• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Exodus: The Violet Gate 3.05.2

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
  • 13 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, all dialogs and cutscenes
  • Custom scripted AI for majority of computer players
  • 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
    • Lordaeron Rangers
    • 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, playable on Reforged (although with some issues - see at the bottom of this post)

  • 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…

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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:
Bugfixing:
- Added missing Ready voiceline for Alliance Archer (plays only on Reforged)

Chapter Five
  • Adjusted position of one camera in outro cutscene
  • Fixed music change in Eldin cutscene on Reforged

Interlude
- Fixed music change after duel on Reforged

Chapter Six:
- Fixed music change in intro and outro on Reforged

Chapter Eight
  • Fixed music change in intro on Reforged
  • Message from the Apothecary on the island no longer appears if he's dead

Chapter Nine
  • You can no longer capture freed Jiluun creatures with Purity of Mind (thanks to Aswel for finding the bug)
  • Fixed music change in Sylvanas and Kel'thuzad cutscenes on Reforged

Bugfixing:
  • Fixed hotkeys for Alteraci Servant and Pillage
  • Fixed position of Burning Oil upgrade icon

Chapter One:
- Fixed overlapping music in outro cutscene on f...ng Reforged

Chapter Four:
- Fixed Valena's portrait on Reforged

Chapter Six:
- Fixed main quest icon

Bugfixing:
- Restored campaign logo (previously changed by accident)

Bugfixing:
- Syndicate Guard Tower, Syndicate Cannon Tower and Enclave Cannon Tower now properly use damage upgrades

Bugfixing:
  • Removed 2. tier of bunker upgrade because it disabled attack on the move granted by the 1. tier upgrade. 1. tier has now higher cost, requires Castle, but gives higher bunker speed bonus
  • Aedale's Coven Robes now properly increase nearby units' mana regeneration as their description suggests

Chapter One:
- Enemy upgrades on Hard difficulty reduced from level 3 to 2

Chapter Ten:
- Fixed incorrect voiceline of Inaylia in the intro

Finale:
- Fixed issue with some units sometimes not disappearing in the portal in the outro

Others:
- Tuned down "Plaguelands" track playing in Chapters Three and Ten

Bugfixing:
  • Fixed bug with Vespira's ultimate crashing a game if she was affected by Damage Aura (e.g. from Lordaeron Banner or Warsong Drums)
  • Fixed bug with Vespira's Arcane Defence buff activating also when other units used Defend

Chapter One:
- Fixed Valena's portrait on Reforged

Chapter Two:
- Removed debug lines from Balnazzar's AI and Green Undead AI

Chapter Six:
- Added Ensnare upgrade and +2 weapon and armor upgrades to Alteraci Syndicate, added some more anti-air units

Enclave Chapter:
- Fixed bug with several in-game dialogs not playing after we skipped the secondary objective cutscene

Chapter Ten
- Blacksmith upgrades now correctly apply to all Dwarven units

Bugfixes:
  • Fixed some incorrect voicelines
  • Fixed Cleric Master Training name and description
  • Fixed Outcast Master Training description
  • Fixed some hotkeys
  • Added missing 'ready' voicelines for some units (they play only on Reforged)
  • Upgrades now correctly apply to Syndicate Conscripts, Crossbowmen and Winged Hussars
  • Fixed Ogre Warrior's portrait
  • Alteraci mercenaries in Chapters Six, Eight and Eleven are now hired with their upgrades enabled

Rebalancing:
  • Outcast's Fire Bolt, Ogre Stone Thrower's Stone Throw - cast range reduced from 800 to 600
  • Hydromancer's Ice Bolt - stun time reduced from 3s to 2s
  • Outcast's Lightning Storm - stun duration reduced from 8s to 3s, effect radius reduced from 400 to 300, added cast time, increased mana cost, added 45s interval
  • Increased Paraglider's attack range from 450 to 650
  • Increased War Wagon's priority from 3 to 6

Chapter Two
  • Slightly reduced size of Garithos attack waves
  • Disabled AI debug lines that were left by accident

Chapter Three
  • Fixed some overlapping messages
  • Removed one unit in each group to rescue that was duplicated for some reason

Chapter Four
  • Your research is now shared with all liberated villages
  • Increased intervals between Syndicate attacks on the villages
  • Reduced number of Outcasts in Margoth's base

Alteraci Chapter
  • Fixed AI crashing on Reforged
  • Fixed map description
  • Fixed some quest messages

MAIN FEATURES:
  • All dialogs and cutscenes now have full AI voice-over
  • New Alteraci Chapter: 'Into the Snake Pit'
  • New script-based AIs for majority of enemy computer players
  • Adapted to Reforged while still 1.31-based

GRAPHIC UPGRADES:
  • Custom hero models have brand new, custom-painted textures by @Moy . Some of them very chad...
  • New models for the Savior of Mankind and some insignificant dreadlords, multiple vanilla models replaced with re-classics
  • New effect for Solymus' ult
  • New aura effect for Eldin
  • Most trees replaced by higher-quality, animated version.
  • And much more...

TECHTREE FEATURES:
  • Full fledged playable techtree for Alteraci Syndicate
  • New units and unique faction mechanics for Lordaeron Rangers, including mobile supply bunkers
  • New units for Crushridge Ogres and the Forsaken techtree,
  • New units for the Scourge, forming several Undead subtrees for more diverse gameplay against them
  • Searing Arrows - new siege ability for Alliance Archers, actually useful unlike Blizz' version
  • New burrow-like defensive mechanics and upgradeable quarters for the Dwarves
  • Dwarven advanced airships are now built in Dwarven Skyport rather then a human-looking Hangar

REBALANCING:
  • Enclave Legionnaire now costs 3 food
  • Dropship now costs no food, but has increased gold and lumber cost
  • Increased cooldown of Margoth's Torrent of Profanity, but decreased mana cost.
  • Spear-throwing units like Syndicate Skirmishers can no longer attack air units, they are now "close ranged" units like Spearmen. Ogre Hunters are an exception because they are stronk.
  • Increased Abomination's attack range (to match Spearman)
  • Rearranged some item drops, some drops now include new items
  • Increased damage of Inaylia's attack while going out of Stealth to 250
  • Increased production time of Ranger, Hydromancer and Enforcer
  • Increased hitpoints of all trees from 50 to 70
  • Revamped AI - apart from using scripted AI that can now apply more complex strategies, some upgrades were made to commons.ai, e.g. adding a separate build loop for base (re)building, so that AI no longer stops producing units after losing a single structure that's earlier in the build order (e.g. a town hall). But in order to prevent it from going invincible mode with instantly replenishing armies, on Normal difficulty unit training loop has now much bigger interval, so even if enemy armies and garrisons are strong, but they don't rebuild quickly. On some maps it is also balanced by replenishing AI resources with longer intervals.

