• 🏆 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...

Ardenaso

HD Model Reviewer
Level 32
Joined
Jun 22, 2013
Messages
1,804
I don't think going back to the terribly-spliced "Hellscream" is necessary. We don't even know that Games Workshop is actually the reason for the change in the first place.

In all seriousness, I am begging you to just use the "Grom" audio if/when you eventually get to the Invasion of Kalimdor. The Hellscream Splice sounds absolutely horrific, and is, in my view, one of the bigger blunders of Reforged outside of feature/content removal; if they wanted to avoid saying "Grom" so bad, they should have re-recorded the damn dialogue like was part of the initial promises.

I don't know what reason they had for the change, and while there are theories, none of them are worth consideration for a fan-content creator like you. At absolute worst, if anyone with any semblance of power did say anything, you could just go back to the Hellscream audio then, with a note about actually being made to do so, instead of simply tip-toeing around what may in fact turn out to be nothing.
I believe that they can't, technically; it would probably mess with the FaceFX
 
Level 6
Joined
Jul 17, 2015
Messages
67
I believe that they can't, technically; it would probably mess with the FaceFX
If they hadn't said included the note saying "can't afford to anger Games Workshop", I'd take that as the reason, but I'm not so sure that has anything to do with it. Especially since it's been using "Grom" since June of 2020, when it was specifically changed from the "Hellscream" to "Grom".
 
If they hadn't said included the note saying "can't afford to anger Games Workshop", I'd take that as the reason, but I'm not so sure that has anything to do with it. Especially since it's been using "Grom" since June of 2020, when it was specifically changed from the "Hellscream" to "Grom".

I hate the Hellscream thing. I really do. But very well informed people told me that it was really risky to have something like that in a Blizzard mod now that the project has the spotlight. Blizzard would never take me down because the mod respect their EULA, but that little bit does not.

I prefer not to risk it. If someday I got some kind of assurance of nothing happening I will gladly put them back. It's a minor thing still, and hopefully I might get reassurance for when I start working on the full Orc Campaign.
 
Level 35
Joined
Feb 5, 2009
Messages
4,552
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 addition of codexes with snippets from Wowpedia gives a nice touch, and an entirely optional incentive to try and find all of the entries. The introduction of demi-heroes is a very interesting concept to boot.

The bread and butter here is the cinematic immersion. This was something that was promised to us and we never got to see it delivered. This is very well done, my only very minor critique being the opening camera pan being sliiightly janky as we move towards Thrall's hut. This is the only instance that could have been done better, and even then... it's serviceable. There is clearly a lot of attention to detail put into each individual mission, into each individual aspect that combines together to create an overall experience.

Admittedly, I didn't want to play the Re-Reforged campaign until completion - I had a feeling that if I started now, then it's going to be that much harder to wait for the rest of it to be done, and I was right. This is incredible work, I don't think there's anybody who has played it that isn't looking forward to seeing what you do with the rest of the campaign. However, I am content to wait for more entries designed with this level of quality.

Without giving anything away, the design for mission 3 and how it ties in with mission 5 is a very nice touch. The redesign on mission 4 is also very engaging. With quite a few secret areas to explore, the biggest challenge is trying to find them without letting the AI get one over on you. The level design really takes advantage of the HD models and how well they can work together. To find out more, play it yourself - it's worth owning Reforged now.

Definitely a project worthy of its name, and one that puts me in mind that InsaneMonster should perhaps have a photo of his face become the new HD "Sammy" icon. A mantle well earned and passed on to the true spiritual successor.
 
😍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 addition of codexes with snippets from Wowpedia gives a nice touch, and an entirely optional incentive to try and find all of the entries. The introduction of demi-heroes is a very interesting concept to boot.

The bread and butter here is the cinematic immersion. This was something that was promised to us and we never got to see it delivered. This is very well done, my only very minor critique being the opening camera pan being sliiightly janky as we move towards Thrall's hut. This is the only instance that could have been done better, and even then... it's serviceable. There is clearly a lot of attention to detail put into each individual mission, into each individual aspect that combines together to create an overall experience.

Admittedly, I didn't want to play the Re-Reforged campaign until completion - I had a feeling that if I started now, then it's going to be that much harder to wait for the rest of it to be done, and I was right. This is incredible work, I don't think there's anybody who has played it that isn't looking forward to seeing what you do with the rest of the campaign. However, I am content to wait for more entries designed with this level of quality.

