(Reforged)The Forgotten Clan DEMO

This bundle is marked as pending. It has not been reviewed by a staff member yet.
Warcraft Reforged only

Hello everyone, here's the first "Act/Demo" of this unfinished campaign, four missions and a "cinematics". I'd like your feedback, suggestions, errors you encunters etc... before continuing or modifying it. The Campaign file is heavy for the story to come.

Please tell me yours feedbacks, critics or if you have ideas or suggestions for everything, as mechanics, gameplay etc I'll take into consideration :)

This is Classic single-player campaign. You follow a fictional story taking place after, Fulgrim Scareye and his clan of exiled orcs, are separated from the Horde after the Maelstrom. You land far to the south of this continent and will have to confront uniques foes and entities to survive.

Here the link to the Project : The Forgotten Clan | HIVE

Update Demo 27/05/26
  • Somes description and little text have been corrected
  • severals triggers remade in chapter 2
  • New icon and effect for Sand Spirits spell
  • Difficulty Slightly increased on Hard
  • Carved stone have now an little icon on mimimap (not big enough for now)
  • On chap 3, Kodos are not controlable, but if blocked on the road, player can attack them to re trigger them
  • Faction trolls have now correct building cost
Update Demo 01/06/26
  • Add Scrolls in chapter 1
  • Add quest Lore to all maps (optionnal)
  • Quest "Lost Brethrens" corrected
  • New mechanics : Construction Kodos
  • Troll from second cinematic in chapter 2 corrected

Credits :
Great Thanks to all members for their shared ressources : Mr Paupiette, Dreadcoll, Dalekay, Fugrim, Vinz, Sarsaparilla, Mr OgreMan, Vindorei, Shadow44, Liptonite, Raddazong, Sadgasm, OutsiderXE, Handclaw, ChanGan, Zooman, PietrasCoelho,, Prikjirik, Rukhmar, Captainhec, CVC21, BurnedSmackDown, Mr Smite, NWM, Depra, Dehme, The Jassy, Sapprine, Tamplier, Bagysta, Javik, Vibe, Vulfar, jixed.
Contents

The Forgotten Clan (Campaign)

I've only played the first mission and so far it seems pretty solid :) Terrain looks cool, on normal it felt balanced alright, I liked all the consumables that drop, lots to explore (in fact I completed the mission without even looking at the south west because I thought there would be more after we get a base)

Some misc feedback:
  • The sand demons Dust has the icon and SFX of druken haze, you could find something different
  • Pig farm has no tooltip in the build menu
  • It seems the player race is not locked, I had the Undead music and the acolyte idle worker icon
  • The settlement quest asks to build an "orc keep" but it's a stronghold in reality
  • Before even checking your profile I knew you were French, "environs" and "consolide" gave it away hehe (plus quelques autres typos par-ci par-là)
  • Music at the beginning may be a bit loud? I had volume at 40% and had to tune it down

Overall I didn't have a bad time and I'll try the rest later!
 
Link to your project not working ;/

You could include here some screenshots from project ;)
The demand is made, waiting for the project to be "public"
What does first act mean exactly, a group of maps, one map?
Would be nice to have works in progress either in Map Development, Projects or both but not in Maps.
This is a Campaign, but I chose to cut it as "Act" (four missions) for feedback before going deeper ( and to check if everyone can save without crash for exemple)...
I'm sorry I'm a bit stupid I don't find the Map development, and by Pastebin the campaign never load completly so :/
I've only played the first mission and so far it seems pretty solid :) Terrain looks cool, on normal it felt balanced alright, I liked all the consumables that drop, lots to explore (in fact I completed the mission without even looking at the south west because I thought there would be more after we get a base)

