• 🏆 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: The Scourge of Lordaeron

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WARCRAFT III RE-REFORGED (RR)
HUMAN CAMPAIGN
THE SCOURGE OF LORDAERON




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 epilogue and playable interludes, with fleshed out characters, old and new, meaningful interactions and 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 heroes of the campaign are Arthas, Jaina and Muradin, just like in the original one. The experience system, however, is tweaked to be more rewarding. In other words, your heroes need to do stuff in first person to gain experience and a lot of killing is required to gain levels. Tomes of experience and creep camps to clear come really handy, so make sure to search for them!
  • WHAT IS THE EPILOGUE FOR?
    It expands to a proper interactive cinematic the events of Arthas attacking Mal'Ganis after Frostmourne has been claimed and it represents the actual ending of the human campaign, creating a much more fulfilling and clear bridge to the undead campaign.
  • WHAT ARE PLAYABLE INTERLUDES/EPILOGUES?
    They are expanded cinematic sequences with a section of gameplay, usually reduced in scope with respect to regular missions and with a more RPG style camera and mechanics. In this campaign, the interlude Divergent Courses is now playable and the new epilogue is also playable. Both can be skipped to experience the cinematics only, if you so wish.
  • 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 IN OPEN-BETA - ENGLISH ONLY

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.


  • CAPTAIN MARWYN Rasmus Lemche (english), Luca Pasqualini (italian), Feivurey (russian), MavByte (german), Akim Belkheir a.k.a Shunrik (french), Lilmunsta (spanish, latino), Dariusz "Noktis"Ćwik (polish), Hurricane_Bo (chinese simplified)
  • ARAJ THE SUMMONER Alexandre Faller a.k.a Ehlesgens (english), Alessandro "Dagren" Monti (italian), Павел Осинягов (russian), MicRaving (german), Alexandre Faller a.k.a Ehlesgens (french), Warglaive (spanish, latino), Dariusz "Noktis"Ćwik (polish), 蓝蓝子 (chinese simplified)
  • KIRTONOS THE HERALD Ethenil (english), Alessandro "Dagren" Monti (italian), Алексей Негодаев (russian), MicRaving (german), Whirlwind (french), Warglaive (spanish, latino), JestePalom (polish), b站伊瑞斯 (chinese simplified)

    A special thanks to Alexandre Faller a.k.a Ehlesgens for voicing the Shard Watcher in the french version of The March of the Scourge.

CURRENTLY IN PROGRESS

  • Tamplier777 for the insightful discussions about the World Editor, the overall help and beta-testing.
  • ShadiHD for overall help and beta-testing.
  • Kam for his useful insights of Warcraft 3 Reforged.
  • Knall for beta-testing and the harsh, honest reviews.
  • PaulH for beta-testing and the invaluable help on the lore and codex.
  • Ardenaso for a lot of awesome ideas and his help on certain models.
  • Mr Ogre Man for his incredible help on a ton of custom models.
  • BurnedSmackdown for his help on certain models.
  • Zorrot and Nsyw for his help with the chinese community.
  • Spooki for overall help with the codex and english typos.
  • Dagren for overall help and support.
  • Barorque for overall help and beta-testing.
  • Retera for making Retera Model Studio.
  • A lot of awesome people and supporters on the Hive community and on the Warcraft 3 Re-Reforged Discord server! You are too many to list you all, but I thank you deeply!

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

You all are amazing, thank you for your support!



CHANGELOG

01/15/2022

01/31/2022

05/06/2022

12/10/2022

12/11/2022

12/23/2023


  • Released Mission 05 Interlude (The Prince and the Prophet) [v1.0]
  • Released Mission 05 (March of the Scourge) [v1.0]
  • Released Mission 04 (The Cult of the Damned) [v1.0]
  • Released Mission 03 (Ravages of the Plague) [v1.0]
  • Released Mission 02 Interlude (Jaina's Meeting) [v1.0]
  • Released Mission 02 (Blackrock and Roll) [v1.0]
  • Released Mission 01 (The Defense of Strahnbrad) [v1.0]

Note: this update focuses on general improvements, bug fixes and balance changes. I am really happy with the state of release, and I'm sure within a few month this version will be as balanced and refined as the prologue campaign!

