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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)

@Kasrkin I have a new mission for you, go forth and enjoy this amazing campaign :p

As someone who had the opportunity to playtest this campaign and give feedback early I'm so happy to see it finally released! The original Exodus was iconic and I'm sure this one will be too!

I can thoroughly recommend to anyone wanting a classic Warcraft 3 experience with incredible visuals.
 
Level 17
Joined
Nov 12, 2016
Messages
780
@Kasrkin I have a new mission for you, go forth and enjoy this amazing campaign :p

As someone who had the opportunity to playtest this campaign and give feedback early I'm so happy to see it finally released! The original Exodus was iconic and I'm sure this one will be too!

I can thoroughly recommend to anyone wanting a classic Warcraft 3 experience with incredible visuals.

I was looking at that file size and saying to myself this is either poorly optimized or as is usual with classic campaigns that get this big, it means some next level of quality.
And your comment relieved me. its on 1.31.1 and i'm glad i get to download it until i play it.


Carry on guys, you rock 🤘
 
Level 23
Joined
Dec 24, 2019
Messages
399
Well, I think I'll have to retire from creating campaigns, the level here is too high :peasant-bowing:

Now seriously, I played the first chapter and the truth is that I loved it, the city feels great and it really gives that feeling of chaos and despair that the few survivors of the Alliance must feel. And except for a few small visual glitches that eventually appeared on the screen, I didn't find any bugs.

A great job that I will surely enjoy much more in the next chapters, thank you and congratulations on your work.
 

Nyctaeus

Hosted Project: W3E
Level 17
Joined
Oct 16, 2021
Messages
173
It contains tons of WoW ports with new textures, along with many custom enviro assets I produced for it. Big chunk of the filesize is also music [mostly WoW, HotS and some other games]. It also features tons of custom assets from Hive itself, as evidenced by long credits list. I tried to compress everything as much as my newbie skills allows me, but well... It's big thing.

And yeah, those enviro assets will be released as bundles. Soon.
 
Level 26
Joined
Aug 18, 2022
Messages
637
@Kasrkin I have a new mission for you, go forth and enjoy this amazing campaign :p

As someone who had the opportunity to playtest this campaign and give feedback early I'm so happy to see it finally released! The original Exodus was iconic and I'm sure this one will be too!

I can thoroughly recommend to anyone wanting a classic Warcraft 3 experience with incredible visuals.
I think not just Kasrkin can obey this command, but I'm too!
I played this campagn - the older version - so I'm corious about this!
 

Kasrkin

Hosted Project: LoA
Level 26
Joined
Apr 6, 2014
Messages
802
Arrow model for the archer is causing issues.
This little gate might be best made invulnerable to avoid any confusion especially with the undead in sight range on the other side.
The pedestal is noticeably floating
The flashback is raining presumably inside a room.

Garithos stops here permanently until death then the AI uses him accordingly after reviving him.
Ranger ability is called bladestorm
Sasquatch because of size is actually stuck in place behind the fire and can't move.
Whenever Balnazarr uses earthquake or something with him really the fps drops like a looney tunes anvil.
While the undead train units, they don't actually rebuild acolytes.
The 'bladestorm' ability actually kills the ranger in question. Doing extreme damage to itself over a few seconds before dying.
This might be a hard difficulty thing but the AI prioritizes the hero over damn near everything causing them to lose battles they shouldn't.
I have no idea what's wrong with the forsaken AI they're just useful only 10% of the time, following me around the map but never attacking the main bases without me running over too.
All the lich hero really does is run away when you hit him.
The supporters aren't actually hostile to Garithos so you get weird stuff like this where they only shoot me when they come over to the front.
Is not meant to be anything up in this northern ruin?
The raiders and supporters dying completes the quest as though balnazarr is already dead.
The main bases don't actually defend themselves really well, don't think I ever even saw a demon being trained.
Need to disable abilities that aren't intended for the outro so you don't get stuff like constant sleeps and fingers of death.
Attack damage and hp need to be modified as well or you're stuck with the situation where there are 50 units hitting your hero with units dying that shouldn't.

