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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 8
Joined
Jul 22, 2017
Messages
217
That is a bug we thought 1.27 and onwards fixed, please tell us your version.
We will try to add an insurance to full release, just in case.

Did everything else (besides the final cinematic) work as intended?

Well, 1.30 is not officially supported. That it even launched on that version is more than expected.
On 1.27b and 1.29.2 it should work fine.
If you get any issues there, please tell us.
My version is 1.27a.
 

Rommel

Hosted Project: HoS
Level 19
Joined
Mar 31, 2004
Messages
132
In which mission Ogres race can be played?
In the third (Fel Hath no Fury), and, depending on your choices there, in the fourth as well.

@Sumadin
Thanks a ton for your feedback, again, it's very much appreciated. Fixed the bugs you mentioned and are reworking the mission mechanics now)

We'll be increasing gains from sacrificing draenei units. Also, in Phase 3 Gul'dan will be getting massive demon reinforcements (including huge Internals styled after those in WoW: Legion) so the final push is less of a tense siege and more of a glorious steamroll to reward the player for reaching the finale (then again, there's a completely different Phase 3 for those who completed secret achievements through the missions...).
Smaller Infernals that currently are used cost no mana because they are extremely niche - they have short duration and can't be sacrificed, so serve little other purpose than "press button when enemy is near". Perhaps we'll alter the cooldown.

By range of the circles, you mean sacrifice radius? Or range of demon summon abilities?

Regarding the Eye of Kilrogg - what exactly is wrong there? In Phase 1 we made it static so the player can't scout everywhere and break the game. In Phase 2 and 3 it should be mobile, if not, it's a bug.


To all people experiencing crashes caused by starting the final mission/cinematic (The Stair of Destiny) - seems we found the cause of the problem so hopefully will fix it ASAP. Still, this mission is supposed to be WIP in the beta anyway, in the final version, it will be getting reworked terrain and a new long scene after the Dark Portal, foreshadowing the next Act.
 
Level 2
Joined
Jul 31, 2010
Messages
6
Will do a dedicated copy of game for this.
But… Does somebody else experience problems with corrupted downloads on Firefox or is it just me? It stops randomly and shows as "complete" even at some 370MB, then 131MB and for third try 162MB when w3n file is 406.15MB.
Copy-pasting link to Opera worked.
 
Level 4
Joined
Jan 31, 2013
Messages
11
By range of the circles, you mean sacrifice radius? Or range of demon summon abilities?

Regarding the Eye of Kilrogg - what exactly is wrong there? In Phase 1 we made it static so the player can't scout everywhere and break the game. In Phase 2 and 3 it should be mobile, if not, it's a bug.

The Sacrifice Radius is fine, might even be a tad too big. What I meant was the demon summoning for Infernals and Imps.

As for the Eye of Killrogg, in Chapter 2, the random Warlocks that Arnak meets in the severs got permanent eye of Killrogg (Max 1 per Warlock though).

But for the Warlocks under Guldans close command, their eyes got a limited duration. In terms of utility, this is a massive downgrade. Even if they can make more circles to sacrifice the units you don't have to spare. I don't think permanent eyes is too braindead when it only takes a single rangari to spoil the scouting.

Alternatively you can add duration to Arnaks ones.
For the sake of consistency at least I think Guldans own Warlocks should be equivalent or a strict upgrade to the player's previous experience. Whatever that leads you to end up with.
 

Rommel

Hosted Project: HoS
Level 19
Joined
Mar 31, 2004
Messages
132
Thanks agains!

Regarding Arnak's skin, will see what we can do. Perhaps add more gold on his armor. Wulnar, on the other hand, should stand out good enough with his sallow skin. Probably will place a skull on his other shouder.

Anyway, update time! Version 1.66 is here.

  • Final interlude should now load properly. UPD: fixed problems for some people but not for everyone; will optimize it further.
  • 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.
 
Last edited:
Thanks agains!

Regarding Arnak's skin, will see what we can do. Perhaps add more gold on his armor. Wulnar, on the other hand, should stand out good enough with his sallow skin. Probably will place a skull on his other shouder.

Anyway, update time! Version 1.66 is here.

  • Final interlude should now load properly. UPD: fixed problems for some people but not for everyone; will optimize it further.
  • 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.
Look forward to your change, and then see how it becomes. Also, for the next update, please compress the files, package and upload them, and put the remaining 1G-long patch files in. Because the links here are often dropped. I can play this battle, all of your posts on the Russian net. So that players don't have to download it twice.
 
