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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 3
Joined
Feb 2, 2023
Messages
13
is it possilbe for you to tie in the cooldown health regen mana regen depending on the difficulty you choose like you choose hard hero skill cooldown would be slower health and mana regen too when you choose normal hero abilities have faster cooldown along with somewhat incread health and mana regen i got this idea from dudki's custom campaign A War Story depending on the dificulty you choose if would have it's own bonuses or does it not work here on warcraft 3
 

Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
224
is it possilbe for you to tie in the cooldown health regen mana regen depending on the difficulty you choose like you choose hard hero skill cooldown would be slower health and mana regen too when you choose normal hero abilities have faster cooldown along with somewhat incread health and mana regen i got this idea from dudki's custom campaign A War Story depending on the dificulty you choose if would have it's own bonuses or does it not work here on warcraft 3
Sorry, I don't think it's possible without having separate versions of every affected skill.
 
Level 3
Joined
Feb 2, 2023
Messages
13
can you make a separate version where skill cooldown are normal instead of the slow one if possible i'm not really a fan of that after playing the game and during endgame was so frustrating to say the least having to reload a save several times made me want to almost smash my pc though i do sometime love a good challenge but i do want to chill play where i don't have to think much i'm more playing because of the story but that's just me i'll just have to suck it up if it's not possible
 
Level 5
Joined
Mar 27, 2019
Messages
15
can you make a separate version where skill cooldown are normal instead of the slow one if possible i'm not really a fan of that after playing the game and during endgame was so frustrating to say the least having to reload a save several times made me want to almost smash my pc though i do sometime love a good challenge but i do want to chill play where i don't have to think much i'm more playing because of the story but that's just me i'll just have to suck it up if it's not possible
I think it's fairly easy to do that by yourself in WorldEdit and change things into whatever you like so long as not share the edited version publicly. You can't ask the authors to do some unnecessary changes out of your personal preference. :sadpanda:
 
Level 3
Joined
Feb 2, 2023
Messages
13
I think it's fairly easy to do that by yourself in WorldEdit and change things into whatever you like so long as not share the edited version publicly. You can't ask the authors to do some unnecessary changes out of your personal preference. :sadpanda:
well i'll try editing it then
 
Level 27
Joined
Nov 25, 2021
Messages
481
Well, I did promise I would do another playthrough on Hard, so I did. I am very proud to say that I reloaded less than 20 times the entire playthrough (just straight up restart whenever I lost lol). Surprisingly, my performance is much better without the OP items.

Since a lot of the bugs had been fixed, and more stuffs have been added, I'll focus on them and the more nitpicky stuff.

- Chapter 1:
  • With the nerf to Shockwave's cooldown, I start with Medical Provisions now to make Reynart a support instead of a Shockwave menace. I just noticed how insane its cast range is.
  • Command Aura's buff has a PAS icon instead of a BTN one.
  • Shockwave is based on Carrion Swarm now since I noticed the black hit effect and no terrain deformation. I hate Blizzard for not letting us change that.
  • Villenfall's Empowered Strike only has its description up to level 3, almost like foreshadowing that he won't live long enough to reach Level 7, intended or not. Also, the description shows 0% slow. Hrell's Thunder Clap also shares the problem.
  • Also, no Cast Point, so based on Fan of Knives with the Slow component from a triggered ability based on Silence? Same with Hrell's Thunder Clap, but the damage is sometimes delayed, so I guess the projectile speed is a bit too slow there.

- Chapter 2:
  • I guess Aequath is the right way to say her name, but sometimes, it still says Aequaeth. Can't remember all instances though.
  • Steel Plating's hotkey is not on "A" for me, also applies to other chapters.
  • Orb of Decay is an extremely good item, along with Lordaeron Banner, both can be found in this chapter. Although, Orb of Decay's description should have its flavor text seperate from its effects.
  • Sharpshooters and Risens can't be raised, despite not being skeletons, so I can't spawn Sludge from them.
  • No more Bladestorm Rangers. Sad. And they have really long Damage Point, which makes it hard for kiting.
  • Also the chapter that made me restart the most, because it's so hard to time my attack wave with my stupid A.I allies.
  • The kobold mine area screws up pathing a lot, which is a bit frustrating. Although, there are a few spots which makes me manipulate camera angle with Insert/Del to grab loot, which is neat.

WC3ScrnShot_070223_221327_13.png

- "reminder' --> "remainder"
WC3ScrnShot_070223_224206_17.png


- Chapter 3;
  • The replacement of the last escort session with Undead on my ass with a slow push through the town alongside Aequath and an abomination boss fight is very nice, despite the fact that the Grown Zombie talks too much. I rarely see a no-build mission that goes to >500 kills, so great work.
  • Is Fleshtearer an Arkain reference, or just a common name for abomination?
  • And the addition of the Blackclad, while I don't know who they are or what they do, it's nice to see Reynart interact with his soldier.
  • The next interlude, Aequath calls Reynart "sir" quite often, despite her initial view towards him, which I think is weird.

- Chapter 4:
  • No more Keg of Ale and Scepter of Healing, but Merchant is still there for Circlets of Nobility. Nice.
  • Skirmishers don't benefit from upgrades. And Cavaliers is like a mixed of cavalry and chevalier?
  • There's a Merc camp in Margoth's base. Kinda weird that we can hire his own men while in the middle of sieging his base.
  • There's also a small outpost with generic bandit units instead of Alteraci ones. I lost the pic, but I remember they're somewhere near the mid-eastern bridge.
  • With my Medical Provisions build, I went with Archers and Footmen/Spearman, plus a few siege units for the win.
  • Also, the Abbot of Haven Town has Heal on auto-cast, so he's basically a free, invulnerable healer.
  • Pathway to Undead base has a big rock arch that obscures my vision and makes it hard to micro. Maybe I should have zoomed in, but in the end, Fortitude OP.
WC3ScrnShot_070323_210836_30.png

- When I hit the Woodland Encampment, Vael pops Avatar and run off. At the end, I check the map with Flare and see him just there. Standing, on the edge.
WC3ScrnShot_070323_211144_31.png

- Here's the nitpicky part. He says "I will never repay...", which kinda implies that he's ungrateful af, instead of "I can never..."
WC3ScrnShot_070323_211713_33.png


- Chapter 5:
+ "stroke" --> "struck"
WC3ScrnShot_070323_213458_37.png


  • The start of Aequath's section caught me off-guard. The dwarves spawn when the High Necromancer dies, so when I rush in to assassinate him first, the Mortar Team pops up, aggros the entire Undead outpost, gets Crippled, then dies. No more Siege damage for me, but I somehow managed.
  • Last defense section, I barely have any upgrades available, so I take my time doing thing the easy way. The last few minutes however, everything just goes in. I had to pull my Peasants to distract the Meat Wagons from hitting the Keep, while Reynart and Aequath stall out by camping near the Arcane Vault and pop consumables + Medical Provisions. I won with like, <5 structures remaining.

- Chapter 6:
  • Margoth said f-word. Pog. He also retains items, so I gave him a bunch of Orbs to smash stuff harder.
  • The constant attack waves can be spiky, but Mortar + Riflemen did well for me.
  • Camera on this bridge is not zoomed out. Hard to micro.
WC3ScrnShot_070323_225535_46.png


- Chapter 7:
  • Spiritual Healing is fixed, yay. Although, 0.5 HP per second is not much to write home about.
  • Word of Glory has good uptime, but the number is only okay-ish. Not my style tbh. His ult is OP, which is good.
  • Enclave units are good, well most of them. The Hunters are kinda meh. Kinda irks me that a few of them has pretty bad Portrait - Talk animations.
  • The dungeon crawling section is fun, but again, the pathing is kinda weird around the entrance.
  • So Valena flew in a Barge of Abominations and Wagons, I rush to destroy them to kill some, and make the rest Dizzy, but none of them is Dizzy, and they just dropped...here? Away from melee damage, but close enough to still wreak havoc? I hate the cliffs here so much. In the end, all of my troops die, and I have to pull back to regen Eldin and Reynart's mana before going in for the win.
WC3ScrnShot_070423_003634_52.png


- Chapter 8:
  • Fun chapter. Sea area's a bit empty though. Also, I can buy new ships from the Undead Shipyard before destroying it.
  • A house is speaking. I guess it picks a random unit in the region?
WC3ScrnShot_070423_014014_54.png

+ Altars of Flames have their birth animations shown on portraits.

WC3ScrnShot_070423_020506_55.png


+ Mug'thol's Possessed buff is not removed after Eldin freed him.
WC3ScrnShot_070423_020536_56.png


- Chapter 9:
  • Not much has changed. Nathanos is a still a dick, Sylvanas just escaped off screen, and we get to play as Margoth for like 1/3 a mission. Good enough.
  • We don't see much of Alfric and Reyes (or Royes) from here on out though.
  • Margoth doesn't have a hotkey shown on his Torrent of Profanity. I guessed it was "T", clicked it, and I was right. Still weird that it costs mana for him to use it though, considering that he already has to spam Intimidate.
  • "safe" --> "save"
WC3ScrnShot_070423_025725_61.png


- Chapter 10:
  • Another chapter that costs me a lot of restarts, because of my greedy expansion and the brutal air attacks. In the end, I just turtle with the extremely OP Sniper Towers (imagine putting down 7 of them and they can consistently take down Abominations and Level 15 Undead Heroes, how OP is that?) and Rammers. Aequath (+ Orb of Decay) and Hrell can destroy the outlying bases by themselves, while I build up the economy.
  • And unfinished Scout Towers are very good defensive structures, believe it or not, as they can screw up enemy pathing. Can cancel them at anytime for emergency money too.
    WC3ScrnShot_070423_224316_64.png
  • Airships are not very good against anything non-structures, since enemy ranged units can kite, and the anti-air guns are lousy. They're fun to use though. Honestly, Rammers and Gryphons should be enough.