Some misc feedback:
  • The sand demons Dust has the icon and SFX of druken haze, you could find something different
  • Pig farm has no tooltip in the build menu
  • It seems the player race is not locked, I had the Undead music and the acolyte idle worker icon
  • The settlement quest asks to build an "orc keep" but it's a stronghold in reality
  • Before even checking your profile I knew you were French, "environs" and "consolide" gave it away hehe (plus quelques autres typos par-ci par-là)
  • Music at the beginning may be a bit loud? I had volume at 40% and had to tune it down

Overall I didn't have a bad time and I'll try the rest later!
Thank you !
Well, I wanted to do more exploration but I wasn't sure it will be "fun" for everyone ^^ the others maps are quite basic-like (sorry)
Thanks for noticing, I tested a lot of times I don't doubt my eyes missed somes things.
-I've a persistant problems, Race are locked, but it doesn't apply, I don't know why and how resolve it :/
-Some modified units (only models and capacity ) don't have their respond sounds and I don't know why
-I tried my best to translate no judgement :grin:
 
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This may be a reforged issue but Fulgrims shoulders kind of flicker for me during the open cinematic. It did not happen in other cinematics just the first one. Units continue to move during the cutscenes with the oasis. Afterwards they attempt to run back to where they are suppose to be during the cutscene.
The trigger for the starting attack waves may be broken as I never got attacked.
I am able to see some quest update text that shows up in the log for "Native of the Sands" when killing Khans but there is nothing in the quest log for it.
Edit: There is a small group of centaurs north of the base that are suppose to attack. As after killing them the quest progressed and I received Native of the Sands main quest.
 
This may be a reforged issue but Fulgrims shoulders kind of flicker for me during the open cinematic. It did not happen in other cinematics just the first one. Units continue to move during the cutscenes with the oasis. Afterwards they attempt to run back to where they are suppose to be during the cutscene.
The trigger for the starting attack waves may be broken as I never got attacked.
I am able to see some quest update text that shows up in the log for "Native of the Sands" when killing Khans but there is nothing in the quest log for it.
Edit: There is a small group of centaurs north of the base that are suppose to attack. As after killing them the quest progressed and I received Native of the Sands main quest.
I'm sorry for the troubles, I hope you're the only who had these problems on the 170 who download it :/ I tested for fews months never happen to me...
As for skippable cinematics some triggers seem to break with the downloads...
I'll see, thank for feedback 👍
 
I'm sorry for the troubles, I hope you're the only who had these problems on the 170 who download it :/ I tested for fews months never happen to me...
As for skippable cinematics some triggers seem to break with the downloads...
I'll see, thank for feedback 👍
Okay so for chapter 2 it works fine if you kill those centaurs first north of the base before you go off exploring. I was able to see the other quest and finish the chapter without any issues.


I have full control of the kodos and can force them to stop/stay as I explore. However if you do control them at all I can say it does break the triggers on the map, you can not complete the quest and scorpion ambushes do not trigger. I had to restart the level and not touch them to be able to occupy the base at the end.
A few of the troll buildings do not have a cost to construct them.
Level 2 of battle shout for Fulgrim shows duration of 12.5seconds while the Hero Abilities page only shows 12 seconds.
Chieftain Blade shows different damage on the tooltips compared to the Hero abilities.
Kerom Burning Rage tooltips are different from what is showed in the abilities page. Wrong % and I think level 2 was not in English.

I did not see any bugs just some feedback for this level.
I surprisingly found the ogre cave by accident when a unit moved into the cave with the runes. It took me a moment to realize I could leave if I walked close to the area I spawned in at. Maybe mark this spot with the same runes as I overlooked the exit several times.
There are upgrades that require a "Fortress" on unit production buildings which we can not get as we can only go up to "Stronghold".
Raider "Anti-Armor" upgrade reduces the enemy armor by 4 when tooltip says 3.


I did not play 5 as even though is available the map seems to be a work in progress.

The maps are not the hardest but they are not easy either.
If you want based on feedback from other people I would suggest making the rune carvings maybe a color that can be seen on the mini map, like a neutral building is grey etc. As they are not huge game changing secrets but does allow for some exploring rewards without them blending into the desert landscape due to their color on the model.