Level 28
Joined
May 14, 2021
Messages
1,095
Will do a dedicated copy of game for this.
But… Does somebody else experience problems with corrupted downloads on Firefox or is it just me? It stops randomly and shows as "complete" even at some 370MB, then 131MB and for third try 162MB when w3n file is 406.15MB.
Copy-pasting link to Opera worked.
Try using IDM or JDownloader. It will solve the unfinished download problem.

When i have finished a mission and then in the dialog i select continue,sometime game will crash.My version is 1.27b English.
If you still encountered a problem when playing this campaign with 1.27b, download 1.29.2 and the HoS local files. Make sure you enabled the Local Files, then put the campaign file in the "Documents/Warcraft III" and the local files in the game root. Remember to delete the "War3Patch.mpq" first.
Don't use the version higher than 1.29 because the local file is not working (due to CASC format).
 
Level 8
Joined
Feb 26, 2020
Messages
14
I finished the campaign and would like to give some feedback about it. I haven't played the recently updated version so forgive me if some of these have already been changed. Now let me preface these criticisms by sating that this is an incredibly ambitious and high quality campaign. I can tell a lot of talent and passion was put into making this and I look forward for the full release and future acts. :thumbs_up:

I know it's been said already, but there really is way to much in-game dialogue. There are times when there is like a wall of text on my screen in the middle of a fight. These levels are very action packed and have little breathing time to stop and read these. I like some of the dialogue for the flavor and all, but it needs to be put into a cutscene or have it trigger during a slow, non-fighting moment. Oh, and the game seems to crash due to a memory problem after I would finish a level and was back on the main menu screen.

The prologue was a very fun start. Fun concept with equipping the slaves and the level is full of action while not getting too crazy for an intro. I found that Arnak and Wulnar felt a little squishy and could die very quickly early on in the level until I leveled them up and got Wulnar's Healing Banner. I also found it a little odd that you play as Doomhammer for a 15 sec fight only to not play with him again until the last level.

Chapter 1 has an huge difficulty spike with the first two defense phases. Also, if Maraad dying causes a mission fail, then he should either be considered a hero unit or simply just have him retreat/teleport away and then maybe have access to him for the rest of the fight. It can be a little frustrating when you have so many heroes to manage and the mission fails if just one of them dies.

Chapter 2 is pretty nuts. Sorry to say, but throwing the entire tech tree of a new race faction at the player and expecting them to figure it out while being bombarded with attacks and story dialogue is ridiculous. All the levels suffer from a more minor version of this, but it's really taken to the extreme with this level. There are like essays worth of words and information here that needs to be taken in, but I'm too busy microing units, trying to follow the story events and dialogue, and exploring the map to actually stop and read the paragraphs of info that each unit, spell, and upgrade has. Imagine if someone threw a textbook at you and told you that your taking a test in 5 mins lol. This tsunami of information might not seem overwhelming to you, but that it is probably because you are the one who designed it all so it just makes sense to you and not a new player. You have to ease people into this stuff.
With all that said, I still enjoyed the level for the most part. It's thematically a great experience. I just wish it were more manageable.

Chapter 3 was decently fun. I enjoy seeing multiple warring factions in a level. Funnily enough, after landing the ships there it a slow moment where you can stop and read all the draenei tech tree. Fighting the Bloodmaul champion should really disable your other units, or teleport Yrel and the champion into a private arena. I was running back north and accidently got to close and trigger the fight, and then immediately failed the quest since my ranged units automatically stared attacking him (sorry Wul'nar.) It was a little frustrating to fail the quest the way. Also, the quest for Arnak says it optional, but I didn't see any other way to reach the final base of the level. That seemed a little odd. Still a good level overall.

Chapter 4 was another great thematic level. It's cool to see the different clans fight together. The concept of sacrificing units is interesting but it really drags on too much. Perhaps if there was another way to capture injured draenei instead of the succubi? I also don't think Doomhamer would stand for Gul'dan killing his orcs but I understand that's debatable. The AI-Ally-Shared Units here and in Ch2 are an interesting concept but a bit wonky. Sometimes the AI will act on it's own to defend either itself or my base, but other times it doesn't seem to do anything at all. I like the idea, but it's a lot to manage. Smaller thing, but I found Gul'dan's base layout disorienting (but that might just me.)

