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The Heart of Storms: Dusk of Draenor (Release)

This bundle is marked as high quality. It exceeds standards and is highly desirable.
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The project is finally at a version we are proud to call first (but not last) release out of beta stage.

After a very long wait and, finally, 2 years of intense development (as it was relaunched in 2020 and worked from the ground up, only keeping a few old assets and the story), Heart of Storms finally gets an open release!


For a (not very) brief history of this mod, check here.

What's in the release 1.68?
  • The whole Act I of the Heart of Storms campaign.
  • 3 playable races: Ogres, Orcs and Draenei, as well as lots of neutral units, creeps and heroes.
  • 5 missions (with multiple variants depending on player choices) and 2 cinematics.
  • Thousands of new models and textures, including not only unit and building graphics, but also doodads, tilesets, special effects and UI, for a completely different level of detail that we'd describe as "semi-Reforged" (essentially bringing vanilla Warcraft III to Starcraft II visual quality).
  • New music and unit/hero voices.
  • And basically everything we planned to release in Act I: Dusk of Draenor.
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More stuff will be done for the next releases: melee version and further improvements, especially with visuals and voices. But other than that, consider Dusk of Draenor finished. We're waiting for your feedback, because there's always room for more good stuff!

A word of warning: HoS has a completely reworked balance compared to original Warcraft III, and a somewhat harsh learning curve. We strongly recommend that you play on Easy or Normal for the first time, and be prepared that the final mission is very hectic (though more than manageable once you get the mechanics right). HoS is also cheat-friendly, if you want a VERY easy time (when your heroes need to die, they'll die anyway!)

For testing purposes, all missions are unlocked from the beginning. However, we insist you play them in correct order, as the plot heavily depends on choices you make in previous missions, and you'll only see the basic version if you skip them. There's also a true final boss and a secret ending which are available only for those who complete special objectives! Look out for hints, sometimes they're hidden in plain sight!

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Installation:

Heart of Storms Act I requires a clean (non-modded) English version of Warcraft III: The Frozen Throne, patched to 1.27b. It has also been tested on 1.29.2 and works fine, though you may encounter a few minor bugs. Working on later versions and Reforged (on PTR with campaign support) is not guaranteed and will most definitely be very unstable at best. It will not work at all on 1.26 or any earlier versions.

Currently it's available only as a mix of a campaign file, local files and mpq archive. Using campaign file only was originally planned but we had to discard it due to technical limitations (custom team colors not working) and sheer size of it making the campaign crash on a few systems. Standalone campaign version, still, is planned in the final release for purist reasons, though it will likely have some limitations.
You can download a free 1.27b copy of Warcraft III from Blizzard's FTPs here: https://us.forums.blizzard.com/en/w...ii-official-installers-official-patches/21415
or here:
https://www.hiveworkshop.com/threads/wc3-download-archive-1-00-1-31-1-beta-demo.326836/
1. Copy the w3n file into Campaigns\ folder of the game root.
In you are playing 1.29, this folder is instead located in your Documents/Warcraft III/ folder.

2. Enable local files, instructions can be found here: https://www.hiveworkshop.com/threads/local-files.330849/
If you need any help with enabling local files, just ask, and we'll try to help. It's easier than it sounds.
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3. Download HoS local files: https://drive.google.com/file/d/1wO1i2b8BSyHzUhGQ_UBfvGBq3Uyr2hvR/view?usp=share_link
Mirror: https://mega.nz/file/EjRx3IKR#xwYeYjXfuw6G3h3LLn2zLqkfhV6Sux4b5gzlpAVLG7U

We added instructions and a REG file that does a one-double-click local files setting in the archive.

The campaign WILL NOT FUNCTION without these! They contain most of HoS models, sounds and textures.
Copy the entire contents of Local Files archive into game root; so that, for example, textures are in (game folder)\Textures.

4. War3patch.mpq will be replaced as the result, you might want to make a copy. If you use 1.29, delete it.
Without this, new sounds will not work, and some non-critical visual glitches will occur.
5. If you launch the game (Frozen Throne) and see a new main menu, you have done it correctly. Now just go to Custom Campaigns and play (start with Prologue - Chainbreakers).
Notes:
- Set all visual settings to maximum, or the game will crash.
- Highly recommended to turn off other applications that use a lot of CPU power or RAM. WC3 is not very forgiving if it can't find enough computing power or memory.
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Credits:
Too many people involved to name them here, so we compiled a special list.

And now to the most important question... "Can I use your models in my project?"
Well you certainly can. Reviving and finishing HoS would not have been possible without a huge amount of community models on Hive Workshop and other sites that we based our graphics on (giving all proper credit and, where needed, requesting specific permission), so it would be fair to give back to the community. Therefore, game files come without any protection for the resources inside. However, we would ask you to follow the rules set in the PLEASE READ THIS FIRST section of the credits. We'll copy it here, just in case:
Models marked with red color (in the credits list) feature parts of, and/or are based on models whose authors specifically forbid editing or redistributing their work (General Frank and BloodRaven; their names are marked with bold font in the credits). HoS team uses them with these authors' written permission, and you are not allowed to use, modify or redistribute them without receiving the same permission your side as well. You can contact the authors on Hive Workshop.
Models and icons marked with yellow color (in the credits list) require written approval of HoS team (which we are likely to give, just ask us first) to use, as they are either original characters with distinct visuals, or icons that have been done from scratch specifically for HoS. If you plan to use any of HoS protagonist models in your project, we are likely to kindly ask for minor visual changes your side (recoloring skin and making some adjustments would do, we just don't want them 100% identical to central HoS heroes).
Using any other resources from HoS can be done without specifically asking permission, but please properly credit both the original authors and the HoS team (as nearly all models and skins have been modified by the HoS team, sometimes extensively).
If you didn't find your name in the respective contribution list, or there's an error, please message us, mistakes can happen due to sheer number of resources used.
HoS models may deviate from usual Warcraft 3 standards: for example, we are not using hero glow or decay animations, and some animations require specific attachments. By using any of the edited resources, you agree that it's presented "as is" and not guaranteed to work without supplements. We also do not take requests on modifying these resources to your needs.
No resources listed can be sold or used to generate any kind of revenue or donations. If you paid for it, you have been scammed.
By using these resources, you confirm that you are of sound mind, of legal age, aware of what you're doing, and accept full responsibility for it.
You're welcome share your impressions in our Hive thread or Discord channel.
Looking forward to your feedback!
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CREDITS:
(As per the rules, but better consult the Google Document above. Please remember models based on assets made by General Frank and BloodRaven cannot be used/modified/redistributed without these authors' written permission)
PRODUCTION
Med. MapGuy: maps, campaign triggers, doodads, editing, scaling, scripting, terrain.
Dmitry Rommel: script, reskins, concept, story, characters, general idea, colors, visual style, additional model and skin editing.
Stefan.K: unit and structure models, animations, model fixes, custom geosets, animated conversions, special effect fixes.
HandClaw: texture and icon art, unit icons, ability icons, custom skins and reskins, cursors.
PrinceYaser: freehand icons for units and abilities
HerrDave: so many good bases for orcs and tons of model supplements and animations, doodads and polishing
Uraman: melee mode triggering, balance, adjustments and maps, model edits
Fyodor: melee AI, teamwork, resources; 3113r: melee and AI coding
Kantarion: working with terrain and cliff textures
Brian Sink (beepo): modelling
Tarrasque: modelling
Sellenisko: additional model editing
Nexis: artwork and fine lining
ANDGIL: loading screen art
Xelos (Michael32): stash or stunning models and contributions
Dreamkraft: collection of fine ports that saved our model bank
bakr: for his amazing building models and vision of architecture
Maximal: for his stunning custom hero models

VOICE ACTING
Malmgrev: Prelate, Rangari, Captive, Mizrakh, Arnak, Wulnar, Magus, Warlock
HoS 2006 Team: Rogaar, Necrolyte, Skinner, Spearman

SPECIAL THANKS TO
General Frank, for Draenei vehicle models, icons and skins, plus many other bits and pieces.
WILL THE ALMIGHTY, for explosions of the buildings and units.
Mythic (now Vinz), for visual and special effects, spells, missiles, Draenei buildings and animations.
Hawkwing, for custom geosets when we needed them most.
stein123, for collections of treasures we thought lost, and preservation of the most rare and valuable models.
Darkfang, for skins and ability icons.
Tauer, for high quality named hero models and skins
PROXY, for doing what we were all too lazy to do with special models.
I3lackDeath, Wildfire and FeelsGoodMan, for the UI that inspired us to do our own UI.
P3in, for his stash of amazing special effects
Empyreal, for his visual effects of brilliant design.
Grey Knight, Deolrin and Red, for rally point animations.
The_Warchief, for his time indicators.
johnwar, for lots of reimagined orcs.
Vulfar, HappyCockroach, Ujimasa Hojo, Remixer, Rangnar, Racziel, Deolrin, Red, doom_sheep, eubz, 8512590215848, xw1995327www, Эльрат, Mc !, Fingolfin, Ageron, Tamplier, NilasAran_39, Lothar1994, for doodads.
NhazUl, for autocast.
~Nightmare, for his Move Mithril Spear 3.
Spellbound, for Lightning effects.
Sin'dorei300, for his collection of icons and UI assets
Kenathorn, for item models
Milan The Ripper, for Torchlight icons
Loken Ironwolf, for extracting Pale Orc sounds
DanielGovar, for the book page art
Nаirun, for melee and AI coding

MODELS LIST

UNITS, BUILDINGS, UPGRADES
OGRES Credits
Drudge Base model by Xaran Alamas. Collar by Blizzard. Axe by Justify.
Basher Base model by unknown contributor. Helm by Blizzard.
Skinner Model by Sellenisko. Reskin by Dmitry Rommel. Track icon by Maxwell.
Gladiator Base model by Blizzard, extracted by killax and replikanT. Claws by Darkwind.
Gronnling Base model by Explobomb and HerrDave. Head and skin by Sellenisko.
War Hog Base model by Callahan. Head by Tauer. Jaw by HerrDave. Accessories and boar by Blizzard. Armor by HerrDave.
Ogron Siegebreaker Model by Explobomb. Reskin by HandClaw. Portrait animation by HerrDave.
Keg Keeper Base model by strongwill. Barrel by Naga-Meister. Accessories by Blood Raven. Head by Tauer.
Giant Eater Base model by -Grendel. Weapon by Sunchips. Head by Blizzard (animated by Brian Sink/HoS team). Skin by Rommel, HandClaw and Tauer.
Gronn Base model by Blizzard, extracted by Soldier. Reskin by Rommel. Portrait animation by HerrDave.
Magus Model by Tauer. Reskin by HandClaw.
Geomancer Base model by Direfury. Staff by Blizzard. Reskin by HandClaw. Head by Tauer. Elemental by War of the Three Hammers team (preserved by stein123). Bulwark effect by Yours Truly.
Beastbreaker Base model by johnwar. Accessories by Blizzard. Reskin by Dmitry Rommel.
Slave Miner Base model by Ujimasa Hojo. Pick and skin by Blizzard.
Slave Fighter Base model by Stefan.K. Helm, weapon and skin by Blizzard.
Slave Charmer Base model by unknown contributor on XGM. Head, skin and wings by Blizzard. Portrait by kangyun. Charm by Mythic.
Slave Shortener Base model by johnwar. Skin by Blizzard.
Ruinous Calamity / Lava Elemental Base model and icon by SuPa-.
Broken Wolf Model by Sellenisko. Icon by Sin'doei300.
Carrion Roc Base model by Rise of the Horde team (preserved by stein123).
Frenzied Rylak Base model by Blizzard (extracted by ReVVeR). Blood by Vestras. Missile by kellym0.
Oculus Base model by Blizzard. Reskin by Dmitry Rommel.
Migrant Base model by infrenus. Blades by Mr.Goblin and PROXY. Pirate port by loktar.
Flamebringer Base model by Dmitry Rommel. Skin and parts by Blizzard. Missile by kellym0. Portrait by IronMaiden.
Imperator Base model by Dmitry Rommel. Skin and parts by Blizzard. Portrait by Rexxsar.
Slavedriver Base model by Direfury. Mace and head by Blizzard. Reskin by HandClaw.
Prophet of Ruin Base model by johnwar. Reskin by Dmitry Rommel. Accessories by Blizzard. Star by Grey Knight.
Warbringer Base model by johnwar. Reskin by HandClaw. Banner by HerrDave. Helm by Blood Raven.
Butcher Base model by Dionesiist (animations by Chriz). Mask, armor and banner by HerrDave. Blades and cauldron by Blizzard.
Altar of Goria Base model and stones by loktar. Skull by Blizzard. Banner by Ujimasa Hojo.
Stonehold Base model by Rise of the Lich King team. Accents and skin by Blizzard. Redesign by Trolldaeron.
Seat of Victors Base model by Rise of the Lich King team. Accents and skin by Blizzard. Redesign by Trolldaeron.
Gorthenon Base model by Rise of the Lich King team. Accents and skin by Blizzard. Redesign by Trolldaeron.
Mound Base model by Azazzello. Skin by Blizzard.
Ring of Blood Coliseum model by purparisien. Model base by Blizzard.
Smelter Base model by Mephestrial. Torch by Blizzard. Weapons by johnwar and Sunchips.
Den of the Breakers Base model and skull by Blizzard. Cave by HerrDave. Molten skin by Darkfang.
Rune Circle Base model by loktar. Runes by Retera. Skin by Blizzard.
Flame of Grond Base model by NilasAran_39, Storm Shadow and Galenrad. Pillar and skin by Blizzard.
Bazaar Base model and decorations by Blizzard. Marketplace by Potato_Powered.
(Items) Item models by Kenathorn and HerrDave. Orb models by General Frank. Axe and ring by terrio.
Storm Pillar Base and skin by Blizzard. Banner by loktar.
Sea Strand Rocks and piers by Azazzello. Decorations and skin by Blizzard.

