing their work.
  12. It's annoying and confusing that there are trees which can be used for lumber and some which can't mixed together.
  13. You can finish A Humiliating Defeat without discovering it first, before the quest with Sylvanas's waves ends. Although it seems there are no more waves for some reason so I guess you have to do the undiscovered last quest on your own curiosity.
  14. Inaylia carrying the Lordaeron Banner is stuck in her Stand Channel animation.
  15. Not sure what's with the big Draenor mushrooms in chapter 3.
  16. I wonder if so many Sentry Wards found in chap 3 are actually good at something.
  17. Not sure if intended but you can clear most of the map while leaving the caravan in the beginning spot.
  18. The Grown Zombie is a depressed entity that says its feelings loud and at the same time violently running and hitting.
  19. Before reaching the farm where the zombie waves come from, in the south of a tower, two necromancers are spawned but they remain there if not attacked by the player's units.
  20. Clicking the caravan ability lags the game shortly.
  21. An Abomination briefly clipped through the camera during the Cragenwood scene.
  22. The zombie complaints are spammy. Too much the same message.
  23. Arthas and Jaina's discussion: "study it after we kill it."
  24. Feels useless to move the caravan once all enemies have been destroyed just so the map can end.
  25. Since these are one headed ogres, it should be magus or mage if you will, not the plural magi.
  26. Skirmisher is named Stalker in the Merc Camp.
  27. Vael doesn't have hero glow. You can simply add it: How to add Hero Glow without Modeling
  28. Hydromancer and Elementalist have the same projectile.
  29. After the meeting with the Lahnbrad mayor, some of the peasants stopped working. Same with Greenwood. Probably a very frequent nuisance due to cinematic mode and disabling and enabling user control, in general.
  30. The base was already razed before first meeting the mayor so the message about destroying the towers before saving Leyana doesn't fit.
  31. The Northern Hold gold mine is treated as enemy.
  32. Ugh, wolf dominating aliens!? Really!?
  33. Chapter 4 is all about Gauntlets of Strength +3 galore.
  34. Not even one word about the ogres.
  35. Two Janggos somewhat near each other in the same chapter, 5.
  36. Why would anyone want to have their gate lever outside the defended zone?
  37. After Alinthor reached Atravan, the units' orders weren't paused and the cinematic mode broke briefly before starting again to continue with the ranger hero's entrance.
  38. One more Janggo in the north when playing with Inaylia.
  39. Some of the peasants in the Atravan interlude stand idly.
  40. The thieving Syndicate announces its presence with horns rather than strike from behind? I get it, it's a talk for intimidation.
  41. Why would the ranger captain trust that the Syndicate would leave them alone after meeting their demands?
  42. Well nice speech but too much assuming most if not all Syndicate troops will want to follow him to possibly their deaths rather than live a cowardly and easy life plundering.
  43. Reynart talks to his troops like there's an army there when there's just maybe a battalion spread out.
  44. Too bad level 11 is max and you can't play with all spells. I guess it's some sort of replayability technique. Oh, wait it was just a chapter max but you could do it by just limiting the gain of experience instead of setting the max as level 11 to avoid the confusion I had.
  45. The rangers reporting int he beginning of chapter 7 are blue instead of green in the transmission.
  46. Chapter 7 has some pathing issues. See images. I advise checking pathing lines in the editor while turning the doodads and destructibles to invisible.
  47. Getting the feeling I'm either in the Mist, Half-Life or both. Still waiting for good ol' Gordon Freeman to appear.
  48. When Eldin talks about the dwarves building the tunnel for Solymus, the transmissions is too fast to read properly.
  49. The northern most tower of the gatekeepers remained allied rather than changing ownership to the player's control.
  50. Inner Light's icon=Inner Fire's. Also, the spells cannot be both cast on the same unit as they replace one another. Once again pretty disappointed by the tech tree with recycled Warcraft III abilities and gameplay mechanics.
  51. Crypt Guardians use hero models with glow and no decay animations, their bodies remaining on the ground for long periods of time.
  52. Boss fights aren't that engaging. It's mostly units getting spawned to fight you while the boss regenerates or participates. Also, for fighting Valena, I guess, some healing and mana runes here and there could be an idea between waves, especially if you don't manage to break the sky barges in time.
  53. In the Revelations interlude, the portal's stone walls have skulls on them. Why did the Kirin Tor make such necromantic inspired structures?
  54. The game lags when the camera is closer to the ground when Alinthor talks and it's heavily snowing.
  55. Chapter 8 lags now and then.
  56. There's an islet north of the ogre base which cannot be reached with non-air units I guess because of pathing blockers.
  57. Two mining peasants stopped working after the scene with saving the ogre lord.
  58. Not sure if intended but you can start another refugee evacuation while one is in progress, overwriting the leaderboard. I suggest a multiboard instead with all three.
  59. If you can clear all the bases except the farthest to the north, the refugees are not attacked by anything.
  60. Not sure if intended but some of my recently found/rescued troops disappeared after meeting Nathanos.
  61. Poltergeists have hero glow.
  62. There was one risen priest in the Forsaken spawning point to the northern edge of the map that I had to kill before the pathing blockers to the southeast were removed.
  63. Feels weird that Eldin didn't go to Lonely Ridge instead of the bandit hero. Who'd Reynart and the rest believe more the thug or the elf?
  64. Why do you get to see the Vimthurn Garrison resources panel before meeting them?
  65. Is Purity of Mind still needed in this mission?
  66. There are some undead high up the fort in the beginning of the map. I guess they are only reachable by spells. OK, I guess you could later take a ship to them.
  67. Disappointed Thamdan is just another Mountain King. But is he truly a king?
  68. I guess the Forsaken could have more thematic artillery than the Meat Wagon since they apparently care for the bodies and their reanimated folk.
  69. Is Spiritual Healing supposed to regenerate mechanical units as well? It's a bit weird.
  70. If the 5 ships are already in the triggering zone before the gunship gets repaired, on the latter's full HP, the quest finish doesn't trigger. The ships have to be taken out of the village and brought back in.
  71. Napalm Dumpers upgrade has a different icon than the ability. Not sure if intended since the shield upgrade's icon=that of the ability.
  72. Dropship after burners' upgrade's icon=that of last level for ranged attack's.
  73. I think you could have taken some inspiration from TfT's higher level neutral hostile units and add some on some maps as reusing the original games' not only gets repetitive but they become weak as your heroes progress throughout the campaign.
  74. Some undead scourge units were dropped by a sky barge north of their purple base near some murlocs and got stuck there. A grey lich also got stuck there.
  75. In the following interlude, one of the giffin riders just stopped and stood idly.
  76. Fortitude's icon=Lordaeron Banner's.
  77. Napalm Dump activates a Berserk spell/buff on the warship. It could be removed on casting or at least renamed if needed on the unit to expire.
  78. The third Moloch's timer didn't show any numbers. And apparently, the construction isn't even being done. No sign of it anywhere. Maybe it can have something to do with some of the orange bases being destroyed before the third Moloch triggering? OK, it was in a base that was destroyed prior but the timer didn't show the construction progress. Same for all after the third too.
  79. Theoretically, the undead could have attacked the convoy from the south where there's no protection until the villagers reach the towers.
  80. I've put some items on both Vespira and Solymus. In the finale, Solymus doesn't have them.
violetGate01.pngvioletGate02.pngvioletGate03.pngvioletGate04.pngvioletGate05.pngvioletGate06.pngvioletGate07.png
A splendid atmospheric visually exciting Warcraft fan campaign that could be so much more sexy with custom scripted tech trees and abilities.
I think the story was a bit stretched, some few chapters giving me the feeling of being filler. However, I am impressed by the depth of it all. Also, some maps look World of Warcraft design-like, a bit unfitting for RTS due to Warcraft III's sluggish pathing.