There's also some lines that aren't grammatically correct or just sound a bit odd, but that's not a huge deal.

Again though, I really enjoyed the campaign despite my above issues with it. It looks life a huge project and I wish you luck on the final version and later acts.
 

Rommel

Hosted Project: HoS
Level 19
Joined
Mar 31, 2004
Messages
132
When i finished a mission and clicked continue button in dialog box, sometimes game will crash. My version is 1.27b English.
Ouch, sorry to hear. Could you send me a log (in Errors\ folder) so I can try to see the crash's cause? I'd also say WC3 has a very weird Continue mechanic, so normally it's better to Quit at the dialogue and then it takes you back to menu. Will also add triggers to set next level, that might help.

I finished the campaign and would like to give some feedback about it. I haven't played the recently updated version so forgive me if some of these have already been changed. Now let me preface these criticisms by sating that this is an incredibly ambitious and high quality campaign. I can tell a lot of talent and passion was put into making this and I look forward for the full release and future acts. :thumbs_up:
Thank you for feedback! That means a lot.

For the specific notes, some of them we tried to smooth out a bit:
  • The dialogue does feel overwhelming, true, will try to reduce its frequency for future chapters, or maybe at least add intervals (we made sure dialogues don't overlap, but didn't think to also make sure they don't go one after another non stop)
  • Memory crash after leaving is a known issue, no idea what exactly causes it, and although at least it does not interfere with the game itself, we didn't find any good way to get around it
  • Orgrim and his warmup was a relatively late addition :) Just to set something in between two huge cinematics.
  • For Maraad, we updated the quest to specifically state his death is a failure, if that continues to be annoying, will simply make his 'death' teleport him out and be disabled until the end of phase (think Tanya in Yuri's Revenge first mission)
  • Chapter 2 - true, tried to remedy it by presenting some units in chapter 1 (with hints and giving them one by one) and the rest with hints later. Still a note to self not to do that in future missions.
  • Chapter 3 - we considered pausing everything for the arena (there's even a leftover trigger there), but then decided to go through with it as is (in a nice unintended twist, turned out that supporting Yrel with beacons/magic from outside is considered fair game if no one actually attacks Oct'aug, lol). Also added a skill reset book for that fight, to set mana shield to 3 if needed.
  • Agony quest is optional, the mist field before the last base is rather thin (one can run through it), but yeah, maybe should have made it clearer.
  • In Chapter 4, actually there is a way :) Once ogres are allied, their shop sells a domination sphere + Barbaros has a skill with same effect.
  • AI in this case was highly experimental, we keep trying to improve it though. Building queue for the two orc bases helped a lot, so at least the player does not need to build everything manually; I will also confess that the mechanic of spawning units from buildings (instead of training them) mostly appeared because AI priority system is very unstable.
  • About the incorrect lines, could you make a list of whatever you remembered? Will fix them in next version.

Thank you once more!
 
Level 8
Joined
Jul 22, 2017
Messages
217
Ouch, sorry to hear. Could you send me a log (in Errors\ folder) so I can try to see the crash's cause? I'd also say WC3 has a very weird Continue mechanic, so normally it's better to Quit at the dialogue and then it takes you back to menu. Will also add triggers to set next level, that might help.


Thank you for feedback! That means a lot.

For the specific notes, some of them we tried to smooth out a bit:
  • The dialogue does feel overwhelming, true, will try to reduce its frequency for future chapters, or maybe at least add intervals (we made sure dialogues don't overlap, but didn't think to also make sure they don't go one after another non stop)
  • Memory crash after leaving is a known issue, no idea what exactly causes it, and although at least it does not interfere with the game itself, we didn't find any good way to get around it
  • Orgrim and his warmup was a relatively late addition :) Just to set something in between two huge cinematics.
  • For Maraad, we updated the quest to specifically state his death is a failure, if that continues to be annoying, will simply make his 'death' teleport him out and be disabled until the end of phase (think Tanya in Yuri's Revenge first mission)
  • Chapter 2 - true, tried to remedy it by presenting some units in chapter 1 (with hints and giving them one by one) and the rest with hints later. Still a note to self not to do that in future missions.
  • Chapter 3 - we considered pausing everything for the arena (there's even a leftover trigger there), but then decided to go through with it as is (in a nice unintended twist, turned out that supporting Yrel with beacons/magic from outside is considered fair game if no one actually attacks Oct'aug, lol). Also added a skill reset book for that fight, to set mana shield to 3 if needed.
  • Agony quest is optional, the mist field before the last base is rather thin (one can run through it), but yeah, maybe should have made it clearer.
  • In Chapter 4, actually there is a way :) Once ogres are allied, their shop sells a domination sphere + Barbaros has a skill with same effect.
  • AI in this case was highly experimental, we keep trying to improve it though. Building queue for the two orc bases helped a lot, so at least the player does not need to build everything manually; I will also confess that the mechanic of spawning units from buildings (instead of training them) mostly appeared because AI priority system is very unstable.
  • About the incorrect lines, could you make a list of whatever you remembered? Will fix them in next version.