ORCS Credits
Peon Base model by PROXY. Chest by 126647. Axe by Justify.
Grunt Base model and skin by Dmitry Rommel.
Spearthrower Base model by loktar. Thunderspear by Bloody_Turds.
Infiltrator Base model by HerrDave. Head and hair by Blizzard, extracted by Сказочник. Blade by PROXY. Missile by -Grendel.
Catapult Model and skin by Dmitry Rommel.
Brute Base model by HerrDave. Edits by stein123.
Marauder Base model by HerrDave. Edits by stein123. Hair by Fastumgel. Skin by Dmitry Rommel.
Dragon Whelp Base model and skin by Blizzard.
Drake Rider Base model by Sellenisko. Icon by Sin'dorei300. Jaw by Kwaliti. Missiles by kellym0 and Empyreal.
Raider Model and skin by Dmitry Rommel.
Necrolyte Base model by Kam, Xaran Alamas and Dmitry Rommel. Staff by Sunchips. Bones by Blizzard. Special effect by frostwhisper. Missile by -Grendel.
Warlock Base model by T.J. Skin by Dmitry Rommel.
Death Knight Base model by HerrDave. Reskin by Dmitry Rommel.
War Pig Base model and skin by Blizzard.
Daemonic Circle Model by JetFangInferno. Rune circle by Yuu Kusaheki / Yukito Tsukishiro (from XXX Holic / Tsubasa Reservoir Chronicle). Mass sacrifice icon by The Panda.
Daemon Base model by -Grendel. Head by General Frank. Blade by Mythic.
Eye of Killrogg Model by Dmitry Rommel.
Bone Warrior Base model by Mister_Haudrauf. Shield and armor by Dmitry Rommel. Skull by Blizzard. Skin by HandClaw.
Boarder Base model by Dmitry Rommel. Accents by HerrDave. Chains by Mythic. Portrait by General Frank.
Destroyer Base model by Blizzard. Accessories by HerrDave, Mr.Goblin and PROXY. Portrait by Murlocologist.Sword by paradise.engineeri.
Juggernaught Base model by Dmitry Rommel and Xaran Alamas. Icon by Mr.Goblin. Portrait by Tauer.
Mercenary: Zeppelin Base model by HerrDave. Blades by Mr.Goblin and PROXY. Portrait by IronMaiden.
Mercenary: Gronnling Base model by Explobomb and HerrDave. Head and skin by Sellenisko. Blades by Mr.Goblin and PROXY.
Mercenary: Pathfinder Base model by Tauer. Skin, hair and face by Blizzard.
Packleader Base model by PROXY. Weapons by Blood Raven. Axe by Deolrin and Red. Hair and skin by Blizzard.
Netherlord Base model by -Grendel.
Slayer Model and skin by Dmitry Rommel. Weapons by Blizzard. Visuals by Mythic.
Shadowblade Base model by General Frank. Blades by Uncle Fester. Head and hair by Blizzard, extracted by Сказочник. Warp effect by doom_sheep.
Altar of Conquerors (ex. Storms) Base model by Ujimasa Hojo. Pitlord preserved by stein123.
Great Hall Base model by Red XIII. Skin by Blizzard and Dmitry Rommel.
Stronghold Base model by Red XIII. Skin by Blizzard and Dmitry Rommel.
Fortress Base model by Red XIII. Skin by Blizzard and Dmitry Rommel.
Pig Farm Model by HerrDave and Tamplier. Pig by Blizzard.
Hall of the Brave Base model by Azazzello.Tusks by loktar.
Steelworks Model by Rise of the Lich King team (preserved by stein123). Reskin by Dmitry Rommel.
Hall of Legends Base model by NilasAran_39. Accessories and skin by Blizzard.
Temple of the Damned Base model by NilasAran_39. Skull and skin by Blizzard (extracted by HL_Vortex). Orb by General Frank.
Dragon Roost Nest by Stefan.K. Dragon by FerSZ. Skin by Blizzard. Original animations by Alok.
Chieftain's Hoard Base model by NilasAran_39. Gold by Mike.
(Items) Item models by Kenathorn and HerrDave. Orb models by General Frank. Axe and ring by terrio.
Hellfire Tower (ex. Dragon Tower) Base model by Azazzello.
Maw of Hell Base model by Azazzello.
War Docks Base model by NilasAran_39. Crane by Ket. Skin and decorations by Blizzard.

DRAENEI Credits
Artificer Base model by WyrWuulfe. Animations by Stefan.K. Focus by GoldenEggCN.
Peacekeeper Base model by Sellenisko. Face by Zenonoth. Reskin by Dmitry Rommel.
Rangari Base model by Gluma. Head by Hawkwing. Skin by HandClaw. Bow by Mythic.
Vindicator Base model by kangyun. Visuals by Mythic. Hair and face by Blizzard.
Irontusk Base model by Hawkwing. Reskin by HandClaw. Spear by Blood Raven.
Shadow Keeper Base model by Hawkwing. Head by Blizzard, extracted by Zenonoth. Staff by Epimetheus.
Eye of Augari Base model by Mythic. Reskin by HandClaw. Focus by GoldenEggCN.
Vigilant Base model by AndrewOverload519. Head, skin and shields by Blizzard (extracted by FeelsGoodMan).
Argunite Battery / Protector Base model by General Frank. Skin by HandClaw. Shield and missile by Mythic. Shrapnel by WILL THE ALMIGHTY.
Solar Hawk Base model by -Grendel. Head and portrait by Blizzard (extracted by gy0243).
Solar Flare Base model and skin by Blizzard. Missile by Mythic.
Skyguard Base model by General Frank. Skin by Blizzard.
Anchorite Base model by kangyun.
Sorcerer Base model by Hawkwing. Reskin by HandClaw. Visuals by Mythic.
Soulpriest Base model by old HoS team. Face texture by FrIkY. Armor by Blizzard (extracted by BloodRock). Staff by Stefan.K. Blessed ground effect by Vadim 647 and stan0033, rune circle by Wattpad (for King of Dragons Highschool DxD Fanfiction project).
Lucent Base model by supertoinkz. Crystals by Mythic. Skin by HandClaw.
Awakener Base model and skin by Blizzard. Shield by General Frank. Portrait by Ujimasa Hojo (head by Blizzard).
Sun Keeper (x3) Base model by Ujimasa Hojo, head by Blizzard.
Lightbringer Base model by General Frank. Reskin with Blizzard assets. Orbital rift by P3in.
Exarch Base model by Gluma. Face and shoulders by dickxunder. Wings by FeelsGoodMan. Blade by Hawkwing. Decorations by Mythic. Occulum by Sellenisko.
Arbiter Base model by Himperion. Reskin by HandClaw. Naaru by Hawkwing. Face and hair by Blizzard (extracted by deme3s and Darious). Accents by Solu9. Visuals by Mythic.
Consul Base model by kangyun. Collar by Stefan.K. Hair by Blizzard. Horns by PROXY. Beacon by Tranquil.
Prelate Base model by DarkClaw and classic. Hammers by Blood Raven. Wings by Mythic. Face by LRAC.
Praetorium Base model by Mythic. Skin by HandClaw. Geosets by Hawkwing.
Warriors' Tier Base model by Mythic. Skin by HandClaw. Geosets by Hawkwing.
Arkonite Crystal Base model by Mythic. Visuals by StefanK. Skin by HandClaw. Crystal by Blizzard.
Crystal Forge Base model by Mythic. Skin by HandClaw. Crystal by Blizzard.
Mana Forge Base model by Mythic. Skin by HandClaw. Forge by Blizzard.
Altar of the Naaru Base model by Mythic. Skin by HandClaw. Statue by Blizzard. Naaru by Bmm34.
Nexus Base model by Mythic. Skin by HandClaw. Geosets by Hawkwing.
Seat of Light Base model by Mythic. Skin by HandClaw. Geosets by Hawkwing. Force shield by Fingolfin.
Halls of Meditation Base model by Mythic. Skin by HandClaw.
Soul Shrine Base model by Mythic. Skin by HandClaw. Gravestones by Blizzard. Assets converted by Renn01 and Navys.
Sky Watch Base model by Mythic. Skin by HandClaw. Crystal by Blizzard.
Emporium Base model by Mythic. Skin by HandClaw.
(Items) Item models by Kenathorn and HerrDave. Orb models by General Frank. Axe and ring by terrio.
Argunite Cannon Base model by General Frank. Visuals by Stefan.K. Skin by HandClaw.
Argunite Mortar Base model by General Frank. Visuals by Stefan.K. Skin by HandClaw.
Argunite Melter Base model by General Frank. Visuals by Stefan.K. Skin by HandClaw.
Argunite Emitter Base model by General Frank. Visuals by Stefan.K. Skin by HandClaw.
Harbor Ward Base model by Mythic. Skin by HandClaw. Tower by Blizzard (ripped by Racziel).
Crystal Vault Base model by Mythic. Skin by HandClaw. Crystals by Uncle Fester.

NAMED HEROES Credits
Teron Gorefiend Base model by HerrDave. Reskin by Dmitry Rommel. Robe and weapon by Blizzard.
Yrel Base models by Stefan.K and kangyun. Extra animations by HerrDave. Hair by Blizzard (extracted by Razorclaw_X). Hammer by Deolrin and Red. Wings by Mythic. Face by FerSZ. Animations by Maximal.
Velen Base model by Stefan.K. Reskin and dress by Dmitry Rommel. Animations by HerrDave.
Arnak Bladeweaver Base model by Direfury. Helmet by Blizzard. Extra animations by HerrDave.
Rogaar the Half-Blood Base model by Sellenisko. Edited by Dmitry Rommel. Elemental by Astromen. Orb by Mythic.
Wulnar Steelskin Base model by Tarrasque. Extra animations by HerrDave. Portrait by old HoS team.
Orgrim Doomhammer Model by Tauer. Skin edited by Dmitry Rommel. Hammer by Murlocologist.
Varok Saurfang Base model by kangyun. Icon by LordGandulfo88. Skin by Blizzard.
Gul'dan Base model by Tauer. Skin edited by Rommel. Accents by Blizzard.
Teron'gor Base model by PROXY. Cloak by Raging Ent.
Cho'gall Base model by Tauer. Voidwalker by -Grendel (preserved by stein123).
Blackhand Model and skin by Dmitry Rommel. Weapons and skulls by Blizzard. Visuals by Mythic.
Rend Blackhand Base model by HerrDave.
Maim Blackhand Model and skin by Dmitry Rommel. Accessories by Pheonix IV and Blizzard.
Grommash Hellscream Base model by Tauer. Icons by Murlocologist and Sin'dorei300.
Garona Halforcen Base model by Sellenisko and General Frank. Head and hair by Blizzard, extracted by Сказочник. Daggers by Forgotten_Warlord.
Zolaana Base model by kangyun. Collar by Stefan.K. Hair by Blizzard. Horns by PROXY. Circlet by Kenathorn.
Maraad Base model by Stefan.K. Skin and head model by Blizzard. Sword by Blood Raven. Extra animations by HerrDave.
Grizzik Base model by Ujimasa Hojo, head by Blizzard.
Grizzik (Cursed) Base model by Hawkwing. Head by Blizzard, extracted by Zenonoth. Staff by Epimetheus.
Gug'rokk Base model by Direfury. Mace and head by Blizzard. Reskin by HandClaw.
Durotan Base model by Tauer.
Draka Base model by PROXY. Head and hair by Blizzard, extracted by Сказочник.
Fenris Base model by Эльрат (made for Rise of Lich King project). Skin by Direfury. Armor by Blizzard. Beard by Tauer. Icon by Murlocologist.
Ginghema / Bhastinde Base model by Sin'dorei300. Head and hair by Blizzard. Portrait animation by Stefan.K. Skulls by Doom Wolf. Weapon, accents and harness by -Grendel.
Kil'jaeden Base model by unknown contributor, converted from Blizzard's assets. Reskin by Dmitry Rommel. Source models ported by Zenonoth.
Mannoroth Model preserved by stein123, assumed to be made by IronMaiden. Based on Blizzard's assets. Armor and icon by Murlocologist.
Medivh Base model by Blizzard, extracted by Razorclaw_X. Reskin by Dmitry Rommel.
Gharal Base model by johnwar. Icon by Scias. Fix by Uraman. Concept by Feodor.
Mizrakh Base model by icewolf055 and Direfury. Horns by Blizzard, extracted by Zenonoth. Face by FeelsGoodMan. Icon by Murlocogist.
Kilrogg Deadeye Model by Tauer. Icon by HandClaw.

