• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Warcraft 3 Re-Reforged: Exodus of the Horde

This bundle is marked as director's cut. It exceeds all expectations and excels in every regard.
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WARCRAFT III RE-REFORGED (RR)
PROLOGUE CAMPAIGN
EXODUS OF THE HORDE



This project truly captured what was intended for the Reforged campaign
Kam - Blizzard Warcraft 3: Reforged Campaign Designer
InsaneMonster did what Blizzard now find's impossible. Created something out of love for the original game and honored its memory
DesignerDave - Blizzard Warcraft 3: Classic Game Designer

FEATURES

  • Actually remastered in-game cinematics, with angles, interface and style closely matching the ones shown at Blizzcon 2018
  • Reimagined maps and missions, with beautiful, easy to navigate terrain, modernized gameplay, redesigned quests and more meaningful events, often influencing following maps in interesting ways
  • Detailed and expanded lore, with a completely new interlude and epilogue, fleshed out characters and interactions, with many references from World of Warcraft
  • Rebalanced difficulty levels, to make the experience tailored and engaging to each player, with completely new AI scripts designed to give opponents a distinguishable personality
  • Multiple languages supported, including some voice acting for the additional dialogues, and all graphics mods compatible
  • New, lore accurate secrets and much much more... only waiting for you to play!


PROJECT'S SUBFORUM




FAQ <-- CLICK HERE FOR INSTALL INFO
  • IS THERE ANY COPYRIGHTED CUSTOM MUSIC IN THE CAMPAIGN?
    All music comes from Blizzard's games, specifically World of Warcraft and all of its expansions. You can record any footage of this campaign and put it online without risk of copyright infringements.
  • ARE HEROES LIKE IN THE VANILLA CAMPAIGN?
    Heroes abilities are the same of the vanilla campaign and the main and only hero of the campaign is Thrall, just like in the original one. The experience system, however, is tweaked to be more rewarding. In other words, your hero needs to be personally involved to gain experience and a lot of killing is usually required to gain levels. Tomes of experience and creep camps to clear come in really handy, so make sure to search for them!
  • WHAT ABOUT THE TUTORIAL?
    The tutorial is expanded and improved in many ways, beside the fact that it is now fully skippable. While keeping the same core, the tutorial is more explicative of the game mechanics and more interactive. It also features more hints and a bunch of useful optimizations to its triggers. Moreover, the tutorial is now streched along the entire campaign. In other words, you can choose to play or not to play the tutorials on the first and second map and if you do play them, some additional hints and information will be displayed in following missions too. If you skip the tutorials, simpler hints will be displayed like in regular campaigns. If you know how to play I do recommend skipping the tutorial for a more immersive and overall enjoyable experience.
  • WHAT ARE THE INTERLUDE AND THE EPILOGUE FOR?
    They integrate the story. Specifically, the interlude describes the chase of the stolen ships by Admiral Daelin Proudmoore's fleet and the shipwreck caused by the storm near the Maelstrom, as seen by Sen'Jin during its vision. It shows the arrival of the orcs on Darkspear Island and the reason why humans are there, too. The epilogue shows instead the Horde sailing to Kalimdor while something sinister happens in Lordaeron...
  • ARE THERE ANY KNOWN ISSUES?
    Not many, but I will list the few you might encounter:
    1. Opening the codex dialog while a cinematic is starting might have some weird effects on some cinematics. This is because the system I use to pause the game when the codex is opened just emulates Blizzard natives, which I can't use since that logic is hidden underneath the game engine. I will check if there is a way to prevent this, but it's very weird and low priority, so I can't promise on when it will be done. Don't report this bug to me because it's not really a bug, but just a very rare unintented behaviour that can be avoided very easily.
    2. Difficulty might not be retained between missions. Use the cheat code "howhard" to display the difficulty level of current mission. If it's not what you expect, just quit mission, select the new difficulty and then load it up again. Blizzard should have fixed this by now, but in case it happens again, you know how to deal with it.
    3. Sometimes facial animations of characters might stop working (partially or entirely). Usually restarting the game and reloading the map should fix the issue. It's also been noticed that facial animations tends to break more when alt-tabbing. This is due to Blizzard code, I can't fix it. If anyone knows a workaround, just let me know.
    4. In some locales, loading screen crest might be smaller or not fully centered. This is due to a bug in how the game client handles the loading screen crest, whose partially depends on the amount of text in the loading screen.
    5. If you reload a saved game, the crest might appear of the wrong race. Again, this is a Reforged issue, tell Blizzard about it.
    6. Some crashes might happen due to unpredictable circumstances. Just deal with them. It's not Re-Reforged, it's the game client.
    7. If the game crashes often, make sure to check your graphics settings, for Re-Reforged might be a bit heavier than vanilla Warcraft 3 Reforged:
      1. Reduce graphics quality in settings (make sure to not open options from in-game because, in rare cases, it could freeze the game);
      2. Set game to fullscreen mode;
      3. Close all other applications you can close, to reduce RAM and GPU usages.


CURRENTLY SUPPORTED LANGUAGES

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Note: a greyed out flag means the translation is current in progress, so not yet completed for all missions or just missing some parts.


SHOWCASES



















Note: I will feature as many showcases as possible (they may be too many to be all featured here, huge thanks to the creators nonetheless). Please notice that some may not be up to date or they can be localized in languages other than english.


CREDITS

About me

Custom assets

Custom systems

Voice actors

Translators

Acknowledgements

Patrons Hall of Fame


My name is Luca Pasqualini and I'm an italian software engineer and teacher. I was a researcher with a PhD in AI. I love developing games in my spare time.

I have partecipated to the Rock The Cabinet 2017: Co-op edition contest for Starcraft 2 and my map, Mercenary Business made it to the top 10.

I was hyped beyond any imagination for Warcraft 3: Reforged, and while the disappointment was there, I saw great potential in the art assets and in the few but key changes Blizzard made to the engine. Mostly for fun, I tried re-reforging the first map of the prologue with better cinematics and now... well, now here we are. I guess it's already been a long journey, and I am really excited of what's still ahead!

The following list is a definitely not comprehensive list of assets used in some form that you can find on Hive Workshop.
In general, many models are built specifically for Re-Reforged and you can extract them and use them so long you give credits. Many of the following models have also been edited/improved to better work within the Re-Reforged ecosystem. Let me know if you see some assets (models, textures, icons...) in the campaign that are available on this website in some form and that are not credited here, I'll immediately add them in the list and give proper credits to their authors.


All the model designed for Re-Reforged are made by Mr. Ogre Man (main modeler) and Furgrim (fixer and animator).
All the icons designed for Re-Reforged are made by Handclaw. The amazing loading screens are made by Dagren


  • LOA imtotallynotmute (english), Kentel (italian), Warglaive (spanish, europe), Lilmunsta (spanish, latino), Alexlei Negodaev (russian), 杰 (chinese simplified), Dariusz "Noktis"Ćwik (polish), MavByte (german), Akim Belkeir a.k.a "Shunrik" (french)
  • ACOLYTE ShadiHD (english), Alessandro "Dagren" Monti (italian), Warglaive (spanish, europe), Lilmunsta (spanish, latino), Feivurey (russian), 小白狮 (chinese simplified), Dariusz "Noktis"Ćwik (polish), MavByte (german), Alexandre Faller aka Ehlesgens (french)

  • ITALIAN Luca Pasqualini
  • RUSSIAN Buffalo
  • SPANISH Serena H.
  • LATINO Serena H.
  • FRENCH Alexandre Faller a.k.a Ehlesgens
  • GERMAN MicRaving
  • POLISH Patryk „Dark Mefisto” Ośka
  • CHINESE (SIMPLIFIED) 正电子海, 蓝蓝子, 斯美拉琪海露, 奥丁信徒, Eddy

  • AlexMSimenov for most early no-glow hero models.
  • loktar for the classic sound files in the second mission Departures. It was beautiful while it lasted... thanks!
  • DracoDirik for the overall support and beta-testing!
  • Tamplier777 for the insightful discussions about the World Editor, the overall help and beta-testing.
  • Zenmaster for the insightful discussions about the lore of Warcraft and the overall help.
  • Barorque for overall help and beta-testing.
  • ShadiHD for overall help and beta-testing.
  • Retera for making Retera Model Studio.
  • PaulH for beta-testing and the help on the lore and codex.
  • Serena H. for beta-testing.
  • Mr Ogre Man for his help with the models.
  • Knall for beta-testing and the collectible scrolls idea.
  • Spooki for overall help with the codex.
  • Zorrot for his help with the chinese community.
  • Warglaive for recording footage with graphics mods for the trailer.