Thank you once more!
Hello,Mr. Rommel
The error log is in below file.

Mr. Rommel
I like the unit Sun Keeper very much. Can Sun Keeper be trained in the Draenei Techtree.
 

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Level 5
Joined
Feb 16, 2021
Messages
76
bro The problem continues even though I downloaded version 1.29, trying to run Company doesn't work, maybe update to version 1.30
 
Level 11
Joined
Jul 19, 2011
Messages
599
This is amazing! Thanks for letting us use most of the models in the campaign however I must ask, there doesn't seem to be anything about the freeuse of the UI and the terrain tiles in the credits, they look amazing, as does everything else honestly!
 
Level 2
Joined
Jul 31, 2010
Messages
6
Try using IDM or JDownloader. It will solve the unfinished download problem.
Thanks but Opera works well for that and I trust standalone download managers only as much as I trust goblin merchants.
If you still encountered a problem when playing this campaign with 1.27b, download 1.29.2 and the HoS local files. Make sure you enabled the Local Files, then put the campaign file in the "Documents/Warcraft III" and the local files in the game root. Remember to delete the "War3Patch.mpq" first.
Don't use the version higher than 1.29 because the local file is not working (due to CASC format).
On 1.29.2 he can pack local files to War3Mod.mpq to make game directory clutter-free.
 

Rommel

Hosted Project: HoS
Level 19
Joined
Mar 31, 2004
Messages
132
This is amazing! Thanks for letting us use most of the models in the campaign however I must ask, there doesn't seem to be anything about the freeuse of the UI and the terrain tiles in the credits, they look amazing, as does everything else honestly!

You're welcome!
Current (January 2023 beta) Horde and Draenei UI is made by HoS team (us + Nexis), based on Blizzard's work.
Cursors were made by HandClaw from scratch specifically for HoS so they fall under the same category as his HoS icons (you can use them, but with minor adjustmensts, and ask us first).

Nearly all terrain tiles are made by Kantarion and edited by me, so you will have to ask him specifically. Some (like Karabor city tiles, or bones) also incorporate edited WoW tiles.

I'm playing at 1.31

But did you install local files? This looks exactly as if they're missing.

Anyway, we think we also found the reason maps won't work in 1.30 and higher, and are currently sorting this out. Turns out, at least one of the reasons is that WC3 was pretty forgiving when it came to missing bones and vertices until 1.29, but crashes if it finds one in 1.30 and higher. We are trying to fix it.

In other words, chances are that a wider range of versions is supported soon, from 1.26 to 1.30+, but no promises right now.
 
Level 4
Joined
Jan 31, 2013
Messages
11
Anyway, we think we also found the reason maps won't work in 1.30 and higher, and are currently sorting this out. Turns out, at least one of the reasons is that WC3 was pretty forgiving when it came to missing bones and vertices until 1.29, but crashes if it finds one in 1.30 and higher. We are trying to fix it.

In other words, chances are that a wider range of versions is supported soon, from 1.26 to 1.30+, but no promises right now.

That would be amazing. If 1.31 gets fully working, then it's 4000x increase in virtual memory space should basically completely invalidate the need for the local file setup. A shame about the intro screen, but I think in terms of accessibility that would be a massive win.

I did another playthrough of Chapter 4 btw:

The ogres uses a much simpler AI, and doesn't have the "Gold inssurance" that other allies have. More urgently this AI is super resilient to moving the hero (in my case Barbaros) outside of the base and will almost always order him back to the mineral line. I wanted the Ogre faction to make a fleet to hold off the boats, but that wasn't happening.