LEGION Credits
Fel Imp Base model preserved by stein123.
Succubus Base model preserved by stein123. Head, skin and wings by Blizzard. Portrait by kangyun. Charm by Mythic.
Sentinax Base model by Blizzard. Animations by Stefan.K. Warp effects by DeuceGorgon and Mythic.
Immortal Base model by Blizzard. Animations by Stefan.K. Warp effects by DeuceGorgon and Mythic.
Paraxis Base model by Blizzard. Animations by Stefan.K. Warp effects by DeuceGorgon and Mythic. Engine by General Frank. Blades by FerSZ. Visuals by Rykon-V73, JesusHipster, UgoUgo and Zephyrius2412. Emblem by xw1995327www.
Infernal (Greater) Base model by LRAC and FerSZ.
Infernal (Unstable) Base model by Blizzard, extracted by Zenonoth.

NEUTRAL UNITS Credits
Gold Mine (Draenor) Base model and additions by Blizzard. Crystals by Uncle Fester. Gold by Mike.
Black Gate Base model by Dark Hunter1357.
Black Market (Draenor) Base model by WarSC. Marketplace revamp by Ujimasa Hojo.
Artifact Merchant (Draenor) Base model by by johnwar. Head, skin and portrait by by IronMaiden. Shop by Эльрат.
Fountain of Life/Mana (Draenor) Base model by Yours Truly. Accents by Jab1z.
Mercenary Camp (Draenor) Base model by Иллисор, Кет.
Impaler Model by johnwar. Skin by Dmitry Rommel.
Smasher Model by Sellenisko. Reskin by Dmitry Rommel.
Handmaiden Base model by Sin'dorei300. Head and hair by Blizzard. Portrait animation by Stefan.K. Reskin by Handclaw.
Pitfighter Base model by Stefan.K. Skin and helm by Blizzard.
Wild Ogron Model by Explobomb. Reskin by HandClaw. Club by Sunchips.
Imperatrix Base model by Sin'dorei300. Head and hair by Blizzard. Portrait animation by Stefan.K. Reskin by Handclaw. Skulls by Doom Wolf. Weapon, accents and harness by -Grendel.
Soulgrinder Model by Explobomb.
Genesaur Model by Explobomb.
Deathbloom Model by Explobomb.
Giant Herder Base model by Callahan. Accessories and clefthoof by Blizzard. Rider by IronMaiden. Armor by HerrDave.
Overgrown Base model by Dreamkraft and Xelos. Palm by HerrDave.
Sporehost Base model by Blizzard, extracted by killax and replikanT.
Heartless Base model by Blizzard, extracted by killax and replikanT. Claws by Darkwind. Mask by Solu9.
Stalker Base model by Blizzard, extracted by killax and replikanT. Claws by Darkwind.
Blooddrinker Base model by Blizzard, extracted by killax and replikanT. Claws by unknown contributor. Icon by Mr.Goblin.
Shaper Base model by Blizzard, extracted by killax and replikanT. Claws by Blood Raven. Mask by Solu9.
Scrollkeeper Base model by Hawkwing. Head by Blizzard, extracted by Zenonoth. Staff by Epimetheus.
Talonguard Model by Blizzard, converted by Zenonoth. Weapons by Blood Raven.
Talon King Model by Blizzard, converted by Zenonoth. Weapons by Blood Raven.
Solarion Base model by Ujimasa Hojo, head by Blizzard.
Adherent Base model by Ujimasa Hojo, head by Blizzard.
Savage Model by Tauer. Axe by Blizzard.
Barbarian Model by Ujimasa Hojo.
Nomad Model by JokeMaster. Skin by Dmitry Rommel.
Rampager Model by old HoS team. Skin by Dmitry Rommel.
Shadowspeaker Model by Stefan.K., reskin by Dmitry Rommel. Icon by Ginufe.
Beastlord Model by BaiyuGalan. Skin by Dmitry Rommel.
Blademaster Model by Direfury. Blade by Murlocologist. Icon by stein123.
Returned Base model by П4ела. Helm, skin and axe by Dmitry Rommel. Dark skin by Mr.Goblin.
Restless Model by -Grendel. Head and portrait by paulH.
Eternal Model by -Grendel. Fur skin by Dmitry Rommel.
She-Wolf Base model by by Sellenisko. Head, hair and skin by Blizzard (extracted by Сказочник), edited by Dmitry Rommel.
Gronnslayer Model by BaiyuGalan. Skin by Dmitry Rommel.
Prowler Base model by Blizzard. Head and skin by Dmitry Rommel.
Prowler Alpha Base model by Blizzard. Head and skin by Dmitry Rommel. Arrow by JokeMaster. Spear by johnwar.
Goretusk Base model by Callahan. Skin and head by Blizzard.
Hellboar Base model by Callahan. Skin and head by Blizzard.
Wild Rylak Base model by Blizzard (extracted by ReVVeR). Blood by Vestras. Missile by kellym0.
Rylak Matriarch Base model by Blizzard (extracted by ReVVeR). Blood by Vestras. Missile by kellym0.
Draenei Kids Base model by Alethos / Ujimasa Hojo. Heads and skins by Blizzard (extracted by Zenonoth).
Sargerei Base model by Hawkwing. Reskin by HandClaw and Dmitry Rommel. Visuals by Mythic. Face by Blizzard.
Felsworn Base model by Hawkwing. Reskin by HandClaw and Dmitry Rommel. Visuals by Mythic. Face by Blizzard. Staff by PROXY.
Warped Base model by Retera.
Malformed Base model by Retera.
Lightless Base model by Direfury. Head and skin by Blizzard (extracted by Tier10Trash).
Desecrated Bones Base model by HerrDave.
Voidspawn Model by alfredx_sotn.
Grasp of the Dark Star Model by frostwhisper.
Star Shard Model by WILL THE ALMIGHTY.
Scarshield Base model by johnwar. Edits by stein123. Skin by chr2. Helm by Blizzard.
Inciter Base model by johnwar. Spear by Mythic. Icon by r.ace613.
Terrorizer Model by HerrDave. Skin by Dmitry Rommel. Blade by Blood Raven.
Behemoth Base model by HerrDave, edits by stein123. Skins by Dmitry Rommel, stein123 and HerrDave. Armor by Blizzard. Banner by Azazzello.
Corpse Burner Base model by Sellenisko. Wand by Sunchips. Skin by Dmitry Rommel. Skeleton by PAMEXI. Skeleton skin by Dmitry Rommel.
Hellcaller Base model by Ujimasa Hojo. Skin by chr2. Horns by Blood Raven. Wand by JesusHipster.
Siege Worker Base model by PROXY. Chest by 126647. Axe by Justify.
Sythegore Raider Hammer by Sunchips. Horns by HerrDave.
Fireshot Base model by General Frank. Bolt by Retera. Shield by HerrDave. Helmet by Blizzard.
Pale Wretch Base model by HerrDave. Old version by GhostThruster. Head, portrait and icon by SuPa-.
Pale Scavenger Model by HerrDave. Head, portrait and icon by SuPa-.
Pale Stinger Model by HerrDave.
Pale Eviscerator Model by HerrDave. Hammer by Tauer.
Pale Bloodgorger Model by HerrDave. Sword by Blood Raven.
Pale Desecrator Model by loktar. Skin by Blizzard. Sickle by Apocalypsen. Staff by stonneash.
Twilight Magus Model by Tauer. Reskin by HandClaw.
Void-Blessed Base model by Direfury. Mask by Blizzard.
Tormentor Model by Tauer. Skin preserved by stein123. Icon by Stanakin.
Ripper Model by Mister_Haudrauf. Skin preserved by stein123. Head by Dmitry Rommel. Icon by BLazeKraze.
Paingiver Base model by Aeonux. Skin and shield preserved by stein123 and edited by Dmitry Rommel.
Venomblade Base model by HerrDave. Head and hair by Blizzard, extracted by Сказочник. Blades by Lender and PROXY.
Plunderer Base model by johnwar. Skin by Dmitry Rommel. Icon by r.ace613.
Pillager Base model by johnwar. Head, blade and skin by Dmitry Rommel. Icon by r.ace613. Axe by Sliph-M.
Grunt Model and skin by Dmitry Rommel.
Spearman Base model by loktar. Thunderspear by Bloody_Turds.
Bloodclaw Base model by johnwar. Skin by IamMclovin. Icon by r.ace613.
Wolf Lord Base model by johnwar. Wolf by Эльрат (made for Rise of Lich King project). Icon by r.ace613.
Captive Base model by loktar. Reskin by Dmitry Rommel.
Unseen Defiler Model by Blizzard, converted by Astromen. Icon by Murlocologist.
Sister of Torment Base model preserved by stein123. Head, skin and wings by Blizzard. Portrait by kangyun. Charm by Mythic.
Felhunter Model by Blizzard, converted by Astromen.
Trickster Base model preserved by stein123.
Wildblaze Model by War of the Three Hammers team (preserved by stein123).
Adamant Base model by Kenntaur. Icon by PrinceYaser.
Felspark Base model by Tarrasque. Icons by Mad and Darkfang.
Marshblood Base model and icon by icewolf055.
Flame Walker Base model by Xelos. Icon by zadelim and Marrymind.

ICONS AND UI
Dusk of Draenor icons By HandClaw.
Draenei (Alliance) and Horde interface By HoS team, based on Blizzard's assets.

MUSIC
Assorted mission music is taken from soundtracks of World of Warcraft, Heroes of the Storm, Lord of the Rings: Conquest, Beowulf, Shadow of Mordor, Shadow of War, C&C4: Tiberian Twilight, League of Legends, Total War: Warhammer III, The Incredible Adventures of Van Helsing.

UNIT VOICES RECYCLED FROM OTHER GAMES (most non-Blizzard ones should be considered placeholders and will be replaced eventually)
DotA2: Gladiator, Netherlord, Ruinous Calamity, Awakener
World of Warcraft: Warlords of Draenor: most Draenei and Orc units and heroes, many ogres (Geomancer, Butcher, Giant Eater)
Warhammer 40000: Dawn of War (and derivatives): untis such as Infiltrator, Warbringer, Basher, older versions of some Draenei
Paladins: Consul, Vigilant, Sorcerer
Overwatch: War Hog
Heroes of the Storm: Yrel, Handmaiden, Shadowblade, Medivh, Gul'dan, Cho'gall, Slayer, Arbiter
League of Legends: Lightbringer, Lucent, Prophet of Ruin
StarCraft II: Protoss machine sounds
Mobile Legends Bang Bang: Orc Destroyer, Keg Keeper
Universe at War: Zolaana
War of the Ring: Pale Orcs; Eternal Darkness: Puppeteer's voice ("The Universe is a yawning chasm")
- Final interlude should now load properly.
- Chapter 4 Garona/Rogaar bug fixed.
- New unit voices for Arbiter and Anchorite.
- Chapter 4 final stage (in normal route) now also spawns a greater Infernal in addition to lesser ones.
- Slightly buffed the forces of Bladespire in Chapter 3.
- Some minor fixes for many models.
- Rangari cost increased.
- Chapter 2 Eyes of Kilrogg are now timed (90s) instead of permanent.
- Chapter 4 sacrificing allies should now give x1.5 the mana gained for player's units, and sacrificing dominated enemies should give x10 (maybe will increase further).
- Reconverted voice lines for Peacekeeper and Irontusk to reduce static.
- Cho'gall can now cast his ultimate more often.