- Chapter 11:
  • Everything fully upgraded, and Hrell left behind his items. Nice.
  • I built basic defense for the Syndicate, but ultimately sacrificed them to buy time for the Enclave. I didn't check for expansion, but even if there are, I'm not sure I can defend it for long enough for it to worth the payout.
  • Destroying Molochs are good, but when around 20~ minutes, they're bait. If left unchecked, the attack waves can be more devastating than >6 Molochs combined, so just let them be. By the time that the Molochs cause unrecoverable damage, the mission is already over.
  • Reynart told me to use Napalm, but it's a bait. Crypt Fiends' Web hard counters it, and Crypt Fiends always come it batches of at least 5. Just use Gryphon for AoE, Gyro for anti-air, and Knights for anti-ground instead. The Heroes are the best assets, but since their revive time is very slow, due to them being level 15, one death can set the progress back immensely.

- Epilogue:
  • An extension of chapter 11, but is quite fun nonetheless. I have a history of hating defense mission (blame All In, In Utter Darkness, and Salvation), so when someone make them fun, I really appreciate that.
  • First section is more intense, without God-King Reynart spamming Shockwave left and right. I have to micro my troops and make good use of Eldin now to survive.
  • Second section is more lax, since the Nerubians are weak, only annoying. Also, Margoth is playable again. Super nice.
  • Spider boss fight. Avatar Margoth + right click, and Aequath spam everything on it = die. Easier than the first time I played it.
  • Kel'Thuzad boss fight. Basically, just keeping my troops alive with Eldin and Reynart, Aequath to take out key targets, and Margoth to do a liitle bit of everything. Kel'Thuzad is not that bad, but I, for once, am glad to be able to rid this world of Valena's presence and her broken ass summon ability. Took me one reload, because I accidentally let Solymus die, but still.
WC3ScrnShot_070523_005545_73.png
 

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Nyctaeus

Hosted Project: W3E
Level 18
Joined
Oct 16, 2021
Messages
187
Also we're finishing voice generation. 2.03 will feature almost 20 new voice sets and couple older ones enhanced with new, custom voicelines. Some characters, like Reynart got completely new voiceovers. The Enclave is playable in the new map and voiceovers of their units will... Reveal some more details about nature of their society :].

Don't ask about VA for the entire campaign. It's far beyond our available quotas and time constraints.
 

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Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
224
wow so vulgar i like it. so when is 2.03 comin
In a couple of weeks probably.

Most of our heroes won't swear regularly as it's not very "warcraftish", Solymus and others in the Enclave do it sometimes as they don't call for any deities or cosmic forces for protection, so they obviously can no longer say "by the Light", "by the Arcane" etc. And there is Margoth who, well, is just Margoth.
 

Nyctaeus

Hosted Project: W3E
Level 18
Joined
Oct 16, 2021
Messages
187
Patch 2.03 is now live :]!

This one is thicc. Aside tons of bugfixes and small changes, it features lots of new content. It's also a very debut of my own, original hero models in the community and prototype of first, advanced hero design Macielos prepared for Exodus. Detailed changelog has been added to the OP.

It's also first release with essential contributions from the newest addition to our team - @Stefan.K. Welcome to Exodus Team, man!

Enjoy, roast, bring feedback, goodluck :].
 
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Level 6
Joined
Jun 2, 2021
Messages
27
Had to stay up super late to get to the bonus chapter. It was absolutely worth it. With so many improvements and changes, the sequel might very well have giant shoes to fill in lol. Remember when you said that you removed those 3 ghouls in Chapter 1 in the NW of the map? Yeah well, they refused to move. They are still there. Love the custom voicelines, however, i do think they are a bit on the quiet side when compared to, for example, a battle mage (same applies to Margoth's insults, could barely hear them when he used the taunt). When you want to choose Vespira's ultimate, this is what you're greeted with. When you do choose it, it appears normally in the command card (Thardis had the same issue with his W-skill if I'm not mistaken). I do, however, have a question regarding Arcane Defence. It says that level 1 Arcane Defence gives 80% damage reduction and level 4 gives 50%. Is this intentional? To me it seems more logical for higher levels to give more reduction. Would love to hear your explanation! Anyway, time to recharge my batteries and enjoy this masterpiece once more!
 

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Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
224
It says that level 1 Arcane Defence gives 80% damage reduction and level 4 gives 50%. Is this intentional? To me it seems more logical for higher levels to give more reduction. Would love to hear your explanation!
Ah, that's an incorrect description, I didn't notice that. 1. level -> taking 80% damage, 4. level -> 50% damage.

Yeah well, they refused to move. They are still there.
Strange, I re-launched the mission and they're not there. I mean the ones that were previously standing in the middle of the area of a skirmish from intro cutscene. Perhaps you meant the ones a bit more to the south-west, in the camp, with some flaming archers? These are left on purpose.
1689988800889.png

EDIT: Uploaded a hotfix.
 
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Nyctaeus

Hosted Project: W3E
Level 18
Joined
Oct 16, 2021
Messages
187
Textures of all custom hero models may be considered temporary. I baked them from WoW materials then heavily edited in Photoshop to get a result that moreless resemble what I want them to look like. The plan is to repaint everything with dedicated textures in the future. Still what's in the modpack now works and will continue to work. So far, as I have no idea when I'm gonna have enough time available to paint textures for all heroes from scratch.

This change also contributes one more thing to visual style of Exodus. Heroes comes with higher polycount, higher-res textures and more detail in general. This policy will apply to all new heroes in the sequel, and TVG will get more upgraded hero models in the future.

If it's not obvious, I'm not aiming at "classic" style of art. It's too limiting for my preferences and workflow. Visual language of Exodus is and will be something like Warcraft 3.5 or "SD+".
 
Level 7
Joined
Oct 22, 2004
Messages
69
been going through the campaign again. the VA and models are fantastic! going slowly but surely again. and i certainly enjoy the spicy lines and jokes when the units get clicked enough times ;) and im almost sure i noticed a warhammer 40 k reference as well XD keep it up!
 

Nyctaeus

Hosted Project: W3E
Level 18
Joined
Oct 16, 2021
Messages
187
been going through the campaign again. the VA and models are fantastic! going slowly but surely again. and i certainly enjoy the spicy lines and jokes when the units get clicked enough times ;) and im almost sure i noticed a warhammer 40 k reference as well XD keep it up!
It was supposed to be one of hidden gag lines of Reynart, but eventually it made it to his standard set... Not really sure why xD. Probably it was too badass to be hidden gag :].

We had tons of fun recording all of this. ElevensLab is amazing.
 
Level 7
Joined
Oct 22, 2004
Messages
69
he makes a fine force commander, even if he does not admit it :p well, until then, i look foward paitantly to what else in store ;)
 
Level 6
Joined
Jun 2, 2021
Messages
27
So, anyone has made it to the end already? I'd like to notify some more youtubers to try the campaign, so let's make sure there are no new bugs.
I'm currently on Chapter 8 and although I haven't found any issues with the missions themselves thus far, I have encountered this when I decided not to play from the save file. Has anyone else encountered this? My guess is that this happened because of the cheats, but I'm not sure. Also, one other thing I noticed is that whey you choose a difficulty in the Custom Campaign directory, and then beat a mission with the chosen difficulty, it automatically switches back to normal so you have to quit the campaign every time, set the difficulty and then go to the next mission. Now to finish this yet again lol
 

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Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
224
I'm currently on Chapter 8 and although I haven't found any issues with the missions themselves thus far, I have encountered this when I decided not to play from the save file. Has anyone else encountered this? My guess is that this happened because of the cheats, but I'm not sure.
You mean that all missions apart from these two became invisible? Strange. I've never seen progress reset unless I altered the campaign file, what I presume you didn't do. Cheats shouldn't be a problem, every mission on typing "allyourbase..." just runs victory trigger which saves heroes and enables the next one.

In other words - noone knows what happened except for maybe some god-like beings like the Titans, the Old Gods and Solymus Kangard.

BTW: I added some links in release post to YT playthroughs of TVG we found so far.
 
Level 6
Joined
Jun 2, 2021
Messages
27
You mean that all missions apart from these two became invisible? Strange. I've never seen progress reset unless I altered the campaign file, what I presume you didn't do. Cheats shouldn't be a problem, every mission on typing "allyourbase..." just runs victory trigger which saves heroes and enables the next one.

In other words - noone knows what happened except for maybe some god-like beings like the Titans, the Old Gods and Solymus Kangard.