BUGFIXES:
  • Fixed some pathing holes (yep, there were still some)
  • Added a dirty workaround for Solymus' ult (starfall-based) so that it had a proper custom effect on Reforged
  • Added a dirty workaround everytime a music is changed so that it changes properly on Reforged
  • Recreated some units using different base units so that their custom portraits are displayed properly on fu*king Reforged 2.0
  • Fixed requirement for Enclave's Spyglasses research

OTHER:
  • Renamed some Eldin's skills to better fit his character
  • New hidden voicelines for some existing heroes and units like Margoth, Thamdan and Gunship
  • Even more insults for your favourite warlord

Chapter One
  • Fixed lines exchanged between Reynart and Lich during the initial combat
  • New voicelines for Thardis Villenfall, including some backstory for him (check his hidden lines)


Chapter Three
  • Increased Fleshtearer's hitpoints and regeneration speed
  • Slightly reduced number of allies to find
  • New Ranger units

Chapter Four
  • We now start with a Rider for easier scouting
  • New Syndicate hero and new units
  • Thanks to new AI Undead can now be hostile towards the Syndicate, but they only send attacks against the player and liberated villages in range
  • Completely reworked boss fight with the Revenant, new model for him, changed skills for forest spirits

Chapter Five
  • Gold gathered throughout the map is now kept when taking over a base
  • New music for defence part and new dialogs

Chapter Six
  • Added an Alteraci mercenary camp
  • New music

Enclave Chapter
- Change some Enclave upgrade names and icons

Alteraci Chapter
- New subplots, new heroes, new techtree, new challenges and some slavic magic

Chapter Eight
  • Added an Alteraci mercenary camp
  • New location to explore on the lake
  • New Forsaken units, including stealth ones
  • New tableboard to show stats of convoys from all passes

Chapter Nine:
  • Rewritten parts of the mission plot and dialogs
  • New hero
  • New enemies
  • New bossfight

Chapter Ten:
- Rebalanced the map, thanks to new AI Scourge and Forsaken now mostly focus attacks on themselves, but will redirect attention on Vimthurn dependently on player's expansion direction. The map should now be played more strategically, more dynamically, with less grinding

Chapter Eleven
  • Added an Alteraci mercenary camp
  • New Alteraci heroes
  • New units for the Scourge
  • Moloch timer windows are now displayed properly
  • Molochs now fire more frequently

Finale
- Fixed Solymus' unit color in some of his messages

- 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...

  • KNOWN ISSUES
- Sometimes there is a lag in the middle of combat. I couldn't figure out why. But so far nobody else reported that, so it may by my local issue.

REFORGED ONLY:
  • Loading screens are displayed in incorrect resolution and there's a Reforged faction icon in the wrong place
  • "Play music with offset" e.g. in Chapter Two cutscenes plays it from the start
  • Some non-playable/rare units were left with broken portraits. It was not worth the effort to recreate all of them. But all playable ones are fixed
  • Some replaced tiles are displayed incorrectly - it could be a problem only on HD/classic HD, so we recommend playing on SD
  • Some units, abilities and upgrades use wrong hotkeys
  • One person reported a problem with invisible or untargetable units after loading a save on SD - but so far I couldn't reproduce it
  • After loading a save sometimes music stops playing

  • 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

3.0:
Aedale: Base asset by Dreamcraft and Michael32, remodel and retexture by Nyctaeus, conversion and compilation by Stefan.K, final checkout by GeneralFrank
New textures for main heroes by Moy
Defiless by Jab1z, edits by Nyctaeus, additional fixes by General Frank
Witch textures by A.R.
Runic textures by Daenar7
Ogre main halls, multiple units for Alterac, Ogres, Forsaken and Scourge from resources of Stein123
Dark Smoke by Jiok
Ogre Towers by NilasAran_39 (from XGM)
New trees by Longbowman, edited by Jiok
Mobile Bunker by General Frank
Wight by Villagerino
Drust Doodad And Weapon Pack by Tier10Trash
Rain of Arrows by HerrDave
Revenant Outcast by Moy
Abomination (Re-Classic) by johnwar
Alchemist and Derivatives by Ujimasa Hojo
All Human Nations Tents_Colored by StonemaulMidget
Alterac Army by bakr
Ambal 1 by Darkfang
Ambal 2 by Darkfang
Ambal Killer by Darkfang
Ambal Killer Intent by Darkfang
Amored StalHound (Skeletal-Wolf) by Mister_Haudrauf
AntiMagicShell by JetFangInferno
Araj the Summoner by BaiyuGalan, Commedia
Araj the Summoner Icon by BaiyuGalan
Armors by RvzerBro
Athelas by Vinz
Bandit Assassin by HuanJuan, Blizzard Entertainment
Bandit Ronin by Darkfang
Bandit Spearthrower Icon Pack by HuanJuan, Blizzard Entertainment
Bandit Variants by TheHuntress
Bandit-Pack by DREADMAN
Barrow Den and Derivatives by Ujimasa Hojo
Bat Rider and Derivatives by Ujimasa Hojo
Battle Chariot by Mister_Haudrauf
BladeStorm by JetFangInferno
Blink Vol. I by Vinz
Blizzard by Vinz
BTNAcolytesRobe by Milan The Ripper
BTNAdept002 by 8512590215848
BTNAdept01 by 8512590215848
BTNAmbal by Scias
BTNAmbalKiller by Scias
BTNANANatureReviveExplosion by Anachron
BTNBat Rider (Forest Troll) by Null
BTNBearTrap by General Frank
BTNBlazePotion by Moy
BTNCommonArmor by PrinceYaser
BTNDarkClouds by NO-Bloody-Name
BTNEgg by maxor_gan
BTNFirePotion by ChevronSeven
BTNGaussRifle1 by The_Silent
BTNGaussRifle2 by The_Silent
BTNGaussRifle3 by The_Silent
BTNGDWingsofMagic by Golden-Drake
BTNGlowingSpear2 by Golden-Drake
BTNGoblinAlch by Scias
BTNGoldHelmet by Mc !
BTNgryphon by Hantoo, Herrdave
BTNINV_Hammer_16 by Blizzard Entertainment
BTNINV_Hammer_20 by Blizzard Entertainment
BTNINV_Misc_Ale_01 by Blizzard Entertainment
BTNINV_Wand_06 by Blizzard Entertainment
BTNINV_Wand_07 by Blizzard Entertainment
BTNINV_Weapon_Crossbow_09 by Blizzard Entertainment
BTNLightningStrike by Marenko
BTNMage01 by 8512590215848
BTNMage02 by 8512590215848
BTNMaskOfTheForestMadness by Moy
BTNMultiArrow by Panda
BTNNatureHealing by Bogrim
BTNNaturesWrath by -Berz-
BTNPiercingArrows by Blizzard Entertainment, genin32
BTNPoisonArrowHeads by Wezthal
BTNSearingArrowsAlt by BETA
BTNShieldCrash by Milan The Ripper
BTNSword2 by Grujah.Noob
BTNTakeAim by D.ee
Carrion Bats (1.32) by Vinz
Chariot by Murlocologist
CloudOfFog by JetFangInferno
Conscripts by Gree-D
CryptKnight by HappyCockroach
Culling Slash by Vinz
Dalaran_towers_textures_Kirin tor by Blizzard Entertainment, Spinel
Dark Apprentice by Darkfang
Dark Elf Valkyrie by supertoinkz
Dark Magician by Darkfang
Dark Minions by Commedia
Dark Ranger (Remodeled) by Jab1z
DarkMinion (another version) by Commedia, Elf Knight-
DotA1: Dark Willow (Mireska) by Jab1z
Dragonbone Golem (variative) by Villagerino
Drust Swamp Beast Pack by Tier10Trash
Dwarven Riflemen (Re-Classic Pack) by johnwar
Dwarven Structures and Doodads (Bronzebeard) by bakr
Fire Arrows by Vinz
Flesh Golem by protivogaznik, DREADMAN
FlyingSpearThrower by MassiveMaster
Forsaken Hunter and Death Archer by johnwar
Forsaken Necromancer and Apothecary (Re-Classic) by johnwar
Forsaken Necromancer/Apothecary (Re-Classic) by Aldeia, johnwar
Frost Wyrm (Re-Classic) by johnwar
Generator crystal by Nightmare2077
Generators by Tranquil
Ghoul (Re-Classic) by johnwar
Gryphon by Hantoo
Halberdier and Derivatives by Jiok
Heavy Bandit by Ripper7
HQ Classic Rogue Wizards by Aldeia
Human Alliance Banners by bakr
Hussar by Mechanical Man
Hussite War Wagon by Kuzakani
Hut by communist_orc
Ironforge Ram Rider (Re-Classic) by johnwar
It's a bear trap! by General Frank
Killer (AXE) by Darkfang
LargePotionOrange by Tyranda101
Lord_T's Ogre Drummer by Lord_T
Marauder by Darkfang
Militia Pack by Ilya Alaric
Mogor by BaiyuGalan, Stefan.K
Mordor Great Hall by HerrDave
Mortar Team (Re-Classic) by johnwar
Nature Beam Missile by DragoonZombie
Ogre Gladiator by Filip95
Ogre Magi - [With Mace] by Direfury
Ogre Wizard by mistertea, MrOgre
OgreWarlock by takakenji
Parrot (multiple varieties) by Bleeq
Parrot Orange by DarkePacific
Plate Cuirass by Aldeia
Poison Elemental by icewolf055
Providence Aura by Vinz
Revenant Covenant by Rhapsodie
Roar Ability (Humans) by bakr
Shadowlands 9.1 - Devourer Flier by Sire Denathrius
Shots Vol. II by Vinz
Skeleton Archer - with Helm and Shoulderpads by Eagle XI
Skeleton Ogre by Eagle XI
Skeleton Troll Axethrower by Eagle XI
Skeleton Warriors (pack I) by Villagerino
Soul DIscharge by Vinz
Templar Gatherer by Direfury
Templar Ranger by Direfury
The Revenant Covenant by Ceterai
The Seven Kingdoms of Human by Tunadil
Tower (Tower Defense) and Derivatives by Ujimasa Hojo
Units On Horseback Simple Icon Pack by HuanJuan, Blizzard Entertainment
Villager (Male) and Derivatives by Ujimasa Hojo
Widow Poison / Spider Toxin by Vinz
Wight icon pack by Villagerino, Blizzard Entertainment
Witch by Em!