For a comprehensive list of all the supporters, check out this page!

You all are amazing, thank you for your support!



CHANGELOG

03/07/2020

03/09/2020

05/03/2020

06/17/2020

09/19/2020

09/23/2020

01/07/2021

01/21/2021

02/12/2021

02/24/2021

08/19/2021

01/15/2022

01/30/2022

02/11/2022

05/06/2022

12/10/2022

12/11/2022

04/04/2023

04/05/2023

06/26/2023

07/14/2023

12/23/2023


  • Released Mission 01 (Chasing Visions) [v1.0]

  • Updated Mission 01 (Chasing Visions) [v1.1]:
    - All creep camps now wake up when huts are attacked (if sleeping)
    - All creep camps spawn on harder difficulties is now bounded to the existance of the spawning hut
    - All creep camps spawn huts will immediately spawn their reinforcement if the relative hut is attacked
    - Improved the Sleeping Ogre camp
    - Fixed a bug which may cause the last cinematic to hang if a previous cutscene was skipped
    - Cleaned some triggers and removed some useless one

  • Released Mission 02 (Departures) [v1.0]
  • Updated Mission 01 (Chasing Visions) [v1.2]:
    - The tutorial is now optional and can be skipped with an appropriate dialog (no story content is lost if the tutorial is not played)
    - Added footsteps sounds during cinematics to all units
    - Increased the number of animated tree (thanks to additional trigger optimization)
    - Improved sounds variety and quality both during gameplay and during cinematics
    - Added visual effects to Medivh while morphing
    - Added lighting effects during cutscenes
    - Improved a bit the terrain
    - Improved tutorial in some points (with optimizations and additional indicators)
    - Added lore "hints" to display additional info about the Warcraft lore during the game
    - The ogre now has some personality and is quite of a challenge
    - Added a shaman and a war mill to the orc encampment for additional variety

  • Released Mission 02 Interlude (Maelstrom) [v1.0]
  • Updated Mission 02 (Departures) [v1.1]:
    - Removed hero glow from all heroes during cinematics
    - Added back lip-sync (animated portraits) to all characters during transmissions and cinematics
    - No more Hellscream™
    - Some little improvements to sounds, timings and overall terrain
    - Fixed some typos
    - Fixed some pathing issues
  • Updated Mission 01 (Chasing Vision) [v1.3]:
    - Removed hero glow from all heroes during cinematics
    - Added back lip-sync (animated portraits) to all characters during transmissions and cinematics
    - Fixed some typos

  • Released Mission 03 (Riders on the Storm) [v1.0]
  • Updated Mission 02 Interlude (Maelstrom) [v1.1]:
    - Improved terrain with a lot of small but important tweaks
    - Added custom models to Sen'Jin and Kul Tiras forces
    - Added scene showing the humans attacking the trolls
    - Now Nazgrel is the only raider in Thrall's group
    - Made it clear it is Sen'Jin vision all along
    - Other fixes and minor modifications according to the critiques I recieved when it was first released
  • Updated Mission 02 (Departures) [v1.2]:
    - Improved terrain with a lot of small but important tweaks
    - Added some additional dialogues to increase immersion
    - Added a Gnoll lore hint
    - Improved cutscenes with custom models and small fixes
    - Added a specific Warsong grunt model
    - Gar'Thok has now a more prominent role
    - Fixed some more typos
  • Updated Mission 01 (Chasing Vision) [v1.4]:
    - Improved terrain with a lot of small but important tweaks
    - Now Thrall leaves its tent on foot
    - Snowsong is a thing now
    - Added more sounds to the Horde's camp during the cinematic to make it fell more alive
    - Improved all the cinematics with small but important tweaks
    - Gar'Thok has now a more prominent role
    - Added some additional dialogues to increase immersion
    - Added an appropriate Ogre Mound to the sleeping ogre
    - Now the hidden potion secret is a much more appropriate Circle of Binding secret, summoning the potion

  • Updated Mission 03 (Riders on the Storm) [v1.0.1]:
    - Fixed a tree trunk on the way of a shaman to appease MasterBlaster OCD
    - Fixed some bugs with the trigger queue in the third cinematic (Healed Fountain), where queue was not cleared and the fountain itself was not healed if the cinematics was skipped

Note: this release represent the final release of the campaign, because of that the update is quite heavy on changes to pre-existing maps.

  • Released Mission 05 Epilogue (Beyond the Sea) [v1.0]
  • Released Mission 05 (Contdown to Extinction) [v1.0]
  • Released Mission 04 (The Fires Down Below) [v1.0]
  • Updated Mission 03 (Riders on the Storm) [v1.1]:
    - Fixed quite some bugs
    - Improved the overall design of the mission and the stability of it
    - Included the tutorial and cache to preserve game state
    - Reworked cinematics to look actually like Blizzcon 2018
    - Added localization
  • Updated Mission 02 Interlude (Malestrom) [v1.2]:
    - Reworked cinematics to look actually like Blizzcon 2018
    - Added localization
  • Updated Mission 02 (Departures) [v1.3]:
    - Fixed quite some bugs
    - Improved the overall design of the mission and the stability of it
    - Improved the tutorial and included cache to preserve game state
    - Reworked cinematics to look actually like Blizzcon 2018
    - Added localization
  • Updated Mission 01 (Chasing Vision) [v1.5]:
    - Fixed quite some bugs
    - Improved the overall design of the mission and the stability of it
    - Improved the tutorial and included cache to preserve game state
    - Reworked cinematics to look actually like Blizzcon 2018
    - Now the ogre and the trolls have more personality
    - Added localization

  • Updated Mission 05 Epilogue (Beyond the Sea) [v1.1]:
    - Music timings are now compatible with all localizations
    - Fixed a small bug in the spanish localization
    - Added WarCraft font for russian final text
  • Updated Mission 05 (Contdown to Extinction) [v1.1]:
    - Music timings are now compatible with all localizations
    - Improved general mission balance
    - Fixed an issue that could cause enemy base to aggro on the player
    - Fixed an issue that could cause Zar'jira taunts to be in the wrong order
  • Updated Mission 04 (The Fires Down Below) [v1.1]:
    - Music timings are now compatible with all localizations
    - Reworked Snowsong section to be more engaging
    - Fixed some pathing issues
    - Fixed a bug on normal and easy difficulty that prevent a Tome Wraith from spawning
    - Increased a bit the difficulty of the "Dagon spawn" section of the boss fight
    - Fixed some display issues for spanish localization
    - Fixed some glaring bugs for russian localization
  • Updated Mission 03 (Riders on the Storm) [v1.2]:
    - Music timings are now compatible with all localizations
    - Moved a troll in the third village so that a crate can now be accessed
    - Fixed a display bug in the trolls' villages counter
    - Fixed italian, spanish and russian localization about the trolls' villages counter
    - Added french localization
  • Updated Mission 02 Interlude (Malestrom) [v1.3]:
    - Music timings are now compatible with all localizations
    - Updated french localization
  • Updated Mission 02 (Departures) [v1.4]:
    - Music timings are now compatible with all localizations
    - Fixed an hint about building a second barracks displaying when you already had a second barracks
  • Updated Mission 01 (Chasing Vision) [v1.6]:
    - Improved a bit the last camera on the final cinematic
    - Some small performance improvements in the Horde's base cinematic
    - Music timings are now compatible with all localizations
    - Intro text has now proper russian WarCraft font
    - Fixed a small typo in the spanish intro text
    - Added german localization