BTW: I added some links in release post to YT playthroughs of TVG we found so far.
Yeah I never touched the campaign file. Also, I never used the instant victory cheat, mostly whosyourdaddy, thereisnospoon and iseedeadpeople. One day, we shall return to this problem😉 XD
 

nv4

nv4

Level 8
Joined
Jul 17, 2022
Messages
47
Played on hard, W3 v1.31.1, campaign v2.03.1. Difficulty is fine, gameplay is good. Missions tend to be rather long doing them first try, but they all have certain ways to greatly speed things up.
New tech trees are fine. Although, from the way rangers are presented in the story as almost independent faction, I expected more than just 1 ranger unit. Also, there weren't much explanation about how Enclave got all these technologies. I think some dialogue mentioned something about 14 years, but it's unclear from which point in time, so I assume 14 years prior to the time the campaign takes place. So researching some alien world while building a whole colony there, and rapidly anvancing all kinds of technologies from botanics to those fancy enchanted metals, - all done in just 14 years? If they were capable of all that, I wonder what's been stopping people in Azeroth from all that. I mean, at least Kirin Tor could do something regarding those enchanted armors that Enclave infantry brags about.
Love the terrain, it's really great, both visually and in terms of map design. One thing about it I especially enjoyed is bridges. Their models are great, they're neatly placed around and they really add up to atmosphere with those camera zooms. And they're wide enough to be actually used in gameplay without much problems related to unit collision.
Visual part is pretty good in all regards. I'm SD models enjoyer and I gotta say those HD models fit really well.
Voice lines for new units are both hilarious and provide some lore details, which is pretty cool.
Music is also nice and grealty adds to the atmosphere.
And the story is fine. It's not that interesting yet, as there isn't really much happening besides the big secret about Jiluun, but it's enganing enough for enjoyable gameplay, so it's alright.
So really great campaign overall, definitely enjoyed playing it and certainly looking forward to continuation.

Chapter 1
1) Reynart Alinthor weilds axe yet his Q is Powerful Thrust? Dude has double edged axe and his special attack with it is a thrust? Bruh. Bruh. It really should be renamed to something more fitting for the axe, like Powerful Cleave or something. Also, the animation is basicaly Reynart doing a fist punch, using the hand with the axe, holding it stritcly vertical - he's not even hitting anything with that axe. Ironically, animation of Shock Wave is a flip with visibly heavy downward hit. So it feels like animations of Q and W were swapped by mistake.
2) Some power generators are just doodads instead of actual buildings. I know I can just hover my cursor over them to see what they are, but still rather confusing. Would be better if they had different model or at least had different color.
3) Knight - Charge - funny how tooltip says it makes knight lead devastating attacks, implying he's supposed to be striking harder, with increased damage, but it's actually attack speed increase.
Chapter 2
4) One of Ranger's quotes implies their stealth is the work of cloaking devices. I thought they just have invisibility capes, you know, magic.
5) In this chapter and others where applicable, I wish Reyes was a named unit, even if just slightly stronger than normal ranger. You know, kind of adds to immersion as he's always here besides Inaylia.
6) Inaylia Aequath - Sanguine Vein - don't like the visual effect, it looks so unnecessarily visual, distracting even, like some permanently active ability and not just a simple passive. Would rather there be no visual effect.
7) Level design is kind of weird in aspect of which objectives are intended to be completed first, and which are actually better to complete first. That is, the intended way is to crush Balnazzar and then destroy the eastern undead base when escaping from Sylvanas. But gameplay-wise it's much better to do them the opposite way. That way orange\red undeads will stop bothering with their occasional attack waves, and caves at the north provide a lot of resources and items, including Orb of Decay which is one of the strongest items in this campaign. So I just did that, and practically won after fending off a bit of Sylvanas' forces. Looked rather silly, considering that story-wise Inaylia with the rest of her forces were supposed to flee.
So I think like it would be more coherent with the story and more interesting in terms of gameplay, if path to the eastern part was blocked initially, only opening after Balnazzar's defeat. So Sylvanas would attack with extremely strong forces (perhaps, endlessly spawning attack waves with increasing power), inevitably crushing player's bases, and the objective would be to break through to the east before she does that. And the path through the cave would also make more sense that way as a shortcut to the undead base with less defenses.
Chapter 3
8) I feel like undead attacks really could be more intense. I mean, I expected undeads to attack from the rear at some intervals, punishing the player for taking too much time, but I'm not sure if they attacked like that at all. That part was easier than chapter 6 (Shards of the Alliance) in TFT NE campaign, and original campaigns aren't known for being hard.
Besides, a lot of enemies can be killed "beforehand", without ever moving the caravans. Though I suppose it's intended, judging from the fact that Rider is introduced here, "recon and intel - that's all you need to win", haha.
9) In the cutscene before Cragenwood, why does Reynart ask if Inaylia with her forces will follow Reynart? With Garithos dead, Reynart is the highest ranking officer in the Alliance army, meaning he's in full right to order everyone in the army, including Inaylia and her forces, regardless of what they think.
And then in the ending cutscene Inaylia even demands that Reynart tell her everything or she along with her forces won't follow him! Like, what in the actual fuck is that attitude? No wonder Scourge squashed Alliance like flies, if Alliance army has such low discipline.
Chapter 4
10) Abbot of Haventown, the highest ranking cleric there, has no mastery upgrades? No wonder they couldn't defend themselves.
11) So I checked what enemy AIs do at the start and apparently 1 AI sends at least 1 attack wave to the area with Revenant. So it looks like the Syndicate doesn't just "tax" common alteraci folks and indeed does provide some protection. Don't know if that's intended behavior, but that looks like a pretty cool detail.
Chapter 5
12) Battlemage's ability kit is fine, except for Transfer Mana (TM), which feels redundant and underperforming.
Replenish Mana (RM) and TM both give mana to allies, but in practice RM is far superior. Replenishing 3 mana to each nearby unit per cast for 12 means it gives more mana in total per second than TM as long as there are at least 4 casters nearby. And it's also far cheaper cost-wise for the Battlemage himself. So it's only useful when there's a need to rapidly restore mana of some hero, which is good in theory, but in practice having 1 battlemage constantly using RM is enough.
Okay, TM can also be used offensively, to deplete enemy mana. But so is Feedback, which is as fast as TM against non-heroes and less efficient against heroes. Except you don't deal damage via TM, while Feedback provides extra damage along with damage from basic attacks. And in that matter I can't even say that rapidly depleting enemy hero's mana is worth it, as difference isn't that great and extra damage absolutely compensates for it.
But TM can be used to replenish battlemage's own mana, right? Yes, but it also has 50 mana cost, so with 10 mana steal per second it takes 5 seconds to only regain the cost. Again, 5 seconds that could be used for attacking someone, which probably would be far more beneficial. And if you have more than 1 battlemage, RM replenishes their mana as well, so again RM is likely to be better.
13) Heroes' hotkeys during defense section are F2 for Reynart and F1 for Inaylia, and it should be the opposite. I guess it's more of a "me issue", but I kind of get used to hotkeys the way they're initially presented (like Reynart was the first playable hero, then Inaylia) and when hotkeys get suddenly switched like that, it feels really inconvinient.
Chapter 6
14) Why are Crushridge Marauders and undeads are neutral to each other? They didn't attack each other at all even when meat wagons damaged ogres via splash damage.
15) Story-wise it seems weird that Alliance forces are outnumbered by undeads at least 1 to 4, Syndicate's forces aren't really numerous either, and on top of that they have to siege Valena's fortress. And they even specificaly mention how good its defenses, with air units and all. So Valena is in much better position here, and still she lost. Apparently humans didn't even suffer noticeable losses.
Chapter 7
16) In the starting cutscene, rangers say shades prevented them from going any further. And how did they know where shades are? And if they didn't, then shouldn't they say something like "couldn't scout any further, too much risk to be spotted if there were shades"?
17) Again, heroes' hotkeys order.
18) Eldin is lightweaver, all his spells are light-based, and yet his attack projectile is that of the phoenix? Shouldn't it be something more light-looking? Like the one that Orb of Slow provides.
19) Discordant has Transfer Mana and it has the same issue as with Battlemage - simply attacking is way better than standing still to get measly 10 mana per second with 50 cast cost.
20) Marksman's attacks make this flash of fire when they hit the target. Usually such extra effects happen when attacks do something extra. But marksman's attacks don't do anything special so the visual effect is somewhat misleading. Ironically, Snipe has no visual effect at all, not even a projectile flying towards its target.
Also, one of his quotes mentions that it shoots metal spikes at 750 m/s. So if that's basically the same old rifle, but with more velocity and spikes instead of bullets (musket balls? Whatever dwarves use), so that's another "why" to why there's this visual effect, if it's even explosive rounds or anything like that.
Although I guess you could say that it just looks cooler... But I still disapprove.
Bonus Chapter
21) Vespira has that "cold bitch" vibe, has a full cover armor except open cleavage, and her model has breast physics. That's one interesing character, alright.
22) Cataphract's lore mentions that their horses are agressive to the point they occasionally bite off the fingers of cataphracts and horse trainers. Apparently, despite all the technological advancements of Enclave, some analogue of dog muzzle is a wonder yet to be invented by some genius of unprecedented intellect.
Also, despite all the wonders that magic is capable of, including mind control of creatures with intellect far more complex than horse's, and all the bolstering about technology and progress, nobody in the Enclave figured how to make these horses less aggressive towards their owners?
23) Eldin has a quote going "priests obsessed about servitude to divine powers we've never seen", which is questionable, so to say. I mean, in Warcraft's universe all gods are real, actual beings, with physical forms. Maybe he's reffering to worshipping the Light, which does not associate with any gods (or rather Azeroth's residents are not aware of Naaru yet), but even then - the manifestations of its power are quite literal and practicaly verifiable. Priests heal wounds with magic, and paladins can even revive people. Even Eldin himself is a lightweaver, utilizing light to heal and physically protect people. Really confusing quote.
24) Funny how Hunter has one quote referring to Sapkowski's witchers - a full on killing machines - implying he's just as good with a spear as a witcher with his swords. But I ended up never using hunters
25) In the ending cutscene Vespira says that the Legion will consume Azeroth, but the events of this campaign happen after the events of RoC, when the Legion's invasion is already averted. The dreadlords didn't know about that by the time Sylvanas decided to overthrow them, but Inaylia fought along Sylvanas, she's seen that the Scourge isn't entirely controlled by Arthas, and probably had some intel regarding Legion's success. So what, lordaeronians didn't share any news with the enclavers?
Chapter 8
26) Loading screen text is confusing. Why was Inaylia sent to reinforce alteraci if Margoth specificaly explained that their evacuation is strictly their own business and having lordaeronians nearby would only make things worse? I guess that doesn't matter anymore since Perenolde's army got crushed, but apparently Inaylia and her rangers went with Margoth before Perenolde's army got destroyed. Also that feels like a cheap way to set things up, like, what was the point for Margoth and the others to discuss that if literally the next chapter writes it all off by simply having that issue being solved off-screen? Not even much details, just ambushed and entire army crushed.
27) Funny how Gryphon Rider now throws lightnings instead of hammers, but damage type switched from magic to piercing. Balance reasons, I guess.
But what is the lore explanation how did they even get these upgraded hammers? Wildhammer dwarves had to throw hammers and Alliance dwarves somehow got superior technology, especially in such dire state that Alliance currently is.
28) Ally AI is wacky here. Sometimes he sends his armies past the enemy forces (seemingly to attack furthest blue base) and they all get slaughtered on their way, not even fighting back.
Chapter 9
29) Why is Inaylia so sure that Sylvanas herself is here? She wasn't there in the previous chapter, there wasn't even any hint to her being around. And now suddenly everyone acts as if Sylvanas herself was trying to kill all those refugees and then fled to the swamp to lure in Margoth with his soldiers.
30) In the cutscene with Nathanos, Inaylia understood that alteraci soldiers are "not themselves", and she did it how exactly? Like, there was absolutely nothing there hinting that alteraci weren't acting like they usualy do. I even got the impression that Inaylia ordered them to drop weapons because she's just a pretentious, hypocritic bitch. Also, Eldin specifically mentioned how he is well versed in mind controll magics and can easily recognize and dispel it, yet here he noticed nothing but Inaylia did?
31) This dialogue is simply hillarious. Eldin talking about Inaylia as if he knows her well and Inaylia talking about discipline as if she knows any.
WC3ScrnShot_080523_123743_03.png
32) Hero hotkeys again, Margoth becomes playable mid-level (closer to the end even) and is assigned to F2, when I already got used to F2 being Eldin.
33) Throughout the campaign, Inaylia mentioned quite a few times how rangers are well versed in guerilla warfare and all kinds of dirty tactics, including various traps, and all that was Sylvanas' teaching. And even here in the starting cutscene she tells her troops to beware the traps. And then there was no traps or any dirty tricks whatsoever, except the encounter with Nathanos. Not even some proper ambush with banshees suddenly appearing out of nowhere. Even Sylvanas herself cast Silence and Charm once and then was simply using Drain Life and that's it. Turns out all that chatter about ranger tactics is all bark and no bite, I'm a bit disappointed.
Chapter 11
34) One of Dropship's quotes goes "we may not have a cannon onboard" while the model features 5 cannons.
Hey, who does that Dropship call an imbecile? At least I can properly count the number of cannons onboard. Besides, I know they cost food because that's the cost of crewmen piloting it. And helium-2 or whatever it runs on has nothing to do with its food cost.
Far better question is why do golems cost food, do they make arcane cores out of potatoes?
Chapter 12
35) After killing broodmother it's required to kill all her remaining minions, and beetles only dig up after they have fully healed, and they can even dig down again if you fail to kill them before that. So it can take up some time to wait for all of them. Would be better if after broodmother's death they all just dug up and attacked head on, without trying to dig down. Or broodmother could just drop sentry wards.
36) Vespira's death feels cheap, so to say. She is an anti-mage hero, capable of effectively dealing with mages both offensively and defensively, and she dies from a single spell of Kel'Thuzad, just instantly fucking evaporated. And apparently not even an offensive spell, as the intention here was to block off the portal. So how does such proficient anti-mage die to that?
Okay, I could understand if that was meant to show how powerful Kel'Thuzad is. But then 4 heroes and a bunch of normal units just go and defeat Kel'Thuzad, who's not even alone, but has a support of huge horde of undeads and 2 powerful liches. Yes, they had help from Solymus, but still, most of the work was done before Solymus arrived. And what's even more preposterous is all these powerful liches just standing there defending themselves, waiting for the common undeads to do all the work. Like, the fuck? Just a moment ago Kel'Thuzad evaporated a bunch of people by simply putting a barrier and now he suddenly doesn't feel like oneshotting everyone? And 2 liches besides him had no problem no blast everyone with frost nova before, but now they also don't feel like doing it?
Oh, and another thing about those barriers. After Valena's death he explained that he was able to do what he did because Valena casted her spell in haste, not being focused enough on properly casting it, which results in some "scratches" in the spell that Eldin could exploit. But the 3 liches here weren't in haste or anything, they planed for such outcome and had all the time they needed to prepare. So why was it possible for Eldin to disrupt them, when those barriers were supposed to be completely fine?
So yeah, both Vespira's death and the bossfight are kind of disappointing.