Tiles:

Vanilla tiles edits by Nyctaeus
Tile packs by Snart
Natural Winter Ice by Tamplier
Natural Winter Snowy Rock by Tamplier
Alterac Grass - Hearts of Storm

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)

Music [3.0]:
Warcraft 2 Orchestrated Music by VG Music Revisited
Hearthstone: Arthas Menethil
Echoes of War: Journey to Kalimdor
World of Warcraft: Dalaran Dusk

Ancestors Legacy Soundtrack:
Calm Before The Storm
Cold Plains of Britannia
Crown of the Damned
Death Is Nigh
Dreams of Peace
Dreams of Power
Fallen Bretheren
Forgotten Nights
Gallows For The Traitors
Spirits of the Forefathers
These Marshes Shall Be Your Grave

The Witcher 3: Ladies of the Woods
The Witcher 3: Steel for Humans

Thronebreaker: Ysgith
Thronebreaker: The Bloody Mistress

Voices:

Reynart - Generated using ElevensLab. Source: McCree from Overwatch
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
Marksman - Generated using ElevensLab. Source: Vincent the Frostbringer from V Rising
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, additional lines generated using ElevensLab. Source: Catherine Rogers.
Thamdan - Original lines from Heroes of the Storm, additional lines generated using ElevensLab. Source: Vanndar Stormpike

Voices 3.0:
Thardis Villenfall - Generated using ElevensLab. Source: Sir Palmerin froom Witcher 3
Valena - Generated using ElevensLab. Source: Vampire Diva from Witcher 3
Valena (Lich) - Generated using ElevensLab. Source: Auriel Demonic from Heroes of the Storm
Aedale - Generated using ElevensLab. Source: Qhira from Heroes of the Storm
Aliden Perenolde - Generated using ElevensLab. Source: King Beggar from Witcher 3
Valenthar Hath - Generated using ElevensLab. Source: Overseer from V Rising
Faranell Hath - Generated using ElevensLab. Source: Olgierd from Witcher 3: Hearts of Stone
Ulrich Falconcrest - Generated using ElevensLab. Source: Bloody Baron from Witcher 3
Vael - Generated using ElevensLab. Source: Whoreson Junior from Witcher 3
Mokosh - Generated using ElevensLab. Source: Curse Weaver from V Rising
Ambusher - Generated using ElevensLab. Source: Bandit from Warcraft
Pathfinder - Generated using ElevensLab. Source: Bandit from Warcraft
Javelinman/Skirmisher - Generated using ElevensLab. Source: Bandit from Warcraft
Enforcer - Generated using ElevensLab. Source: Maceman from Stronghold 2
Winged - Generated using ElevensLab. Source: Knight from Stronghold 2
Outcast - Generated using ElevensLab. Source: Vanilla Archmage
Survivalist - Generated using ElevensLab. Source: Sukrus from Witcher 3
Vagabond - Generated using ElevensLab. Source: Raynor from HOTS
Whispess - Generated using ElevensLab. Source: Weavess from Witcher 3
Defiless - Generated using ElevensLab. Source: Polora the Feywalker from V Rising
Gryphon Marauder - Generated using ElevensLab. Source: Vincent the Frostbringer from V Rising
Parrot - Generated using ElevensLab. Source: Junkrat from Heroes of the Storm
Fleshtearer - Generated using ElevensLab. Source: Stitches from Heroes of the Storm
Various NPCs from Alterac Pass - Generated using ElevensLab using various voices from the Witcher 3
Various Undead - Generated using ElevensLab. Source: Leoric from Heroes of the Storm



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
ElevensLab

  • 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 Warcraft 3 1.31.
The campaign is playable on Reforged 2.0, but you can encounter issues (see above). On Reforged we recommend playing on SD (NOT HD or Classic HD).


  • WHY THERE ARE MULTIPLE CAMPAIGN FILES:
  • If you want to start from the beginning, download the default ExodusTheVioletGate file.
  • If you were in the middle and want to continue on newer patch, download file ExodusTheVioletGateAllChaptersUnlocked.
The only difference between those two files is the initial visibility of the maps. Your heroes stats and items are stored in a Game Cache, so they will be available on the new version. However, you will no longer be able to load your previous save files.
  • And if you prefer playing with Chinese subtitles, you can pick ExodusTheVioletGateCN - Chinese translation provided by @NovaLan

  • LOCALIZATION HISTORY:
  • 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
  • [2025.04.10] Updated Chinese localization to 3.05.1 provided by @NovaLan
Contents

Exodus: The Violet Gate 3.05.2 (Campaign)

Exodus: The Violet Gate 3.05.2 (Campaign)

逃亡:紫罗兰之门 3.05.1 (Campaign)

Level 7
Joined
Jul 5, 2017
Messages
62
Just finished replaying the campaign again on 1.31 and on Hard (compared to when I did it in Normal the first go around, I think. I'd replayed the whole of Arkain on Hard just before this campaign and figured I might as well do the same for TVG)

There have definitely been improvements in terms of the story, lore and characters since I first went through this about a year and something ago. I think just about all the criticisms I had at the time have been pretty well addressed from what I could see (or well, if nothing much was actually changed, I suppose those 2 years have apparently changed my perspective enough lmao). Eldin had about the reactions I expected for him during the swamp mission and directly after it (and I'd say he was better developed as a character overall, too), Inaylia's behavior during and after it felt better handled, Raynart had more of a reaction to the Ogres in general. There was no Garithos axe though, or at least I didn't find it, so I couldn't check what the dwarves' reaction would be now after the changes.