  • Updated Mission 05 Epilogue (Beyond the Sea) [v1.2]:
    - Improved Kel'Thuzad animations a little bit
    - Improved russian localization
    - Improved russian voiced dialogues
  • Updated Mission 05 (Contdown to Extinction) [v1.2]:
    - Looping custom music is now restored when loading from save
    - Added codex system
    - Improved russian localization
    - Added french localization
  • Updated Mission 04 (The Fires Down Below) [v1.2]:
    - Looping custom music is now restored when loading from save
    - Added codex system
    - Improved russian localization
    - Improved russian voiced dialogues
    - Added french localization
  • Updated Mission 03 (Riders on the Storm) [v1.3]:
    - Added codex system
    - Improved russian localization
  • Updated Mission 02 Interlude (Malestrom) [v1.4]:
    - Improved russian localization
  • Updated Mission 02 (Departures) [v1.5]:
    - Added codex system
    - Improved russian localization
    - Added german localization
  • Updated Mission 01 (Chasing Vision) [v1.7]:
    - Added codex system
    - Improved russian localization
    - Added polish localization

Note: french translation, while made for all missions, is not fully tested, not voiced and has no codex entry for the majority of the mission. Thus, it's still in progress.
Also, note that on the map description in the custom games menu the wrong version is displayed. I've dropped versioning on the map description for the future and I will remove each one of them for the next update (it's long and I had to time in this update). To find out the map version, check the trigger editor of the map.

  • Updated Mission 05 Epilogue (Beyond the Sea) [v1.3]:
    - Added french localization
    - Added chinese (simplified) localization
  • Updated Mission 05 (Contdown to Extinction) [v1.3]:
    - Added chinese (simplified) localization
  • Updated Mission 04 (The Fires Down Below) [v1.3]:
    - Added chinese (simplified) localization
  • Updated Mission 03 (Riders on the Storm) [v1.4]:
    - Fixed layout of trees around fountain to avoid units to get stuck
    - Added chinese (simplified) localization
  • Updated Mission 02 Interlude (Malestrom) [v1.5]:
    - Added chinese (simplified) localization
  • Updated Mission 02 (Departures) [v1.6]:
    - Adjusted Hellscream head angle during cinematics
    - Improved human base decorations
    - Made the children invulnerable
    - Added chinese (simplified) localization
  • Updated Mission 01 (Chasing Vision) [v1.8]:
    - Fixed a typo in the english Forest Trolls codex
    - Added chinese (simplified) localization

Note: this update features quite a lot of bug fixes with respect to localizations (typos, inconsistencies, some missing localization, etc), english included. Beside that, I also did an optimization pass. Technically speaking, all maps now runs on native lua and are fully leak free. I also optimized many triggers by enabling them only when needed in order to get a bit of performance back. This may be successful or not, always consider though that the high quantity of HD assets on screen (especially during cinematics) will always be taxing for any PC.
This update also features improved facial expression through all cinematics. Let me know what you think of it. While subtle, it can be noticed mostly by looking at the eyes movements of the characters while speaking.
You an also expect minor fixes through all the maps, even if not listed down below.

  • Updated Mission 05 Epilogue (Beyond the Sea) [v1.4]:
    - Finished french localization
    - Finished german localization
    - Finished polish localization
    - Added spanish (latin america) localization
    - Added multiple models for the villagers of Andhoral
    - Improved a bit cutscenes animations
    - Fixed Kel'thuzad particle effect to be green
  • Updated Mission 05 (Contdown to Extinction) [v1.4]:
    - Finished french localization
    - Finished german localization
    - Finished polish localization
    - Added spanish (latin america) localization
    - Added system to auto target certain neutral buildings (e.g. creep camps)
    - Fixed a bug on the Kul Tiras base preventing a rifleman to exit his tent when the camp was under attack
    - Vastly improved AI (how the AI attacks, where it attacks, etc)
    - Fixed Zar'jira attack routines to make sure she attacks twice and comments twice before the final wave
    - Overhauled environmental fog both in game and in cutscenes
    - Improved some camera angles
    - Improved a bit cutscenes animations
    - Improved a bit gameplay animations
  • Updated Mission 04 (The Fires Down Below) [v1.4]:
    - Finished french localization
    - Finished german localization
    - Finished polish localization
    - Added spanish (latin america) localization
    - Added range indicator on the 3D world for the murlocs on Snowsong section
    - Improved a bit the Snowsong countdown mechanic system to be a bit less punishing (but still impossible to cheese)
    - Improved Murloc High Sorcerer AI so now it won't as often stop while casting
    - Overhauled environmental fog both in game and in cutscenes
    - Uniformed prisoners stats with player's one
    - Removed any visible boundary from the view
    - Improved a bit gameplay animations
  • Updated Mission 03 (Riders on the Storm) [v1.5]:
    - Finished french localization
    - Finished german localization
    - Finished polish localization
    - Added spanish (latin america) localization
    - Added system to auto target certain neutral buildings (e.g. creep camps)
    - Vastly improved AI (how the AI attacks, where it attacks, etc)
    - Overhauled environmental fog both in game and in cutscenes
    - Rebalanced the Ogres to be stronger than Grunts
    - Improved a bit cutscenes animations
    - Improved a bit gameplay animations
  • Updated Mission 02 Interlude (Malestrom) [v1.6]:
    - Finished french localization
    - Fixed height of the troll hut of the first scene in order to be on the ground
    - Improved a bit cutscenes animations
  • Updated Mission 02 (Departures) [v1.7]:
    - Finished french localization
    - Finished german localization
    - Finished polish localization
    - Added spanish (latin america) localization
    - Added multiple models for the villagers of Southshore
    - Improved and optimized the routines of the villagers of Southshore
    - Added system to auto target certain neutral buildings (e.g. creep camps)
    - Fixed a bug preventing certain neutral units (e.g. riderless horse) to be shown during cinematics
    - Vastly improved AI (how the AI attacks, where it attacks, etc)
    - Overhauled environmental fog both in game and in cutscenes
    - Removed any visible boundary from the view
    - Improved a bit gameplay animations
    - Improved a bit ambient sounds
  • Updated Mission 01 (Chasing Vision) [v1.9]:
    - Finished french localization
    - Finished german localization
    - Finished polish localization
    - Added spanish (latin america) localization
    - Added system to auto target certain neutral buildings (e.g. creep camps)
    - Removed some critters that were making hard to path through
    - Overhauled environmental fog both in game and in cutscenes
    - Removed any visible boundary from the view
    - Improved a bit gameplay animations
    - Improved a bit ambient sounds

Note: maintenance update to accompany the release of The Scourge of Lordaeron Act I.