1) Enraged Elemental summoned via Hoard of Elements can't attack flying units. Maybe intended this way, but then it makes no sense really, it's far from being OP and there's no reason to make it even worse. Didn't check other summons, but probably they share the same issue.
2) Cleanser - Healing Bond - tooltip says "target and two other nearby allies", so that should be 3 units healed in total, but it only heals 2 units.
3) Reynart Alinthor - Medical Provisions - on all ability levels Reynart does 2 more motions with his hand than needed. That is, animation keeps going even when it doesn't do any more healing. Well, technically it's not a bug, or rather not the one with this spell specifically - Alchemist's Healing Spray has this issue as well. But Healing Spray's animation is like x2 faster, so it's not that noticeable. Would be nice to make animation consistent with actual effect. Or just make it faster like Healing Spray.
4) Sludge minion spawned via Orb of Decay has Slow bound to (W) instead of (Q) like everything else.
5) Not sure if bug or what, but in chapters where Margoth is an ally, the audio of his taunts is very inconsistent in a way that it sometimes does play and sometimes doesn't, even if I have my camera directly pointed at him when he uses it.
6) I guess it's not exactly a bug, but Battlemage's voice is noticeably louder then other units.
7) Marksman - Snipe - tooltip says it damages organic units, but actually it can damage everything, including buildings. Apparently it can even stun buildings, indicated by stun visual effect appearing on top of the affected buildings.
8) Not sure which one is unintended, but it's possible to spawn sludge (via Orb of Decay) from Risen and Warlock, but not from Sharpshooter.
Chapter 4
9) For some reason, after every cutscene 2 of my workers (apparently chosen at random) stop doing whatever they were doing before the cutscene.
Chapter 5
10) "Steps into the Myst" quest log is marked as completed before actually being completed. Or maybe it's the "- Enter Atravan Castle" entry that is bugged instead, and it should be marked as completed. Also, I think it should be "Steps into the Mist", unless it's an intentional reference/play of words.
11) "Shadow War" quest log is not marked as completed.
12) I've successfully finished the chapter with Inaylia dead (I think she died like ~10 seconds before timer ran out), and I'm not sure if that's supposed to be possible.
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Chapter 7
13) Terrain bugs can be encountered throughout all chapters, but in most cases they're really minor (might not even consider those as actual bugs), like clipping a bit through some rocks or bridges being a little wider the model shows. However in this chapter they're really funny because you can make your units practice some rock climbing. And there's one point where you can walk through rocks over thin air.
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Chapter 8
14) A couple minutes after starting the mission I keep getting stutters every 2 seconds. Very annoying. And apparently caused by the amount of units (or maybe AIs?) here, because stuttering got gradually less as I demolished enemy bases, and disappeared completely after I destroyed dark blue base. Though if it really is caused by that, I find it rather weird - it's not the only map with lots of units, and probably not even the largest or most numerous units-wise, yet it's the only one to have this stuttering issue.
Chapter 11
15) Moloch's timings are bugged.
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16) The camera doesn't zoom out on the bridge to Kel'Thuzad's base.
17) The acolytes that should rebuild Kel'Thuzad's base don't do anything, just stand idly.

Chapter 2
1) "Inaylia Aequath: I already feel pity of them." -> "Inaylia Aequath: I already feel pity for them."
Chapter 6
2) "should the Enclave was in danger" -> "should the Enclave be in danger"
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Chapter 7
3) Inpenetrable -> Impenetrable
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Chapter 9
4) In the way the act as one -> In the way they act as one
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5) Azylum -> Asylum
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Nyctaeus

Hosted Project: W3E
Level 18
Joined
Oct 16, 2021
Messages
187
Great comment :].
The cutscene featuring Solymus in flesh for the first time mentions advanced species that inhabited Jiluun in the past. The science colony of Kirin Tor heavily research this stuff and much of advanced technology of the Enclave was inherited from original inhabitants of this world [mixed with stuff known from Azeroth]. This research colony is exactly what evolved into the Enclave, and the colony was established exactly to research technology and magic used by the ancients. The Enclave in TVG is actually very, very young as political body despite the fact that research colony was founded shortly after the First War. Enclave is intensively taking shape behind the scenes in TVG. Torch of a Reason map was added to cast more light on the case, hint how the process undergoes and what difficulties it faces.

I can say that much of technology of the ancients is based on arcane magic, which is why Dalaran was interested in exploring Jiluun. Distinct lack of fruits of this research in RoC can be explained by internal, political games within Kirin Tor. Kangard is a man of insatiable, personal ambitions.