- Final interlude should now load for everyone, at the cost of some reduction in detail. The post-credits scene is coming in a later update.
- Fixed lots of models that could crash the game above 1.29. Launching at 1.30 or higher is still very highly experimental, please provide feedback.
- Fixed M4 bugs with AI of ogres.
- In M4, ogre allies (but not Reckoners) now get a resource boost like Blackrock and Twilight's Hammer.
- New Giant Eater unit replies sound.
- Yrel, Velen, Daemon, Giant Eater, Skinner, Wulnar, Kil'jaeden models updated. Arnak skin made brighter.
- Damage of all frigate-type ships buffed.
- Fixed M3 bugs where random dialogue could overlap with cinematics of Bloodmaul and Grimfrost quests.
- Most ogres got new leg geosets with proper feet instead of stumps.
- Buildings now decay for 90s like units (which helps Draenei revive tanks).
- Some M0 default dungeon doodads replaced.
- Tree replaceable textures changed a bit to make sure the game properly blackens the trees on Fel.
- Main menu and loading screen updated to include HIVE credit.

GENERAL
- Local files now include the installation instructions and REG file that enables them automatically.
- All missions are now locked from the beginning and are unlocked one by one, in order. NOTE: if you really wish to open them again for some reason, type UNLOCK in the Prologue.
- Each campaign chapter got a book near the start that contains a hint to an achievement that will unlock the secret ending. Book will not appear if the achievement is already earned.
- Fixed some in-game tooltips that had wrong color, duplications or unclear descriptions, as well as describing entities that didn't happen before the opening of the Dark Portal.
- Some orc death sounds replaced to be less vanilla.

VISUALS
- Horde got a new UI frame, made from scratch by Murlocogist.
- Added an experimental feature of hero glow. Type heroglow in chat to enable team-colored glow on all heroes and hero-like units. Type again to disable it. This effect is purely visual.
- Fixed more models of doodads and some portraits (missed last time) that caused lag spikes on 1.30 or higher.
- Succubi model portraits now have fangs, consistent with WoW.
- In cinematic close-up frames, using more detailed succubi models now.
- New icons for Maraad, Eye of Prophecy, Bonesplitter and Chainbreaker.
- Updated the glitchy texture and model of Orc Rallypoint Banner (and variants).
- Experimenting with armor type icons; we are trying to find the ones that are comprehensive and not 100% WoW-copied, replaced Divine and Unarmored to see how it goes.
- Orc Netherlord, Blackhand and Gul'dan models slightly revamped.
- Orc tower doodads (in M0) should no longer appear with pitch-black roofs in version 1.29 and above.
- Removed required attachments of large and medium from small heroes.
- Emporium no longer has its overhead Tesseract visual.
- Uncorrupted Spearmen no longer use wrongly-colored spears.
- Shattered Hand Venomblade now has a prosthetic hand as all male warriors do.
- Added a few more additional animations for Yrel.
- Warbringer model got slight texture fixes.
- Prelate got a new cape.

GAMEPLAY AND BALANCE
- Weakened the Clan Banner and Grog healing to 2% and 1% respectively; to compensate, increasing banner durability and decreasing barrel mana cost.
- Veinrender proc chance increased to 20%.
- For all current and future Attack type heroes (Slayer, Prelate and Butcher), Mana cost of their spells is reduced.
- Eyes summoned by Rogaar now damage structures as well.

SPECIFIC MISSIONS
- Epilogue got a post-credits scene answering one of the most frequent lore questions.
- Epilogue visuals revamped, including lighting, doodads, terrain, orc clan composition and Kilrogg model.
- Fixed M3 bug where Velen's cinematic could be played more than once.
- In M4, Barbaros's projection is now transparent (for clarity that it's a magical vision).
- In M4, finishing a side quest after 80% gate power should no longer reset fog back to normal.
- In M4, Reckoners should no longer retain any units besides Crystals and Sorcerers (becoming Felsworn) after the side quest is complete.
- Further increasing mana gained by Circles in M4 for sacrificing allies and especially dominated enemies. Previously finishing up the mission was taking too long. Mana for Gul'dan's own minions will remain the same, though.
- M2 succubi vision now uses unique models for each of the three characters.
- M2 bug with sleeping Vigilants is resolved.
- Found a better sky for M2 Legion ships vision.
- In M2, units now can't walk through Horde banners.
- Grommash in M1 should no longer cast Blood Fury. In return, beating him until he honors Arnak by pretending to be defeated now awards an achievement.
- In M2, attempting to avoid fighting at sea and letting Horde ships amass will now make them deploy much more troops from the sea. Eventually all guarding Boarders will join, and in the (unlikely) case of somehow surviving that, Velen will be bombarded every few seconds until he dies or the ships are destroyed.
- In M3 Ginghema's dying animation should no longer glitch.
- In M4, if Avelarii dies while orbital bombardment is in progress, the cinematic should no longer show it.
- Reduced the Ogrogeddon achievement (M3) kill requirement to 50, let's assume each ogre was two-headed to add up to a hundred.
- Fixed a but that prevented the final achievement for the secret ending from being achievable in M4.

KNOWN BUGS
- The game may sometimes choose to shut down all special effects. Reload the map for it to stop.
- Subtitles may disappear from the game (but still appear in log). Go to options, turn the subtitles off, then back on.
- Game may crash with "not enough memory" message. Relaunch with fewer background apps.

BUG FIXES
- Putting Draenei heroes on a transport ship in M2 no longer makes you permanently lose them and render mission unwinnable.
Contents

The Heart of Storms: Dusk of Draenor (Campaign)

Level 13
Joined
Jun 9, 2008
Messages
258
They will be working all the time unless deleted, though they would probably not affect the game too much as most assets do not replace default Wacraft III ones and use new paths (so only the game menu and some icons and sounds will be replaced).
Considering Warcraft III's relatively small size, I'd recommend making a standalone copy of clean game installation and use it for HoS only.
That might just be a general local files issue not a HoS issue again, so my apologies is this is the wrong forum, but I noticed that if I use the HoS world editor, even imported terrain art seems to get overwritten again by the custom HoS files? Is there a way to prevent that, or do I need a non-HoS version to use custom terrain in the editor again?
 

Rommel

Hosted Project: HoS
Level 19
Joined
Mar 31, 2004
Messages
138
That might just be a general local files issue not a HoS issue again, so my apologies is this is the wrong forum, but I noticed that if I use the HoS world editor, even imported terrain art seems to get overwritten again by the custom HoS files? Is there a way to prevent that, or do I need a non-HoS version to use custom terrain in the editor again?
Yes, local files replace default files for all maps in that installation. The best solution is to make an additional game folder (I have 3 of them myself). You can also rename/remove local files folders while they are not needed.
If neither of these work, you can import a file into the map itself, and it takes higher priority than local files.
 
Level 13
Joined
Jun 9, 2008
Messages
258
Yes, local files replace default files for all maps in that installation. The best solution is to make an additional game folder (I have 3 of them myself). You can also rename/remove local files folders while they are not needed.
If neither of these work, you can import a file into the map itself, and it takes higher priority than local files.
see, the weird thing is, even the files I manually imported were overwritten... But anyway, I think I will just make mutliple game folders, like you said! That really is the best solution :)
 
Level 29
Joined
May 14, 2021
Messages
1,114
I can't see many of models.. it's green box...
As Rommel said, you are going to need the Local Files, which must be placed in game root. But before you can do, which version of game are you currently using?
If Reforged, then sadly no. The author only recommended at least 1.27 (no Reforged) to play the campaign without problems.
 
Level 7
Joined
Nov 13, 2018
Messages
83
As Rommel said, you are going to need the Local Files, which must be placed in game root. But before you can do, which version of game are you currently using?
If Reforged, then sadly no. The author only recommended at least 1.27 (no Reforged) to play the campaign without problems.
1.31 version. no reforged.
And I also downloaded Local Files and got in into War3 folder and nothing changes.
 
Last edited:
Level 29
Joined
May 14, 2021
Messages
1,114
1.31 version. no reforged.
And I also downloaded Local Files and got in into War3 folder and nothing changes.
Please see this:
Heart of Storms WC3.jpg

In short:
1.You need 1.27 or 1.29 to play this campaign! 1.31 is NOT officially recommended because the author might risk for you about lots of issues when you played this campaign with that version.
2.To install the HOS files, you must enable Local Files first, then place the contents into the game root. If you have an existing War3Patch.mpq for the case of 1.29, delete it!
 
Level 27
Joined
Jun 20, 2013
Messages
752
I got this campaign this week. Installing wasn't that much of a trouble in 1.26, that it happens is that the end Cinematic or crash or send you to the main menu instead of loading the next chapter, so saving during the last moment posible is a good policy.

Prologue: Beyond that part of getting out of the Arena for the first time, the chapter gets easier once you get the healing banner. The second to last boss is probably the biggest obstacle in the map, i lost most of my troops, but the final segment is rather easier to do. The Dranei Skull is the mvp on this level.

Chapter 1: Imagine my face of horror when i found the healer without the Draenei skull and had to recover it... The first 5 minutes is the worse part of the level and not in a good way, beyond this part everything becomes more tolerable, the last fight with the Draenei that can repair structures is weird.

It "This guy can repair towers, use him" and i'm how do i'm supossed to do this? This feeling is worse on the Chapter 2.

Throwing a techtree at full is a natural progression on Campaigns based on know races, even a full Naga tree, wouldn't cause this feeling of being lost.

Similar, this isn't a complain or a critic don't take this bad, but the Draenei defenses at a model design and size in map feels weak and confusing. For example in the Human techtree you know what defense launch piercing, what does area damage, or what kills mages, similar with the undead, but the Draenei defenses lack of that personality where i put the eyes on a defended section and i know what i got, and what i need.
 
Level 7
Joined
Nov 13, 2018
Messages
83
Please see this:
View attachment 430126
In short:
1.You need 1.27 or 1.29 to play this campaign! 1.31 is NOT officially recommended because the author might risk for you about lots of issues when you played this campaign with that version.
2.To install the HOS files, you must enable Local Files first, then place the contents into the game root. If you have an existing War3Patch.mpq for the case of 1.29, delete it!
Thank you but.. I downloaded 1.27 and 1.29
and downloaded and moved localfiles
but it doesn't work.. maybe i should give up.
 
Level 29
Joined
May 14, 2021
Messages
1,114
Thank you but.. I downloaded 1.27 and 1.29
and downloaded and moved localfiles
but it doesn't work.. maybe i should give up.
Local Files must be enabled first through Registry Editor. There is a thread already about that feature.
After that, you can place the content directly in the game folder. If you are using 1.29.2 and have an existing "War3Patch.mpq", delete it.
I'm also pointing out that if you have other mods that requires a Local Files, delete it so that it doesn't interfere with other mods.
 
Level 5
Joined
May 23, 2015
Messages
142
Just tryed at ver 1.29.2 and it was a massive failure, just giant green blocks and black stuff... too bad, screenshotss look nice, but not downloading another version of the game for one map... I blame Reforged!!!
 
Level 29
Joined
May 14, 2021
Messages
1,114
Just tryed at ver 1.29.2 and it was a massive failure, just giant green blocks and black stuff... too bad, screenshotss look nice, but not downloading another version of the game for one map... I blame Reforged!!!
Massive failure because of green blocks and black stuffs? I think not. You missed the important thing during the installation, which is the Local Files.
Follow the instructions on my post above (which includes a picture). This will solve the common problems with this campaign.
 
Level 26
Joined
Aug 18, 2022
Messages
640
I was finally made it to the end of the campaign.
May I ask, this is the final version of the Heart Of storms first part?(I found the right part, sorry, I'm blind sometimes)
"The project is finally at a version we are proud to call first (but not last) release out of beta stage."

It was a challenge, very dense and compact experience so to speak. Very good one, and I think, this campaign is the best, and forever.
Most of the units has lore & backstory, sadly some of the Frostwolf units had no backstory or Lore.
I need to search for more words, but hope it's enough.
Thank you guys the campaign. It was an experience!
 
Last edited:

Rommel

Hosted Project: HoS
Level 19
Joined
Mar 31, 2004
Messages
138
There's been some silence on HoS forum lately, but not because we've nothing to tell you about - on the contrary, we have news too big for the announcement that was originally planned, so it takes a bit more than we expected.
Stay tuned. It's coming.
And meanwhile... here's a little teaser.

image.png
 
Last edited:
Level 29
Joined
May 14, 2021
Messages
1,114
show map well and not show units and hero for me
What version of Warcraft 3 are you currently using on? If you don't see units and hero models, then you are going to need Local Files.
Check my post above for detailed information about playing this campaign without issues.
 