  • Updated Mission 05 Epilogue (Beyond the Sea) [v1.5]:
    - Some typo and consistency fixes in all localizations
  • Updated Mission 05 (Contdown to Extinction) [v1.5]:
    - Some typo and consistency fixes in all localizations
    - Some minor improvements to AI
    - Changed gold mine model to reflect Sunken Ruins tileset
    - Some minor model fixes
  • Updated Mission 04 (The Fires Down Below) [v1.5]:
    - Some typo and consistency fixes in all localizations
  • Updated Mission 03 (Riders on the Storm) [v1.6]:
    - Some typo and consistency fixes in all localizations
    - Improved music to better reflect Alliance vs Horde theme
    - Changed gold mine model to reflect Sunken Ruins tileset
    - Some minor improvements to AI
    - General improvements to creep camps
  • Updated Mission 02 Interlude (Malestrom) [v1.7]:
    - Some typo and consistency fixes in all localizations
  • Updated Mission 02 (Departures) [v1.8]:
    - Some typo and consistency fixes in all localizations
    - Hellscream is back... sorry guys, cannot risk to anger Games Workshop
    - Improved music to better reflect Alliance vs Horde theme
    - Some minor improvements to villager models and Syndicate units color
    - Some minor improvements to AI
    - General improvements to creep camps
  • Updated Mission 01 (Chasing Vision) [v2.0]:
    - Some typo and consistency fixes in all localizations
    - General improvements to creep camps

Note: this updated is focused on translation. Some english typos have been fixed too around all various maps.

  • Updated Mission 05 Epilogue (Beyond the Sea) [v1.6]:
    - Improved french, russian and italian translation
  • Updated Mission 05 (Contdown to Extinction) [v1.6]:
    - Improved french, russian and italian translation
  • Updated Mission 04 (The Fires Down Below) [v1.6]:
    - Improved french, russian and italian translation
  • Updated Mission 03 (Riders on the Storm) [v1.7]:
    - Improved french, russian and italian translation
  • Updated Mission 02 Interlude (Malestrom) [v1.8]:
    - Improved french, russian and italian translation
  • Updated Mission 02 (Departures) [v1.9]:
    - Improved french, russian and italian translation
  • Updated Mission 01 (Chasing Vision) [v2.1]:
    - Improved french, russian and italian translation

  • Updated Mission 05 Epilogue (Beyond the Sea) [v1.7]:
    - Improved french translation
  • Updated Mission 05 (Contdown to Extinction) [v1.7]:
    - Improved french translation
  • Updated Mission 04 (The Fires Down Below) [v1.7]:
    - Improved french translation
    - Fixed some italian translation typos
  • Updated Mission 03 (Riders on the Storm) [v1.8]:
    - Improved french translation
  • Updated Mission 02 Interlude (Malestrom) [v1.9]:
    - Improved french translation
  • Updated Mission 02 (Departures) [v2.0]:
    - Improved french translation
    - Fixed bug preventing creep camp fires to turn off when the relative creep camp is defeated
  • Updated Mission 01 (Chasing Vision) [v2.2]:
    - Improved french translation
    - Fixed bug preventing creep camp fires to turn off when the relative creep camp is defeated

Note: this updated is focused on adding some more depth to the characters/factions, while bringing up to par with the human campaign all cinematics, back-end and front-end systems.
  • Updated Mission 05 Epilogue (Beyond the Sea) [v1.8]:
    - Light overhaul (added a rim light, improved all Day-Night-Cycle (DNC), fixed black faces of unlit characters during cinematics using also ambient light)
    - Removed low poly grass
    - Added animated natural doddoads
    - Improved chinese translation
    - General optimization, bugfixes and improvements
  • Updated Mission 05 (Contdown to Extinction) [v1.8]:
    - Cinematic overhaul (reduced fades to black, improved some camera angle)
    - Light overhaul (added a rim light, improved all Day-Night-Cycle (DNC), fixed black faces of unlit characters during cinematics using also ambient light)
    - Removed low poly grass
    - Added animated natural doddoads
    - Improved chinese translation
    - Updated all Kul Tiras unit skins with new improved skins much easier to recognize and tell apart
    - Fixed Kelen the Seeker eyes not being blue like other High Elves
    - Rebalanced the tidesage (made stronger) and the hydromancer (made a bit weaker)
    - Added resistant skin to Nazgrel since it's a demi-hero
    - Reduced the amount of messages on screen, especially when tutorial is disabled
    - General optimization, bugfixes and improvements
  • Updated Mission 04 (The Fires Down Below) [v1.8]:
    - Cinematic overhaul (reduced fades to black, improved some camera angle)
    - Light overhaul (added a rim light, improved all Day-Night-Cycle (DNC), fixed black faces of unlit characters during cinematics using also ambient light)
    - Removed low poly grass
    - Added animated natural doddoads
    - Improved chinese translation
    - Updated all Kul Tiras unit skins with new improved skins much easier to recognize and tell apart
    - Rebalanced the tidesage (made stronger) and the hydromancer (made a bit weaker)
    - Increased a bit the overall difficulty of the mission, especially in the last encounter (reduced Flame Strike cooldown, increased mana and damage of Dagon, reduced runes dropped by barrier Mur'Ghuls)
    - Reduced the amount of messages on screen, especially when tutorial is disabled
    - Added resistant skin to Snowsong since it's a demi-hero
    - General optimization, bugfixes and improvements
  • Updated Mission 03 (Riders on the Storm) [v1.9]:
    - Cinematic overhaul (reduced fades to black, improved some camera angle)
    - Light overhaul (added a rim light, improved all Day-Night-Cycle (DNC), fixed black faces of unlit characters during cinematics using also ambient light)
    - Removed low poly grass
    - Added animated natural doddoads
    - Improved chinese translation
    - Updated all Kul Tiras unit skins with new improved skins much easier to recognize and tell apart
    - Updated barracks, farm and altar Kul Tiras skins to be thematic and easy to recognize (more skins will come in the future for all buildings requiring them!)
    - Fixed Kelen the Seeker eyes not being blue like other High Elves
    - Fixed Kelen the Seeker not being able to use its Kelen's Dagger of Escape
    - Rebalanced the tidesage (made stronger) and the hydromancer (made a bit weaker)
    - Increased the strength of Sea Giant creep
    - Added resistant skin to Nazgrel since it's a demi-hero
    - Reduced the amount of messages on screen, especially when tutorial is disabled and also for what concerns the optional quest
    - General optimization, bugfixes and improvements
  • Updated Mission 02 Interlude (Malestrom) [v2.0]:
    - Light overhaul (added a rim light, improved all Day-Night-Cycle (DNC), fixed black faces of unlit characters during cinematics using also ambient light)
    - Removed low poly grass
    - Added animated natural doddoads
    - Improved chinese translation
    - Updated all Kul Tiras skins (also added new skins, hopefully now nobody will think the captain is Proudmoore...)
    - Fixed Kelen the Seeker eyes not being blue like other High Elves
    - General optimization, bugfixes and improvements
  • Updated Mission 02 (Departures) [v2.1]:
    - Cinematic overhaul (reduced fades to black, improved some camera angle)
    - Light overhaul (added a rim light, improved all Day-Night-Cycle (DNC), fixed black faces of unlit characters during cinematics using also ambient light)
    - Removed low poly grass
    - Added animated natural doddoads
    - Completely redone villagers AI, now much more effective and less heavy on performances
    - Improved chinese translation
    - Updated Warsong Grunt model to be much more unique
    - Reduced the amount of messages on screen, especially when tutorial is disabled
    - General optimization, bugfixes and improvements
  • Updated Mission 01 (Chasing Vision) [v2.3]:
    - Cinematic overhaul (reduced fades to black, improved some camera angle)
    - Light overhaul (added a rim light, improved all Day-Night-Cycle (DNC), fixed black faces of unlit characters during cinematics using also ambient light)
    - Removed low poly grass
    - Added animated natural doddoads
    - Improved chinese translation
    - Added new chinese logo
    - Reduced the amount of messages on screen, especially when tutorial is disabled
    - General optimization, bugfixes and improvements