I also really liked the expansion that's been done on the Alteraci a great deal (and I assume that character talk mechanic is something directly from the sequel? I think I remember one of you two mentioning it). I assume the bulk of the inspiration for them was Eastern European folklore and culture? Very nice addition, even if it was a shame how Aedale (And this Aedale is quite the baddie indeed:wink:) and the more politically savvy Hath brother got so abruptly cut off during the Finale (Mind, I do understand why - just with the usual 4 the Kel'Thuzad fight was definitely slanted in our favor even on Hard. No mind if we got Aedale and the Hath bro helping as well). Speaking purely in terms of character, I'd have expected at least Aedale to be down to fight Kel'Thuzad as well - she fought Mokosh, figured she'd have stayed around for the Lich as well. Or for us to at least see the two either evacuating during the starting cinematic or helping in the initial defense of the portal before evacuating afterwards as we transitioned to Inaylia and Margoth. Still, I do understand why they weren't allowed to stick around due to gameplay balance reasons.

So, overall far as this goes, amazing work all around with the changes made!


Now, for the feedback on the actual gameplay

All of the factions themselves have plenty of uniqueness to them compared to before which I really loved, that criticism has definitely been more than put to rest :thumbs_up: , even despite what I will be saying below about actually playing against the enemy factions. Though, ironically enough, that's now left me thinking the Lordaeronians are the ones left lacking, but I suppose it's better to leave that be at this point since otherwise you'll be stuck with a constant cycle of trying to compensate one or the other faction with more unique stuff lmao.

The actual gameplay itself as a result definitely feels more difficult, though that's probably also because I played this time on Hard compared to Normal and from what I saw when I accidentally played the Circle of Betrayal mission on Normal (More on this in the bugs section) - things are definitely a lot easier there.

That said, I definitely feel like either the Outcast's AoE Stun (say, cutting it back from 8 to at least 4 seconds is probably a good start, if not entirely swapping it either for a different spell, or making it single target) or the Old Wounds mission need to be rebalanced some. That 8s stun was absolutely disgusting both to play against and when I was using it myself. If changing the spell itself is out of the question, then we need to be given an actual frontline unit in that mission, because the Footman just ain't meaty enough (The Spearman even less - with the stun, I can't even take advantage of their special ability like I did the first go around which made them worth using over the Footman) to last long enough for my Mortars to either clear out the backline or for me to advance for long after I did manage to pull it off (which really wasn't easy even with like, 11-12 of them since the AI immediately focuses them when they start firing, whether just on enemy backliners or on buildings, especially on buildings. Which, smart most definitely yes, but still a problem when my frontline falls apart near immediately from the stun chain that emerges even with just 2-3 spell casters).

(Alternatively, it might also be an idea to make workers not require food, that should free up enough food to make those couple more Footmen to help actually hold the line.)

Like, I'd managed to gather about 22k gold by the time I decided to actually start hitting the three Syndicate bases and that ended up not feeling enough, of all things. I was burning through it far too fast for my liking even after I managed to figure out a decent army comp to work with just for one base. That really shouldn't have been the case imo. The only other option I was starting to consider was just making like 12 barracks and sending constant waves of Footman to help me maintain some semblance of a frontline like I did for some Arkain maps when I first played that campaign years ago and was still adjusting to its difficulty (Ironically, when I was replaying the True story on Hard, the RTS maps themselves were a lot easier than I remember em being, even the Dark Breeze mission where I felt heavily filtered. This time around, the part where I actually felt heavily filtered was the Rahandir boss fight). So, all that to say, if that option is what it felt like that I needed to resort to in order to legitimately beat the three Syndicate bases (Especially Ulric's, that one just felt near impregnable. Thank fuck that something there eventually bugged out dozens of save scummings later. More on this in the bugs section) then there's either skill issue on my end involved or part of the map's difficulty needs to be tweaked some and that we can all agree that if I can beat the Arkain maps on Hard without sweating as much for them (A quick example is that I ended up making my workers stop mining to preserve the gold. I can't remember if Arkain maps ever made me consider doing that, outside of maybe when I first played them), then this one shouldn't have given as much trouble.

Still, I did play it on Hard, so if the intention is for the bases to be incredibly difficult (to near impossible for Ulrifc's base) to crack, then fair enough.

Besides that, the rest of the missions were more than doable enough to get through (And the section where I had to defend Atravan for about 10 minutes didn't have that big spike of difficulty I remember encountering when I first played it. It was about as difficult as I was expecting it to be). And I do like that the missions starting with the Day of Reckoning one forced me to actually think about my army compositions about as much as I did during the Arkain maps (and more in some regards, tbh - cuz I don't remember the enemy there targeting my backline and catapults there as hard as they did here) and it also made me see why riflemen are all the recent rage in ladder for Human lmao - those guys were absolute units when it came to the flying enemies that targetted them (All flying units fell down too quick to be of actual use, sadly). That said, that did mean I ended up having to abandon using spellcasters near entirely so that I could field both a frontline and a backline. In case you guys do want to make spellcasters a viable option even on Hard, maybe consider making the AI (Especially the fliers) not target them immediately on sight and focus more on the frontlines or something.


And finally, for the bugs

To start with what I felt to be the most glaring ones and then down in rough order of less glaring.

Something eventually ends up causing the AI ally to either or both stop maintaining a decent army (staying in the Green and not even budging) and ceasing to attack the enemy. I'm not fully sure, but I suspect it's most likely due to them taking a bit too many hits to their base since that behaviour usually ended up happening after a few particularly rough hits

First example would be Margoth's base in Day of Reckoning - even before I did that risky attack Alena's base (Letting her hit the forward base I'd made right below her own while I went to finish the job I had to stop after I nearly popped both Halls) where she then nearly wiped Margoth's base, the lad was hovering around 50 food and wasn't really bothering to go into proper yellow (no mind red, I don't think I saw any of my allies going for red Upkeep army until the Alterac mission) and after that devasting hit, lad stay in like...30 food or so and didn't even attack anymore. Then during the Alterac mission - while the army replenishment issue thankfully didn't happen (I'd have been so cooked for those massive ogre waves otherwise, much as I loved them. Finally, a campaign mission where the enemy bases make coordinated joint attacks. I think this was the first time I'd ever seen it happen, instead of ones delayed by a few minutes, which were just infuriating when it came to actually advancing anywhere) the elder Hath brother's base just stopped sending attack waves eventually after a point when it'd had eat dozens of big Ogre attack waves - which made the guy announcing his offensives hilarious when it ended up being just me and Ulric (man was a cur, but he was at least a big help during this mission the whole time) doing actual attacks while the Hath bro just stayed in his base at 81 red upkeep. Truly, a Pit of Snakes indeed.

Finally, there was the Wrath of the Dark Lady mission where after I think...one-two attacks strong enough to crack most of Margoth, Aedale and the younger Hath bro's army - the base both stopped attacking and maintained around...25-35 food at best. They even stopped attempting to help me defend entirely. For the Holding Back The Tide mission, they somewhat redeemed themselves since they kept an about 63 food army while my heroes were out and about clearing the siege camps to make popping the trebuches easier. Still, would've been nice if they actually went into red Upkeep there, but that one really goes for all of the allied bases in the missions.

Also, I didn't see any of the ally bases going past Tier 1 weapon and armor upgrades.

And the bug above I would say is the most glaring one, personally. Next, I'm not sure if this is a bug or something else, but the allied bases' attempts to help when I was being attacked was detrimental more than anything else - it usually led to them being kinda locked into traveling between my forward bases and going back to their own base which meant that they spent a lot less time attacking the enemy than they should have. I'd have honestly preferred it if they'd just ignored any attacks on me outside of the Holding Back The Tide mission where Kangard's forces were helping defend my base, which was the only major point where the assistance was actually appreciated and a boon. Maybe on Normal it can be left as is, but I think on Hard at least the ally AI should be spending more time defending its own base and hitting the enemy one - that'll be helping me the most out of anything else they could be doing, freeing me up to focus fully on hitting the enemy bases and nothing else.