While I understand the defend ourselves and then retreat part of the end quest, the actual defend part is only killing 20 units and then the mission ends rather abruptly. When I saw the defend against sylvanas portion I thought I would need to take out the reinforcement base while defending myself then retreating.

One last thing I'd go over the dialogue again grammar wise I had a hard time understanding what was being said at times, also for the few sound bytes there were in cinematics and gameplay the text sometimes did not match.

My apologies for not being more specific about the text but I need to go and sleep and wake up in a few hours for work.
 

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Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
214
Well, I think I'll have to retire from creating campaigns, the level here is too high :peasant-bowing:

Now seriously, I played the first chapter and the truth is that I loved it, the city feels great and it really gives that feeling of chaos and despair that the few survivors of the Alliance must feel. And except for a few small visual glitches that eventually appeared on the screen, I didn't find any bugs.

A great job that I will surely enjoy much more in the next chapters, thank you and congratulations on your work.
Well, chapter one is the only one that visually resembles the original and a classic blizz style, mostly because we couldn't find many custom doodads of destroyed Dalaran.

I was looking at that file size and saying to myself this is either poorly optimized or as is usual with classic campaigns that get this big, it means some next level of quality.
I admit I could save some megabytes by compressing/shortening the music. In several missions with dedicated soundtrack I used several tracks merged into quite long compilations to have a more diversed feel, not just 3-5 minutes of music in a loop. Apart from that, we tried our best to optimize stuff. The modpack is simply big as hell ;).
 

Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
214
My apologies for not being more specific about the text but I need to go and sleep and wake up in a few hours for work.
Thanks for the feedback, I'll surely go through the whole list. A few points are a genuine surprise, like Balnazzar using abilities in a cutscene or problems with Ranger's ability. On which version are you playing?

While I understand the defend ourselves and then retreat part of the end quest, the actual defend part is only killing 20 units and then the mission ends rather abruptly. When I saw the defend against sylvanas portion I thought I would need to take out the reinforcement base while defending myself then retreating.
Well, as you destroyed the Undead in the east first, just after repelling Sylvanas we are retreating. If you focused on Balnazzar first, after Sylvanas' betrayal you'd still have to clear the retreat path, but Sylvanas' reinforcements would be hostile and Sylvanas would spawn attack waves in the west.
 
Last edited:
Level 2
Joined
Jan 30, 2023
Messages
2
kind people tell me, it crashes and writes the program does not respond, how to fix it? ((((
I really want to play this trip.
 
Level 20
Joined
Apr 17, 2021
Messages
186
Exodus... now that's a name I haven't heard in a long while.

Just finished the first chapter. It's a really strong start to the campaign, extremely well polished.
Just an issue I found on this chapter : the secondary objective to activate the bridge is neither marked as discovered or as completed. There is a quest message when it is discovered but it is undiscovered in the quest log. Also there is no quest message when it is completed.
By the way, it would be nice to have a unique name for the "kill high necromancers" quest. Something like "let the dead sleep" or "slowing the scourge"

On a gameplay perspective, everything is top notch. Perhaps a bit easy but it's a first level and I can see it quickly becoming impossible if you lose too much soldiers early on so it is fine.
Just a question. Is there a difference for the different difficulty levels ?

Edit : Reynart's command aura seems to only give +1 damage no matter the unit. Is this intended ?
Reynart's medical provisions also make him channel for longer than the spell actually lasts.
 
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Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
214
On a gameplay perspective, everything is top notch. Perhaps a bit easy but it's a first level and I can see it quickly becoming impossible if you lose too much soldiers early on so it is fine.
Yeah, I learned a lesson not to skyrocket difficulty level in the beginning when I first launched the original Exodus and couldn't make it through the first fight :p.
Just a question. Is there a difference for the different difficulty levels ?
Yes, Medium and Hard have both different game balance. On hard AIs have much more upgrades and skills available and higher level heroes. There are also some unique mechanics, like on Medium enemy spawns every 10 seconds and on hard every 3 seconds. Easy is the same as medium, apart from some build-in Blizz mechanics.
 