The plan btw was hilariously ineffective when I did it with Chogall, the lucents will always win over the frigates you can make in the end. Could do with some battleships

I also found another reason why the siege waves are so backbreaking. The Soul magiks guys that follow along the siege waves will ress the siege units from the previous wave. Maybe consider lowering the corpse decay time for mechanical units.

Also noted that the siege weapons have heavy armor in this mod. No wonder they are so much more of a pain than in ordinary WC3.
 

Rommel

Hosted Project: HoS
Level 19
Joined
Mar 31, 2004
Messages
132
That would be amazing. If 1.31 gets fully working, then it's 4000x increase in virtual memory space should basically completely invalidate the need for the local file setup. A shame about the intro screen, but I think in terms of accessibility that would be a massive win.

I did another playthrough of Chapter 4 btw:

The ogres uses a much simpler AI, and doesn't have the "Gold inssurance" that other allies have. More urgently this AI is super resilient to moving the hero (in my case Barbaros) outside of the base and will almost always order him back to the mineral line. I wanted the Ogre faction to make a fleet to hold off the boats, but that wasn't happening.

The plan btw was hilariously ineffective when I did it with Chogall, the lucents will always win over the frigates you can make in the end. Could do with some battleships

I also found another reason why the siege waves are so backbreaking. The Soul magiks guys that follow along the siege waves will ress the siege units from the previous wave. Maybe consider lowering the corpse decay time for mechanical units.

Also noted that the siege weapons have heavy armor in this mod. No wonder they are so much more of a pain than in ordinary WC3.
Thanks!

In 1.26, local files also code some other things, mostly sounds/team colors, but you are right, those are optional if one REALLY does not want to do LF. In 1.30, there is a chance this will all work if imported.

For ogres, will add their resource generation tonight. Their heroes not getting the IgnoreAIPosition (which prevents the auto-return) is a bug, will fix that too.

For frigates (destroyers), we can't add orc battleships (juggernaughts) for lore reasons, that's a shame. Orc ships should, however, be able to kill enemy ships with their close-range bombs (Z button), did that prove ineffective too? If yes, maybe orc boarders / destroyers need a damage buff, especially since they can't attack air. Tell me what you think.

Not sure if there's a separate setting for mechanical decays, will look into it. Currently all decays except buildings are at 90s; BTW should buildings have it at 90 too? It would be weird otherwise for draenei to have a higher chance to raise a tank that was killed in the open than the one killed in their base.
 

Rommel

Hosted Project: HoS
Level 19
Joined
Mar 31, 2004
Messages
132
The link to your thanks list cannot be opened. Can my map use the model of your Red Dragon Queen's dragon sacrifice tree?
Hm, works for us, did you try a different browser?

I assume you mean the dragon roost? Sure, you can use it, just be sure to credit the authors. If you still can't access the list, it's Stefan.K., FerSZ and Alok.
 
Hm, works for us, did you try a different browser?

I assume you mean the dragon roost? Sure, you can use it, just be sure to credit the authors. If you still can't access the list, it's Stefan.K., FerSZ and Alok.
So original model is made by these three model ers?very good! Thank you very much to Stefan.K., FerSZ and Alok for making such excellent work! This model can be given a 5 star score on Hive, worth a good! Your note, I will indicate the author's name!
 

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Rommel

Hosted Project: HoS
Level 19
Joined
Mar 31, 2004
Messages
132
Updated! 1.67 is here.

Remember to re-download BOTH the campaign AND the local files pack.
  • 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.
Please tell me its coming for patch 1.35...
Eventually, we are trying to make it work with newer versions, at least now fewer models should cause crashes (need experiments).
 

Rommel

Hosted Project: HoS
Level 19
Joined
Mar 31, 2004
Messages
132
hey i wanted to tell you that the campaign now work perfect for 1.31 i finished the first chapter yestarday and begin playing the second chapter
Nice, so model fixes helped. We identified some more that can cause lags, will update them in next version.

If you encounter any lag spikes or crashes, please tell us where, and which units were on screen / selected when it happened. Thanks!
 
Level 26
Joined
Aug 18, 2022
Messages
637
I played this campaign with 1.27b, and after the chapter completion after I hit continoue the game exiting to the main menu/campaign menu.
I'm on the fourth chapter, and I do not understand How I'm suppose to sacriface units to the portal. (Enemy or Friendly units alike) Because there is no description, no tutorial for that. Maybe I'm a bit blind and there is some description for that, But I'm not found that yet. I'm amazed about the amount of work, models and stuff what this campaign is have. I hope than sometime after there is more mission to play.
 