  • Updated Mission 05 Interlude (The Prince and the Prophet) [v1.1]:
    - General localizations fixes and improvements
    - Minor fixes and improvements
  • Updated Mission 05 (March of the Scourge) [v1.1]:
    - Reduced the amount of resources the player starts with
    - Increased a bit the overall strength of Gran Wagon
    - Reduced a bit the movement time of the Grain Caravan, especially towards the first village
    - Fixed Jaina not playing sound when rescued
    - Fixed Sorceresses not playing sound when rescued
    - Fixed Uther resurrected units stand still instead of attacking enemy bases
    - Now the Fossil item purpose should be clearer
    - General localizations fixes and improvements
    - Minor fixes and improvements
  • Updated Mission 04 (The Cult of the Damned) [v1.1]:
    - Reduced a bit the time Mass Grave skeletons wait before attacking player
    - Increased a bit the chance of cultists heroes to attack the player on their respective lane
    - Reduced the length of Fel Strike phase during Kel'Thuzad boss fight (thus making the fight shorter)
    - Increased the amount of Ghouls and Skeletons raised during Kel'Thuzad fight
    - Reduced the overall amount of resources of the player
    - Fixed swapped west and east gate of Andorhal in the leaderboard
    - Fixed unit keeping their stance when switching to MOBA phase
    - Fixed gold not transferring from previous map
    - Fixed a rare trigger queue bug when switching phases
    - Fixed a rare bug where player units could remain outside of Kel'Thuzad arena (hopefully)
    - Fixed a rare bug where Kel'Thuzad could remain stuck in the Fel Strike phase (hopefully)
    - Fixed a rare bug where Kel'Thuzad could not attack player units (hopefully)
    - Fixed Marwyn ready quote being cut when playing
    - Fixed a rare bug preventing the Main Quest from completing after Kel'Thuzad is defeated (hopefully)
    - Fixed Dargal duplication miracle
    - Removed bounty on Anguished Spectres in Sorrow Hill
    - General localizations fixes and improvements
    - Minor fixes and improvements
  • Updated Mission 03 (Ravages of the Plague) [v1.1]:
    - Fixed Jaina team color in final cinematic
    - Fixed a rare trigger queue bug when switching phases
    - General localizations fixes and improvements
    - Minor fixes and improvements
  • Updated Mission 02 Interlude (Jaina's Meeting) [v1.1]:
    - General localizations fixes and improvements
    - Minor fixes and improvements
  • Updated Mission 02 (Blackrock and Roll) [v1.1]:
    - Increased a bit the length of Dark Ritual timer to give player a bit more time to breathe
    - Reduced the strength of Searinox Hunt runes
    - Increased the amount of Whelps and Skeletons in Searinox Hunt
    - Increased the damage dealt by Searinox
    - Reduced the HP of Searinox (the battle should be overall harder but shorter now)
    - Increased Uther acquisition range to help reduce the chance of Blackrock units get stuck (which is quite rare already)
    - Fixed Arthas horse death sound
    - Fixed Searinox Hunt runes brought back to main area
    - Fixed Uther not having divine armor after second cinematic with Dragon Hunters
    - General localizations fixes and improvements
    - Minor fixes and improvements
  • Updated Mission 01 (The Defense of Strahnbrad) [v1.1]:
    - Increased by two minutes the hidden timer before Strahnbrad gets attacked
    - Increased the overall strength of the Slave Master (attack, defense and HP)
    - Fixed Arthas horse death sound
    - Fixed a rare trigger queue bug when switching phases
    - General localizations fixes and improvements
    - Minor fixes and improvements

Note: this update focuses on some update balances and additional improvements for what concerns models and overall lighting, plus some localization fixes and improvements. There are a lot of performance improvements and maps should load even faster in the editor.