Next, for the Hammer and Anvil mission, the Undead and Forsaken bases still seem to be focusing more on me than on each other. Which was especially frustrating and entertaining when the latter kept attacking me despite them having only 2 bases compared to the Undead's 3-4 bases by the time the big Wyrm was done. Here they are, having their shit completely kicked in by the Scourge, but they keep sending me - whoever Sylvanas put in charge of her forces in Vimturn is either highly incompetent or she really hated Inaylia after sis messed up her op in the swamps and distracted her from Kel'Thuzad's advance. At least the Scourge made sense since with the Giga Wyrm on top of things, they could certainly spare the forces to focus me. Speaking of the Giga Wyrm, it stopped coming out after it popped 2 of the Forsaken bases (which weren't all that well defended from what I could see, I was expecting it to get killed at least once, but nada - the Giga Wyrm did not die once), not sure if that was intentional or not. Quite disappointing, I was looking forward to seeing what shiny thing it dropped, since its structure certainly dropped nothing.

Now, for the bugs I didn't find that much of a problem. For Ulric's base in the Old Wounds mission - In the Old Wounds mission, I got a Margoth attack wave and an Ulric attack wave shortly after I'd finished making Calverton somewhat presentable base-wise and then...nothing for a very long while afterwards. No attack waves at all, which then allowed me to drain the gold mines and creep with Raynart unmolested until I finally decided to start taking the 4 villages for myself - the Syndicate resumed normal attack waves afterwards (And yet, all that gold still didn't feel enough). Not sure if this was intentional or not. Then, after I'd popped Margoth and Alric's bases (burning nearly half of my total gold even after the army comp switch, which was insane) - I'm not sure if it was all the save scumming or what, but the I eventually managed to both break through enough of Ulric's army, pop the castle and kill all of the workers besides 3-4, however, instead of one going to make a new town hall way back (due to the original spot being blocked by the tome that spawned) the workers did...nothing. Just stayed there and only tried making a new town hall after I attacked again with a recovered army - not sure if it was all the save scumming or what, but something definitely got bugged there. Thank fuck though, spared me having to restart the mission and go full Arkain on Ulric with the attack waves.

The Hammer and Anvil mission seemed to make the game pause hard when I was trying to either load a save during it, or when I had to exit the victory screen. I'm talking something like a full 30-60 seconds wait time for any attempt to reload a save, here. No idea what was going on there. The issue also kinda persisted a bit on the Holding Back the Tide mission as well, if a lot less. Speaking of it, at completely random points during the Holding Back the Tide mission, the game just straight up crashed on me with no real rhyme or reason but then it didn't happen again after I reloaded again - thankfully, it seemed to stop after a point and it only happened I think a total of...3-5 times, hence why I'm not rating it as much of a problem.

During the Alterac mission and the Hammer and Anvil mission, when I first got the Winged Hussar and the Napalm Fleet - their attack and armor didn't have the maxed out weapon and armor tier I had by the time I completed their respective unlock missions and neither did the subsequent such fleets I trained for the rest of the missions' duration.

Occasionally, I'd get this funny graphical bug where while building something, part of its build animation thingies got slapped on something else nearby instead of on the building itself

In the Alterac mission, think it happened only once, but while I was clearing out one of the initial creep camps we get before we reach the Alteraci bases - Margoth's animation for one of his spells (Either the Howl or Taunt spell) got bugged and he was stuck in the chant animation for a bit before it got fixed by itself at...one point, can't remember when, but I think before I had to do the ogre defense that the elder Hath brother helped bust me out of.

Not sure if this is a patch 1.31 issue or a campaign issue, but I had to go back to the campaign selection screen to choose Hard difficulty for each mission since all of em were automatically forced into Normal diff. I'd suggest just straight up asking the player what difficulty they wish to play on at the start of each mission like I've seen other campaigns do to avoid this, but it might be already too late at this point to try and make this sort of change without something else bugging out in the process.

During the cinematic when we each the Gatekeeper outpost in Lonely Ridge and during the start cinematic of Hammer and Anvils, the lines that were supposed to be said got switched for something completely different from what was on screen. Threw me off so hard lmao

I think this should be it, feels like I'm forgetting a few other things I noticed, but I've yapped long enough lmao


Alright, with all of the above out of the way, the last few bits

I really loved the added music choices here, the ones before were already good, but these were even better. Also, much appreciated for introducing me to those music artists, always nice to find new sources of good music. Though, any chance you could say which music specifically plays during the Lonely Ridge mission when we just get to the portal entrance and see the Scourge troops dropping? The music identifier app I had for some reason didn't recognise the song.

Now that you guys are fully focusing on the sequel and are even some of the way through, any chance you could say what format it would be in? Would it be a mixture of things like TVG or would it be more like the Rexxar campaign? I really love the latter type of campaigns and the coming Jiluun Exploration Act feels like it'd be exactly that type of campaign (Since I assume besides the Enclave itself, there shouldn't be anything to play against RTS style until we find what's happened to the Jiluun civilization or we return to Azeroth. Assuming Kangard's actually being truthful about the latter, of course), which would be amazing for me personally.

And if it's not too much of an issue to ask, are you two considering going with an initial demo version that you update as you get each mission done, or are you going to be releasing the whole campaign at once when it's done? And I apologize for asking this annoying question, but any at least tentative ETAs for the release either way? Would it be somewhere this year, the next or even later? Replaying this campaign again just made me wish so hard I could play it right now

To finish off, this campaign was just as great a ride now as it was then and I'm eager to see how you two develop the Jiluun series further, lads.

PS: Wasn't sure where to put it, but I loved the added funny lines for clicking the custom units repeatedly. The Enclave Golem was probably my favorite one :gg:.
 
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Macielos

Hosted Project: W3E
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Thanks for elaborated feedback and congrats on completing the campaign on Hard. I imagine it must have been quite the journey.

There was no Garithos axe though, or at least I didn't find it, so I couldn't check what the dwarves' reaction would be now after the changes.
It now drops in Chapter Ten, in the main Forsaken base. I moved it because in Chapter Eight we already had plenty of items from Alterac map + the Alteraci Lament.

(and I assume that character talk mechanic is something directly from the sequel? I think I remember one of you two mentioning it).
It's a bit inspired by the sequel, but only a bit. Starting a conversation in sequel will be the same (appoaching + clicking), but conversations themselves will be realized via a custom scripted dialog window you can find here:


I assume the bulk of the inspiration for them was Eastern European folklore and culture?
Yup, we made Alterac basically slavic and Polish :p.
The witches were mostly inspired by the Witcher series. Mokosh is a slavic goddess, but of course her origins in our campaign are different.

it was a shame how Aedale (And this Aedale is quite the baddie indeed:wink:) and the more politically savvy Hath brother got so abruptly cut off during the Finale
Introducing them, even just for the early part of the mission, would require lots of rebalancing, so we decided to just have them evacuated earlier. If they were in game from the start, I would probably split the defence on three parts rather than two, and have two heroes in each. But I'd rather avoid reworking existing stuff too many times.

(Alternatively, it might also be an idea to make workers not require food, that should free up enough food to make those couple more Footmen to help actually hold the line.)
Nah, I don't like this in Arkain. Balancing between army and economy is essential in RTS games.

That said, I definitely feel like either the Outcast's AoE Stun (say, cutting it back from 8 to at least 4 seconds is probably a good start, if not entirely swapping it either for a different spell, or making it single target)
But Outcast's stun does hit a single target and lasts 2 seconds. 8 seconds is an interval. There's one base that has ~3 Outcasts, so maybe that's why you thought it's AoE. I will probably increase its interval.