Level 5
Joined
Sep 11, 2016
Messages
19
1.36 version
Currently Act I of HoS only supports a clean (non-modded) English version of Warcraft III: The Frozen Throne, patched to 1.27b or 1.29.2 (Not Reforged). You can read the installation guide on description of the mod. You'll also need to install the local files (link provided in the mod description) as well.
 
Level 29
Joined
May 14, 2021
Messages
1,114
how do i fix error 0?
If you downloaded the 1.29 game file, then please make sure you checked the comment above. Start the game by using the correct exe.
If you are using the other versions, it could be caused by the game not being terminated completely.

finished chapter one, but no new chapters after that
1.30.4 btw
You can use the "unlock" command (must be entered during the Prologue) or use this method (only possible on 1.31, if you still can't access the other levels).
But Rommel suggested using the "unlock" command for this campaign.
 
Level 12
Joined
Mar 4, 2014
Messages
204
Hello! I played/tested this custom campaign on War3 version 1.29 and it worked, I didn't encounter any bugs, and now the review...

Let's start with the Story shall we, what can I say, I am not a fan of playing custom campaigns that retell the same story of War3 or Wow for that matter unless you change the stories into something else, and with this one, I am not sure since I didn't play Wow, I am not sure if you followed the Wow story exactly or if you changed it, but either way, that's beside the point, I did enjoy the story (with the orcs), it was interesting to see the events of pre-War3 with Draenor and it's inhabitants and their struggles against the Burning Legion, I can see there is a lot of potential with these stories, lots of interesting characters, especially from the orcs side, like all the Warlords for example.

Now... about the Draenei, I can't say I like them, I just don't find them cool or worth protecting/playing as them, in my eyes, I couldn't relate to their problems as much as I wanted to and I did try, I feel like we skipped some important story bits that shows to the players why exactly should we care so much about the Draenei, like why are they the focus of the story, what's so special about them other than their futuristic tech and fancy weapons.

The main characters of the Draenei other than Valen were pretty bad as well, I am not sure why would these so-called advanced race of humanoids be so childlike in their approach to things, they mostly only wanted revenge, even when it comes to allies, they talk in an arrogant/angry manner to them, I guess that's how they are as a species? but if that's true, then that's my point, why should I care about them again?

To be honest, I didn't expect to play as the Draenei, I very much liked playing as the orcs, they were so much more interesting to play as than the Draenei, the main orc characters were extremely easy to understand and relate to, and everything seemed so simple when it came to their stories but when we changed course for the draenei everything became worse. :sad:



Now all I just said about the story is very subjective, but what I will tell next is not.


I would like to think that everyone, and by everyone I mean all the players that play War3, knows the importance of Gameplay and that said gameplay is the soul of any game/map, and when the gameplay is pretty bad, then you can have the best story of all time and your game will still suck. :ugly:

Now you might ask, wtf am I talking about, well here are the problems I noticed by playing this custom campaign:

1. The BIGGEST problem By far! with the gameplay is that I can barely notice where my heroes are on the screen or the enemy heroes for that matter, this is a core aspect of Warcraft 3! Heroes are supposed to pop up instantly in your vision, they are supposed to be the light in the darkness, you should notice them from a mile away because they are supposed to be the most important aspect of the game, and yet, this custom campaign fails to implement that aspect!
:mwahaha:


ALL heroes REQUIRE a hero glow, they are not supposed to look like an average unit, I think we all understand this right?

In every mission I played especially in the ones where you have tons of units on the screen, I just couldn't see where my heroes were, it's like I was playing Reforged all over again, this is one of the biggest problems with Reforged as well, the heroes/units visibility is atrocious, you just can't tell the heroes and units apart, same thing with the allied units and enemy units.

With the units, you can kinda tell them apart in this custom campaign because of the different colors they have but I would say it's still 50% - 50% even with the units, some of these new unit models you implemented in this campaign are just not made for gameplay, they still look too similar one to the other (ally to the enemy) There is a reason why the original warcraft 3 units work so well despite their models being so old, at least you can tell from a mile away which unit is which and if it's an allied one or an enemy one.

2. The second issue I noticed while playing this, is that the hotkeys for spells are z x c v instead of q w e r! :ogre_frown:

I am at a loss . . . How and WHY :huh: would you implement such a thing, I simply cannot comprehend why would anyone use z x c v instead of the Normal hotkeys that are q w e r, please do tell me an example of another game that uses these hotkeys, another RTS game, that is where you control more than 1 unit.

Why is this such a big issue you may ask? well, I'm gonna tell you. It is an issue because as I said, this! is an RTS game where you control multiple units at the same time, so you have to control different groups like your heroes, and then the other units, and to do that, you need different control hotkeys, which are 1 2 3, etc, on the keyboard, so... since your hand has to stay in the left corner side of the keyboard to control said unit groups then, of course, it comes naturally to use the q w e r hotkeys for the spells of the heroes/units you control, since these hotkeys are so close to each other!

Now compared to the q w e r, the z x c v are super far away from the Numpad hotkeys of 1 2 3, they are literally on the other side of the keyboard, at the bottom! :ugly: so you can imagine that is a problem for the gameplay aspect since you have to constantly move your left hand up and down the keyboard or keep your fingers in an awkward position to be able to control units and use spells at the same time, that is just pure cancer. :ogre_rage:


3. The terrain as beautiful as it may be, does have a problem, related to playability again, units tend to blend with the terrain and it becomes harder to see them on the screen, which is a big problem, it is kinda funny how you got all these fancy looking new unit models but what's the point of having them when I can barely see them on the screen.

A few examples:
visibility kinda 0.png

If it wasn't for the health/mana bars my heroes would be almost invisible.
another example of bad visibility.png

without health bars being on all the time you can clearly see the problem.
Those 3 warlocks are almost invisible as you can see there, my heroes included, if it wasn't for the green circles they would also be invisible.






Talking about each mission in particular:

- The Prologue was alright, I didn't encounter any issues with it, the only problems are related to the big issues stated earlier about gameplay and visibility which exist in every mission.

I did like this text from Rogaar, I think it is pretty badass not gonna lie
this shit slaps no cap.png

One thing that I noticed while playing the prologue tho is that Rogaar tends to die pretty fast being melee with low hp, since he is an int hero I don't see why he should have melee attack range in the prologue when he does have range attacks in the next missions.



- Chapter 1

In this chapter, we start playing with the draenei units a bit, which I didn't mind since I had the orc heroes. (yea for some reason I don't like the Draenei units, it might have something to do with their low hp and that they die pretty fast I guess)

In this chapter the terrain is slightly better with the contrast between the terrain and the units, the units can be seen more clearly here.

But that didn't stop me from losing my heroes multiple times, because despite the better terrain, my heroes without the hero glow still look too similar to a normal unit and they can still die without me even knowing they did, which is stupid.

There is also another problem in this chapter right here:
rip.png

I was near the end of the chapter when one of my heroes went slightly to the left and he just died, which made me quite mad not gonna lie...

Basically, there shouldn't exist something like an instant death mechanic in a mission where you get defeated for losing your heroes once, maybe add that in a boss fight sure, but not in a normal mission, I also noticed some fel meteors were falling near that fel fire and those also can 1 shot you I think, not 100% sure, any way you get my point, I highly suggest removing those "death" zones, these zones don't make for good gameplay since they force the player to reload/restart the game and that is frustrating.




- Chapter 2

- Out of the start while I was playing this for the first time I did it without mining any gold, you might ask why did I even do such a thing, it sounds like suicide, and yes! you would be correct, but believe me, when I say that I didn't do it on purpose, that goldmine skin looks exactly like a building and so in my eyes, I started this mission with no goldmine :angry:

It didn't help of course the fact that my worker units started the mission by being afk in a random spot in my base near the trees, when the mission starts the draenei workers should be already mining gold so the player knows that there is a goldmine. (Yea I know that the goldmine does show up on the mini-map but I just didn't spot it the first time I played this mission, I still blame that building skin for the goldmine)


fuck.png

Also, what even is that number in the top right corner for? the Karabor survivors thing? weird.

- Another problem I noticed and it did show up in this chapter more since is a base vs base mission, the Draenei towers are a mess, not only do their skins look way too Sci-fi but their projectiles are almost invisible so I can't even tell if they do dmg or not, the Draenei towers to me just feel useless, there are 4 types of them as well, but since they all look pretty similar and have these fancy sci-fi skins to them, I can't tell them apart to notice what they do individually. . . is a mess. :mwahaha:

They also get destroyed pretty fast by the enemy units as well so I just gave up on them pretty early when I played this mission.

- This chapter is huge, considering a lot of events happen only on this mission, after I defeated the 3 orc bases and their portals and started the part with my boy the orc blacksmith, I thought I was already in the next chapter lol, but no, it was the same chapter to my surprise.

- I did enjoy this chapter, but because of the big negatives I stated previously, the gameplay sucked, there is no satisfaction in fighting enemy heroes when you can barely notice them on the screen, most of the time I didn't even know I was fighting them since they all look the same, turns out that hero glow was a bigger aspect to Warcraft 3 than I ever imagined ha.



- Chapter 3

- This chapter started well, I always liked to see these types of missions in custom campaigns where you can ally yourself with a random base against others, but sadly that's where the positives stop :xxd:

Now let's talk negatives:

- If I didn't hate Draenei units enough already, this mission made me despise them even more, they stand no chance against the orc/ogre/monster units that the enemy factions were having, it wasn't even in the same dimension, it was like children fighting adults! the only good aspect was that my heroes were somewhat decent and I was managing to hold the enemy units off with them.

- Luckily I managed to ally myself with the Bloodmaul clan and started playing with their much stronger units and oh boy, remember what I said about the Draenei towers and how useless they are? well... the ogre towers are the complete opposite of that, they are op as fuck! I just built 6 towers in each base and that's it, the enemy units were getting evaporated :xxd:

- Now the real problems started to emerge after I allied with the red Ogre clan, for some reason the enemy kept sending tons of units against my weaker draenei base, and they were sending a LOT, but I somehow managed to defeat them slowly, and when I got to the enemy ogre base in the east I noticed something stupid, all those waves of enemy units were just spawning every 2 minutes in the center of their bases, like why, fighting them was already hard enough, I couldn't even manage to destroy a few buildings cuz another wave of almost 100 food army was casually spawning inside the enemy base, it became quite ridiculous, fighting so many units when my units were shit and my heroes weren't that op enough to fight countless waves of enemies nonstop, especially when they run out of mana. :slp:

- The worst part comes now after I somehow managed to destroy all the enemy ogre bases, there was only the imperatrix base left to destroy, and I went south with my main army, and somehow the enemy army managed to get past mine, so they went straight to attack my base which at this point was pretty destroyed and undefended, and in my mind, I thought I was ok, but I wasn't and they destroyed my main building and I got defeated... great...

Funny how that works, I lose my main building and get defeated and the enemy loses their main buildings and they are fine, 10 out of 10 logic!

- Big problem with this chapter, it has too many unnecessary dialogues, the worst part is that while the dialogues are going on I cannot concentrate on my gameplay! especially that weird dialogue with the inner demon thing, when that dialogue is going on I just lose control of all units/buildings for some reason...

- I can't state how much I hate this thing where when I ally with a base and prior to that, this base was super strong! with tons of units spawning from their base to fight and after I ally with them.... nada, they become weak as fuck, no units spawn anymore, and on top of that I gotta control them and help them survive.... as if all of a sudden they need my help to survive?!.... I despise this shit :mwahaha:

This is a very common trope not only in games but in all of fiction, when you fight an enemy, that enemy is strong, but when that enemy becomes your ally, then he becomes weak! 10 out of 10 logic once again! :ogre_icwydt:


- My units take too much time to create, Until I can create 1 unit from 1 building the enemy already spawned 2 waves of 100 food units each, which seems fair?!?! :goblin_wtf:
You know is retarded that even when I use "warpten" cheat-code my units still take a long time to create :ogre_rage:




- Chapter 4

- This is also a weird chapter, I did like how it started, but that last group of Dranei units was really hard to defeat for some reason, i think i got defeated 4 times before i managed to kill them by kiting them.

Gul'dan's spells weren't as strong as I imagined them to be:

For some reason, his first spell stayed at level 1 and it never leveled up!