Rommel

Hosted Project: HoS
Level 19
Joined
Mar 31, 2004
Messages
132
I played this campaign with 1.27b, and after the chapter completion after I hit continoue the game exiting to the main menu/campaign menu.
I'm on the fourth chapter, and I do not understand How I'm suppose to sacriface units to the portal. (Enemy or Friendly units alike) Because there is no description, no tutorial for that. Maybe I'm a bit blind and there is some description for that, But I'm not found that yet. I'm amazed about the amount of work, models and stuff what this campaign is have. I hope than sometime after there is more mission to play.
Ah, sorry if that wasn't very clear. All four major circles (Blood, Pain, Death and Flames) below the lake of fel lava have abilities that allow them to consume a unit for Mana. They can consume either one unit at a time, or all nearby units (unlocked soon after mission starts). To consume units, select the circle and use either Fueled By Life or Everything for the Legion ability.

Only these 4 circles count, not the ones summoned by warlocks.
Any allied unit can be consumed, except heroes, buildings, mechanicals and resistant units.
Enemies can be consumed if mind-controlled (by ogre orb or by a succubus).
Summoned units generate little to no mana, enemies generate more than allies.
The goal is to amass Mana in the circles, amount depends on difficulty.

Circles can expend some Mana to summon a Daemon, or Succubi, or Felstalkers. Succubi and Felstalkers can be sacrificed back.
Circles can also summon Imps or Infernals, mana-free, by cooldown.

Mana can also be replenished by other means, most notably by Well of Souls.

You can also build allied Blackrock or Twilight's Hammer barracks (or whatever else) nearby, so they will provide units for free.

Hope this helps!
 
Level 23
Joined
Dec 24, 2019
Messages
399
I've started playing and well I could rate right now but I want to enjoy this piece of art in stride and give it the review it deserves, this is probably the highest quality WarCraft III custom project I've ever seen. My congratulations to the entire team that has worked on this, you are on another level. I hope no one misses out on this gem by not installing the local files.
 

Rommel

Hosted Project: HoS
Level 19
Joined
Mar 31, 2004
Messages
132
I've started playing and well I could rate right now but I want to enjoy this piece of art in stride and give it the review it deserves, this is probably the highest quality WarCraft III custom project I've ever seen. My congratulations to the entire team that has worked on this, you are on another level. I hope no one misses out on this gem by not installing the local files.

Thank you so much! Comments like this are really inspiring. Making me realize we did everything right when we decided to not let HoS vanish in limbo. Hope to live up to your expectations in future releases!

This looks really interesting RTS, I will give it a try!

Thanks! Please do)
 

Rommel

Hosted Project: HoS
Level 19
Joined
Mar 31, 2004
Messages
132
This Campaign is a Masterpiece. I was totally blown away right from the prologue, absolutely stellar presentation. I've never really seen anything like it in terms of "production value" for WC3 before. When I used to imagine what Warcraft 4 might have been like, this is it.
Incredible. Congrats on reaching this milestone with what is truly a mammoth project. 20 years in the making... I think I must have been 14 when I first heard of this mod over on samods!

Enough reminiscing though, I'd better try and locate a copy of W3. And some free time...
Thank you so much, folks! Comments like this really make us want to go on and on :3

Meanwhile, the campaign trailer is released!

Check it here: Dusk of Draenor Campaign Trailer
 
Level 28
Joined
May 14, 2021
Messages
1,095
I want to play this but I'm not Tech savvy at all. Can somebody make a video tutorial so I can follow along the correct process to download all the necessary files in order to setup the campaign?
Be sure to check out this picture below (marked in red box). This solves 99% of future problems.
Heart of Storms Installation Guide.jpg

In short:
1.Recommended version of this campaign is 1.27b and 1.29.2.
2.Must have Local Files enabled (because you are going to need custom data files).
3.Place the campaign file in the game root with the folder called "Campaigns" (if you are using 1.29.2, put it in "Documents/Warcraft III/Campaigns").
4.Place the custom data files in the game root (be sure to delete the "War3Patch.mpq" first if you have the one).
5.To avoid random crashes, max out the graphics/visual settings and make sure that you don't have existing app that's resource-demanding.
 
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