Note: this update brings compatibility to W3R 1.34, while adding a small bunch of improvements.
  • Updated Mission 05 Epilogue (Beyond the Sea) [v1.9]:
    - General localization improvements
  • Updated Mission 05 (Contdown to Extinction) [v19]:
    - Improved Kul Tiras models
    - General localization improvements
    - Made all codexes easier to find
  • Updated Mission 04 (The Fires Down Below) [v1.9]:
    - Improved Kul Tiras models
    - Made the Murloc High Sorcerer a bit stronger to fight against
    - Now summoned units can't trigger the end game section
    - General localization improvements
    - Made all codexes easier to find
  • Updated Mission 03 (Riders on the Storm) [v2.0]:
    - Improved Kul Tiras models
    - Added thematic Kul Tiras buildings
    - Made the Kul Tiras forces more prone to attack and less strong in defense
    - General localization improvements
    - Made all codexes easier to find
  • Updated Mission 02 Interlude (Malestrom) [v2.1]:
    - General localization improvements
    - Improved weather effect during the storm
  • Updated Mission 02 (Departures) [v2.2]:
    - General localization improvements
    - Made Southshore codex easier to find
  • Updated Mission 01 (Chasing Vision) [v2.4]:
    - General localization improvements

Note: this is an hotfix to chinese translation.
  • Updated Mission 05 Epilogue (Beyond the Sea) [v1.9]:
    - Improved chinese localization
  • Updated Mission 05 (Contdown to Extinction) [v1.9]:
    - Fixed chinese Codex dialog and buttons appearing as Allies
    - Improved chinese localization
  • Updated Mission 04 (The Fires Down Below) [v1.9]:
    - Fixed chinese Codex dialog and buttons appearing as Allies
    - Improved chinese localization
  • Updated Mission 03 (Riders on the Storm) [v2.0]:
    - Fixed chinese Codex dialog and buttons appearing as Allies
    - Improved chinese localization
  • Updated Mission 02 Interlude (Malestrom) [v2.1]:
    - Improved chinese localization
  • Updated Mission 02 (Departures) [v2.2]:
    - Fixed chinese Codex dialog and buttons appearing as Allies
    - Improved chinese localization
  • Updated Mission 01 (Chasing Vision) [v2.4]:
    - Fixed chinese Codex dialog and buttons appearing as Allies
    - Improved chinese localization

CUSTOM CAMPAIGN UPDATE
- The entire prologue campaign is now bundled in a single .w3n (custom campaign) map file. This allows you to select difficulty in the game, select missions in the game and load saved game through game menus.
- The entire package is around 600 MB smaller than the previous version
- The custom campaign features a custom loading screen inspired from the default game one with the appropriate information about Hive Workshop and the project Patreon page
- File organization is reworked completely: all files (including most of the object related strings) are now contained in only one file, thus making translation and fixing backend much easier
- Object data completely reworked: all custom units are assigned as map-specific or campaign-specific and they are all organized with proper ids
- Chaos damage removed on all creeps where it makes no sense to have it
- Divine armor icon now properly displayed
- Items are completely reworked: they are reorganized, harder to kill and their values make more sense on a global scale
- Integrated some balance changes since 1.31 to Re-Reforged (like Sundering Blades, Prioritize Air and more) plus some other to improve gameplay
- Improved some codex and hint texts on all missions
- Now human scout towers have 1800 sight range on both day and night
- Made Death Pact and Death Ritual cost 0 mana (with longer cooldown, like the integrated Far Sight)
- Racial shops are redone according to the new items categorization system
- General improvements to all models (some are even new, other improved and optimized for 1.35)
- All ghosts now have a 15% transparency added to them beside the model fresnel effect
- Complete rework of all walking sounds (they loop correctly now in all cinematics)
- Music save/reload bugs now fixed
- Music overall randomization is better when default music is played
- Music doesn't include TFT tracks as default tracks anymore
- Fixed music sometimes not resetting correctly to the intended playlist
- dded new cheats: now "ggwp" (add "-cache" or "-nocache" to make it save the cache or not). You can also display current difficulty using "howhard" and you can enable all campaign buttons using "notimetowaste"
- Codex system UI reworked: now using icons, more space to display text and better hints to avoid issues with scrolling (please note, it's impossible to make it scroll from the start due to an engine limitation)
- Codex system interaction reworked: now codex scrolls give XP to heroes collecting them depending on how difficult they are to find. Their position is also reworked to be easier to find in all maps
- Added custom loading screens for all missions, reflecting how the missions are supposed to take place in the extended world of WC3 joined with the world from WoW
- Optimized and improved all trees animations
- Added some unit (mostly creeps) randomization to increase replayability
- Added some items randomization to increase replayability
- Reworked the final "thank you" screen to be more up-to-date
- Added intro cinematic you can play before playing the campaign, like in default campaign
- Added campaign logo
- Improved Re-Reforged logo both in maps and in the campaign menu
- Improved custom voice acting
  • Updated Mission 05 Epilogue (Beyond the Sea) [v2.0]:
    - Added more variation to the villagers
    - AI upscaled reslution of ships used in close-up shots
  • Updated Mission 05 (Contdown to Extinction) [v2.0]:
    - Now Snake Creature is a proper Naga Royal Guard (as per its stats)
    - Now the racial shop is already pre-built for the player
    - Some general environmental improvements
  • Updated Mission 04 (The Fires Down Below) [v2.0]:
    - Completely reworked stealth detections sytem: new graphics, better introduction and now more integrated with the game
    - Made Ancient Spirits encounter overall harder
    - Made the fight at the barrier overall harder
    - Made the fight with the Murloc High Sorcerer overall easier
    - Some general environmental improvements
  • Updated Mission 03 (Riders on the Storm) [v2.1]:
    - Improved some camera shots in various cinematics
    - The shop is now in-line with racial shops of the orc (within map tech-tree limits)
    - Made Ancient Spirit encounter overall harder
    - Some general environmental improvements
  • Updated Mission 02 Interlude (Malestrom) [v2.2]:
    - Reduced the amount of white in the dream sequence fades (now they are grey)
    - AI upscaled reslution of ships used in close-up shots
  • Updated Mission 02 (Departures) [v2.3]:
    - Added more variations to the villagers
    - Fixed peasant axing unappropriate stuff, now they axe wood
    - Some general environmental improvements
    - The mission now takes place nearby Southshore
  • Updated Mission 01 (Chasing Vision) [v2.5]:
    - Improved camp animations
    - Improved camp buildings scale
    - Now Medivh can't be selected in-game and its quest icon display the raven icon (why reveal his face earlier than the final cinematic?)
    - Now circles of power are hidden if not playing tutorial
    - Improved some tutorial hints
    - Some general environmental improvements
    - The mission now takes place in the Hillsbrad Foothills, at the boundary with the Arathi Highlands
    - Circle of Outer Binding renamed into Circle of Elements

Hotfix
- Removed all animated trees triggers (now it's done by fixing the models)
- Fixed some typos
- Added a missing loading screen (sometimes loading screens get removed by the editor when saving campaigns. In time I will understand the pattern to avoid that, but for now, just bear with me)

This version add localization in most languages, plus a bunch of fixes and improvements. As of now, only polish localization is still missing.
- Added french, spanish latino, spanish european, italian, chinese simplified, german, french and russian localization, consisting in UI, texts and full voice acting
- Added hydromancer adept/master icons
- Increased responsiveness of codex dialog buttons (when clicking on the text, now they are fully responsive)
- Removed most memory leaks in all maps
- Improved the loading screen graphics of Thoradin's Wall landmark
- Fixed some graphical issues on Kul Tiras buildings portraits
- Fixed detection aura moving around following the head of the model it was attached to
- Some minor improvements here and there