Also, I didn't see any of the ally bases going past Tier 1 weapon and armor upgrades.
It's on purpose. I set upgrades dependently on difficulty level - allies usually have 1, enemies have 1 on normal and 3 on hard. They don't change mid-game.

I really loved the added music choices here, the ones before were already good, but these were even better. Also, much appreciated for introducing me to those music artists, always nice to find new sources of good music. Though, any chance you could say which music specifically plays during the Lonely Ridge mission when we just get to the portal entrance and see the Scourge troops dropping?
If you mean the final fight of Chapter 7, here they are:

Now that you guys are fully focusing on the sequel and are even some of the way through, any chance you could say what format it would be in? Would it be a mixture of things like TVG or would it be more like the Rexxar campaign? I really love the latter type of campaigns and the coming Jiluun Exploration Act feels like it'd be exactly that type of campaign (Since I assume besides the Enclave itself, there shouldn't be anything to play against RTS style until we find what's happened to the Jiluun civilization or we return to Azeroth. Assuming Kangard's actually being truthful about the latter, of course), which would be amazing for me personally.
It will still be a classic RTS style campaign, but with more extended interactive dialogs and a base camp between missions where we can talk to companions and switch army upgrades. There will be enemies to fight in RTS-style, trust me ;).

And if it's not too much of an issue to ask, are you two considering going with an initial demo version that you update as you get each mission done, or are you going to be releasing the whole campaign at once when it's done?
We will probably release it in 2 or 3 mission packs. You're right that early feedback is very useful.

And I apologize for asking this annoying question, but any at least tentative ETAs for the release either way? Would it be somewhere this year, the next or even later? Replaying this campaign again just made me wish so hard I could play it right now
Unfortunately you need patience. I'd say we need a few months to release the first act, but it's hard to tell the exact ETA.
 
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It's instant, but its effect lasts only 2s, so it's meant rather to interrupt than to disable units from combat. As for visibility. I can give him a nicer fireball. Anyway, outcasts are unarmored, so Arbalists/Mortar Teams go brrr ;).
no, not the firebolt its cloud one. i checked and it's an aoe stun for 8 seconds. and yes, I fight with 18 mortar teams and full footmen to destroy the enemy base. it's not pretty but it works.

the visibility effects are pretty bad because if I miss it for just one second for the cloud effects to appear nearly my whole army will be stunned and I can't do anything besides watch them get shredded.
 

Macielos

Hosted Project: W3E
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no, not the firebolt its cloud one. i checked and it's an aoe stun for 8 seconds. and yes, I fight with 18 mortar teams and full footmen to destroy the enemy base. it's not pretty but it works.
Ahh, right, the Lightning Storm. Okay, I'll reduce the duration and radius a bit. Although it's basically a Witch Doctor Statis Trap that can move.

EDIT: damn, I forgot to add an interval.
 
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Level 6
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Ahh, right, the Lightning Storm. Okay, I'll reduce the duration and radius a bit. Although it's basically a Witch Doctor Statis Trap that can move.

EDIT: damn, I forgot to add an interval.
wait, you mean it's an invisible ward? co i can just use mortar team flash and I can hit it?
I've been stuck this entire day on Chapter 4 just cuz of that single spell lmao
believe me when I say I mine out the whole map just to break 2 bases and not have enough to even complete the main objective XDD
 
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Well I tried the 3.0 on the reforged version (using SD graphics) and some of the models is not being shown and head models of the (i.e Valena) is being using the lich face.. would there be another update in regard to that issue?
 
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believe me when I say I mine out the whole map just to break 2 bases and not have enough to even complete the main objective XDD
Man i mined out the entire map just to break the northern hold base. In the end the entire mission took me little under 4h and that base had over 200 kills. What i found out during the many waves I sent against them is that the war wagon has very low attack priority whilst dealing high damage. My units would rather attack a cottage than it lol. So far I love all the changes and AI voice acting is pretty decent. Can't wait to go through even more pain😂
Oh and regarding your question, yeah you can use mortar splash to destroy it before it stuns your enemies, but for me worked like 50% of the time
 
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Hi, Im trying to launch Warcraft 3 1.31.1 (the version the mod needs), but theres only a black screen on start up. Whats the problem?
 
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I've had weird issues with wc3 resetting graphical settings (resets everything to reforged) whilst playing campaigns recently - maybe something to look for.
 
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Difficult to say, I don't recall ever having this problem. Are other campaigns working? Do you have up-to-date GPU drivers? Or some corrupted local game files?
Nothings working. The game wont launch. Just black screen. Even without putting the mod into the campaign folder. The game itself wont start.
 

Macielos

Hosted Project: W3E
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I've had weird issues with wc3 resetting graphical settings (resets everything to reforged) whilst playing campaigns recently - maybe something to look for.
I recommend keeping 1.31 and Reforged in separate directories if you don't have already. And have a different name for 1.31 directory to make sure some update from Battlenet won't change the files.

Nothings working. The game wont launch. Just black screen. Even without putting the mod into the campaign folder. The game itself wont start.
Sounds like corrupted game files. Download a clean installation into a separate directory, different than Reforged:
 
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Hey people, I'm playing on reforged version and syndicate chapter crashes as soon as you get to your base section of the map. Does anyone knows if it's safe to skip? Just want to know if "certain hero" items and level matters in next chapters.
 
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I would like to share my experience with AI scripting. I hope this helps. (I haven't played the latest update version yet.)

  1. When using functions related to the Captain, the computer must have at least one valid structure. Otherwise, Warcraft will crash. This is similar to how Mal'Ganis permanently owns an invulnerable Altar in the RoC Human mission 06. If an AI script uses Captain-related functions, For AI using Captain-related functions, you must place a dummy structure, and pausing and hiding it through triggers makes it visually cleaner.
    However, if there are other opposing AIs, they may recognize it as a valid enemy. To prevent this, you should Unhide it and move it to a different location and re-hide it for additional deception.
  2. When the AI attempts to construct a building, the structure must have a valid Pathing Map and Placement Requires setting. If either of these values is missing or blank, Warcraft will crash.
    Additionally, if there are pre-placed structures near the AI’s base that lack valid Pathing Map and Placement Requires values, there is a risk of a crash occurring when the AI tries to construct buildings.
    For this reason, in most official and custom campaigns, if a chapter features uniquely preplaced structures, AI scripts related to base construction are often removed entirely.
  3. The Warcraft AI is surprisingly dumb, consumes a lot of processing power, and has low limits and execution speed (since it's an old game). Any land they occupy or pass through should be as simple and spacious as possible.

    For AI base terrain design, you can take an approach similar to Re-reforged, where computer players have their Food Cap fixed at maximum, minimizing the placement of Farms to maximize space. (After all, we already know that AIs receive significant special bonuses.)
 
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Greetings!

This is my first time playing this campaign, and I must say, it’s one of the best I’ve ever experienced. The maps are beautifully crafted, but I encountered some issues that I’d like to report.

I played on the hard difficulty (version 1.31), and it seems like the AI is buggy in Chapter 4, “Old Wounds.” After I took over Haven Town, all enemy forces attacked at once, but then they remained idle in their base for about 30 minutes without engaging. I believe this mission could benefit from some rebalancing, as the enemies’ attacks are overwhelming, while our allies feel more like a liability than actual help.