  • Updated Mission 05 Interlude (The Prince and the Prophet) [v1.2]:
    - Added a new improved model for captain Marwyn
    - 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 (March of the Scourge) [v1.2]:
    - Fixed Mardenholde Keep model which was having some issues
    - Fixed an issue with a rare double quest message on the Grain Caravan optional quest
    - Now the caravan quest will start a bit later in the game
    - Now the attack waves on hard should be slightly slower
    - Now zombie sounds are more appropriate to zombies and are the same for all localizations
    - Fixed a bug in the zombies animation speed not being synced with their actual in-game speed
    - Now Andorhal crates have the Andorhal logo on them
    - Added a new improved model for captain Marwyn
    - 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
    - Reduced the amount of messages on screen
    - General optimization, bugfixes and improvements
  • Updated Mission 04 (The Cult of the Damned) [v1.2]:
    - Increased a bit the difficulty of the cultists waves
    - Fixed a bug that was causing the skeletons to never attack (they should rarely attack, but they were never attacking)
    - Now zombie sounds are more appropriate to zombies and are the same for all localizations
    - Fixed a bug in the zombies animation speed not being synced with their actual in-game speed
    - Now Andorhal crates have the Andorhal logo on them
    - Added a new improved model for captain Marwyn
    - Added a system to make the Haunted Gold Mines easier to destroy without siege damage, attacking them should be easier now
    - 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
    - Reduced the amount of messages on screen
    - General optimization, bugfixes and improvements
  • Updated Mission 03 (Ravages of the Plague) [v1.2]:
    - Now zombie sounds are more appropriate to zombies and are the same for all localizations
    - Improved the Abomination animations
    - Reduced abilities cooldown for the Abomination, making the fight a bit harder overall
    - The final ambush is now overall harder
    - Fixed a bug in the zombies animation speed not being synced with their actual in-game speed
    - Improved some camera angles and cutscene, plus now the camera will focus on the Andorhal crates when Jaina speaks about them
    - Now Andorhal crates have the Andorhal logo on them
    - Added a new improved model for captain Marwyn
    - 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
    - Reduced the amount of messages on screen
    - General optimization, bugfixes and improvements
  • Updated Mission 02 Interlude (Jaina's Meeting) [v1.2]:
    - 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
    - General optimization, bugfixes and improvements
  • Updated Mission 02 (Blackrock and Roll) [v1.2]:
    - Increased a bit the time required for the Dark Ritual to finish
    - Searinox will no longer drop a rune of resurrection if there is no dead player unit nearby
    - Added a system to make the orc structures easier to destroy without siege damage, attacking their base should take less time now
    - 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
    - Reduced the amount of messages on screen
    - General optimization, bugfixes and improvements
  • Updated Mission 01 (The Defense of Strahnbrad) [v1.2]:
    - Reduced the amount of repeated dialogue when Strahnbrad buildings collapse
    - Increased a little bit the time of the hidden timer before Strahnbrad is attacked
    - Added shaking and noise when building collapse as in The Culling
    - Improved intro cutscene animations and camera angles
    - Increased a bit the strength of Menag and the Slave Master
    - 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
    - Added new chinese logo
    - Reduced the amount of messages on screen
    - General optimization, bugfixes and improvements

Note: this update focuses on making the campaign compatible with W3R 1.34, while also releasing the second act.

  • Released Mission 09 Epilogue (Vengeance) [v1.0]
  • Released Mission 09 (Frostmourne) [v1.0]
  • Released Mission 08 (Dissension) [v1.0]
  • Released Mission 07 (The Shores of Northrend) [v1.0]
  • Released Mission 06 Interlude (Divergent Courses) [v1.0]
  • Released Mission 06 (The Culling) [v1.0]
  • Updated Mission 05 Interlude (The Prince and the Prophet) [v1.3]:
    - Removed end credit scene
    - General localization improvements
    - Minor fixes and improvements
  • Updated Mission 05 (March of the Scourge) [v1.3]:
    - Increased overall map difficulty
    - Fixed a bug causing Mark the Archeaologist to not move towards its camp
    - Fixed a bug causing villagers to not run away when a shadee visible to the player is nearby
    - General localization improvements
    - Minor fixes and improvements
  • Updated Mission 04 (The Cult of the Damned) [v1.3]:
    - Fixed (hopefully) a bug causing Kel'Thuzad to not be defeated, halting the quest
    - General localization improvements
    - Minor fixes and improvements
  • Updated Mission 03 (Ravages of the Plague) [v1.3]:
    - General localization improvements
    - Minor fixes and improvements
  • Updated Mission 02 Interlude (Jaina's Meeting) [v1.3]:
    - General localization improvements
    - Minor fixes and improvements
  • Updated Mission 02 (Blackrock and Roll) [v1.3]:
    - General localization improvements
    - Minor fixes and improvements
  • Updated Mission 01 (The Defense of Strahnbrad) [v1.3]:
    - Adjusted Alicia cinematics camera
    - Added new ghost: Heinz Georg
    - General localization improvements
    - Minor fixes and improvements

Note: this update is an hotfix.