Without giving anything away, the design for mission 3 and how it ties in with mission 5 is a very nice touch. The redesign on mission 4 is also very engaging. With quite a few secret areas to explore, the biggest challenge is trying to find them without letting the AI get one over on you. The level design really takes advantage of the HD models and how well they can work together. To find out more, play it yourself - it's worth owning Reforged now.

Definitely a project worthy of its name, and one that puts me in mind that InsaneMonster should perhaps have a photo of his face become the new HD "Sammy" icon. A mantle well earned and passed on to the true spiritual successor.

Director's Cut! I'm so fucking happy about it! It's really an honour for me! Thank you for the amazing review... I have no other words 😍
 
Level 1
Joined
Jan 24, 2022
Messages
1
Hey, real noob question here. when i try to download the file, after it reached 100% it takes me back to the main page with all the info... where can i find the file?

really looking forward to play the two mods! <3
 
Level 28
Joined
May 14, 2021
Messages
1,095
Hey, real noob question here. when i try to download the file, after it reached 100% it takes me back to the main page with all the info... where can i find the file?

really looking forward to play the two mods! <3
Read this and this post (from Jeopardy of the Horde), plus see the image below. As of 2022, downloading any files from Hive Workshop takes you to the redirection site. If you want automatic download, you should configure IDM like this:
IDM Configuration.jpg


Edit: You can also add W3X to your file types in IDM configuration window.
Edit 2: Your download should be in the "Downloads" folder. If the file type is RAR/ZIP, then it should be in "Compressed" folder.
 
Level 2
Joined
Jan 13, 2022
Messages
3
I have just finished playing the Re-Reforged Campaign and I am absolutely blown away! It is exactly what I imagined Reforged should have looked like in the first place and every single addition was perfect. No stone remained unturned. I hope you continue to create more content on your quest to remake the whole story line from Orcs to Elves. This is the easiest 10/10 I've ever given away and if Microsoft has an wits about them, they'd source you out to do this professionally (hint hint ;))
 
Level 35
Joined
Mar 11, 2017
Messages
626
Hei!
Love all your work with the re-reforged campaigns. I played all of them and they are amazing, keeping true to the old campaigns and giving more lore to the game!
I wanted to spice my play and decided to make the campaign more diverse in terms of the races, to that extent I decided to have different troops to both the player and the enemies
1 question I have regarding the campaign and how it's made how can I add a hero that will lvl up and keep it's items & level in the next campaign lvl?
1643589683637.png

Kinda decided to have myself in the campaign with thrall as a custom blademaster :D
 
Last edited:
Hei!
Love all your work with the re-reforged campaigns. I played all of them and they are amazing, keeping true to the old campaigns and giving more lore to the game!
I wanted to spice my play and decided to make the campaign more diverse in terms of the races, to that extent I decided to have different troops to both the player and the enemies
1 question I have regarding the campaign and how it's made how can I add a hero that will lvl up and keep it's items & level in the next campaign lvl?
View attachment 394275
Kinda decided to have myself in the campaign with thrall as a custom blademaster :D

To do all that stuff is not that easy. Please look for tutorials on Hive Workshop and check out the code I wrote in the Level Data category and in the Housekeeping category. I really cannot explain that to you, because it would take long and there are plenty of tutorials around the site.

Btw, a new update is now released!

Changelog (01/30/2022)
This updated is focused on translations. 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
 
Level 2
Joined
Sep 11, 2016
Messages
9
Somehow I ended up playing your Scourge of Lordaeron Act 1 campaign before this one, but I just wanted to say I LOVE what you're doing man, and you make gorgeous blizz-like levels. Thoroughly impressed, and super excited for the rest of the campaigns!
 
A new update is released today!

Changelog (02/11/2022)
  • 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
 
Level 5
Joined
Sep 22, 2011
Messages
77
Just a suggestion @InsaneMonster, what do you think about adding female grunts and orc children in your maps, ( in the camp on the first mission, on the ships on mission 3 and 5, and in cinematics, all non-playable of course) to show that the horde is not just made up of grunts and raiders. In my opinion it would add the necessary diversity and lore flavor, as the human campaign is full of neutral citizens (both male and female) and the horde has nothing in comparison.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
In my opinion it would add the necessary diversity and lore flavor, as the human campaign is full of neutral citizens (both male and female) and the horde has nothing in comparison.
Orcs in pre-WoW lore did not have females in their fighter ranks (except for Garona which was a half orc spy). Would be good to see female and children orcs as neutral passive units or spies (hinting at Garona). Orcs were sort of Mongol invader inspired race back then.
 