Overall it is a great start to the campaign once the triggers get fixed. I am looking forward to the rest of the campaign.
 
Yeah ? Ok, so triggers definitively died during the process... Certainly a Reforged thing, I'll remake some after testing again...
Thank for your feedback

Okay so for chapter 2 it works fine if you kill those centaurs first north of the base before you go off exploring. I was able to see the other quest and finish the chapter without any issues.


I have full control of the kodos and can force them to stop/stay as I explore. However if you do control them at all I can say it does break the triggers on the map, you can not complete the quest and scorpion ambushes do not trigger. I had to restart the level and not touch them to be able to occupy the base at the end.
A few of the troll buildings do not have a cost to construct them.
Level 2 of battle shout for Fulgrim shows duration of 12.5seconds while the Hero Abilities page only shows 12 seconds.
Chieftain Blade shows different damage on the tooltips compared to the Hero abilities.
Kerom Burning Rage tooltips are different from what is showed in the abilities page. Wrong % and I think level 2 was not in English.

I did not see any bugs just some feedback for this level.
I surprisingly found the ogre cave by accident when a unit moved into the cave with the runes. It took me a moment to realize I could leave if I walked close to the area I spawned in at. Maybe mark this spot with the same runes as I overlooked the exit several times.
There are upgrades that require a "Fortress" on unit production buildings which we can not get as we can only go up to "Stronghold".
Raider "Anti-Armor" upgrade reduces the enemy armor by 4 when tooltip says 3.


I did not play 5 as even though is available the map seems to be a work in progress.
Thank a lot for being specific and your feedback !
For Chapter 3 I gave control but at last minute I wanted to bcs often Kodo were blocked by enemies or player, I do not know how to make a caravan system yet :/ I'll try something else ...

I'll figure out the rest.

Yeah damn I loaded the Work in Progress version x( I wanted to stop at the cinematic ^^
The maps are not the hardest but they are not easy either.
If you want based on feedback from other people I would suggest making the rune carvings maybe a color that can be seen on the mini map, like a neutral building is grey etc. As they are not huge game changing secrets but does allow for some exploring rewards without them blending into the desert landscape due to their color on the model.

Overall it is a great start to the campaign once the triggers get fixed. I am looking forward to the rest of the campaign.

Wanted something pretty balanced, maybe i'm the good way :)
Ok why not, truly I did not think too much about it but good idea.

I hope the story will follow x) not guaranted
Thanks again !
 
Hello MelNefys.

Thanks for uploading your creation!
I played the 4 missions. The story is interesting and I like the mapping also. But I had some problems with it:

The first mission was perfect.

The second mission was disappointing for me because I fastly built towers and some troops but I wasnt attacked at all. And I noticed in this mission at first that the Peons dont talk at all. The pig farms are a nice WC2 touch though.

The third mission was too difficult with defending the kodos, because they dont have any armor and only 300 HP (as I remember) for each one.

The fourth mission is funny cause right at the beginning I have 2 exemplars of the same hero (the chief) and I can relive both when they die. :D
I had no idea how long I have to press back the humans, I would set a visible timer for the player. I will continue playing.

I will not yet rate your creation becasue its not finished yet.
 
Hello MelNefys.

Thanks for uploading your creation!
I played the 4 missions. The story is interesting and I like the mapping also. But I had some problems with it:

I will not yet rate your creation becasue its not finished yet.
Hi Norkas , Thanks a lot for your feedbacks ! I'm sry after severals updates there is still issue with triggers...
I will upload it tonight, again.

Thank too for not rating in the current state ! ^^
The first mission was perfect.

The second mission was disappointing for me because I fastly built towers and some troops but I wasnt attacked at all. And I noticed in this mission at first that the Peons dont talk at all. The pig farms are a nice WC2 touch though.

The third mission was too difficult with defending the kodos, because they dont have any armor and only 300 HP (as I remember) for each one.