  • Updated Mission 09 Epilogue (Vengeance) [v1.1]:
    - Removed last ability Paladin from Arthas when hearing the last memory
    - Fixed chinese Codex dialog and buttons appearing as Allies
  • Updated Mission 09 (Frostmourne) [v1.1]:
    - Fixed chinese Codex dialog and buttons appearing as Allies
  • Updated Mission 08 (Dissension) [v1.1]:
    - Fixed chinese Codex dialog and buttons appearing as Allies
  • Updated Mission 07 (The Shores of Northrend) [v1.1]:
    - Fixed Arthas being invulnerable after first main quest
  • Updated Mission 06 Interlude (Divergent Courses) [v1.1]:
    - Fixed chinese Codex dialog and buttons appearing as Allies
  • Updated Mission 06 (The Culling) [v1.1]:
    - Zoo animals will no longer sleep
    - Zoo animals will no longer aggro the player
    - Removed rain because it was causing crashes on some hardware
    - Fixed chinese Codex dialog and buttons appearing as Allies
    - Improved chinese localization
    - Improved italian localization
  • Updated Mission 05 Interlude (The Prince and the Prophet) [v1.4]:
    - Improved chinese localization
  • Updated Mission 05 (March of the Scourge) [v1.4]:
    - Fixed chinese Codex dialog and buttons appearing as Allies
    - Improved chinese localization
  • Updated Mission 04 (The Cult of the Damned) [v1.4]:
    - Fixed chinese Codex dialog and buttons appearing as Allies
    - Improved chinese localization
  • Updated Mission 03 (Ravages of the Plague) [v1.4]:
    - Fixed chinese Codex dialog and buttons appearing as Allies
    - Improved chinese localization
  • Updated Mission 02 Interlude (Jaina's Meeting) [v1.4]:
    - Improved chinese localization
  • Updated Mission 02 (Blackrock and Roll) [v1.4]:
    - Fixed chinese Codex dialog and buttons appearing as Allies
    - Improved chinese localization
  • Updated Mission 01 (The Defense of Strahnbrad) [v1.4]:
    - Fixed chinese Codex dialog and buttons appearing as Allies
    - Improved chinese localization