Nyctaeus

Hosted Project: W3E
Level 17
Joined
Oct 16, 2021
Messages
173
I play on version 1.35
It was tested only on 1.31. While it should work on never versions, we cannot guarantee stability on newer releases.
On a gameplay perspective, everything is top notch. Perhaps a bit easy but it's a first level and I can see it quickly becoming impossible if you lose too much soldiers early on so it is fine.
Just a question. Is there a difference for the different difficulty levels ?
Normal was balanced to be slightly harder then normal of vanilla RoC campaigns, but still passable for casual player. Hard is much more crazy. It was mostly my influence as very not-pro player, to keep the campaign open and more friendly for newcomers and people who does not play this game on daily basis from years. Still I believe Hard will be sufficient to appease veteran players as well.

The missions also vary in this regard. While we wanted to avoid extreme difficulty spikes, we balanced things in the spirit of "one mission is a break to another", to give players some time to focus more on story and have a moment of more chill experience, before we toss them into intense battle again.
 
Level 23
Joined
Dec 24, 2019
Messages
399
Well, chapter one is the only one that visually resembles the original and a classic blizz style, mostly because we couldn't find many custom doodads of destroyed Dalaran.
I really like the classic style of Blizzard maps, although they are obviously not as impressive as other types of maps with custom resources. Be that as it may, both styles done well are pleasing.
 

Nyctaeus

Hosted Project: W3E
Level 17
Joined
Oct 16, 2021
Messages
173
I really like the classic style of Blizzard maps, although they are obviously not as impressive as other types of maps with custom resources. Be that as it may, both styles done well are pleasing.
Aside what Macielos said, M01 looks the most classic mostly because it was easy to convert everything else to the new terraining style, but Dalaran would require rework from scratch. Cities are not that elastic to work with.

Because the map was mechanically good and enjoyable in general, we decided to keep it mostly the same as the original. Map was expanded southwards to include new playable area, everything was outfitted with more doodads, some areas went through minor adjustments to make gameplay smoother... But the core elements of the map remains the same.

In the end we assumed, that this one will serve as a warm welcome to people who played the original campaign. The more player advance in the campaign, the more changes it feature, up to the point where it takes it's own route and features completely new maps.
 

Kasrkin

Hosted Project: LoA
Level 26
Joined
Apr 6, 2014
Messages
802
Shockwave is causing a severe fps drop in this mission.
There was no ambush to the caravan at this point, I killed the group in the woods but I'm not sure if that's connected.
Lone crypt fiend in the end town.

It's me nitpicking but the snowy grass is not in the snow.
The fps drop for shockwave on this map is horrible, even worse once the heroes start activating and start throwing them around everywhere.
Were the ogres meant to be an AI faction? Their gold mine is at a very odd number.
The lairs, assuming burrows, shoot at you without anything in them. Unless a worker model is broken or something.
Just looking at the strangeness of the stable's foundation.
Part of tooltip not in english
No path blockers for mountain/rock until a bit further ahead.
Just noticed the random villager and kid behind the tree line.
Revenair actually gathers by ten gold per tick before completing their quest then it's the typical one per tick.
Might just be far enough for static units to not get pulled but guards did not rush down to attack.
The abbot does not actually appear on the map until after you've gone to the church, confused me for a bit didn't see anyone to talk to.

It's a fine map wasn't sure if the enemy AI was working for a while because I had already wiped out the ogres by the time I saw my first real attack group. The only thing really dragging it down is that shockwave fps drop. Militia forces are a bit useless with no upgrades but at the same time they're literal levies so I understand it.

That's all from me today, not doing another late night tonight.
 

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Level 26
Joined
Aug 18, 2022
Messages
637
Chapter 8
The whole map was cleared out of:
  • Any type of enemies
  • Creep Camps

The Ogre Warlord was finally on our side of the fighting. Still, all the ways and power of circles are activated, and the option to call caravans are there, but pushing any of them is meaningless: nothing happens. No caravans or other things are coming. I do not know what I did wrong. The chapter is broken, so no next mission for me.

On the Chapter 6/7 on the way to the Ridge, some units can be clippin' to the walls and rocks and they cannot escape from there.
 

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Level 2
Joined
Jan 15, 2023
Messages
2
Had an absolute blast playing this campaign, it is amazing in every aspect, although the difficulty of the latter missions kind of falls off since your heroes become so stacked you can do the entire chapter with them going around the map and having a few towers and troops defend your base.