Approved.


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Nyctaeus

Hosted Project: W3E
Level 18
Joined
Oct 16, 2021
Messages
180
Thank you for review, man :]. This is greatly appreciated. More advanced things are coming in the sequel. We're in the process of learning a lot of new things. Macielos is advancing when it comes to triggers, scripting and all the egghead stuff while I'm getting more and more familiar with art side of things. The Sequel will be much more advanced when it comes to custom mechanics, skills variety and QoL.

A lot of things you've listed are already fixed in the upcoming 2.03. We will fetch up everything you listed and apply corrections.
 
Level 3
Joined
Feb 2, 2023
Messages
13
hey the skill cooldown is too slow for my taste i'm used to fast skill cooldown were i get to spam the shit out of it on my enemies why i always look for mana pots for each of my heroes for situations where spamming is needed since it can change the outcome of a battle
 

Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
219
hey the skill cooldown is too slow for my taste i'm used to fast skill cooldown were i get to spam the shit out of it on my enemies why i always look for mana pots for each of my heroes for situations where spamming is needed since it can change the outcome of a battle
Yeah, we nerfed the heroes that way on purpose to make late gate more challenging. Now you need more planning when best to use a skill and also rely a bit more heavily on units. Our heroes are nevertheless stronger than their WC3 counterparts due to having a higher level and more variety of books and items, including random drops (which can also be exploited by save-load to get lots of tomes of intelligence, but of course I don't encourage to do so :p).
 
Level 27
Joined
Nov 25, 2021
Messages
480
including random drops (which can also be exploited by save-load to get lots of tomes of intelligence, but of course I don't encourage to do so :p).
Yeah. I wonder who would abuse that.

Been planning for another legitimate playthrough but I was kinda lazy. May get back to it, someday.
 
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