His second and third spells are just buffing spells, they buff the allies or debuff the enemies and then the ultimate is some weak dmg aoe spell that doesn't do much of anything, I did notice a trend with hero spells, compared to the classic hero spells from the original War3 heroes, these new spells are just bad, the only good spells are the ones that are similar to the classic spells, like the shockwave from the draenei girl hero.

- I did like how Guldan's allies kept coming one by one to help, that was neat.







- The finale was interesting to watch, once again cool and fancy skins and the visuals are great, the main problem is that I have no idea what was going on, who were these characters, where did they come from, how they are related to anything, why should I care about them, you can make the best-looking cutscene in the world, but if I have no idea what's going on in it then it's all for nothing. :vw_sad:




Other random things I noticed:

- When there is a dialogue the sound gets lowered for some reason as if the dialogue is voice acted, but it's not, so why would the volume of the sounds get lowered down when a dialogue/text is going on, it just makes the gameplay worse.




~Positives

- The strongest aspect of this custom campaign in my eyes are the cutscenes, some of them are indeed on a whole nother level compared to other custom campaigns, combined with the good dialogue they do have an almost movie quality to them, the only thing missing is the popcorn :gg:


- Now the cutscenes wouldn't look that great without the terrain and all those extra custom things you added to the campaign.

The terrain does look amazing and makes for some epic cutscenes, BUT... but that can also backfire in the gameplay department, like I said in the negatives section they do decrease the visibility overall, that is the negative sadly of adding all those extra fancy doodads, so the answer is to make the units/heroes stand out more!

- Another great aspect is the music, I really liked it, especially the beginning part of the song that plays in Chapter 2.

After some searches, I managed to find it > World of Warcraft - Malach, Angel Messenger (starts at 2.30 timer) :goblin_yeah:

What can I say despite Wow having tons of issues, one thing is for certain, they did make exquisite music that will live forever and blow people's minds.

- I do like that the allied A.I. can control units and use spells, train units, etc. while you also have share control of them, but there can be problems with this, an example is when you make the workers of the allied base do something (mine gold/wood) and after a few sec the A.I. makes them do something else, I feel like there needs to be an option for the player to either fully control an allied base or let the A.I. fully control it and do their own thing.

- I did like the new U.I. of the campaign before starting the actual game.
ui.png

- Same with the loading screen, I very much enjoyed the art on it, this is indeed an aspect that many Map makers/authors gloss over it, this is why the original campaign had a certain charm to it, one big aspect was the loading screen art!






Overall I can say that I didn't have a good time playing this campaign, Most of the dialogues were written well, especially when the orcs and ogres were talking, but the Draenei, except Velen, when they were talking I was like, "Could you shut the fuck up already" every time they were talking it was like a kid throwing a tantrum.

The story itself is just the old pre-War3 story all over again, nothing new or unique, and I think my hatred for it is also based on the fact that is somehow Wow related, anything Wow related in Warcraft 3 custom campaigns for me is a huge negative since I hate Wow and I don't think Wow and War3 match.

No matter how good-looking the game is, how smooth and detailed the skins of the units/buildings/etc, and how good and fancy the terrain looks, as long as the gameplay is bad then the game is bad, it is that simple, this custom campaign reminded me a lot of Reforged in a way and that says a lot.




~Sugestions to make the gameplay better


1. Add hero glow to all heroes so they are seen everywhere at any time, no matter how many units are on the screen.

2. Make all units stand out more in contrast to the terrain.

3. Make all units, especially the high-detail ones like the monster units, stand out more when the same type of units fight each other, so you know which unit belongs to which army, when 1 big ogre fights another big ogre I should instantly know who is an ally and who is an enemy without having to hover my mouse over them to find the answer.

4. In Chapters 2, 3, and 4 there are too many enemy units coming in big groups to attack your bases, and they also attack too frequently (especially in Chapter 3), I was playing on hard and then on normal to test, and it seems like they keep sending those big groups of units no matter on what difficulty you play, which is bad.

5. There is too much dialogue happening at the same time while I have to concentrate on my gameplay and is very distracting, lots of unnecessary dialogue most of the time, and the player can get easily overwhelmed especially when you have to control multiple bases, armies and heroes, all which have alien skins and spells, so you aren't used with playing with them to begin with.

6. The hotkeys need to be changed to Q W E R or have an option so the player can switch between them.

7. Besides the items from the shops and 1 or 2 other random items, there aren't many other items to be found in the entire campaign which is sad, there have to be more items to be found in all chapters from mini bosses and random strong mobs or even side quests!






My rating for this custom campaign is a C Tier with 55 points out of 100
 
Level 4
Joined
Aug 7, 2014
Messages
61
Hello! I played/tested this custom campaign on War3 version 1.29 and it worked, I didn't encounter any bugs, and now the review...

Let's start with the Story shall we, what can I say, I am not a fan of playing custom campaigns that retell the same story of War3 or Wow for that matter unless you change the stories into something else, and with this one, I am not sure since I didn't play Wow, I am not sure if you followed the Wow story exactly or if you changed it, but either way, that's beside the point, I did enjoy the story (with the orcs), it was interesting to see the events of pre-War3 with Draenor and it's inhabitants and their struggles against the Burning Legion, I can see there is a lot of potential with these stories, lots of interesting characters, especially from the orcs side, like all the Warlords for example.

Now... about the Draenei, I can't say I like them, I just don't find them cool or worth protecting/playing as them, in my eyes, I couldn't relate to their problems as much as I wanted to and I did try, I feel like we skipped some important story bits that shows to the players why exactly should we care so much about the Draenei, like why are they the focus of the story, what's so special about them other than their futuristic tech and fancy weapons.

The main characters of the Draenei other than Valen were pretty bad as well, I am not sure why would these so-called advanced race of humanoids be so childlike in their approach to things, they mostly only wanted revenge, even when it comes to allies, they talk in an arrogant/angry manner to them, I guess that's how they are as a species? but if that's true, then that's my point, why should I care about them again?

To be honest, I didn't expect to play as the Draenei, I very much liked playing as the orcs, they were so much more interesting to play as than the Draenei, the main orc characters were extremely easy to understand and relate to, and everything seemed so simple when it came to their stories but when we changed course for the draenei everything became worse. :sad:



Now all I just said about the story is very subjective, but what I will tell next is not.


I would like to think that everyone, and by everyone I mean all the players that play War3, knows the importance of Gameplay and that said gameplay is the soul of any game/map, and when the gameplay is pretty bad, then you can have the best story of all time and your game will still suck. :ugly:

Now you might ask, wtf am I talking about, well here are the problems I noticed by playing this custom campaign:

1. The BIGGEST problem By far! with the gameplay is that I can barely notice where my heroes are on the screen or the enemy heroes for that matter, this is a core aspect of Warcraft 3! Heroes are supposed to pop up instantly in your vision, they are supposed to be the light in the darkness, you should notice them from a mile away because they are supposed to be the most important aspect of the game, and yet, this custom campaign fails to implement that aspect!
:mwahaha:


ALL heroes REQUIRE a hero glow, they are not supposed to look like an average unit, I think we all understand this right?

In every mission I played especially in the ones where you have tons of units on the screen, I just couldn't see where my heroes were, it's like I was playing Reforged all over again, this is one of the biggest problems with Reforged as well, the heroes/units visibility is atrocious, you just can't tell the heroes and units apart, same thing with the allied units and enemy units.

With the units, you can kinda tell them apart in this custom campaign because of the different colors they have but I would say it's still 50% - 50% even with the units, some of these new unit models you implemented in this campaign are just not made for gameplay, they still look too similar one to the other (ally to the enemy) There is a reason why the original warcraft 3 units work so well despite their models being so old, at least you can tell from a mile away which unit is which and if it's an allied one or an enemy one.

2. The second issue I noticed while playing this, is that the hotkeys for spells are z x c v instead of q w e r! :ogre_frown:

I am at a loss . . . How and WHY :huh: would you implement such a thing, I simply cannot comprehend why would anyone use z x c v instead of the Normal hotkeys that are q w e r, please do tell me an example of another game that uses these hotkeys, another RTS game, that is where you control more than 1 unit.

Why is this such a big issue you may ask? well, I'm gonna tell you. It is an issue because as I said, this! is an RTS game where you control multiple units at the same time, so you have to control different groups like your heroes, and then the other units, and to do that, you need different control hotkeys, which are 1 2 3, etc, on the keyboard, so... since your hand has to stay in the left corner side of the keyboard to control said unit groups then, of course, it comes naturally to use the q w e r hotkeys for the spells of the heroes/units you control, since these hotkeys are so close to each other!

Now compared to the q w e r, the z x c v are super far away from the Numpad hotkeys of 1 2 3, they are literally on the other side of the keyboard, at the bottom! :ugly: so you can imagine that is a problem for the gameplay aspect since you have to constantly move your left hand up and down the keyboard or keep your fingers in an awkward position to be able to control units and use spells at the same time, that is just pure cancer. :ogre_rage:


3. The terrain as beautiful as it may be, does have a problem, related to playability again, units tend to blend with the terrain and it becomes harder to see them on the screen, which is a big problem, it is kinda funny how you got all these fancy looking new unit models but what's the point of having them when I can barely see them on the screen.

A few examples:
View attachment 441366
If it wasn't for the health/mana bars my heroes would be almost invisible.
View attachment 441367
without health bars being on all the time you can clearly see the problem.
Those 3 warlocks are almost invisible as you can see there, my heroes included, if it wasn't for the green circles they would also be invisible.






Talking about each mission in particular:

- The Prologue was alright, I didn't encounter any issues with it, the only problems are related to the big issues stated earlier about gameplay and visibility which exist in every mission.

I did like this text from Rogaar, I think it is pretty badass not gonna lie

One thing that I noticed while playing the prologue tho is that Rogaar tends to die pretty fast being melee with low hp, since he is an int hero I don't see why he should have melee attack range in the prologue when he does have range attacks in the next missions.



- Chapter 1

In this chapter, we start playing with the draenei units a bit, which I didn't mind since I had the orc heroes. (yea for some reason I don't like the Draenei units, it might have something to do with their low hp and that they die pretty fast I guess)

In this chapter the terrain is slightly better with the contrast between the terrain and the units, the units can be seen more clearly here.

But that didn't stop me from losing my heroes multiple times, because despite the better terrain, my heroes without the hero glow still look too similar to a normal unit and they can still die without me even knowing they did, which is stupid.

There is also another problem in this chapter right here:

I was near the end of the chapter when one of my heroes went slightly to the left and he just died, which made me quite mad not gonna lie...

Basically, there shouldn't exist something like an instant death mechanic in a mission where you get defeated for losing your heroes once, maybe add that in a boss fight sure, but not in a normal mission, I also noticed some fel meteors were falling near that fel fire and those also can 1 shot you I think, not 100% sure, any way you get my point, I highly suggest removing those "death" zones, these zones don't make for good gameplay since they force the player to reload/restart the game and that is frustrating.




- Chapter 2

- Out of the start while I was playing this for the first time I did it without mining any gold, you might ask why did I even do such a thing, it sounds like suicide, and yes! you would be correct, but believe me, when I say that I didn't do it on purpose, that goldmine skin looks exactly like a building and so in my eyes, I started this mission with no goldmine :angry:

It didn't help of course the fact that my worker units started the mission by being afk in a random spot in my base near the trees, when the mission starts the draenei workers should be already mining gold so the player knows that there is a goldmine. (Yea I know that the goldmine does show up on the mini-map but I just didn't spot it the first time I played this mission, I still blame that building skin for the goldmine)



Also, what even is that number in the top right corner for? the Karabor survivors thing? weird.

- Another problem I noticed and it did show up in this chapter more since is a base vs base mission, the Draenei towers are a mess, not only do their skins look way too Sci-fi but their projectiles are almost invisible so I can't even tell if they do dmg or not, the Draenei towers to me just feel useless, there are 4 types of them as well, but since they all look pretty similar and have these fancy sci-fi skins to them, I can't tell them apart to notice what they do individually. . . is a mess. :mwahaha:

They also get destroyed pretty fast by the enemy units as well so I just gave up on them pretty early when I played this mission.

- This chapter is huge, considering a lot of events happen only on this mission, after I defeated the 3 orc bases and their portals and started the part with my boy the orc blacksmith, I thought I was already in the next chapter lol, but no, it was the same chapter to my surprise.

- I did enjoy this chapter, but because of the big negatives I stated previously, the gameplay sucked, there is no satisfaction in fighting enemy heroes when you can barely notice them on the screen, most of the time I didn't even know I was fighting them since they all look the same, turns out that hero glow was a bigger aspect to Warcraft 3 than I ever imagined ha.