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.


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...
 
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Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
214
Chapter 8
The whole map was cleared out of:
  • Any type of enemies
  • Creep Camps

The Ogre Warlord was finally on our side of the fighting. Still, all the ways and power of circles are activated, and the option to call caravans are there, but pushing any of them is meaningless: nothing happens. No caravans or other things are coming. I do not know what I did wrong. The chapter is broken, so no next mission for me.

On the Chapter 6/7 on the way to the Ridge, some units can be clippin' to the walls and rocks and they cannot escape from there.
Sorry to hear that. Can you provide me a savegame so I can see what's going on?

All maps have support of allyourbasearebelongtous, so you can advance to the next mission that way, you'll only miss the outro cinematic.
 
Level 26
Joined
Aug 18, 2022
Messages
637
Sorry to hear that. Can you provide me a savegame so I can see what's going on?

All maps have support of allyourbasearebelongtous, so you can advance to the next mission that way, you'll only miss the outro cinematic.
I found it, I sending it for you. I also noticed the stuttering of the map, it's very laggy. Thanks for the revision and rework of your campaign. You & the co-creator are not just reworked the whole campaign,changed everything. I suspected changes, but I do not even thinked about the fact, you guys change the whole story, characters, etc. Don't take me wrong, you and your co-creator of this campaign are did much more, than what I expected.
 
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Level 2
Joined
Nov 19, 2022
Messages
8
i got a problem whit the campaing when i finish chapter 4 in the end of the chapter when the elder speak again in the moment when he gonna finish to speak I get that it hangs and I get an error i try 2 times and same happen
 

Kasrkin

Hosted Project: LoA
Level 26
Joined
Apr 6, 2014
Messages
802
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.
This tree model has very bad flickering on the model whenever the screen moves in cutscenes.
The battlemages' replenish mana is on during the cutscene and then off after, presumably this is why their mana is low.
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.
I'm assuming that gold mine isn't meant to be mined regularly but there's a good chance the player will come across it mined out with acolytes standing in a circle if left as is.
These two ghouls do not attack you unless they're attacked a few times at first they will run away. I assume lumber ghouls maybe.
Attacks land and air units is still not in english.
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.
The arcane vault's currently selected arrow is visible in the outro.
There's a massive pileup at the gate with the abom in front and all the ghouls stuck behind it since it's just hitting the very first thing it can.
The good captain has the arrow above her head and is blue, call me annoying about colors but I like it when factions stick to the one they're introduced as. This is also applies to the gameplay section before this with the marshal turning green.
This first confrontational talk is rather odd as they are rather far away from eachother.
Those damn trees again.

The captain isn't green and the currently selected arrow is above her.
She isn't looking at the marshal when he's doing his speech either.
Not sure why the mine has a red ring.

That's all from me today, work's tired me out more than usual and if screenshot order is messed up that's hive's fault.
 

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Level 3
Joined
Jan 28, 2020
Messages
8
Hi
I've played a couple of maps from this campaign, and so far i really enjoy it!

But i have this issue. It's not specifik to this campaign, but it's been happening the last couple of customs I've played.
My items doesn't carry over from map to map, and i can't figure out what's causing this?

Does anybody have a fix for this?
Thx.!
 

Nyctaeus

Hosted Project: W3E
Level 17
Joined
Oct 16, 2021
Messages
173
Hi
I've played a couple of maps from this campaign, and so far i really enjoy it!

But i have this issue. It's not specifik to this campaign, but it's been happening the last couple of customs I've played.
My items doesn't carry over from map to map, and i can't figure out what's causing this?

Does anybody have a fix for this?
Thx.!
What WC3 version you're playing at? We already have long list of issues that emerged during playthroughts of people playing on newer [then 1.31] versions of the game. I'd not be surprised if this is the cause.
 
Level 3
Joined
Jan 28, 2020
Messages
8
What WC3 version you're playing at? We already have long list of issues that emerged during playthroughts of people playing on newer [then 1.31] versions of the game. I'd not be surprised if this is the cause.
I played on 1.31.
But like i said. It's not only on this campaign. It's on most of the custom campaigns I've played recently, and i don't know why?
 