Here are the major issues I faced:

  1. The stun effect on the Outcast unit lasts far too long, and enemies often sends 3–4 of these units simultaneously. Additionally, the visual effect is hard to spot in certain areas.
  2. These attacks(one which from outside the map) come with high upgrade levels, making them too powerful. Even the defensive towers(of our allies) are unable to hold them off for long enough. This is especially a issue since units must pass through these areas during attacks, often getting cut off and defeated.I believe atleast giving our allies +1 upgrades will help so as they last a little bit longer and maybe allow haven town to build more towers instead of just one.
  3. There is no option to build an expansion on the top side of the map, which makes it difficult to respond to enemy attacks in a precise manner. By the time my units reach the enemy base, the battles are already over.
  4. The player’s units feel significantly weaker compared to the enemy’s roster. Low-HP units die instantly to the enemy’s powerful aoes.
 

Macielos

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  1. The stun effect on the Outcast unit lasts far too long, and enemies often sends 3–4 of these units simultaneously. Additionally, the visual effect is hard to spot in certain areas.
Noted, nerf is already done for the coming path.

These attacks(one which from outside the map) come with high upgrade levels, making them too powerful. Even the defensive towers(of our allies) are unable to hold them off for long enough. This is especially a issue since units must pass through these areas during attacks, often getting cut off and defeated.I believe atleast giving our allies +1 upgrades will help so as they last a little bit longer and maybe allow haven town to build more towers instead of just one.
Well, it is called Hard for a reason, right? ;) But maybe I'll increase intervals between attacks, on Hard they are much shorter than on Normal.
All enemies have +3 upgrades on Hard in all missions.

Hm, one idea would be to have the villages benefit from player's upgrades.

  1. There is no option to build an expansion on the top side of the map, which makes it difficult to respond to enemy attacks in a precise manner. By the time my units reach the enemy base, the battles are already over.
What do you mean? You have two possible directions for expansion, east or west. To get more, you need to destroy enemy bases.

As for the distances, it is indeed a challenge in this map. You can use Town Portals or fast units like Riders and even Hydromancers.

  1. The player’s units feel significantly weaker compared to the enemy’s roster. Low-HP units die instantly to the enemy’s powerful aoes.
Well, you have Arbalists and Siege Engines. Indeed lack of high-tier melee is a challenge.
 
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Noted, nerf is already done for the coming path.


Well, it is called Hard for a reason, right? ;) But maybe I'll increase intervals between attacks, on Hard they are much shorter than on Normal.
All enemies have +3 upgrades on Hard in all missions.

Hm, one idea would be to have the villages benefit from player's upgrades.


What do you mean? You have two possible directions for expansion, east or west. To get more, you need to destroy enemy bases.

As for the distances, it is indeed a challenge in this map. You can use Town Portals or fast units like Riders and even Hydromancers.


Well, you have Arbalists and Siege Engines. Indeed lack of high-tier melee is a challenge.
thank you for replying!

Well, it is called Hard for a reason, right? ;) But maybe I'll increase intervals between attacks, on Hard they are much shorter than on Normal.
All enemies have +3 upgrades on Hard in all missions.

Hm, one idea would be to have the villages benefit from player's upgrades.
i like this idea and think this will be great or have them do upgrades gradually or maybe have the attacks which come from outside the map have less upgrades maybe like +1 only so that my allies can atleast stay alive for more than a minute , also how are those attacks from outside the map triggered? i feel sometimes 2 or 3 of those attacks come combined instead of just 1 ,


What do you mean? You have two possible directions for expansion, east or west. To get more, you need to destroy enemy bases.

As for the distances, it is indeed a challenge in this map. You can use Town Portals or fast units like Riders and even Hydromancers.
sorry i wasn't clear i meant there if there was some point after haven town from where we can attack i found the undead base to be decent however the path was still long and they took way to long to arrive , maybe there are some other spots i haven't explored but i will look into them
Well, you have Arbalists and Siege Engines. Indeed lack of high-tier melee is a challenge.
yeah i am currently relying on them but i feel like enemies having thier knight equivalent while we only have footmen and riders is a bit too much also those war wagons were crazy but i think they are meant to be destroyed by archers with siege damage so i will try to handle them but those knights are rough
 
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Level 3
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Nov 19, 2022
Messages
15
hi again i just try with the new update again the syndicate map and kick me out again, apart of that the ogre warrior face don't apper only just like a white face
 
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Hey! I found something interesting that I believe wasn't there in the previous versions. So, in Chapter 7 "Lonely Ridge" right before you enter Riverside there is a walkable terrain that lets you skip the entirety of Riverside and Ironhide and lets you exit next to the fountain of mana and cleanser teleporter. I got some screenshots so that you can see where that is exactly.
 

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Macielos

Hosted Project: W3E
Level 23
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Jul 9, 2010
Messages
399
Do you intend to create a campaing with the same quality as this one but for the undead? By the way, a great campaign very well done with excellent terrain.
Nope, sorry, I prefer the Undead more for target practice :p.

sorry i wasn't clear i meant there if there was some point after haven town from where we can attack i found the undead base to be decent however the path was still long and they took way to long to arrive , maybe there are some other spots i haven't explored but i will look into them
Still not sure if I get you right. Haven Town is right in the middle, so you have two Syndicate bases around you can attack.

When we liberate some of the villages, there are also periodic attacks coming from beyond the map.

yeah i am currently relying on them but i feel like enemies having thier knight equivalent while we only have footmen and riders is a bit too much also those war wagons were crazy but i think they are meant to be destroyed by archers with siege damage so i will try to handle them but those knights are rough
We also have Spearmen with their +10 dmg against Heavy.

Hey! I found something interesting that I believe wasn't there in the previous versions. So, in Chapter 7 "Lonely Ridge" right before you enter Riverside there is a walkable terrain that lets you skip the entirety of Riverside and Ironhide and lets you exit next to the fountain of mana and cleanser teleporter. I got some screenshots so that you can see where that is exactly.
Heh, this map will never run out of path blocker gaps.
 
Level 8
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Mar 11, 2020
Messages
114
wow this was great the remakeis amazing the alterac faction is massive im still on that mission found a small bug winged hurrsars crossbowman and the towers dont benefit from any upgrades the rest is looking fantastic tho the outcast lightning storm is overpowerd massive area and just 2 of them can basically chain cc an army will report anymore bugs if i find them
 
Level 4
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Nov 2, 2018
Messages
30
Hey, I have sound problems. The fighting is very loud (torch of reason), and some models dialogues are also very loud. And even before this chapter, the sound problem was noticeable. For example, Circle of betrayer chapter, the ambusher is very loud. How to fix this audio issue?
 
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Macielos

Hosted Project: W3E
Level 23
Joined
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Messages
399
Okay, patch 3.01 is here. Alteraci Chapter should now be working properly on Reforged.

Ehh, not sure why the campaign wasn't bumped.


Hey, I have sound problems. The fighting is very loud (torch of reason), and some models dialogues are also very loud. And even before this chapter, the sound problem was noticeable. For example, Circle of betrayer chapter, the ambusher is very loud. How to fix this audio issue?
As for the ambusher, could be that voice's specifics, although we treated all voices with volume filter. As for fighting sounds, I don't think it's anything Exodus-specific. Fighting sounds are from vanilla. You can adjust them in settings.

Edit 2: On second thought, I uploaded a separate campaign file with enabled maps until Alteraci Chapter, for those who were stuck on this crash on Reforged.
 
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Level 4
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Okay, patch 3.01 is here. Alteraci Chapter should now be working properly on Reforged.

Ehh, not sure why the campaign wasn't bumped.



As for the ambusher, could be that voice's specifics, although we treated all voices with volume filter. As for fighting sounds, I don't think it's anything Exodus-specific. Fighting sounds are from vanilla. You can adjust them in settings.

Edit 2: On second thought, I uploaded a separate campaign file with enabled maps until Alteraci Chapter, for those who were stuck on this crash on Reforged.
War3 1.31.1.12164. Thats the correct version to play this mod without trouble, right?
 