The fourth mission is funny cause right at the beginning I have 2 exemplars of the same hero (the chief) and I can relive both when they die. :D
I had no idea how long I have to press back the humans, I would set a visible timer for the player. I will continue playing.
1 - The first seem to be the most appreciated ^^ I wasn't sure at all but I'm glad you liked it.

2 - I'm sorry but the last one was updated on this ^^ maybe redownload it :/ And yeah, lot of modified units lost their voicelines, Reforged thing I suppose cause sometimes they speak :peasant-thinking:

3 - I'll try to have more feedback for that one, it's complicated to balance

4 - Oh ? I never had that bug, I'll see to make a "unit checker". the objective is not to endure their attacks but to push them back, so just destroy them :p

Thanks again for your critics, hope you'll still like the remaining parts. :)
 
When will the company continue?
Hi, Thanks for played it ! Well I'm currently making a proper caravan system for chapter 3 and fixing some details.
And this is a "DEMO", a first "act" to see if everything work properly before continuing bcs my last one was corrupted after 2 years of useless work on it.

I made this during 7 months so ^^ in some time ^^ and maybe with precious help of some members add AI voices.

If you have suggestions or feedbacks I'll take :p
 
hey, i'm new to hiveworkshop, but trying out your test run. ran into an issue where i couldn't continue in chapter 1, so I looked up a youtube video to see what the next step was, and it looks like there should be a cutscene at the gold mine that i'm not getting, so the quest never updates and I can't move forward. enjoying it otherwise so far though.
 
hey, i'm new to hiveworkshop, but trying out your test run. ran into an issue where i couldn't continue in chapter 1, so I looked up a youtube video to see what the next step was, and it looks like there should be a cutscene at the gold mine that i'm not getting, so the quest never updates and I can't move forward. enjoying it otherwise so far though.
Hi ! Thanks for your time and feedback, sorry for that issue, you're the first one to tell me this, I'll take a look to the triggers this evening but that one never bugged as long as I know... Have you tried to load a save ? Or by replaying it ?
 
Hi ! Thanks for your time and feedback, sorry for that issue, you're the first one to tell me this, I'll take a look to the triggers this evening but that one never bugged as long as I know... Have you tried to load a save ? Or by replaying it ?
both, yes. i saved and reloaded to update battlenet and see if the game had an update and didn't work when i loaded in again. then I started the mission over and sped through to the mine and both times never got the scene. is it possible there's a small setting somewhere that needs adjusted for custom games or something small that i might not have been aware of?
 
both, yes. i saved and reloaded to update battlenet and see if the game had an update and didn't work when i loaded in again. then I started the mission over and sped through to the mine and both times never got the scene. is it possible there's a small setting somewhere that needs adjusted for custom games or something small that i might not have been aware of?
No no don't worry, you just have to enjoy the campaign, weird... I know triggers can be destroyed during download, I'll check that immediately.

Edit : Ok My bad, it seem I forget to turn on the trigger, I modify it so much I do shit between version ... ^^ I download from here and modify two three things, you should be able to playt it now, do not hesistate to tell me if you have any issues, I hope you'll have fun !
 
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Warning: By time of this review, this campaign was in DEMO and contained 4 chapters and 1 interlude.
So it may be outdated when you read it :)


Tale how, well, another orcish clan made their ways through ocean and... Made into Kalimdor. But way, way, WAY south than most of the Horde made.
And this is cool.
Oh, and it plays on REFORGED HD graphics, which is rare, even now.


Well, well, well... @MelNefys. Since I've told you my impression via DM, I can only leave here some sort of impressions over each mission for other people.
Overall this campaign has potential. Honestly I liked how it takes in different place than usual Barrens/Durotar and other familiar but boring places of Orcish Horde.
Instead of delving into majestic forests, our clan delves into deserts of Tanaris and, maybe, beyond eventually.