- Chapter 3

- This chapter started well, I always liked to see these types of missions in custom campaigns where you can ally yourself with a random base against others, but sadly that's where the positives stop :xxd:

Now let's talk negatives:

- If I didn't hate Draenei units enough already, this mission made me despise them even more, they stand no chance against the orc/ogre/monster units that the enemy factions were having, it wasn't even in the same dimension, it was like children fighting adults! the only good aspect was that my heroes were somewhat decent and I was managing to hold the enemy units off with them.

- Luckily I managed to ally myself with the Bloodmaul clan and started playing with their much stronger units and oh boy, remember what I said about the Draenei towers and how useless they are? well... the ogre towers are the complete opposite of that, they are op as fuck! I just built 6 towers in each base and that's it, the enemy units were getting evaporated :xxd:

- Now the real problems started to emerge after I allied with the red Ogre clan, for some reason the enemy kept sending tons of units against my weaker draenei base, and they were sending a LOT, but I somehow managed to defeat them slowly, and when I got to the enemy ogre base in the east I noticed something stupid, all those waves of enemy units were just spawning every 2 minutes in the center of their bases, like why, fighting them was already hard enough, I couldn't even manage to destroy a few buildings cuz another wave of almost 100 food army was casually spawning inside the enemy base, it became quite ridiculous, fighting so many units when my units were shit and my heroes weren't that op enough to fight countless waves of enemies nonstop, especially when they run out of mana. :slp:

- The worst part comes now after I somehow managed to destroy all the enemy ogre bases, there was only the imperatrix base left to destroy, and I went south with my main army, and somehow the enemy army managed to get past mine, so they went straight to attack my base which at this point was pretty destroyed and undefended, and in my mind, I thought I was ok, but I wasn't and they destroyed my main building and I got defeated... great...

Funny how that works, I lose my main building and get defeated and the enemy loses their main buildings and they are fine, 10 out of 10 logic!

- Big problem with this chapter, it has too many unnecessary dialogues, the worst part is that while the dialogues are going on I cannot concentrate on my gameplay! especially that weird dialogue with the inner demon thing, when that dialogue is going on I just lose control of all units/buildings for some reason...

- I can't state how much I hate this thing where when I ally with a base and prior to that, this base was super strong! with tons of units spawning from their base to fight and after I ally with them.... nada, they become weak as fuck, no units spawn anymore, and on top of that I gotta control them and help them survive.... as if all of a sudden they need my help to survive?!.... I despise this shit :mwahaha:

This is a very common trope not only in games but in all of fiction, when you fight an enemy, that enemy is strong, but when that enemy becomes your ally, then he becomes weak! 10 out of 10 logic once again! :ogre_icwydt:


- My units take too much time to create, Until I can create 1 unit from 1 building the enemy already spawned 2 waves of 100 food units each, which seems fair?!?! :goblin_wtf:
You know is retarded that even when I use "warpten" cheat-code my units still take a long time to create :ogre_rage:




- Chapter 4

- This is also a weird chapter, I did like how it started, but that last group of Dranei units was really hard to defeat for some reason, i think i got defeated 4 times before i managed to kill them by kiting them.

Gul'dan's spells weren't as strong as I imagined them to be:

For some reason, his first spell stayed at level 1 and it never leveled up!

His second and third spells are just buffing spells, they buff the allies or debuff the enemies and then the ultimate is some weak dmg aoe spell that doesn't do much of anything, I did notice a trend with hero spells, compared to the classic hero spells from the original War3 heroes, these new spells are just bad, the only good spells are the ones that are similar to the classic spells, like the shockwave from the draenei girl hero.

- I did like how Guldan's allies kept coming one by one to help, that was neat.







- The finale was interesting to watch, once again cool and fancy skins and the visuals are great, the main problem is that I have no idea what was going on, who were these characters, where did they come from, how they are related to anything, why should I care about them, you can make the best-looking cutscene in the world, but if I have no idea what's going on in it then it's all for nothing. :vw_sad:




Other random things I noticed:

- When there is a dialogue the sound gets lowered for some reason as if the dialogue is voice acted, but it's not, so why would the volume of the sounds get lowered down when a dialogue/text is going on, it just makes the gameplay worse.




~Positives

- The strongest aspect of this custom campaign in my eyes are the cutscenes, some of them are indeed on a whole nother level compared to other custom campaigns, combined with the good dialogue they do have an almost movie quality to them, the only thing missing is the popcorn :gg:


- Now the cutscenes wouldn't look that great without the terrain and all those extra custom things you added to the campaign.

The terrain does look amazing and makes for some epic cutscenes, BUT... but that can also backfire in the gameplay department, like I said in the negatives section they do decrease the visibility overall, that is the negative sadly of adding all those extra fancy doodads, so the answer is to make the units/heroes stand out more!

- Another great aspect is the music, I really liked it, especially the beginning part of the song that plays in Chapter 2.

After some searches, I managed to find it > World of Warcraft - Malach, Angel Messenger (starts at 2.30 timer) :goblin_yeah:

What can I say despite Wow having tons of issues, one thing is for certain, they did make exquisite music that will live forever and blow people's minds.

- I do like that the allied A.I. can control units and use spells, train units, etc. while you also have share control of them, but there can be problems with this, an example is when you make the workers of the allied base do something (mine gold/wood) and after a few sec the A.I. makes them do something else, I feel like there needs to be an option for the player to either fully control an allied base or let the A.I. fully control it and do their own thing.

- I did like the new U.I. of the campaign before starting the actual game.

- Same with the loading screen, I very much enjoyed the art on it, this is indeed an aspect that many Map makers/authors gloss over it, this is why the original campaign had a certain charm to it, one big aspect was the loading screen art!






Overall I can say that I didn't have a good time playing this campaign, Most of the dialogues were written well, especially when the orcs and ogres were talking, but the Draenei, except Velen, when they were talking I was like, "Could you shut the fuck up already" every time they were talking it was like a kid throwing a tantrum.

The story itself is just the old pre-War3 story all over again, nothing new or unique, and I think my hatred for it is also based on the fact that is somehow Wow related, anything Wow related in Warcraft 3 custom campaigns for me is a huge negative since I hate Wow and I don't think Wow and War3 match.

No matter how good-looking the game is, how smooth and detailed the skins of the units/buildings/etc, and how good and fancy the terrain looks, as long as the gameplay is bad then the game is bad, it is that simple, this custom campaign reminded me a lot of Reforged in a way and that says a lot.




~Sugestions to make the gameplay better

1. Add hero glow to all heroes so they are seen everywhere at any time, no matter how many units are on the screen.

2. Make all units stand out more in contrast to the terrain.

3. Make all units, especially the high-detail ones like the monster units, stand out more when the same type of units fight each other, so you know which unit belongs to which army, when 1 big ogre fights another big ogre I should instantly know who is an ally and who is an enemy without having to hover my mouse over them to find the answer.

4. In Chapters 2, 3, and 4 there are too many enemy units coming in big groups to attack your bases, and they also attack too frequently (especially in Chapter 3), I was playing on hard and then on normal to test, and it seems like they keep sending those big groups of units no matter on what difficulty you play, which is bad.

5. There is too much dialogue happening at the same time while I have to concentrate on my gameplay and is very distracting, lots of unnecessary dialogue most of the time, and the player can get easily overwhelmed especially when you have to control multiple bases, armies and heroes, all which have alien skins and spells, so you aren't used with playing with them to begin with.

6. The hotkeys need to be changed to Q W E R or have an option so the player can switch between them.

7. Besides the items from the shops and 1 or 2 other random items, there aren't many other items to be found in the entire campaign which is sad, there have to be more items to be found in all chapters from mini bosses and random strong mobs or even side quests!






My rating for this custom campaign is a C Tier with 55 points out of 100
Ohhh man you saved my day, what a review I don't even need to add more considering how objective and detailed you were.

I was wondering if it was out of shape on the microing units or what. All the efforts on the visuals and the story are not enough, for me the gameplay will always be the main aspect and it needs to be improved (a lot!!).


Check how he lose his hero at 13:50. Bad play? Yeah it could be consider as bad play, but in fact AI is focusing low hp units always, so the melees ones wounded have to be out of combat all the time and if you blink you lose your hero (and he is hard to distinguish with current graphs) and that's it, you will have to verify your last save.

In a chapter, when you get max lvl with your hero too soon, but the chapter is pretty long and there are no permanent items to search for, only consumables, no secret paths... Where's the fun? It's like you're playing a game of endless suffering and just waiting for a new chapter to feel like you're scaling and growing. But yeah its just my opinion, someone else could get fun of it, but not me, to me Heroes are the core of WC3 (and how good are they balanced too) and biggest factor of success of WC3 about other RTS games.

I didn't like the codex books... I didnt know if they were optional quests or just more lore content. During the prologue I was only able to finish one optional quest, the rest were just discovered, but not finished, I even used "iseedeadpeople" at the end to check if I was leaving anything behind, but I didn't see anything.

It would be unfair to give a low score, considering the great effort of the authors and the potential of the campaign to be one of the best.
 
Level 29
Joined
May 14, 2021
Messages
1,114
Those this work on 1.28 cause I when I try the first mission it crash
There seems to be a missing part during the installation, most notably the Local Files and the game version:
1.Make sure you have Warcraft III (Classic version, NOT Reforged). It could be either 1.27 or 1.29.
2.Make sure your HoS Local Files is in your game root. Activate the Local Files first with the registry.
3.Download the campaign and put it in "Documents\Warcraft III\Campaigns" (if you are using 1.27, then put it in the "Campaigns" folder inside the game root).
4.Start the very first chapter, and when it loads, hit ENTER and type in "unlock".
 
Level 15
Joined
Sep 24, 2009
Messages
1,523
Finished first 3 maps in the first 2-3 days after release, but after that life became pretty hectic, so I was unable to finish it until the end until for a long time.

I see that people mentioned majority of issues I have also had with the game, so there is no need to repeat them one more time. Except that second? map with the Draenei. That one was extra overwhelming. I think you need to add an extra map or something, where we gonna be introduced gradually to their tech-tree. Right now it is just too much.

Overall one of the best experiences I have had with Warcraft 3 custom campaign. Really good job.

But I want to focus on your tech-tree design. One really underrated part of your campaign. How you have managed to pull off a lot of really cool and unique things without using custom abilities. I have nearly 20 years of experience with Warcraft 3 and what I have recognized is that when it comes to unit spells and abilities - less is always more. People are trying too hard to make things more "interesting", but Warcraft 3 in it's core is a simple game. Too many effects on one skill doesn't work that good in RTS games (opposite of MOBAs).

Draenei mana (everywhere) system is really cool. Design of their defense structures is a top notch. Special mention to Soulbinder unit. Really unique approach to an unit design. Also thematically them being connected to the machines, because machines are made out of their souls is pretty damn cool. But I have to mention one thing that caught my eye while playing. You are having in every race couple of units that overlap with each other, at least from my point of view. I understand Footman - Knight relationship where one is supposed to replace another in the late game, but you have for example in Draenei Elekk Knight and Vindicator (not sure on the names). Elekk Knight is a little bit more aggressive, while the other one is more defensive, but still, they fulfil the same role.

Ogres were my favorite. Their lack of flying and ranged units fits them thematically amazing. But from the other side that kind of made them limiting in the quality of the race. Couple of pretty similar units with similar roles.

Orcs were cool, but unfinished. You have managed to capture their WC 1 feeling really good, but I would have preferred extra T3 units.

Also, voice acting is just amazing. I recognized Gragas's voice in that drunk Ogre, so I was curious, are those voice taken from some other games, or you have made them by yourself?

Cannot wait for the second part! Thank you!
 

Rommel

Hosted Project: HoS
Level 19
Joined
Mar 31, 2004
Messages
138
Howdy there, folks. Apologies for being here less often that I'd like and missing quite a few messages. HoS Act II and HoS Melee are being worked on at the same pace as Act I was 2 years ago, and the long-promised big announcement is on its way. Yes, we planned to make it much earlier but since there so much was being done each month, we went "okay, let's postpone it and better include more" a few times thus far. Some cool stuff will soon be here.