Level 5
Joined
Sep 22, 2011
Messages
77
Thats what i meant, as i said non playable and similar to human neutral passive villagers in comparison, sorry if the message did not get across as intended.
 
Level 8
Joined
Apr 30, 2021
Messages
134
I like to make a suggestion. In the Mission Campaign needs to be updated atleast in terms of the new models for the Kul'tirans like have the Rifleman be replaced by the Crossbowman and update the Footman with the latest version of the Kul'tiran Human Kingdom Pack. Finally there's also new house model for the Kul'tirans as well.
 
I like to make a suggestion. In the Mission Campaign needs to be updated atleast in terms of the new models for the Kul'tirans like have the Rifleman be replaced by the Crossbowman and update the Footman with the latest version of the Kul'tiran Human Kingdom Pack. Finally there's also new house model for the Kul'tirans as well.

The house model has been commissioned by me ;)

Kul Tiras is receiving an overhaul for the next patch, but I'll keep the rifleman to keep their roster as much vanilla as possible. You can expect new and better skins for everything else though, buildings included.
 
A new update is released today! It's a big update, 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.

Changelog (05/06/2022)
  • 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
 
Last edited:
Level 2
Joined
Jun 22, 2022
Messages
1
Hi
I just finished the campaign, it worked perfectly. really great work, thank you man. I live in Iran, and our country is under heavy sanctions from the US.
our banks has been cut off from the rest of the world, so unfortunately I can't support you on Patreon, I'll try to support your work any other way I can,
maybe our damn dictatorship regime falls soon and the Persian people be free, and hopefully you won't get tired and finish this great work. I wish you the best.
 
I added a warning about the campaign. This version was built on 1.32.10 and it's tested on 1.32.10. It might work on 1.33 but I cannot guarantee it works without bugs.

I have developed a version for 1.33 and I'm testing it internally. I hope to release it later this autumn, hopefully while Blizzard cleans some of its own stuff.
 
Level 6
Joined
Sep 6, 2022
Messages
47
I just finished the campaign It was amazing. The bosses, the difficulty, Everything about it was just right. You didn't just manage to make the Epilouge campaign better but you actually made it the way I'd assume Bilzzard should have made it. Thank you for these few joyful hours I got to play your amazing campaign. I'll be starting the human one tomorrow. Looking forward for the rest, especially the orc one! :xxd:
 
I just finished the campaign It was amazing. The bosses, the difficulty, Everything about it was just right. You didn't just manage to make the Epilouge campaign better but you actually made it the way I'd assume Bilzzard should have made it. Thank you for these few joyful hours I got to play your amazing campaign. I'll be starting the human one tomorrow. Looking forward for the rest, especially the orc one! :xxd:
The human is only missing the final chapter, btw. The rest is already being beta-tested (if you're as impatient as we all are, you can get access to those through the Patreon. Otherwise, it's most likely coming out before Christmas for free).
 
A new update is released today! It's a small update, but it brings full compatibility to W3R 1.34.

Don't forget to check out the Second Act of Scourge of Lordaeron Campaign!

Changelog (12/10/2022)
  • Updated Mission 05 Epilogue (Beyond the Sea) [v1.9]:
    • General localization improvements
  • Updated Mission 05 (Contdown to Extinction) [v1.9]:
    • 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
 
Hotfix for chinese translation only, not worth changing version number for it.

Changelog (12/11/2022)
  • Updated Mission 05 Epilogue (Beyond the Sea) [v1.9]:
    • Improved chinese localization
  • Updated Mission 05 (Contdown to Extinction) [v19]:
    • 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
 
Level 2
Joined
Mar 9, 2018
Messages
2
Dude, this is epic!! Just heard about this. I played the first level and I love the details! even the little things like The Prophet saying follow me and actually fly down the path, the cutscenes like the ogre and the orc camp. Even Thrall coming out of his house with his wolf off to the side. Amazing! This is truly what reforged should have been.