First mission nicely divided into 2 parts of exploring and building up. This mission teaches us... No, not quite weird mixup of WC2 Orcs and WC3 Human techtree in terms of impression, but rather how to HATE THOSE DUNE ELEMENTALS AND GORGERS. First ones love hiding in sand and the latter - enjoy resurrection perhaps too much.

Second mission takes at the same place as the previous one is always welcomed touch. But my impression was somewhat ruined by game cache problem and eventual save & load breaking (but you will fix them, right, right?), although I disliked this strange food limit by 80 (just why) and centaurs. They are not hard, but could use more variety. For example - centaurs with resurrection ability! Yes, I'm masochist :D

Third mission... Is bastard child of Long March. It even has "KODO MUST BE PROTECTED" vibe. It has kodo, literally. But this mission design reminded me of video:
Yes, kodo act like a trunks and ignore everything on their way towards their oasis. They are, perhaps, thristy too much. It means that only way to stop them is by blocking physically, which breaks their small AI brain.
Mission is enjoyable, but as I told you, look onto original design and simply copy & paste - its ideal on its own already.

Fourth mission. Well this is first normal RTS with "we just chilling & smoking here mon" allies and "no-smoking" ally-focused enemies. Well, alignment between our enemies is quite strange, I didn't expected such race alliance. It played fine. No questions here. Maybe add little more gold to your first goldmine, but thats okay even now.

Interlude promises future plot development. Thats all.

...Soooo. What can I tell about current state of play for this campaign? Well, if you want to see "Orc Clan arrives in Kalimdor, but thats another story" campaign - you should try this.
Campaigns fine. Campaign has proper exploration vibe. If you like deserts, want to kick some vile plants and enjoy enemies with resurrection - you should play this campaign.
Otherwise... Play this campaign, cause why not?

Like and await for more story development!
 
Warning: By time of this review, this campaign was in DEMO and contained 4 chapters and 1 interlude.
So it may be outdated when you read it :)


Tale how, well, another orcish clan made their ways through ocean and... Made into Kalimdor. But way, way, WAY south than most of the Horde made.
And this is cool.
Oh, and it plays on REFORGED HD graphics, which is rare, even now.

Well, well, well... @MelNefys. Since I've told you my impression via DM, I can only leave here some sort of impressions over each mission for other people.
Overall this campaign has potential. Honestly I liked how it takes in different place than usual Barrens/Durotar and other familiar but boring places of Orcish Horde.
Instead of delving into majestic forests, our clan delves into deserts of Tanaris and, maybe, beyond eventually.

First mission nicely divided into 2 parts of exploring and building up. This mission teaches us... No, not quite weird mixup of WC2 Orcs and WC3 Human techtree in terms of impression, but rather how to HATE THOSE DUNE ELEMENTALS AND GORGERS. First ones love hiding in sand and the latter - enjoy resurrection perhaps too much.

Second mission takes at the same place as the previous one is always welcomed touch. But my impression was somewhat ruined by game cache problem and eventual save & load breaking (but you will fix them, right, right?), although I disliked this strange food limit by 80 (just why) and centaurs. They are not hard, but could use more variety. For example - centaurs with resurrection ability! Yes, I'm masochist :D

Third mission... Is bastard child of Long March. It even has "KODO MUST BE PROTECTED" vibe. It has kodo, literally. But this mission design reminded me of video:
Yes, kodo act like a trunks and ignore everything on their way towards their oasis. They are, perhaps, thristy too much. It means that only way to stop them is by blocking physically, which breaks their small AI brain.
Mission is enjoyable, but as I told you, look onto original design and simply copy & paste - its ideal on its own already.

Fourth mission. Well this is first normal RTS with "we just chilling & smoking here mon" allies and "no-smoking" ally-focused enemies. Well, alignment between our enemies is quite strange, I didn't expected such race alliance. It played fine. No questions here. Maybe add little more gold to your first goldmine, but thats okay even now.

Interlude promises future plot development. Thats all.