@Blasterixx
Thank you for your detailed review! Glad you liked the visuals! We're considering all the listed issues with Act I graphics, balance and storytelling, and addressing them in Act II. This, in particular, will include more clear descriptions of mechanics, easier missions, and heroes standing out more against units. In HoS, however, heroes play a less prominent role as we're aiming at slightly different gameplay.
Regarding the divergence of Warcraft III and WoW settings, in our opinion, there's no such thing since Warcraft Chronicle book trilogy is the canon story of Warcraft universe, incorporating both RTS series' and WoW plot into one, and we're basing HoS on it (with our additions where it comes to non-canon heroes and events). Act I was supposed to tell the story of orc (and half-orc) protagonists who fight on the side of the draenei at the eve of the Rise of the Horde events, so it is what it is ^^
And yes, we're aware the prologue mission has certain visibility problems. Sadly not much can be done here as the setting's red, grey and brown, with protagonists wearing the same colors. That's a single mission issue though.
And team glow can be turned on with the 'heroglow' command ;)

@MogulKahn
Thank you so much! Your faith in the project is indeed very inspiring!
Orcs in Act I don't have the full tech tree as some of its units only appeared in Warcraft II era - such as Juggernaut, Death Knight and both types of enslaved red dragons. In Act I we tried to compensate for that with summoned Legion demons, as well as clan-specific orc variants.
Regarding voice acting, we have original actors' voice work for most protagonists and some units (such as Warlock, Magus, Rangari etc) and we're also using a lot of Blizzard's voices. However, we do also use sound files from other games such as Paladins and DotA2. We're keeping some of them where they fit well, but in general that's a temporary measure in the absence of voice actors. In Act II, we plan to do some AI-generated and edited voice to provide more variety.

Stay tuned, folks, and thank you again)
 
Level 5
Joined
Dec 28, 2017
Messages
63
This project really does look awesome but that whole instalation fiesta and yet another version of the game i have to keep in my pc really discourages me to even try it...
Anyway, wish you good luck and hopefully one day it will get the update for the current game version 🤞
 
Level 7
Joined
Feb 7, 2020
Messages
38
Edit: if somebody is interested in the answer, Ravager16829 already answered me in another (wrong) thread (The Heart of Storms: Dusk of Draenor (Release)). I quote his answer below.

Hi everybody,

If this is not the right thread to talk about bugs, could you tell me where I can do it? I would then move my question there.

If this is the right place, am I the only on who has the models replaced by big 3d green and black squares?

Here is what I did:

-install the 1.27 version of ROC and TFT with my keys
-allow local folders
-I put the The Heart of Storms Dusk of Draenor 1.68.w3n in the campaign folder
-I found it in custom campaigns
-I chose hard
-I launched it
-Immediately, I saw that the first screen is black. I click on prologue. Then the cinematic is black. I clicked on esc, and the game begins: a lot of models are big cubes of green and black squares (see hereunder).

What I tried:

-I put every setting on "high" since I saw in the original thread that we should not use low settings

additional info:

I have win10, on a 2020 gamer laptop.

Could you help me?

In advance, sorry if I did not follow some instructions given on the original thread. I searched for information, with no avail.

View attachment 447412

Answer:



Make sure you ask this kind of question on that separate thread above. The moderator might see your post being made on wrong thread and will move without warning!

Make sure you have followed the instructions correctly, especially this one:

Look for the "Local Files Installation Guide". You have to install the HoS Local Files as well, not just enabling the feature! Put it in the game root directly.
 
Last edited:

Rommel

Hosted Project: HoS
Level 19
Joined
Mar 31, 2004
Messages
138
 

Nyctaeus

Hosted Project: W3E
Level 18
Joined
Oct 16, 2021
Messages
180
A terrifyingly well-developed project, bordering "overdeveloped" if such term even exists. A rare example of overambitious megaproject that managed to deliver it's promises, and manifested as release that's simply bursting at the seams with content.

Maps provide lots of stuff that's sometimes hard to catch up with. Mechanics sometimes overlap during gameplay in the moments like duel of Yrel with two-headed ogre gladiator in the map involving retrieving lost artifacts. We control multiple factions in like 3 maps, which I consider a situational mechanics that can overwhelm player capabilities of multitasking. Map with the Fel Gate was clearly an overkill in this regard. In short, maps can get quite chaotic sometimes. I suggest to include more calmer and slower moments in future releases, especially considering the fact, that we play new and very complex techtrees. Throwing player in the middle of Battle of Karabor as brand-new Draenei techtree, and with control of two Draenei players was hard to control for my mental capabilities.

I have a feeling that development team wanted to pack so much juice into so few maps, that in the end, it become very hard to balance as experience, and has quite high entry treshold. While the maps aren't necessary too hard in terms of difficulty and well-balanced, they require players to quickly learn new things and lots of multitasking.

But that's all of the naysaying. Omg, the good sides of this thing... Breathtaking visuals, beyond-impressive modpack, master-grade terrain work, excellent voice work, excellent dialogues and writing, the mood... I have no idea if it's even possible to not forgive this project a little chaos with that nearly impossible level of quality.

Loved Arnak's plot. A man so complex, so devastated with life, so rigorous, so honorable, surprisingly mature and at the same point, so wild, so savage, so full of anger and so eager to find a place in the world that makes completely no sense. Yrel is as crazy, as devoted and as wrathful as I expect her to be. Rogaar is my personal favorite character of this campaign, for being unique, mysterious mix of many words, many themes and a living embodiment of completely inert, dying world.

K'ara is really scary and while mostly silent, her interactions with Velen display complex, void-tainted and alien personality. All maps of Battle of Karabor are excellently written and made, overwhelming with a theme of a battle that's impossible to win, but that still needs to be fought.

An overarching conclusion of the experience is my very deep impression, that you guys managed to really believably portray a completely crazy, opressive and depressive world at it's downfall. Everybody is crazy about something. Everybody is violent, convinced about beliefs, determined to push for their agenda and completely lacking any sense of balance. Reason and common sense should be the very things that signal the end of the world and Draenor as portrayed in Dusk of Draenor is positively opressing player with this very feeling. At the same time, the world is very mature and detailed. There is a reasoning behind even the most unstable and derailed characters, and nobody acts simply because somebody "is evil". Nobody is like simply "good" either. I suspect this was one of your goals - portray all possible kinds of going nuts for all variety of reasons, and this goal is certainly achieved in a way I can easily describe as convincing.

A chaotic masterpiece. Further chapters needs some polishing of form to be more focused and less tiring to play, but the project presents a quality level that's almost unrivalred anyway.
 
Last edited:

Rommel

Hosted Project: HoS
Level 19
Joined
Mar 31, 2004
Messages
138
A chaotic masterpiece
Thank you. We are glad you liked it, and reviews like these, detailed and complete, give us strength to continue.

“Overdeveloped” is the right word, yeah, as we basically went with not just squeezing too much content into a relatively small campaign, but also upping the visual quality far beyond what was originally planned - in earlier versions, we didn’t even consider remaking all tilesets, for example. Draenor itself was actually meant to appear in a couple flashbacks in 2006 version (which was what Act II is now, story-wise) and we expanded it to a campaign once we realized we can do a proper Draenei race and Karabor tileset.

(in fact, normal draenei models and structures were virtually nonexistent back then, we took Mythic's (Vinz's) buildings as base, and Hawkwing was kind enough to provide geosets)

Draenor was always meant to show how high are the stakes if orcs managed to bring a whole world to its death throes, so we’re glad to hear we got it right. It’s a savage and uncompromising place but it’s also devoid of optimism that comes with similar primordial settings, it’s not going to evolve, it’s just being torn apart first figuratively then literally. The final mission is basically the event horizon, you undo whatever hope is left, playing as Gul’dan who lives up to his nickname, Destroyer of Dreams.

Regarding difficulty, we learned our lesson. Original Chapter 4 sounded very good on paper but turned out a Dark Souls-like mess in reality, and that's after several nerfs (prior to that, as our chief tester described it, it was pre-nerf C'Thun hard). In Act II, we will try to make more moments closer to phases II-III of Chapter 2 (Karabor), and Chapter 3 (Frostfire) base missions. We want to shift more towards Nova's campaign in SC2 (heroes, customization, subphases without overstretching the duration), while avoiding Kerrigan from the same game (entire missions completed by heroes without using units and bases).

Thank you once more. And see you soon!
 
Level 15
Joined
Sep 24, 2009
Messages
1,523
A terrifyingly well-developed project, bordering "overdeveloped" if such term even exists. A rare example of overambitious megaproject that managed to deliver it's promises, and manifested as release that's simply bursting at the seams with content.

Maps provide lots of stuff that's sometimes hard to catch up with. Mechanics sometimes overlap during gameplay in the moments like duel of Yrel with two-headed ogre gladiator in the map involving retrieving lost artifacts. We control multiple factions in like 3 maps, which I consider a situational mechanics that can overwhelm player capabilities of multitasking. Map with the Fel Gate was clearly an overkill in this regard. In short, maps can get quite chaotic sometimes. I suggest to include more calmer and slower moments in future releases, especially considering the fact, that we play new and very complex techtrees. Throwing player in the middle of Battle of Karabor as brand-new Draenei techtree, and with control of two Draenei players was hard to control for my mental capabilities.

I have a feeling that development team wanted to pack so much juice into so few maps, that in the end, it become very hard to balance as experience, and has quite high entry treshold. While the maps aren't necessary too hard in terms of difficulty and well-balanced, they require players to quickly learn new things and lots of multitasking.

But that's all of the naysaying. Omg, the good sides of this thing... Breathtaking visuals, beyond-impressive modpack, master-grade terrain work, excellent voice work, excellent dialogues and writing, the mood... I have no idea if it's even possible to not forgive this project a little chaos with that nearly impossible level of quality.

Loved Arnak's plot. A man so complex, so devastated with life, so rigorous, so honorable, surprisingly mature and at the same point, so wild, so savage, so full of anger and so eager to find a place in the world that makes completely no sense. Yrel is as crazy, as devoted and as wrathful as I expect her to be. Rogaar is my personal favorite character of this campaign, for being unique, mysterious mix of many words, many themes and a living embodiment of completely inert, dying world.

K'ara is really scary and while mostly silent, her interactions with Velen display complex, void-tainted and alien personality. All maps of Battle of Karabor are excellently written and made, overwhelming with a theme of a battle that's impossible to win, but that still needs to be fought.

An overarching conclusion of the experience is my very deep impression, that you guys managed to really believably portray a completely crazy, opressive and depressive world at it's downfall. Everybody is crazy about something. Everybody is violent, convinced about beliefs, determined to push for their agenda and completely lacking any sense of balance. Reason and common sense should be the very things that signal the end of the world and Draenor as portrayed in Dusk of Draenor is positively opressing player with this very feeling. At the same time, the world is very mature and detailed. There is a reasoning behind even the most unstable and derailed characters, and nobody acts simply because somebody "is evil". Nobody is like simply "good" either. I suspect this was one of your goals - portray all possible kinds of going nuts for all variety of reasons, and this goal is certainly achieved in a way I can easily describe as convincing.

A chaotic masterpiece. Further chapters needs some polishing of form to be more focused and less tiring to play, but the project presents a quality level that's almost unrivalred anyway.
I am firm believer that they should have added at least 2 missions before the beginning. First, because of plot reasons, because if you are unfamiliar with a Warcraft lore, you would have never known why all of this is happening on Draenor, campaign is starting in the middle of the war, and second, to familiarise players with Draenei and Ogre tech-trees.
 

Nyctaeus

Hosted Project: W3E
Level 18
Joined
Oct 16, 2021
Messages
180
My experience with content design strongly pushed me towards "zen" school of design over the years. Give players time to think, to make mistakes, to try this or another thing and some "filler" content is also good, because this is exactly all the less-engaging space an average player requires to get familiar with all aspects of the mod. Exodus was in more favorable position, because it's being played as customized human techtree, but still we provide player rather slow tempo and absolutely no rush.

Please, don't find my words condescending, as I have no doubt that you guys absolutely know how to do your job. I rather think, that current, super-condensed form of DoD is a result of years of reworking and adjusting things, and the more polishing is being applied, the more hermetic and resistant to change a map will be. DoD alone has enough content to be 10 maps, and some of them could be more lore/character development/techtree/exploration focused. Ofc. I don't suggest rebuilding entrire campaign, because that's nearly impossible. And what we already have is very good.

I hope that experience with DoD will serve as a basis to think how to balance gameplay in further acts of HoS. This project has everything to be ultimate banger of the community, and it already is, but it needs balance and space to show things and make everything easiy digestible for players. It's okay to be boring from time to time. It's okay to give players a moment to breathe, read/listen to dialogues or simply explore things around for no apparent reason, before the campaign throw her/him into the frey of battle another time. Slower moments counterbalance more action-intense maps, and provide brain with time to cool down and reset the adrenaline after more intense arcs.
 
Level 6
Joined
Mar 19, 2015
Messages
60
The screenshots look absolutely amazing.

I very much hope it gets made compatible with whatever is the latest version of Reforged (classic graphics mode).
 
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