The Violet Gate briefly mentions this stuff and focuses on it's own story, but all these hints serves as introduction and invitation to explore Jiluun in flesh in sequel. There is already a gargantuan lore behind Jiluun and the Enclave awaiting to be explored, and many questions you asked will be answered in the sequel.
 

Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
224
Thank you for lots of feedback, there will definitely be one more minor patch, with new model for Solymus, so we'll review all these suggestions. Now to address some of them:

Chapter 2
4) One of Ranger's quotes implies their stealth is the work of cloaking devices. I thought they just have invisibility capes, you know, magic.
It's technology that looks like magic, just like Golems and lots of stuff in this universe. Besides, any technology advanced enough is indistinguishable from magic ;).

7) Level design is kind of weird in aspect of which objectives are intended to be completed first, and which are actually better to complete first. That is, the intended way is to crush Balnazzar and then destroy the eastern undead base when escaping from Sylvanas. But gameplay-wise it's much better to do them the opposite way. That way orange\red undeads will stop bothering with their occasional attack waves, and caves at the north provide a lot of resources and items, including Orb of Decay which is one of the strongest items in this campaign. So I just did that, and practically won after fending off a bit of Sylvanas' forces. Looked rather silly, considering that story-wise Inaylia with the rest of her forces were supposed to flee.
So I think like it would be more coherent with the story and more interesting in terms of gameplay, if path to the eastern part was blocked initially, only opening after Balnazzar's defeat. So Sylvanas would attack with extremely strong forces (perhaps, endlessly spawning attack waves with increasing power), inevitably crushing player's bases, and the objective would be to break through to the east before she does that. And the path through the cave would also make more sense that way as a shortcut to the undead base with less defenses.
Actually the mission's first incarnation was a bit similar to what you described - first a timed defence of Garithos' flank, then the main assault cutscene, then an expansion east under a constant pressure from Sylvanas from the west - but it just didn't work. With only one low-level hero available, the attacks couldn't have been strong enough to force us to withdraw, so they'd just be a nuissance. Also, human techtree has little support for mobility - no moving structures, no structure dismantling etc., so if we failed to defend Garithos base, dependently on how we expanded earlier, it could cause us to lose our main source of gold and be forced to load/restart the mission. So we reworked the mission into something a bit non-linear to show that Rangers "walk their own ways", so the player can complete the objectives in any order, have more freedom in exploring the map and also have lots of room to cooperate with allies. Basically Garithos takes the heavy stuff and charges upon inhuman beasts and the Rangers cover his flank and provide ranged and healing support.

Chapter 3
8) I feel like undead attacks really could be more intense. I mean, I expected undeads to attack from the rear at some intervals, punishing the player for taking too much time, but I'm not sure if they attacked like that at all. That part was easier than chapter 6 (Shards of the Alliance) in TFT NE campaign, and original campaigns aren't known for being hard.
Hmm, okay, I may strenghten the waves even more on hard.

9) In the cutscene before Cragenwood, why does Reynart ask if Inaylia with her forces will follow Reynart? With Garithos dead, Reynart is the highest ranking officer in the Alliance army, meaning he's in full right to order everyone in the army, including Inaylia and her forces, regardless of what they think.
And then in the ending cutscene Inaylia even demands that Reynart tell her everything or she along with her forces won't follow him! Like, what in the actual fuck is that attitude? No wonder Scourge squashed Alliance like flies, if Alliance army has such low discipline.
There are several reasons for that. First, as stated in dialogs, Rangers act beyond the Alliance's formal military hierarchy, more like a separate subfaction that accepts long-term goals from the top, but decides on its own in how best to achieve them. And once the "top" collapses and command regularly shifts between officers, Rangers' first objective is survival and sustainability, not immediate submission to the next officer in line. Of course, once Rangers remain in close cooperation with other Alliance units, Inaylia remains fully obedient as she did towards Garithos in 02, but in 03 she doesn't know Reynart, she just encountered him on the road with a small squad, so her first responsibility is to keep her Rangers intact and make sure the Undead don't catch her off guard. Extra reason may be that Reynart's simply not used to being first-in-command, as stated in the later interlude his career was mostly spent in the shadow of his father and general Villenfall and he's in the process of learning "his way" of command.

Chapter 4
10) Abbot of Haventown, the highest ranking cleric there, has no mastery upgrades? No wonder they couldn't defend themselves.
He prefers keeping gold in his treasury to spending it on upgrades.

Chapter 5
12) Battlemage's ability kit is fine, except for Transfer Mana (TM), which feels redundant and underperforming.
Replenish Mana (RM) and TM both give mana to allies, but in practice RM is far superior. Replenishing 3 mana to each nearby unit per cast for 12 means it gives more mana in total per second than TM as long as there are at least 4 casters nearby. And it's also far cheaper cost-wise for the Battlemage himself. So it's only useful when there's a need to rapidly restore mana of some hero, which is good in theory, but in practice having 1 battlemage constantly using RM is enough.
Okay, TM can also be used offensively, to deplete enemy mana. But so is Feedback, which is as fast as TM against non-heroes and less efficient against heroes. Except you don't deal damage via TM, while Feedback provides extra damage along with damage from basic attacks. And in that matter I can't even say that rapidly depleting enemy hero's mana is worth it, as difference isn't that great and extra damage absolutely compensates for it.
But TM can be used to replenish battlemage's own mana, right? Yes, but it also has 50 mana cost, so with 10 mana steal per second it takes 5 seconds to only regain the cost. Again, 5 seconds that could be used for attacking someone, which probably would be far more beneficial. And if you have more than 1 battlemage, RM replenishes their mana as well, so again RM is likely to be better.
Hmm, yeah, good call. Both of these skills were rebalanced several times and I was still not satisfied with their stats. Maybe I'll restore replenishment's original stats from Obsidian Statue's skill so that it is used to replenish small amounts of mana to everyone while I boost the transfer a little. I'll see.

14) Why are Crushridge Marauders and undeads are neutral to each other? They didn't attack each other at all even when meat wagons damaged ogres via splash damage.
Ogres were meant to be like creeps in this mission, just with several structures to pillage. They're not actively attacking anyone, so the Scourge focuses on us. In several missions I had to make this trick or AI would clear the map instead of the player, which I didn't want.

15) Story-wise it seems weird that Alliance forces are outnumbered by undeads at least 1 to 4, Syndicate's forces aren't really numerous either, and on top of that they have to siege Valena's fortress. And they even specificaly mention how good its defenses, with air units and all. So Valena is in much better position here, and still she lost. Apparently humans didn't even suffer noticeable losses.
It's not stated anywhere, but we can assume the Syndicate's force is comparable to Alliance's, so it's 1 to 2 here. So Valena still has the numbers here and as stated in the intro, the siege was still going to be very costly for the Alliance and the Syndicate. Eventually it's a victory hardly won against unfavourable odds, how hardly - it depends on the player.

Chapter 7
16) In the starting cutscene, rangers say shades prevented them from going any further. And how did they know where shades are? And if they didn't, then shouldn't they say something like "couldn't scout any further, too much risk to be spotted if there were shades"?
Someone already asked above - they were detected, so they assumed there must be shades there ;). It may indeed be useful to clarify this dialog.

18) Eldin is lightweaver, all his spells are light-based, and yet his attack projectile is that of the phoenix? Shouldn't it be something more light-looking? Like the one that Orb of Slow provides.
Eldin is a guy who uses light "in alternative ways". So these missiles are basically meant to be unstable/highly saturated light. But yeah, maybe finding something better (but still both "lighty" and shiny) is a good idea.

20) Marksman's attacks make this flash of fire when they hit the target. Usually such extra effects happen when attacks do something extra. But marksman's attacks don't do anything special so the visual effect is somewhat misleading. Ironically, Snipe has no visual effect at all, not even a projectile flying towards its target.
Also, one of his quotes mentions that it shoots metal spikes at 750 m/s. So if that's basically the same old rifle, but with more velocity and spikes instead of bullets (musket balls? Whatever dwarves use), so that's another "why" to why there's this visual effect, if it's even explosive rounds or anything like that.
Although I guess you could say that it just looks cooler... But I still disapprove.
It's an early model of the Enclave's arcane-powered coilguns. The orange's meant to show this magic-technology mix and distinguish them from gunpowder-based weapons of the Alliance.

Bonus Chapter
22) Cataphract's lore mentions that their horses are agressive to the point they occasionally bite off the fingers of cataphracts and horse trainers. Apparently, despite all the technological advancements of Enclave, some analogue of dog muzzle is a wonder yet to be invented by some genius of unprecedented intellect.
Also, despite all the wonders that magic is capable of, including mind control of creatures with intellect far more complex than horse's, and all the bolstering about technology and progress, nobody in the Enclave figured how to make these horses less aggressive towards their owners?
They basically chose to use this aggressiveness to increase the horse's combat potential. But probably some spells or concoctions are used in the taming process.

23) Eldin has a quote going "priests obsessed about servitude to divine powers we've never seen", which is questionable, so to say. I mean, in Warcraft's universe all gods are real, actual beings, with physical forms. Maybe he's reffering to worshipping the Light, which does not associate with any gods (or rather Azeroth's residents are not aware of Naaru yet), but even then - the manifestations of its power are quite literal and practicaly verifiable. Priests heal wounds with magic, and paladins can even revive people. Even Eldin himself is a lightweaver, utilizing light to heal and physically protect people. Really confusing quote.
Eldin is in favour of "rational" magic which is simply a tool to be learned and used, without the whole spiritual layer. He channels the Light, but not through prayers and dedication like paladins, rather like the Archmages channel the Arcane. He recognizes existance of various god-like beings, but he treats them as such - as powerful beings, not something divine and worth worshipping. Here he mostly refers to the standard Light, but in Jiluun we'll see some other powers the Enclave will harness through technology rather than spirituality.