On the 2nd level now, the human bridge not instant building and giving hte murlocs the ability to swim. I love the attention to detail!!!

Look forward to playing through it as you make it.
 
Dude, this is epic!! Just heard about this. I played the first level and I love the details! even the little things like The Prophet saying follow me and actually fly down the path, the cutscenes like the ogre and the orc camp. Even Thrall coming out of his house with his wolf off to the side. Amazing! This is truly what reforged should have been.

On the 2nd level now, the human bridge not instant building and giving hte murlocs the ability to swim. I love the attention to detail!!!

Look forward to playing through it as you make it.

If you only played the first one, you are in for a ride! GL HF!
 
Level 5
Joined
Jan 18, 2023
Messages
9
First of, I want to say that you did an amazing job with this project. I can only imagine what huge undertaking this has to be.

So first the positives:- The improvements to the visuals is really good. Can't name specific examples, but overall it looks really good.
  • The addition of codexes is genius.
  • Demi hero units is an interesting concept. But it's a bit sad that I can't resurrect them in some way.
  • The changes you made past the second mission are really cool. The fact you changed the tileset to an island one makes so much sense. Plus, changing the sea witch to a naga is an awesome foreshadowing of the Frozen Throne.


Now the negatives:
  • First, I feel that the addition of new cutscenes is cool and all, but sometimes I am left scratching my head as to why you would make a cutscene out of just one line of dialogue. (Like the whole begging of fountain quest in mission 03)
  • Also, I feel that some cutscenes take a little too long. But that might just be my lack of patience.
  • The Snowsong section at the beginning, I felt was unnecessary because the whole sneaking mechanic doesn't appear later on in this mission.- Now I would call myself a very casual player of Warcraft 3 (really bad at multiplayer skirmish), so this is something that might be an issue on my end but what is up with the difficulty spike with the boss fight at the end of mission 04? I took me too many tries to actually beat this bastard.- Plus at the beginning of mission 05 the Sea Witch almost destroyed my base. Was that intentional? Or did i not see some difficulty selection?


Overall, I am positive about this project. Its just that some decisions should have been well thought out a few more times.
Can't wait to play the next campaign.

PS: Sorry for grammar. English is not my first language.
 
Soon (without the ™, so actually soon), I will release an english only open beta of the final version of this campaign. While not yet available for download, these are the main points of the changelog (which is still subject to changes) to keep you teased. Further details for each map will be available later when the full changelog will be released:

Changelog
  • 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
  • Added 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 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
 
Behold, the english open-beta of the Custom Campaign integration is ready to be downloaded. Here the final changelog. Translations will come later as they become ready.

Changelog (04/04/2023)
  • 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
  • Added 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 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
 
Level 21
Joined
Dec 3, 2020
Messages
508
"- Chaos damage removed on all creeps where it makes no sense to have it" - thank you!
It always bothered me cause in original RoC, the strong creeps had (usually) Normal damage type.
The worst is the night elf finale, where you can just kill Archimonde with the Chaos damage furbolgs (something that you couldn't do in vanilla RoC)...
 
Just released a small hotfix to the just released open beta.

Changelog (04/05/2023)
  • 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).
 
Last edited:
I downloaded for the third time to enjoy this masterpiece again and learn all the latest changes, but... My favorite Russian language is not here! How to set it up now?)

I understand that the translation of the prologue is planned again in the near future, right?

Yes, now!

I hate to sound really dumb, but are the reforged graphics required

Yes... always...

It's a wonderful job

Does anyone know when it will be in the other languages?

I'm waiting for it to come out in Spanish to download it

Yes, now!

Just released a quite interesting patch for all people around the world! This version adds localization in most languages, plus a bunch of fixes and improvements. As of now, only polish localization is still missing.

Changelog (06/26/2023)
  • 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
 
Level 1
Joined
Dec 16, 2022
Messages
3
hi i use translator hope i don't offend
I would like to ask if the traditional Chinese translation will be added in the future
My friends and I are very unfamiliar with expressions and character names in Simplified Chinese
Maybe this is a request from a few people but I hope you can add it thanks
 
I payed The Scourge of the Lordaeron and that was totally brilliant. Unfortunately, this campaign is't workng in my 1.35 version for some reasons(

It is developed with the latest version of the game, so you need the latest version of the game to play it. The game would not recognize it otherwise.
 
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