Hotfix, doesn't require map version change.
  • Updated Mission 05 Epilogue (Beyond the Sea) [v2.1]:
    - Fixed an optimization issue causing attack waves to not start

This version add localization in polish language, plus a bunch of fixes and improvements.
- Added polish localization, consisting in UI, texts and full voice acting
- Fixed some typos in french localization
- Fixed some typos in the english localization
- Magic damage is now added on all creeps where it makes sense to have it, including custom units (e.g. tome wraiths, etc)
- Improved some models, textures and animations (e.g. golems, ogre mounds)
- Added custom model to Scurvy Pirates and Phat Lewt
- Removed built-in crest from loading screens
- Improved some AIs
- Optimized AI routines and removed their leaks
- Reworked checkpoints to avoid bugs and improve their spreading within the maps
Contents

W3RR Exodus of the Horde (Campaign)

Reviews
Barorque
First of all: @InsaneMonster managed to Re-Reforge the campaign, there is no doubt about that. Everyone who followed Reforged way back then was hyped. We were promised cinematics on far with modern expectations, some of us have hoped for extra...
Wazzz
What can be said about this rendition of the Prologue that hasn't been said already? Everything that was promised by Blizzard didn't even come close to what's been presented here. A lot of the touch ups to even the tutorial missions are intuitive. The...
I am very very love the style of cutscenes that Blizzard showed at blizzcon 2018 but they didn't do as promise and this disappointed me a lot.Now,you make my wish come true by adding new cutscences,specific characters,rework terrain,... it make this campaign has many many things that I have never know.I will play it right now to discover and enjoy true Reforged campaign. Hope you remake entire campaign.
 
First of all: @InsaneMonster managed to Re-Reforge the campaign, there is no doubt about that.

Everyone who followed Reforged way back then was hyped. We were promised cinematics on far with modern expectations, some of us have hoped for extra characters or expansion of the lore.
Sadly we got very little of it, in fact only a few mission even had greatly improved cinematics. I don't feel the need to dab on Reforged any more, we all know what we got and what we wanted...
However, there are fans of the universe who are willing to give many hours of their free time to fulfil their own dreams and the dreams of others. So here we are, Re-Reforged, Exodus of the Horde.

I recommend anyone who owns Reforged to play this campaign, and assure that you will find your previously broken expectations met.
fade-seperator-png.362941


Cinematics - Immersion

One of the first things you'll see are exactly the level of cinematography that you have seen at BlizzCon trailer, if not better.
The camera is dynamic and close to the units, showing their lipsinc and high quality textures. There are also custom models here and there as well as unused Blizzard ones.

There is a lot of attention to detail in the cinematics. One of the first things I noticed is a grunt turning away and quickly back to Thrall when spoken to again after a pause.
This is such a small thing, yet very immersive behaviour. There is more background action in general, such as peons working, soldiers being wounded after a battles etc., etc.

More music and extra sounds are used in many occasions (armour clunking, steps etc.), this is yet again proving an overall higher quality to the cinematics.

Gameplay

You would have thought it's just a project that alters cutscenes, but that's not the case. While the first two missions are close to original (with some improvements), the rest is completely reimagined.

In fact, every mission on the islands feels completely new besides the story. Assets, terrain and atmosphere are more fitting. Map layout and gameplay is more engaging.
Hell, there is even a proper boss fight at some point, but I don't want to spoil too much for those who still haven't played though this gem.
fade-seperator-png.362941


5/5 is well deserved, there was clearly a lot of work, polishing and love put into this.
I do hope enough support will be provided for the project, because I really want to see as much of the campaign being Re-Reforged as possible!
 
Level 1
Joined
Jan 16, 2021
Messages
1
I reuploaded the maps because the .zip file was broken due to something weird happened on Hive. Now everything should be back to normal, I didn't make any change.
Hi friend, I think the .zip file is still corrupted, I tried to download your maps more than 3 times and it only download a 703MB zip file and when trying to extract the popup appears saying the file is corrupted. Thanks for your great work, greetings from Peru.
upload_2021-1-16_17-33-40.png

In the image:
Folder Compression Error (in zip)
Windows cannot open the folder.
The compressed folder C: / users ....... "wc3 re reforged" is not valid.
 

Attachments

  • upload_2021-1-16_17-33-16.png
    upload_2021-1-16_17-33-16.png
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Hi friend, I think the .zip file is still corrupted, I tried to download your maps more than 3 times and it only download a 703MB zip file and when trying to extract the popup appears saying the file is corrupted. Thanks for your great work, greetings from Peru. View attachment 371987
In the image:
Folder Compression Error (in zip)
Windows cannot open the folder.
The compressed folder C: / users ....... "wc3 re reforged" is not valid.

I tried download right now and the download was successful. When this happens, please just redownload. Or wait a couple hours and then redownload. It's something about the website and not the maps, so I can't do anything about that.
 
I've tried to download it multiple times and it just keep saying that the archive is corrupted.

Also where are the other maps? Why is it incomplete? Am I doing something wrong here?

View attachment 372228

This is a recurrent problem on Hive Workshop nowadays, I believe due to the higher sizes of reforged files. Sometimes it fixes itself, sometime I have to reupload. I will push an update this evening though, so you can wait to download until then. I am sorry for the problem, it's not really something I can control (the archive is zipped by the Hive, I just put in the maps individually).
 
Level 4
Joined
Feb 24, 2017
Messages
49
Okay, dopo aver giocato tutta la campagna Ri-riforgiata, posso dire con certezza che questo è esattamente quello che mi aspettavo dal "gioco base", ma così come delle campagne a tema Burning Crusade, Wrath of the Lich King eccetera, sono stati i fan a renderle possibili.
Non ho trovato bug di nessun tipo, tranne uno nella prima missione che, non so come fosse possibile, aveva mischiato sottotitoli, tooltips, consigli e, praticamente, ogni tipo di informazione scritta completamente sballata, e ricordo di aver letto delle parti della storia della Missione 2 come dialoghi e suggerimenti mentre ancora stavo facendo la prima, ma avendo giocato tutto il gioco tipo... 6 volte, forse di più, non mi ha dato più di tanto fastidio. Tutto il resto è stato fantastico, la cinematografia è ottima e le interazioni aggiunte sfruttando i file audio non utilizzati, nascosti o di campagne future aiuta un sacco a rendere la storia e l'azione più omogenea. Giusta, inoltre, la scelta di differenziare le unità in base al clan o alla fazione di appartenenza (ringraziamo quei santi della Chronicles of the Second War per questo, anche quello un lavoro impeccabile), che pure in WCIII base non era presente, tipo Kul Tiras, che nella Missione 3 ha il colore Blu come Lordaeron. Ho sempre legato i colori alla fazione come una religione e vederli sbagliati a volte mi fa partire il nervoso LUL

Tutto sommato, AMO questo progetto e lo intendo supportare meglio che posso. Mi piacerebbe veramente tanto aiutare, ma non conosco il World Editor abbastanza da poterlo fare, l'unica cosa che posso fare è fornire supporto morale e giocare le mappe pian piano che escono.

---------------------------------------------------------------------------------------------------------------------------------------------------
Okay, after playing the whole Re-reforged campaign, I can say without a doubt that this is exactly what I expected from the "base game", but, like what happened with some custom campaign based on the WoW Expansions, only fans were able to make it possible.
I did not found any sort of bug, except for the first mission that, I really have no clue on how it happened, it had mixed tooltips, subtitles, advices and, pretty much, every written information was scrambled, I remember reading dialogues from the second mission while I was playing the first one, although I played the whole story like... 6 times, it did not bother me too much. The rest was amazing, the cinematography is great, and the added interactions between characters using cut, hidden or from future campaign audio files really helps in making the story and the action more amalgamated. Also, right choice to change the units' models based on their clan or faction they belong (let's thank those saints from Chronicles of the Second War, that's a great campaign too), that's something that even base WCIII did wrong, like Kul Tiras, in the third mission is Blue, like Lordaeron. I always connected colors and factions like a religion and seeing them misplaced triggers me sometimes LUL

To sum it up, I LOVE this project and I aim to support it the best I can. I would love to help, but I don't know the World Editor enough to do that., the only thing I can do is provide moral support and play the maps when they are released.
 