CUSTOM CAMPAIGN UPDATE
- The entire human 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 500 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
- Magic damage is now added on all creeps where it makes 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 1.36)
- Improved some texture quality (they were lower quality before to save space)
- Added snowcaps for all human and undead buildings where it does make sense to have them
- 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
- Optimized and improved all trees animations without any trigger usage
- 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 and after the end, like in default campaign
- Added campaign logo
- Improved Re-Reforged logo both in maps and in the campaign menu
- Improved custom voice acting
- Improved all AIs
- Optimized AI routines and removed their leaks
- Optimized ALL triggers and removed their leaks
- Rebalanced shades to be less annoying (especially their build times)
- Now dwarven Curators will use their abilities properly
- Reworked checkpoints to avoid bugs and improve their spreading within the maps
- Improved many shots and animations in many cinematics
  • Updated Mission 09 Epilogue (Vengeance) [v1.2]:
    - Improved some shots in the various scenes
    - Added snowcaps on all buildings
    - Added cheering animations by soldiers when bases are defeated
    - Fixed an issue causing selection to be available after loading a save
    - Fixed timing on the final cutscene when Arthas kills Marwyn and Falric to prevent desync on various locales
  • Updated Mission 09 (Frostmourne) [v1.2]:
    - Improved some shots in the various scenes
    - Added snowcaps on all buildings
    - Decreased divine shield duration and increased divine shield cooldown on mirror Arthas
    - Increased the time required for The Guardian to Ice Strike
    - Added UI indicator to show where The Guardian is going to Ice Strike
    - Reworked the path to Frostmourne section items to be useful in next map section and be smart with respect to current hero level
    - Fixed pathing blockers on the first Revenant's force field while progressing in the path to Frostmourne section
    - Reworked AIs of allies and enemies
    - Now suicide will happen earlier and at a better pace
    - Now the dwarfs will not attack the scourge bases
    - Added a new Undead base on the bottom left
    - Improved terrain to prevent Mal'Ganis attacks from being blocked
    - Increased base time required to finish second part of the mission
    - General improvements to terrain (mostly aesthetics)
  • Updated Mission 08 (Dissension) [v1.2]:
    - Improved some shots in the various scenes
    - Added snowcaps on all buildings
    - Added the center of the map with enemy AIs
    - Added allied bases
    - Added an altar to revive heroes and an arcane vault to buy items
    - Added some enemies around the ships to reduce how cheesable the map is
    - Fixed a bug forcing certain murlocs to swim to the player when there was no player unit there
    - General improvements to terrain (mostly aesthetics)
  • Updated Mission 07 (The Shores of Northrend) [v1.2]:
    - Improved some shots in the various scenes
    - Reworked AIs of allies and enemies
    - Now the green base forces will deploy their defences slower, allowing the player to win by attacking fast enough
    - Made the mission overall easier
    - Reduced the amount of carriable items dropped by creeps in the first part of the map
    - General improvements to terrain (mostly aesthetics)
  • Updated Mission 06 Interlude (Divergent Courses) [v1.2]:
    - Improved some shots in the various scenes
    - Fixed a bug on reload that would break cinematic frames during the fight with Diablo
    - Fixed an issue causing selection to be available after loading a save
    - Fixed an issue causing minimap markers that should be hidden to reappear when loading a save
    - Added monks around the map
  • Updated Mission 06 (The Culling) [v1.2]:
    - Added back rain
    - Added back the fountain of life
    - Made the mission less cheeseable
    - Made the beginning time to breath for the player a bit longer
    - Added more rewards to exploration
    - Added an optional quest to destroy plague cauldrons that will otherwise spawns endless amount of zombies towards your base
    - Improved the intro cutscene with new animations to reproduce even more the Blizzcon 2018 cutscene
    - Added custom UI to display kill counts
  • Updated Mission 05 Interlude (The Prince and the Prophet) [v1.5]:
    - Improved some shots in the various scenes
  • Updated Mission 05 (March of the Scourge) [v1.5]:
    - Improved some shots in the various scenes
    - Made the mission overall harder if the player doesn't explore and overall easier if the player explores
  • Updated Mission 04 (The Cult of the Damned) [v1.5]:
    - Improved some animations in the various cutscenes
    - Reword the Haunted Gold Mine optional quest to actually award a new income for the player
    - Made income actually meaningful by letting the player to buy soldiers
    - Added custom UI for both remaining soldiers and control points, designed specifically for them
    - Made the mission overall harder (but not by much)
    - During Kel'Thuzad fight, now camera pans are less intrusive
    - Fixed some data being saved to cache without any actual reason
  • Updated Mission 03 (Ravages of the Plague) [v1.5]:
    - Improved some animations in the various cutscenes
    - Vastly improved Pudge animations
    - Made the mission overall harder (but not by much)
  • Updated Mission 02 Interlude (Jaina's Meeting) [v1.5]:
    - Improved some models and animations in the various scenes
  • Updated Mission 02 (Blackrock and Roll) [v1.5]:
    - Improved some shots in cinematics
    - Made the mission overall easier
    - Reworked Searinox fight to now being able to land and be overall more dynamic
    - Now to enter Searinox Canyon the player can use a custom UI designed specifically for that
    - Fixed an issue causing minimap markers that should be hidden to reappear when loading a save
    - Fixed a cheese allowing the player to destroy the orc base before proceeding to the next phase in story mode
  • Updated Mission 01 (The Defense of Strahnbrad) [v1.5]:
    - Improved some shots in cinematics
    - Fixed a pathing blocker in the initial camp
    - Improved balance a bit in the various fights
Contents

W3RR The Scourge of Lordaeron (Campaign)

Reviews
Wazzz
Another Act, another banger. Following the Prologue, the quality has continued to be upheld and, in some instances, improved. While the Prologue was partially limited in being a tutorial, the addition of various assets for the Blackrock Clan (which...
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. Merry Christmas my friends and fans! I do hope you enjoy my present!