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i forgot to mention hursar keep making a death sound like they are transforming each time also the mission hammer and anvil all workshop and skyport units have 0/0 upgrades thats for vimthrun even tho i reaserched everything also there is a big boneyard can't remmember its name i thougt it maybe spawned a special unit or something but nothing happend anyways will tell you if i run into more trouble the gameplay is great i love the cleave on garithos's axe THE UNHUMAN BEASTS MUST BE CLEAVED
 
Level 4
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Just started the Into the snake pit chapter, and the skirmisher and outcast dialogues are very loud compared to the other units. In your end, do all has the same voice level?
 

Macielos

Hosted Project: W3E
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Just started the Into the snake pit chapter, and the skirmisher and outcast dialogues are very loud compared to the other units. In your end, do all has the same voice level?
Yes, we are treating each voice with a volume filter with the same value, and see on "charts" in Audacity that they have comparable loudness. I didn't notice big differences in game, although it probablty can be subjective to an extent.

Here are several samples after equalizing volume - before conversion to wav because hive doesn't allow me to upload wavs.

there is a big boneyard can't remmember its name i thougt it maybe spawned a special unit or something but nothing happend
Odd. It definitely should be spawning something (I won't tell you what not to spoil the fun).
 

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Level 4
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Yes, we are treating each voice with a volume filter with the same value, and see on "charts" in Audacity that they have comparable loudness. I didn't notice big differences in game, although it probablty can be subjective to an extent.

Here are several samples after equalizing volume - before conversion to wav because hive doesn't allow me to upload wavs.


Odd. It definitely should be spawning something (I won't tell you what not to spoil the fun).

Thats how bad it is to me, the volume is all over the place. from into the snake pit chapter. skirmisher, hussar, outcast, enforcer, javelinman all have very high volume compared to the rest of the unit roster. (those are the last 5 you hear in the attached audio)
 

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Level 6
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Mar 19, 2015
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68
Thank you for your awesome work!

Sorry for the silly question but which version do we now download for the latest normal/full experience?
The "AlteraciChapterVisible" one or the other one?

Thanks!
 
Level 4
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Nov 2, 2018
Messages
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Yes, we are treating each voice with a volume filter with the same value, and see on "charts" in Audacity that they have comparable loudness. I didn't notice big differences in game, although it probablty can be subjective to an extent.

Here are several samples after equalizing volume - before conversion to wav because hive doesn't allow me to upload wavs.


Odd. It definitely should be spawning something (I won't tell you what not to spoil the fun).
Its the mod, Macielos! By default, a lot of models have high volume. I tried the mod on my laptop to check if it isnt my speakers that are at fault. But no, the same problem occured there as well. Also, theres this video:
8:45 do you hear how loud the ambusher is compare to any other sound in-game? (like vagabond, cleric, survivalist, ayelith etc.) It overwhelms everything.
 
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Macielos

Hosted Project: W3E
Level 23
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Jul 9, 2010
Messages
399
Thank you for your awesome work!

Sorry for the silly question but which version do we now download for the latest normal/full experience?
The "AlteraciChapterVisible" one or the other one?

Thanks!
The other one. AlteraciChapterVisible is for the ones who got stuck on the crash on Alteraci Chapter so that they don't have to start over. The only difference between those two files is initial map visibility.
 
Level 5
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May 25, 2024
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finally completed it , this was a lovely campaign with a fantastic story and great gameplay combined together! The dwarf mission was kinda annoying at first but it was fun nonetheless also the final mission was probably my favorite .
 
Level 4
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Apr 4, 2022
Messages
21
I have a problem with Vespira in this campaign's patch 3.01. Is it just me, or is the game crashes every time she uses her ultimate?

This issue is with the game patch 1.31.1.12164. But when I tested it on Reforged 2.02 (PTR BTW 😅), it works perfectly fine. Guess I have to switch on Reforged then. They haven't fixed the "untargetable invisible" units save bug yet as I tested that test patch.
 
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Macielos

Hosted Project: W3E
Level 23
Joined
Jul 9, 2010
Messages
399
I have a problem with Vespira in this campaign's patch 3.01. Is it just me, or is the game crashes every time she uses her ultimate?

This issue is with the game patch 1.31.1.12164. But when I tested it on Reforged 2.02 (PTR BTW 😅), it works perfectly fine. Guess I have to switch on Reforged then. They haven't fixed the "untargetable invisible" units save bug yet as I tested that test patch.
Strange, it think it never happened during tests, which were mostly on 1.31. I checked this out now and also had no crash. Can you provide a save file before it happened? Maybe it happens with some particular enemies nearby or something like that.

Its the mod, Macielos! By default, a lot of models have high volume. I tried the mod on my laptop to check if it isnt my speakers that are at fault. But no, the same problem occured there as well. Also, theres this video:
8:45 do you hear how loud the ambusher is compare to any other sound in-game? (like vagabond, cleric, survivalist, ayelith etc.) It overwhelms everything.
Okay, sorry, having listened to it ingame again, there's a difference in volume. I'll see if some others have the same problem and tune them down in a patch.
 

Macielos

Hosted Project: W3E
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Messages
399
Say Macielos, can you fix the face models of some of the units for the reforged version, for Valena or the forsaken archer?
On which map is Valena's portrait broken? All versions of her were recreated and should have valid portraits. If she's left somewhere, I'll look into it.

Fixing a portrait is quite time-consuming, as it's done by recreating a unit based on some non-broken base unit, applying all its properties and then removing original unit and copying it again under original id, so I limited it to playable units, major heroes and units that we see in cutscenes or dialogs. I hope you understand ;).
 
Level 4
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I believe it was the very first chapter in regard to valena and with the forsaken archer it was the second chapter, it had a skeleton face.. there was also invisible units there too.
 
Level 5
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Strange, it think it never happened during tests, which were mostly on 1.31. I checked this out now and also had no crash. Can you provide a save file before it happened? Maybe it happens with some particular enemies nearby or something like that.
Don't know the reason, but this bug can be reproduced when Vespira carrys Lordaeron Banners or War Drums.

Edit: Apart from that, in chapter 2 there are still remaining debug messages of Balnazzar attack loop.
 
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Level 4
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Apr 4, 2022
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21
Don't know the reason, but this bug can be reproduced when Vespira carrys Lordaeron Banners or War Drums.
Well, I have Eldin carrying 5 aura items: Legion Doomhorn, Stormwind Lionhorn, Pipe of Insight, Endurance Jango and Lordaeron Banner. And it would seem the banner is indeed THE problem. I should avoid at least using her ulti on the Enclave chapter and staying away from her on Chapter 11 then. 😅 If I want to use her ultimate on the Enclave I should temporary drop the banner and repick it once she's done with it.
 
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Macielos

Hosted Project: W3E
Level 23
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Jul 9, 2010
Messages
399
Okay, apparently the reason of a crash is a base dummy skill on which I based Vespira's ult - Furion's ult with values set to zero. When a unit with an aura gets in range of that skill (that's supposed to do nothing), it crashes the game.

Oh boy, here I go debugging again.

EDIT: Okay, fix was easier than I feared. I just restored the buff from the original spell. There are no allowed targets, so it does nothing anyway.


As for Valena's portrait, it was only a problem in Chapter One because long ago I altered her object data in object editor for that mission and because of that it uses this altered unit instead of a recreated one from the campaign. It's fixed in the next patch.
 
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Level 4
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Apr 4, 2022
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21
The new patch is here. Check it out. This time I just uploaded a version with all chapters unlocked, so if you are in the middle of the campaign, you can just continue on this version from any map you want.
I cannot say the same about hero items, though, and the tomes we picked from across chapters. 😅
 
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