Okay, dopo aver giocato tutta la campagna Ri-riforgiata, posso dire con certezza che questo è esattamente quello che mi aspettavo dal "gioco base", ma così come delle campagne a tema Burning Crusade, Wrath of the Lich King eccetera, sono stati i fan a renderle possibili.
Non ho trovato bug di nessun tipo, tranne uno nella prima missione che, non so come fosse possibile, aveva mischiato sottotitoli, tooltips, consigli e, praticamente, ogni tipo di informazione scritta completamente sballata, e ricordo di aver letto delle parti della storia della Missione 2 come dialoghi e suggerimenti mentre ancora stavo facendo la prima, ma avendo giocato tutto il gioco tipo... 6 volte, forse di più, non mi ha dato più di tanto fastidio. Tutto il resto è stato fantastico, la cinematografia è ottima e le interazioni aggiunte sfruttando i file audio non utilizzati, nascosti o di campagne future aiuta un sacco a rendere la storia e l'azione più omogenea. Giusta, inoltre, la scelta di differenziare le unità in base al clan o alla fazione di appartenenza (ringraziamo quei santi della Chronicles of the Second War per questo, anche quello un lavoro impeccabile), che pure in WCIII base non era presente, tipo Kul Tiras, che nella Missione 3 ha il colore Blu come Lordaeron. Ho sempre legato i colori alla fazione come una religione e vederli sbagliati a volte mi fa partire il nervoso LUL

Tutto sommato, AMO questo progetto e lo intendo supportare meglio che posso. Mi piacerebbe veramente tanto aiutare, ma non conosco il World Editor abbastanza da poterlo fare, l'unica cosa che posso fare è fornire supporto morale e giocare le mappe pian piano che escono.

Non posso riprodurre questo bug nella versione corrente. Immagino tu abbia giocato in italiano, giusto? Se sì, probabilmente ho sbagliato nella vecchia versione (quella a release, per intenderci) a importare le stringhe di testo localizzate e ho messo quelle della missione 2 invece che della 1. Un misclick, per intenderci. Per favore, saresti così cortese da riscaricare la versione corrente, lanciarla, e dirmi se la prima missione ha i testi localizzati come dovrebbe?

----------------------

Can't reproduce this bug on current version. I imagine you played the italian version, right? If so, there is a chance I made a mistake in previous version (the release one), when importing the localized strings, using the ones from mission 2 instead of those of mission 1. A misclick, roughly speaking. Please, could you redownload the current version, launch it, and report me if the texts are localized as they should?
 
Last edited:
Level 4
Joined
Feb 24, 2017
Messages
49
Non posso riprodurre questo bug nella versione corrente. Immagino tu abbia giocato in italiano, giusto? Se sì, probabilmente ho sbagliato nella vecchia versione (quella a release, per intenderci) a importare le stringhe di testo localizzate e ho messo quelle della missione 2 invece che della 1. Un misclick, per intenderci. Per favore, saresti così cortese da riscaricare la versione corrente, lanciarla, e dirmi se la prima missione ha i testi localizzati come dovrebbe?

A dire il vero l'ho rigiocata con la versione prima di questa e il bug non c'era, quindi probabilmente, come hai detto tu, era solo un bug delle prime versioni.

Colgo l'occasione per ringraziarti del lavoro che stai facendo e, ripensandoci, come successo nell'epilogo, che hai usato dei file audio nuovi, in caso ti servisse una voce per qualche personaggio maschile, posso provare ad aiutare. Sono anche abbastanza bravo a recitare e ho partecipato a qualche doppiaggio fan-made, ho "un po' di esperienza amatoriale".

Inoltre stavo pensando, che tu sappia, esiste una versione in italiano della demo originale, delle tre missioni degli orchi? Io ho usato il workaround per avere il doppiaggio italiano del 2002 (nostalgia assoluta, non sono un direttore di doppiaggio quindi non mi metto a dire quale dei due sia meglio), e ovviamente avendo solo il gioco base il doppiaggio era mischiato fra frasi nuove e vecchie. Ho cercato e non ho trovato nulla a riguardo :/

--------------------------------------------------------------------------------------------------------------------------
Actually I played it again with the second newer version and the bug is not there, so, as you said, it was probably one of the earliest builds.

I take this opportunity to thank you for all the work you're doing and, thinking about it, you happened to use a new voice clip in the epilogue, so, if you need a male voice for some character, I could help. I'm quite good at acting and I took part in some fan-dubs, I have "some amateur experience".
 
Level 18
Joined
Jul 3, 2010
Messages
536
I liked most everything, the new elements you introduced in the various maps were all welcome additions, including the troll camps, the fact that it returned to help or hinder you on chapter 5, based on how many you actually protected, the part with the wolf. Also, the camerawork is really great!
I read the first few comments you got on this project, man, I love that you held out under such negativity.

The only gripe I have is that the game is a bit too talkative with hints.
For example:
You try to pick up a tome on Chapter 3 but it disappears, three ghosts appear called Tome Wraiths.
Even if you are confused, killing them will return the tome and then you are up to speed with the gimmick.
No need for a hint to explain this, for example.

The same goes for the game encouraging the player to pick up items they have literally just found on, for example, Chapter 2.
I don't know what player would just leave the item if a hint doesn't tell them to pick it up.

Also, Glyph of Ultravision is a very weird item to keep dropping all the time.

But to reiterate, I consider these minor problems and this version of the Prologue is fairly close to what Blizzard should have delivered.
 
I liked most everything, the new elements you introduced in the various maps were all welcome additions, including the troll camps, the fact that it returned to help or hinder you on chapter 5, based on how many you actually protected, the part with the wolf. Also, the camerawork is really great!
I read the first few comments you got on this project, man, I love that you held out under such negativity.

The only gripe I have is that the game is a bit too talkative with hints.
For example:
You try to pick up a tome on Chapter 3 but it disappears, three ghosts appear called Tome Wraiths.
Even if you are confused, killing them will return the tome and then you are up to speed with the gimmick.
No need for a hint to explain this, for example.

The same goes for the game encouraging the player to pick up items they have literally just found on, for example, Chapter 2.
I don't know what player would just leave the item if a hint doesn't tell them to pick it up.

Also, Glyph of Ultravision is a very weird item to keep dropping all the time.

But to reiterate, I consider these minor problems and this version of the Prologue is fairly close to what Blizzard should have delivered.

You would be surprised what very inexperienced players could forget to do.
Anyway, I do quite agree with your criticism and it's by design for the prologue campaign. I don't know if you played with the tutorial, but if you enable the tutorial in the first or in the second map, you get expanded hints through the entire prologue.

Sadly the game engine is not as powerful as SC2, where I could make much less intrusive hints. And I want this to be fully playable by new players and experienced players alike.

Finally, when the next update drops, together with a BIG announcement, all the lore hints will be removed (and I'll use something else in their place), so there will be much less clutter on the UI.

Played the prologue, it's just gorgeous! When is the approximate time for an alliance campaign?)

When it's ready ;)
 
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A new updated is released!

The highlight of this update is the introduction of the Codex system. For once, I did add a feature instead of a map!
I warmly suggest to try it out when you can, you won't be disappointed.