25) In the ending cutscene Vespira says that the Legion will consume Azeroth, but the events of this campaign happen after the events of RoC, when the Legion's invasion is already averted. The dreadlords didn't know about that by the time Sylvanas decided to overthrow them, but Inaylia fought along Sylvanas, she's seen that the Scourge isn't entirely controlled by Arthas, and probably had some intel regarding Legion's success. So what, lordaeronians didn't share any news with the enclavers?
It's very unlikely that Sylvanas ever told Inaylia of Legion's defeat, knowing too well their cooperation is very short-term. At this point they only know that after their victory most demons went somewhere else and left the Dreadlords to command the Scourge.

Chapter 8
26) Loading screen text is confusing. Why was Inaylia sent to reinforce alteraci if Margoth specificaly explained that their evacuation is strictly their own business and having lordaeronians nearby would only make things worse?
I believe Margoth said something like "we will handle things ourselves... as long as the Scourge stays away". So when the Forsaken showed up, it was no longer Alteraci vs Alteraci, but humans vs undead, so the previous Margoth's concerns became secondary and the Alliance could have actually hoped to improve relationship with Alterac as a whole by helping them against the invaders. But of course, the Forsaken finished off Perenolde's army before Inaylia got there.

I guess that doesn't matter anymore since Perenolde's army got crushed, but apparently Inaylia and her rangers went with Margoth before Perenolde's army got destroyed. Also that feels like a cheap way to set things up, like, what was the point for Margoth and the others to discuss that if literally the next chapter writes it all off by simply having that issue being solved off-screen? Not even much details, just ambushed and entire army crushed.
There was initially supposed to be one more mission here with Margoth fighting Perenolde to get his people out (in 2.00 there was even Aliden Perenolde's custom hero in the modpack), but we felt it would add little to the story and be just a filler. So we just made a small time skip to the Forsaken's incursion. This may be a candidate for another bonus chapter with playable Syndicate, but I doubt we'll ever decide to make it.

27) Funny how Gryphon Rider now throws lightnings instead of hammers, but damage type switched from magic to piercing. Balance reasons, I guess.
But what is the lore explanation how did they even get these upgraded hammers? Wildhammer dwarves had to throw hammers and Alliance dwarves somehow got superior technology, especially in such dire state that Alliance currently is.
The truth is that I simply didn't like the idea of Gryphon Riders having infinite supplies of hammers to throw :p. The difference is only visual + insignificantly altered stats. Lorewise they just had to figure out weaponry on their own, having no Wildhammer equipment, so that's what they came up with. A quick made-up theory - these hammers work like orcish Farseer's one, so maybe they found some abandoned Frostwolves equipment and learned how to craft it.

Chapter 9
29) Why is Inaylia so sure that Sylvanas herself is here? She wasn't there in the previous chapter, there wasn't even any hint to her being around. And now suddenly everyone acts as if Sylvanas herself was trying to kill all those refugees and then fled to the swamp to lure in Margoth with his soldiers.
Well, she basically put the pieces together, assuming Sylvanas couldn't be completely not engaged in such a massive military campaign, especially with an extensive use of mind control on the ogres. Also, probably a lust of revenge additionally boosted her "educated guess" that it must be her.

30) In the cutscene with Nathanos, Inaylia understood that alteraci soldiers are "not themselves", and she did it how exactly? Like, there was absolutely nothing there hinting that alteraci weren't acting like they usualy do. I even got the impression that Inaylia ordered them to drop weapons because she's just a pretentious, hypocritic bitch. Also, Eldin specifically mentioned how he is well versed in mind controll magics and can easily recognize and dispel it, yet here he noticed nothing but Inaylia did?
That's a good point, now that you mentioned it, it would be better if that's Eldin who would notice that.

31) This dialogue is simply hillarious. Eldin talking about Inaylia as if he knows her well and Inaylia talking about discipline as if she knows any.
It's just a double easter egg - reference to BfA and to General Duke ;).

36) Vespira's death feels cheap, so to say. She is an anti-mage hero, capable of effectively dealing with mages both offensively and defensively, and she dies from a single spell of Kel'Thuzad, just instantly fucking evaporated. And apparently not even an offensive spell, as the intention here was to block off the portal. So how does such proficient anti-mage die to that?
Being anti-mage changes little here, it was just a powerful sudden energy surge cast upon the portal, so she was just unlucky that she was close and the others were further away. Possibly even Kel'Thuzad didn't know precisely how strong the impact will be.

Okay, I could understand if that was meant to show how powerful Kel'Thuzad is. But then 4 heroes and a bunch of normal units just go and defeat Kel'Thuzad, who's not even alone, but has a support of huge horde of undeads and 2 powerful liches. Yes, they had help from Solymus, but still, most of the work was done before Solymus arrived. And what's even more preposterous is all these powerful liches just standing there defending themselves, waiting for the common undeads to do all the work. Like, the fuck? Just a moment ago Kel'Thuzad evaporated a bunch of people by simply putting a barrier and now he suddenly doesn't feel like oneshotting everyone?
If you return to the dialog in "Reunion" interlude, Kel'Thuzad used the portal's magical signature Valena managed to "capture" back in chapter 07 and he entangled himself and the liches to the portal to be able to siphon its energy. The spell was one of a kind, specific to the portal, so they can't just cast it anywhere on anyone.

And 2 liches besides him had no problem no blast everyone with frost nova before, but now they also don't feel like doing it?
The liches are busy holding the portal spell, siphoning its energy to the barrier, preventing the heroes' from escaping and - most importantly - preventing Solymus from shutting down the portal or sending reinforcements.

Oh, and another thing about those barriers. After Valena's death he explained that he was able to do what he did because Valena casted her spell in haste, not being focused enough on properly casting it, which results in some "scratches" in the spell that Eldin could exploit. But the 3 liches here weren't in haste or anything, they planed for such outcome and had all the time they needed to prepare. So why was it possible for Eldin to disrupt them, when those barriers were supposed to be completely fine?
The weak spot here was Valena. As her mind was barely put together when she was resurrected as a Lich, she was still mentally unstable and her mind had to be stimulated by some necromantic spells or concoctions so her power might have been used in battle and in the ritual. This stimulation did a good job, mostly... but Eldin was able to find some exploits. When Kel'Thuzad realized that, he momentarily strenghtened the barrier, but this short moment was enough for Solymus to break through the barrier.

3) Reynart Alinthor - Medical Provisions - on all ability levels Reynart does 2 more motions with his hand than needed. That is, animation keeps going even when it doesn't do any more healing. Well, technically it's not a bug, or rather not the one with this spell specifically - Alchemist's Healing Spray has this issue as well. But Healing Spray's animation is like x2 faster, so it's not that noticeable. Would be nice to make animation consistent with actual effect. Or just make it faster like Healing Spray.
Yeah, I have no idea how to fix it, apart from basing this skill on a completely different one. I adjusted throw intervals to the animation, but there are still these two extra no matter how many waves I use. It's either these extra empty throws, or he could throw them faster than the animation.

5) Not sure if bug or what, but in chapters where Margoth is an ally, the audio of his taunts is very inconsistent in a way that it sometimes does play and sometimes doesn't, even if I have my camera directly pointed at him when he uses it.
We can hear his taunts if we have at least one unit close to him. I limited this because initially it was very irritating to hear it even if he was fighting on the other edge of the map.

Chapter 4
9) For some reason, after every cutscene 2 of my workers (apparently chosen at random) stop doing whatever they were doing before the cutscene.
That's a pain in the ass since 2.00, caused by pausing units for cutscene. I think it may affect a worker if he's inside the mine at the moment of the pause, but I'm not sure. Some missions have some hacks to prevent this, like repeating unpause a 2nd time or issuing orders to mine gold nearby after unpause, but it's not very consistent as none of these hacks solved the issue entirely.
Chapter 5
12) I've successfully finished the chapter with Inaylia dead (I think she died like ~10 seconds before timer ran out), and I'm not sure if that's supposed to be possible.
Once you get the altar, all heroes are expendable.

Chapter 7
13) Terrain bugs can be encountered throughout all chapters, but in most cases they're really minor (might not even consider those as actual bugs), like clipping a bit through some rocks or bridges being a little wider the model shows. However in this chapter they're really funny because you can make your units practice some rock climbing. And there's one point where you can walk through rocks over thin air.
Heh, this map has a long story of being a pain in the ass. Half way through terraining we realised that on areas with depression (large part of the map) a water level remains on zero, so all the shadows, spell markers etc. are displayed on level zero, not on the ground. After lots of attempts to fix this we ended up flattening the whole map and recreating the terrain based on how doodads were previously placed. We then had several iterations of fixing various holes, but well, apparently now enough.
 
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Level 2
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Apr 15, 2020
Messages
5
I completed this campaign in Reforged two times. My first playthrough was on 2.0 version, and the second one on 2.03 version. And, overall, that's a masterpiece. I can hardly recall any campaign that impressed me equally or more. The terraining is most beautiful, the plot is amazing and the gameplay is well-balanced. Even several small bugs couldn't worsen my playthrough. And about bugs, the first one I encountered was in Chapter 3. The undead attack wave that spawns at the western edge of the map stood idle for some reason. The second bug was in the Chapter 9, Eldin's ability that should lift mind control just didn't work, thus preventing me from completing the optional quest. I believe both of this bugs were caused due to the campaign being made for the 1.31, and I played it on 1.36.
But anyway, this campaign was a great pleasure to play. Cheers to Macielos and Nyctaeus, and looking forward for the sequel!
 