Level 10
Joined
Aug 25, 2018
Messages
122
I didn't notice much in the early levels that was not already mentioned

Chapter 6 - orange has somehow wedged his army between the great hall and trees. It seems he is trying to pull back the siege weapons to repair them so the army is just stuck between works and siege units. May need to remove a few trees or a house maybe 2 just to free some room for him.
Northern path where some crypt fiends are hiding about 3-4 spawned below the path inside the terrain so only ranged units could hit them.

Chapter 7 - Eldin third ability the one that gives armor to allies. Tooltip in lvl up screen says Level 1 all the way down and it says 200, 300, 400 ,500 extra armor for the levels. Cleanser Inner fire spell says Dziala przez 60 sek at the bottom of the tooltip.

Chapter 8 - AI pathing issues with the ogres just gathering in the northern base after freeing them and will not leave. Giving 2 strong str items to a agi/int characters was a little sad to drop their other stuff but the items are so good I gotta carry them to give to the str hero.

Chapter 9 - invisible wall by the bridge would not go away till I triggered both ambush and the barricade dialogue. Idk if that is what it suppose to do or if its a bug

Chapter 10 - gunship skill Napalm dump tooltip says "bomb every 1 second for 0 seconds"

Chapter 11 - if you skip the intro cutscene you get two evac timers and two main quest objectives. The southern path where the caravan is coming from some of the units walk in the air when going across the bridge. Some of the Moloch Ready timers are blank and then some others count down correctly
 
Level 5
Joined
Feb 16, 2021
Messages
76
nice is company
Ahh Campaign that makes nostalgia, I thought this campaign had been abandoned ehh it turns out that the remake is amazing... I can't wait to try it, but the size is really big wow...

Will wait when a sequel to Company or something else like that comes out
 

Kasrkin

Hosted Project: LoA
Level 26
Joined
Apr 6, 2014
Messages
802
I don't have much to say this time as I had a crash to desktop during the mission while fighting in front of the northern undead base, happened shortly after the witch herself came to fight me. Besides that your heroes are very powerful and I fear the army aspect losing relevance with how powerful your heroes can become and are already. And I'm still unsure if ogres are meant to be their own active faction or not.

As others have said orange seems to get stuck in its own base after it finally manages to attack something only getting drawn back out if something is nearby like the player being attacked.

One last thing, need another pathing blocker on the left side of the bridge, units can go all the way down.

I'll give it another go tomorrow but I can't tonight.
 

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Level 3
Joined
Feb 2, 2023
Messages
13
dam this game is sick just played the campaign and it was fun playerd the original years ago and seeing it getting a makeover. just finished playing and with the end of to be continued can't wait for the next part of the campaign and see what jiluun looks like and a new faction the enclave what awsome units and structures they have.
 
Level 7
Joined
Oct 22, 2004
Messages
67
had the pleasure to play the original exodus campaign. but. you certainly out did it with this haul over. just wow. maps were fun challenges, as well as boss mechanics. i dont think i had any bugs on my try out. i enjoyed the mix of canon and extra lore and flavour you added. looking foward to the next part, if any planned :D
 

Nyctaeus

Hosted Project: W3E
Level 17
Joined
Oct 16, 2021
Messages
173
had the pleasure to play the original exodus campaign. but. you certainly out did it with this haul over. just wow. maps were fun challenges, as well as boss mechanics. i dont think i had any bugs on my try out. i enjoyed the mix of canon and extra lore and flavour you added. looking foward to the next part, if any planned :D
Thank you :]. Sequel is already in development, but we keep our heads low with it due to sensitive nature of the plot. Any reveal of plot details about the sequel would be massive spoiler for The Violet Gate, so we want to wait until the community gets familiar with TVG.

The sequel is developed under workname TWF.
 

Kasrkin

Hosted Project: LoA
Level 26
Joined
Apr 6, 2014
Messages
802
I'm back and undead were put to their final deaths.