Changelog (02/12/2021)

  • Updated Mission 05 Epilogue (Beyond the Sea) [v1.2]:
    - Improved Kel'Thuzad animations a little bit
    - Improved russian localization
    - Improved russian voiced dialogues
  • Updated Mission 05 (Contdown to Extinction) [v1.2]:
    - Looping custom music is now restored when loading from save
    - Added codex system
    - Improved russian localization
    - Added french localization
  • Updated Mission 04 (The Fires Down Below) [v1.2]:
    - Looping custom music is now restored when loading from save
    - Added codex system
    - Improved russian localization
    - Improved russian voiced dialogues
    - Added french localization
  • Updated Mission 03 (Riders on the Storm) [v1.3]:
    - Added codex system
    - Improved russian localization
  • Updated Mission 02 Interlude (Malestrom) [v1.4]:
    - Improved russian localization
  • Updated Mission 02 (Departures) [v1.5]:
    - Added codex system
    - Improved russian localization
    - Added german localization
  • Updated Mission 01 (Chasing Vision) [v1.7]:
    - Added codex system
    - Improved russian localization
    - Added polish localization
 
Last edited:
Level 8
Joined
Dec 2, 2015
Messages
235
Alright, I'm going to try to give feedback mission by mission otherwise I'll end up losing track of it.


First of all, overall really good. Camera work is excellent. I do have some feedback regarding the cutscene at the orc camp where Thrall recruits 3 orcs. I thought the additional life you brought to the camp and the lore characters and such was really good, but the cutscene felt dragged out. There is hardly any dialogue to justify it and there is quite an awkward pause between Thrall saying "Throm-ka" and one of the grunts saying, "We are yours to command."

You could add some dialogue if you wanted (from WoW and/or TFT bonus orc campaign), but I think it would be better to just make the cutscene shorter and snappier. The camp is already really cool and looking around it with a free camera is very solid.

God, the upgrade to the ogre, just perfect. Gave him a clan, a color, a bigger firepit to match his size, and a fucking ogre mound. This was the first time he feels alive instead of just a worthless creep. I wouldn't have killed him if I wasn't sure the codex would drop off him.

Ditto for the forest trolls. Awesome upgrade.

Codexs are an interesting lore addition to the mission. I like it. Collected/read them all. Couple of typos in the Forest Troll codex. Should be "Horde's defeat" rather than "Hordes defeat" for one.

The other mid-mission cutscenes were excellent. No further feedback on those.

I have a minor quibble on the final cutscene with Medivh. There is a long pause between Thrall calling Medivh human and Medivh laughing/responding. Perhaps this pause was deliberate, but I found it a bit uncanny valley and I think it would be more natural if Medivh was walking/talking at the same time instead of pause, walk, and then talk.

Overall, really good. I look forward to more.
 
Level 8
Joined
Dec 2, 2015
Messages
235
Currently doing the 2nd mission. First cutscene is really good. Pacing and such is on point.

I like that you can skip the tutorials. Forgot to mention that last time.

I noticed an error with the codex on the Warsong Clan. It says they didn't fight in the First and Second wars but that is wrong. They took part in both wars, heavily.

The map terrain is noticeably improved. Gnoll base looks better, more organic. Murloc encounter is more interesting as well.

Alliance cutscene was good. Increased scope of the map looks promising. Added bandits are cool and well done.

The beefed up Alliance base is a lot more fun to attack. Can't just steamroll/faceroll it. Custom models for Warsong orcs, excellent. Decoration of the actual town was also really good. Villagers fleeing and sound effects was excellent. I didn't like that the horses didn't run away, not even when I attacked them (I was looking for the last codex).

Other than the last codex, which I still haven't found, they all felt naturally placed. Peons, Warsong Clan, Alliance Internment Act, Shamans, and unknown. I've been up and down the map killing every neutral creature and destroying every box and I can't find it. I gave up and finished the mission without it.

The final cutscene was pretty good. Grom did seem like he wasn't facing Thrall which stood out to me, but otherwise fairly solid.

Again overall, great work. 10x better than what Blizzard did.
 
Alright, I'm going to try to give feedback mission by mission otherwise I'll end up losing track of it.


First of all, overall really good. Camera work is excellent. I do have some feedback regarding the cutscene at the orc camp where Thrall recruits 3 orcs. I thought the additional life you brought to the camp and the lore characters and such was really good, but the cutscene felt dragged out. There is hardly any dialogue to justify it and there is quite an awkward pause between Thrall saying "Throm-ka" and one of the grunts saying, "We are yours to command."

You could add some dialogue if you wanted (from WoW and/or TFT bonus orc campaign), but I think it would be better to just make the cutscene shorter and snappier. The camp is already really cool and looking around it with a free camera is very solid.

God, the upgrade to the ogre, just perfect. Gave him a clan, a color, a bigger firepit to match his size, and a fucking ogre mound. This was the first time he feels alive instead of just a worthless creep. I wouldn't have killed him if I wasn't sure the codex would drop off him.

Ditto for the forest trolls. Awesome upgrade.

Codexs are an interesting lore addition to the mission. I like it. Collected/read them all. Couple of typos in the Forest Troll codex. Should be "Horde's defeat" rather than "Hordes defeat" for one.

The other mid-mission cutscenes were excellent. No further feedback on those.

I have a minor quibble on the final cutscene with Medivh. There is a long pause between Thrall calling Medivh human and Medivh laughing/responding. Perhaps this pause was deliberate, but I found it a bit uncanny valley and I think it would be more natural if Medivh was walking/talking at the same time instead of pause, walk, and then talk.

Overall, really good. I look forward to more.

Thank you!
The Medivh cinematics is on purpose, I like it this way (for some odd reasons). This is very much a showcase, introductory map, this is why I indulged a bit on the orc camp. Still, it's just something I like, personal taste I suppose.

Currently doing the 2nd mission. First cutscene is really good. Pacing and such is on point.

I like that you can skip the tutorials. Forgot to mention that last time.

I noticed an error with the codex on the Warsong Clan. It says they didn't fight in the First and Second wars but that is wrong. They took part in both wars, heavily.

The map terrain is noticeably improved. Gnoll base looks better, more organic. Murloc encounter is more interesting as well.

Alliance cutscene was good. Increased scope of the map looks promising. Added bandits are cool and well done.

The beefed up Alliance base is a lot more fun to attack. Can't just steamroll/faceroll it. Custom models for Warsong orcs, excellent. Decoration of the actual town was also really good. Villagers fleeing and sound effects was excellent. I didn't like that the horses didn't run away, not even when I attacked them (I was looking for the last codex).

Other than the last codex, which I still haven't found, they all felt naturally placed. Peons, Warsong Clan, Alliance Internment Act, Shamans, and unknown. I've been up and down the map killing every neutral creature and destroying every box and I can't find it. I gave up and finished the mission without it.

The final cutscene was pretty good. Grom did seem like he wasn't facing Thrall which stood out to me, but otherwise fairly solid.

Again overall, great work. 10x better than what Blizzard did.

According to Wowpedia, the lore I put there is correct. It's actually taken from wowpedia.

The codex entry you missed is here:

upload_2021-2-22_15-25-30.png


Thank you, noted the Grom head direction!
Really looking forward to know more of your impressions for the remaining maps!
 
So the prologue campaign here is done as beautifully as it should have been.
Simply an incredible job, I'm looking forward to what's next.

Just one question: Why are the Kul'Tirans led by High Elf-Archmage Kelen the Seeker? I seem to be missing some information to understand that.

Lore was missing about that. Original archmage was called Kelen the Seeker, who is supposed to be a rogue/wizard elf. So I came up with my own lore explanation. If you noticed the color, he is an advisor for the Kul Tirans, not an actual Kul Tiran.

Your campaign is just breathtaking. Excelent work :D

No! You are breathtaking! (cit.)
 
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