Nyctaeus

Hosted Project: W3E
Level 18
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Messages
187
We're in the middle of testing campaign file of the sequel on 1.36. While we're not going for Reforged graphics and will forever remain on SD, we want to use some gameplay and scripting features of the newer releases. The Violet Gate is likely to remain forever on 1.31, but further chapters are likely to be available on the newest patches :] .
 
Level 6
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Messages
46
Absolutely banger of a campaign in all aspects.

Besides the Arkain series, none other so far has had me as invested in its story, lore, characters and various goings on and I'd say Arkain has Exodus clearly beat in those areas mainly due to the fact that it has been in development (I assume) a lot longer thus allowing for the story, world, factions and lore to be more fleshed out and expansive, coupled with Arkain encompassing the events of a whole continent compared to Exodus encompassing select regions of Azeroth and finally due to Arkain being what Exodus wants to be at the outset - a whole different and amazing world to discover and explore.

Once the sequel (and any other following sequels, since I assume the 2nd coming campaign will focus on Jiluun entirely before the hypothetical 3rd one goes back to Azeroth in some fashion) exploring Jiluun in full drops, I'm certain that Exodus will become the only other campaign out there that's a proper match in terms of scale and epicness as Arkain. I'm stoked and excited for when that happens

In terms of gameplay, I've developed the habit of playing campaigns like this one on Normal to finish em in something resembling a timely manner so I'm not sure how things are like on Hard, the bulk of the enemy attack waves in missions were easy to beat (The ones from the mission with the Alterac villages were especially easy, no clue if it was some bug, but the attack waves had some crazy long lasting intervals between hits allowing me to clear the map with Reynart and some token troops more or less unmolested even after I started razing the Syndicate bases) and I only really started sweating some during the last like 3-4min part of the 10-minute survival timer in non-interlude chapter...8? Where, after Inaylia got there, our base had to survive some pretty crazy waves (though, I probably made a blunder by not falling back immediately into the main keep instead of trying to protect the outside area too). After that the attack waves in the following RTS chapters tended to be a lot more similar to the kind of difficulty I'm used to deal with. That said, at one point - my heroes were so strong that I didn't really need any actual armies (everything was just left to defend the base) to deal with the enemy troops when attacking their bases besides siege troops to speed things up - I always love it when a campaign gives me that kind of strong heroes:thumbs_up:. My only real regret is that I managed to raze only the purple base in the RTS part of the Finale mission (an additional challenge for the next playthrough I guess lol).

That said, in the Vimthurn mission, it didn't really feel like the majority of the Scourge and Forsaken armies were focused on each other. Felt more that they started gunning for me from the get go and only sent token attack forces at each other. Mind, that was smart of them, but it's not how I assumed their behavior would be like given what was said in the cinematic beforehand

While I'm not really the type to take much note of terrain (even if it's just plain bad according to other players), I must note that the terrain/environment of all of the maps was pretty well made. The ones with Jiluuni corruption especially, I liked how those looked a good deal

I loved the factions you've made for the campaign, almost each one (even the vanilla human faction) felt fresh and interesting to play with and against when compared to other campaign takes of those factions. I also really liked the spearmen in the earlier chapters for some reason, felt pretty fun to use despite being squishier than the regular footmen. The only criticisms I have in this regard is that the Rangers, for being a supposed more or less independent black ops unit, only had one unique troop you'd expect from that kinda faction, along with the Scourge faction not really having anything new added to them besides the skeleton archers and the Boss-tier Revenants that Valena summoned

For the characters themselves, I liked each of them a lot along with the fact that they almost never just immediately clicked and started working together like a well-oiled machine, that they had some actual disagreements with one other on how to do things, like I've seen tend to happen in some other campaigns (or stories in general, really). That said, it did feel at times like they didn't either have any reaction to things like they should have or a smaller one than I'd have expected em to have. For example, when we first meet the Crushridge Ogres with Reynart, man said basically fuck all about em suddenly being there and were actually organized unlike regular Ogres, or the fact that they seemed to work with the enemy a bit too willingly (this at least was addressed in the chapter where we free Mug'Thol from Sylvanas' mindfuckery). Another case would be the bulk of the 2-3 missions where Eldin and Inaylia worked together, the former talked surprisingly little during that time (especially when comparing his behavior while working with Reynart or Vespira), particularly after the altercation with Sylvanas ended (and beyond that, too, really. He didn't talk all that much compared to Inaylia while conversing with the dwarves) - he warned Inaylia that she wasn't acting calm headed like she usually does and yet he said...nothing when things had relatively calmed down after that event and while it is true that Inaylia herself acknowledged that she did indeed fuck up massively and ended up looking like a hypocrite (a big plus to the writing for just allowing their characters to realize they screwed up big instead of trying to prove their decisions were correct), I still feel like he should have said...something more than he did. Speaking of Inaylia, while I understand perfectly why she ended up acting the way she did in the Sylvanas chase mission, it kind of felt like she started acting recklessly out of nowhere - without the underlying reasons for it manifesting in any notable way in previous missions, which leaves us with her acting quite out of character in that mission compared to the rest of the time where she more or less always played her hand smartly and calmly and was in general one of the voices of reason. Also, I was expecting my dwarven units and allies to give some angry exclamations to me using Garithos' axe item (as noted in the item itself) there was nothing, which was honestly a bit disappointing. Besides the things I mentioned, everyone acted more or less how I expected them to do the rest of the time. A bit of a shame Vespira bit the bullet though, ngl - I woulda liked for her to remain alive since she was a character that had differing opinions, which she also stood by, when compared to the main characters, challenging them to prove why their own ideas/causes would bear fruit.

Small criticism in regards to the character models. Reynart's portrait model...doesn't look good, to say the least - it looks just plain bad compared to all of the rest (I loved his shockwave animation though, epic thing), Inaylia's also had a similar issue if a lot less prominent. I think Eldin's also had a slight issue, but his was way better than Reynart and Inaylia's.

In regards to bugs, I don't remember encountering any real serious ones anywhere that I can remember (Another big plus). That said, a bit after the first few to several minutes of the mission until around the midway point (when I had reduced the enemy population a good deal) where we freed Mug'Thol's mind - I started encountering a lot of game stuttering all of a sudden. After that, in the following RTS parts of a mission, (while there wasn't any game stuttering) when trying to either exit the game, load a save while currently playing the map or exiting the victory/defeat score page - the game froze hard and took its time to close when I tried to force it with CTRL + F4 (Couldn't get Task Manager to show up so that I can END TASK the thing). I'm not sure if the issue was on my end or the campaigns', digging around in hive threads seemed to point to the potential issue on the campaigns' end (if it ain't on my end instead, of course) being too many memory leaks or something. Also, for the 4 Alteraci villages mission, dunno why, but sometimes after one of the village cutscenes ended playing - I'd suddenly find Syndicate troops somehow magically having managed to get through the something something 20-30 tower wall of death unscathed into the villages and were making a mess of the places, I initially assumed they were spawning in there for some strange reason, but I think it was actually the orange Syndicate forces being allowed to move and attack while my units and buildings couldn't. Finally, I couldn't figure out how to keep track of Vespira's mana charges besides waiting for the attack speed boost to appear and the skill to burn 100 mana for 20 charges didn't really seem to be doing its intended job since I didn't get the 25 charges skills after triggering it when I was sure I had more than 5 but less than 25 charges


At long last, I loved the Music - a lot of the good Warcraft franchise songs were chosen to be played and greatly increased the experience, unlike pretty much any other campaign I've played where I had to intentionally make the game play the Storm, Earth and Fire banger track for those moments where I wanted the ambient music to have more of a kick.

All in all, I loved the experience of playing this phenomenal campaign and am eager to see what you guys do in the sequel. Finally deciding to bite the bullet and download patch 1.31 to play the campaigns restricted to it like this one was worth it for this amazing campaign ride alone.
 
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Nyctaeus

Hosted Project: W3E
Level 18
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Messages
187
I don't see Arkain as a good comparision here. Arkain creates a whole new, original setting and it's goal is not to portray a certain aspect of it, but many parties, themes and characters sharing a single setting more like Game of Thrones. While Arkain sets it's events in large scale and tells many different, interlaced stories, Exodus is much more focused experience told in spin-off format that branches from Warcraft universe, but takes it's own route later on. Exodus is more like like Better Call Saul to Breaking Bad, and while further chapters will gradually build it's own setting, it will still be a side story for Warcraft, focused mostly on it's own things.
Ending of the The Violet Gate was written to create a feeling, that there is little to speculate about main theme of the sequel that was already in development before we even release TVG, but also Jiluun is deliberately very vaguely explained this far. The very nature of Jiluun with internal ecosystem of the Enclave within provides us with fertile ground and plenty of space to drive our own lorebuilding forward, without limitations enforced by WoW or Warcraft III itself. The Violet Gate is a story on it's own, but it also functions as full-scale introduction to real main-theme of Exodus, which is Jiluun.