...Soooo. What can I tell about current state of play for this campaign? Well, if you want to see "Orc Clan arrives in Kalimdor, but thats another story" campaign - you should try this.
Campaigns fine. Campaign has proper exploration vibe. If you like deserts, want to kick some vile plants and enjoy enemies with resurrection - you should play this campaign.
Otherwise... Play this campaign, cause why not?

Like and await for more story development!
Great thanks for your global review ! :p

Glad you didn't like the new creeps ! They are here for being hated ^^

For the Game Cache all I can do is to remake the triggers :/ like mentionned on your Playthrough, they are among the first things I fix... I just hope the next versions will be more "stable" 🙏

Khans can Resurection and can resurrect too ^^ You're really masochist if you wish it more :grin: For the food limitation, it's just "lore" reason, bcs they just began to reunite the Clan, that's all ^^

I followed your idea and copy-pasted the full triggers of the second orc mission annnnnnd it doesn't work, and well, I think I'll redesign the mission, Caravan is not what is the most enjoyable after all. :con:

I agree with your video x)

The fourth mission will have minor changes, to increase the difficulty and some terrain layout,

It will not be a CSW quality but wait and see indeed ^^

Thank you a lot, once again, for feedback and your playthrough, really want to make an enjoyable campaign, always stressful when triggers doesn't properly work ! :ogre_rage:
 
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ok chapter 2 was cool, i enjoyed that one with only minor issues. i had the trigger from the beginning play back a second time (maybe also a trigger, but wrong lineup?) when i got to the northwest region just before the orcs. so the centaurs attacked again in the same areas, and more peons spawned in, even the dialogue ran through (lol). cool level though.

we gotta talk about the kodo escort.... lol. even whosyourdaddy edition i had to reload 3 times, the kodos kept goin all over the place, the kodos were x4 speed so it sort of looked like they were dancing through the plains (very funny to watch), the new hero died randomly once (might have not paid attention, probably not worth mentioning), had no time to explore before the map shrank, the beginning scene if skipped would play again at the first fountain.... cool idea, but it was a headache going through.... the new trolls though 🫶.
 
ok chapter 2 was cool, i enjoyed that one with only minor issues. i had the trigger from the beginning play back a second time (maybe also a trigger, but wrong lineup?) when i got to the northwest region just before the orcs. so the centaurs attacked again in the same areas, and more peons spawned in, even the dialogue ran through (lol). cool level though.
Centaurs ? From beginning ??
Glad you liked it thought, cool you could finish it too.
we gotta talk about the kodo escort.... lol. even whosyourdaddy edition i had to reload 3 times, the kodos kept goin all over the place, the kodos were x4 speed so it sort of looked like they were dancing through the plains (very funny to watch), the new hero died randomly once (might have not paid attention, probably not worth mentioning), had no time to explore before the map shrank, the beginning scene if skipped would play again at the first fountain.... cool idea, but it was a headache going through.... the new trolls though 🫶.
Yeah yeah I'm remaking it, Caravan is too much problem, when I tested it, I played taking advance on the kodos but even like this it's not enough playable for everyone, I cut it in severals parts.
And I made other things for intro with dialogue choices, less problems !
 
Centaurs ? From beginning ??
Glad you liked it thought, cool you could finish it too.

Yeah yeah I'm remaking it, Caravan is too much problem, when I tested it, I played taking advance on the kodos but even like this it's not enough playable for everyone, I cut it in severals parts.
And I made other things for intro with dialogue choices, less problems !
i'm glad it wasn't just me this time lol. i enjoy dungeons and escort levels more than the survive and run and gun levels, and it was hilarious watching the kodos dance around, but yea functionally it was a headache.

yea the same attack from the beginning, same centaurs, same entry locations, same dialogue. i reloaded from before work when i got home, idk if that makes a difference, and had my stronghold move 4 times i think (once per mine, awesome feature!), but yea that was a thing.
 
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