Level four text is cut off.
Units can go very far with no pathing blockers next to the bridge's left side.
Orange is reminding me of the forsaken reinforcements in this mission, don't seem to know how to commit or attack on their own.
Ghoul is idling I assume after running out of lumber.
Battlemages use replenish mana even if there is no one nearby to actually use it on, seem to have issues unlike obsidian statues.
It's actually rather easy to take down the final scourge base considering how much they like training flyers.
That skirmisher went very far to try and get inside the base from where he initially started, need some pathing blockers on the top of those ridges and rocks.
This is rather far for a normal voice range for a person, the marshal should've stopped earlier so it doesn't seem as strange.
SO, the big thing though, there were two more crashes yes while fighting in the undead bases and seemingly only in the undead bases. Might be something to do with all the AI factions fighting together and then the witch's summoning spells together? I don't know but I was able to beat the mission in the end just need to keep some reloads handy.

Eldin should keep his original color, I'm being annoying again.
Eldin's silence spell does not have the right effect name on units.
Not sure if that sky barge is meant to be killed like that, and apparently some of my units are in the rocks.
Eldin's ult can be used on the dragon for no damage but that's prolly just a wc3 thing.
Words of glory doesn't have the right level up text like people have said.
Sky barge retreated off into the sunset and is now visible in the background of the cutscene, not that important.
Engineers start with repair on, draining some of your resources before you can react.
Just comparing the bridge to the north which is very seemingly zoomed in to the other southern bridge where it zooms out and is less cramped.
Taking out the base was rather easy actually, not even sure if the AI trained anything to fight me.
The pathing going down to the mines is a bit fucked honestly, you have to move your units specifically down by way of the entrance or they will get stuck in this exact spot. This also makes reinforcing your troops a bit of an annoying hassle since they won't come down on their own from rallying.
Units can get into these rocks.
Killing the barge very early allowed scourge troops to drop inside the rocks, making the fight a little harder with my troops split into two ways and being attacked from one of those ways my melee can't hit from but still try to get to. All the while more stuff attacks from elsewhere.
The witch has a regular hero dissipate death, while the dialogue implies she exploded. Might need to make it so she just disappears after the teleport thing.

He's green now.
This snowy outside scene has a terrible fps drop throughout, not that important but someone might say something.
Lesser fps drop here.
For a more cinematic purpose it might be best to turn those guardians around so they're facing the heroes direction to look like they're guarding the archamge. Maybe another golem on the side as well.
A skirmisher in the bottom left randomly died when this scene transitioned you can see his skeleton, probably low health when the scene changed.
A skirmisher ran off somewhere up the road when this scene started, don't know where he went off to.
That damn arrow again.
I doubt the AI actually uses the lumber I thought it was just odd they started with 0.

Didn't expect that twist really, thought the different wildlife was odd but didn't think anything would come of it. I'll get back to chapter eight when I can but for now that is it for me.
 

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Level 4
Joined
Mar 27, 2022
Messages
23
Thank you :]. Sequel is already in development, but we keep our heads low with it due to sensitive nature of the plot. Any reveal of plot details about the sequel would be massive spoiler for The Violet Gate, so we want to wait until the community gets familiar with TVG.

The sequel is developed under workname TWF.
What patch will it use? Would love if 1.31 is used :)
 

Nyctaeus

Hosted Project: W3E
Level 17
Joined
Oct 16, 2021
Messages
173
What patch will it use? Would love if 1.31 is used :)
We continue to develop on 1.31 as it seems to be quite stable and has all the features we need. With all the news around about bugs of newer patches, and lack of interest in Reforged, we find 1.31 as sufficient for our needs.

I doubt if we decide to change even in more advanced stages of development.
 
Level 3
Joined
Feb 2, 2023
Messages
13
We continue to develop on 1.31 as it seems to be quite stable and has all the features we need. With all the news around about bugs of newer patches, and lack of interest in Reforged, we find 1.31 as sufficient for our needs.

I doubt if we decide to change even in more advanced stages of development.
i just stopped caring about warcraft 3 reforeged after seeing all the promises they have said but never delivered the game realease a broken mess with many of its features missing. well in recent patches they've since added them but the game is still a broken mess. i'd rather stick to the classics as it's more stable sucks that some people here have made campaigns on reforged patches. when are you gonna start on the second part of the story.
 
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