Both campaigns of Tomoraider [Rise of the Blood Elves and Curse of the Forsaken] were primary sources of inspiration for narrative aspect of the Exodus. While there are many factions and characters portrayed in both campaigns, primary focus was always on Blood Elves and later, the Forsaken. The Violet Gate is a story about Alliance survivors, that gradually shift it's focus towards the Enclave...
To become just a story about The Enclave in the sequel :]

Re: Difficulty
Exodus was deliberately balanced for the "casual Warcraft player". While this community and Warcraft III scene in general has some expert players, our main assumption here is that majority of the community do not score top notches in the ladder like Grubby, and the balance needs to accessible to average enjoyer of custom campaigns. In fact I'm pretty average player while Macielos is more like hardcore player who likes challenge. For this reason, Normal and Hard can be quite different and Hard features additional, trigger-based challenges. It has it's difficulty spikes for variety, but in general we never wanted anything crazy... Like Arkain sometimes can be :p .

Heroes are so far the most difficult to balance. We applied balance changes couple times already, but the endgame can still be completely crazy and if one wants to play PVE HotS, and so far such players are absolutely free to do so. While we still intend to apply additional balancing to lategame, we also don't want to simply take away all the pleasure of burning everything to hell and beyond using bunch of superstrong heroes. I say we're not yet at the point of finding a "golden balance", but we're working on it :] .

Re: Characters
We noticed that Eldin has much less character development time then the rest, and that's one of the reasons why we added entirely new map in 2.03. Also we wanted to explore The Enclave a bit further before sequel.
Act II and further, possible acts will feature much more character development with RPG-style dialogue options, and camps between missions with various activities in. Jiluun has very detailed lore and in general we want to go for much more detailed and deep worldbuilding as one of signature features of Exodus, but there is too little space in actual campaign missions to do so. So there is a lot of additional activities planned for those who want to get familiar with output of our crazy imaginations further.

And the portraits? Man... It's so hard to make a good looking faces :p . And it's even harder to make them good-looking with animations and SD shaders. While I think that neither of our original character is particularly bad-looking [otherwise I'd rework it], amount of subtle things that can randomly say FU! on the way is astonishing and the final result is often hard to balance and control. In many aspects, Warcraft III engine provides much less control over things then we - content creators would like to have. For this reason we sometimes prefer to leave something we're not fully satisfied with, then going nuts with attempts at polishing something to the brim. Modders of this game do crazy things from years that vastly exceeded any expectations of [the old, good] Blizzard when they worked on the game themselves. Efforts of modders like Retera are neverending battle with tech aspects of the engine itself.

So... Art is never perfect. It's not about laziness. It's about keeping our sanity intact xD.
 
Level 26
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Aug 18, 2022
Messages
640
Macielos and Nyctaeus: released another content-full patch for Exodus
Players having completed three playthroughs already:

View attachment 441206
I'm back to this campaign again, since you guys updated it. Not just updated it, oh boi, you guys re-sewed the fabric here and there. New voicelines for the units, and let me tell you something: "The Wisdom you seek, it's mine to share." (Still my best line from the campaign, unit section, and yes, I know, he can say this from release number one.)

You made the campaign units tell their share of the story, just by clicking on them. The desperation & last stand feeling is still on the top, but now, you guys made the atmosphere better with these new lines: not just units, but Reynart can tell his little tales by clicking on him a few times. The heroes have new models, & icons, seems cool all of them, they are better.

Also, Enclave new units... or not new, just replaced ones. This campaign shows you guys put incredible amount of work here. I'm very much impressed.
Also the bonus mission with Vespira is a good one, and challenging.

But, as usual from me, I like to find where the nuts is loose a bit, so, after the songs and pleasures, impressions and enjoyment, stories & tales, on the road to Jiluun. I have some bugs to show. I don't have a problem with the Biber line, so calm down guys ;)

Bonus Mission bugs:

Vespira Arcane Defense Ability bug: Somehow I managed to hide the numbers, that she show above her head when the Ability is activated. It's happened during a fight, and I saved during the fight. After that, the numbers above her head is vanished, and I don't know how many charges I had. I even loaded the save, and no luck.

WC3ScrnShot_082323_204817_03.png

Somehow I feel, a stone is missing from there, but anomalies from the portal can do these kind of things.
WC3ScrnShot_082323_210233_04.png

Ending cinematic of the Bonus Mission: the first lines of the cinematic subtitles is so fast, that I had no chance to read all of the first 3-4 lines here. After the first 3-4 subtitle was hyper shown to the player, this picture represents what was happened for a few long seconds.

Chapter 8 Bug(s):
It's so lagggy. I played this chapter 4 times now. After the destruction of the Forsaken Minions, the game was normalized. I'm not sure. Yes, you guys have been explained to me, why the mission is so laggy in the past. Sometimes, after I destroyed the attack wave of the Forsaken Vanguard, it also somehow normalized the game, not for too long sadly.
 

Macielos

Hosted Project: W3E
Level 18
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Jul 9, 2010
Messages
224
Here's a new patch. No groundbreaking changes this time, just fixing and balancing... and this son of a bitch at his finest.
SonOfABitch.png


Unfortunately I couldn't reproduce HuanJuan's bugs in the bonus chapter so far - Vespira's label was fine after loading in several configurations, but there have already been some strange edge cases after loading, like the infamous caravan bug in 08, so it's probably reproducable. On the other hand, I have no idea where this outro messages bug comes from - both in my playthrough and in YT playthroughs they seem to last long enough.

Chapter 8 - that one I definitely reproduced today. The lag is slight on my machine, but it's clearly there, happening every X seconds, stopping after destroying all Forsaken bases and sometimes after destroying their attack waves. I thought it's AI's pathfinding, but they're not getting stuck anywhere. Another theory is that one of the models is broken, but they're present in 09 and 10 and no problems there.
 
Level 26
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Aug 18, 2022
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640
Unfortunately I couldn't reproduce HuanJuan's bugs
Someone said, if I have too many hard saves (not quick saves), those can make things worse, but I'm not a dev, so probably that's the reason why some of the bugs I submit it's either non-reproduce-able or non-existent. I playing on WCIII Classic 1.31 patch.

Chapter Eleven:

Vespira Ultimate (R) ability seems stuck sometimes: When their part of the base attacked by the Undead, and the ability was used: she cannot stop that. Even when no more enemies in the near. So basically she has a spinning blade around here, and just staying. I'm not sure, this is a bug or a feature, or not both, but: it's normal.

"Moloch ready" is bugged here, I get the notification in text and the Ping on the map, but where the time was shown (Count Down), when the Moloch is ready, it shows nothing. It appears to be happening, after the first Moloch was operational and destroyed.

Edit: Oh, and again, in the newly released version: I need to replay THE WHOLE campaign again, because of the update. That's not gonna happen sir or ma'am. Nope. Thank you guys for the update.
 
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Macielos

Hosted Project: W3E
Level 18
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Jul 9, 2010
Messages
224
Sorry, I don't know how to use the editor, or making chapters available from there. Warseeker do solved this simply in the past, with one of their campaign (Twilight Hammer Campaign).
It's simple, just open the editor, click on campaign editor on toolbar (or press F7), open the campaign file, go to loading screen tab and you'll have a list of buttons for each chapter, just click on a button, check "visible" checkbox, save the campaign, voila.

Resetting progress on campaign change is a game's feature unfortunately. I guess it's possible to store the progress in a game cache and load it through trigger, enabling proper maps, although it would require player to launch to some dummy mission to run this trigger. That may actually be a good idea for the future.
 
Level 26
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Aug 18, 2022
Messages
640
It's simple, just open the editor, click on campaign editor on toolbar (or press F7), open the campaign file, go to loading screen tab and you'll have a list of buttons for each chapter, just click on a button, check "visible" checkbox, save the campaign, voila.

Resetting progress on campaign change is a game's feature unfortunately. I guess it's possible to store the progress in a game cache and load it through trigger, enabling proper maps, although it would require player to launch to some dummy mission to run this trigger. That may actually be a good idea for the future.
@Warseeker solved this problem back with the "Shadow of the Twilight's Hammer" campaign. The mentioned Campaign maker did something, that I don't needed to replay the whole campaign in the past. Ask Warseeker about it, I know jacks*t about campaign and map making.

Thank you for your description about how to do it, but if my heroes Items and stats are gone, then I make a pause here, and I came back, when a bigger update happens.
 
Level 3
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May 29, 2023
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8
Finally , I play through the campaign,it is very good indeed. However, some chapters map are very difficult to find the route, especially the chapter 7 and the bonus chapter. Our heroes will go up to the hill but could not go down to beat the enemies. I hope you could change the map a little bit,not so many high hills .Also ,at the chapter end, it will stick to the victory screen but can not go further, I will only reset the game to play next chapter.

maybe this will be the campaign of the year ,thank you
 

Nyctaeus

Hosted Project: W3E
Level 18
Joined
Oct 16, 2021
Messages
187
Finally , I play through the campaign,it is very good indeed. However, some chapters map are very difficult to find the route, especially the chapter 7 and the bonus chapter. Our heroes will go up to the hill but could not go down to beat the enemies. I hope you could change the map a little bit,not so many high hills .Also ,at the chapter end, it will stick to the victory screen but can not go further, I will only reset the game to play next chapter.

maybe this will be the campaign of the year ,thank you
Look for paths on the ground. Dirt Rough texture usually form major routes for player, indicating that something important is at the end. Sometimes paths made of different tiles leads to minor activities.

Can you make a screenshot of the spot you can't go down from?
 

Macielos

Hosted Project: W3E
Level 18
Joined
Jul 9, 2010
Messages
224
Congratulations for an amazing campaign.This was amazing.Looking forward to the sequel, hopefully on 1.31.1.
Thanks. Unfortunately the sequel will have to be on Reforged (with SD graphics of course) - we had to migrate because we are using some heavy scripting to create fully custom abilities and other gameplay mechanics.
 
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