Changelog (12/23/2023)
  • The entire human 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 500 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
  • Magic damage is now added on all creeps where it makes 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 1.36)
  • Improved some texture quality (they were lower quality before to save space)
  • Added snowcaps for all human and undead buildings where it does make sense to have them
  • 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
  • Optimized and improved all trees animations without any trigger usage
  • 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 and after the end, like in default campaign
  • Added campaign logo
  • Improved Re-Reforged logo both in maps and in the campaign menu
  • Improved custom voice acting
  • Improved all AIs
  • Optimized AI routines and removed their leaks
  • Optimized ALL triggers and removed their leaks
  • Rebalanced shades to be less annoying (especially their build times)
  • Now dwarven Curators will use their abilities properly
  • Reworked checkpoints to avoid bugs and improve their spreading within the maps
  • Improved many shots and animations in many cinematics
  • Updated Mission 09 Epilogue (Vengeance) [v1.2]:
    • Improved some shots in the various scenes
    • Added snowcaps on all buildings
    • Added cheering animations by soldiers when bases are defeated
    • Fixed an issue causing selection to be available after loading a save
    • Fixed timing on the final cutscene when Arthas kills Marwyn and Falric to prevent desync on various locales
  • Updated Mission 09 (Frostmourne) [v1.2]:
    • Improved some shots in the various scenes
    • Added snowcaps on all buildings
    • Decreased divine shield duration and increased divine shield cooldown on mirror Arthas
    • Increased the time required for The Guardian to Ice Strike
    • Added UI indicator to show where The Guardian is going to Ice Strike
    • Reworked the path to Frostmourne section items to be useful in next map section and be smart with respect to current hero level
    • Fixed pathing blockers on the first Revenant's force field while progressing in the path to Frostmourne section
    • Reworked AIs of allies and enemies
    • Now suicide will happen earlier and at a better pace
    • Now the dwarfs will not attack the scourge bases
    • Added a new Undead base on the bottom left
    • Improved terrain to prevent Mal'Ganis attacks from being blocked
    • Increased base time required to finish second part of the mission
    • General improvements to terrain (mostly aesthetics)
  • Updated Mission 08 (Dissension) [v1.2]:
    • Improved some shots in the various scenes
    • Added snowcaps on all buildings
    • Added the center of the map with enemy AIs
    • Added allied bases
    • Added an altar to revive heroes and an arcane vault to buy items
    • Added some enemies around the ships to reduce how cheesable the map is
    • Fixed a bug forcing certain murlocs to swim to the player when there was no player unit there
    • General improvements to terrain (mostly aesthetics)
  • Updated Mission 07 (The Shores of Northrend) [v1.2]:
    • Improved some shots in the various scenes
    • Reworked AIs of allies and enemies
    • Now the green base forces will deploy their defences slower, allowing the player to win by attacking fast enough
    • Made the mission overall easier
    • Reduced the amount of carriable items dropped by creeps in the first part of the map
    • General improvements to terrain (mostly aesthetics)
  • Updated Mission 06 Interlude (Divergent Courses) [v1.2]:
    • Improved some shots in the various scenes
    • Fixed a bug on reload that would break cinematic frames during the fight with Diablo
    • Fixed an issue causing selection to be available after loading a save
    • Fixed an issue causing minimap markers that should be hidden to reappear when loading a save
    • Added monks around the map
  • Updated Mission 06 (The Culling) [v1.2]:
    • Added back rain
    • Added back the fountain of life
    • Made the mission less cheeseable
    • Made the beginning time to breath for the player a bit longer
    • Added more rewards to exploration
    • Added an optional quest to destroy plague cauldrons that will otherwise spawns endless amount of zombies towards your base
    • Improved the intro cutscene with new animations to reproduce even more the Blizzcon 2018 cutscene
    • Added custom UI to display kill counts
  • Updated Mission 05 Interlude (The Prince and the Prophet) [v1.5]:
    - Improved some shots in the various scenes
  • Updated Mission 05 (March of the Scourge) [v1.5]:
    • Improved some shots in the various scenes
    • Made the mission overall harder if the player doesn't explore and overall easier if the player explores
  • Updated Mission 04 (The Cult of the Damned) [v1.5]:
    • Improved some animations in the various cutscenes
    • Reword the Haunted Gold Mine optional quest to actually award a new income for the player
    • Made income actually meaningful by letting the player to buy soldiers
    • Added custom UI for both remaining soldiers and control points, designed specifically for them
    • Made the mission overall harder (but not by much)
    • During Kel'Thuzad fight, now camera pans are less intrusive
    • Fixed some data being saved to cache without any actual reason
  • Updated Mission 03 (Ravages of the Plague) [v1.5]:
    • Improved some animations in the various cutscenes
    • Vastly improved Pudge animations
    • Made the mission overall harder (but not by much)
  • Updated Mission 02 Interlude (Jaina's Meeting) [v1.5]:
    - Improved some models and animations in the various scenes
  • Updated Mission 02 (Blackrock and Roll) [v1.5]:
    • Improved some shots in cinematics
    • Made the mission overall easier
    • Reworked Searinox fight to now being able to land and be overall more dynamic
    • Now to enter Searinox Canyon the player can use a custom UI designed specifically for that
    • Fixed an issue causing minimap markers that should be hidden to reappear when loading a save
    • Fixed a cheese allowing the player to destroy the orc base before proceeding to the next phase in story mode
  • Updated Mission 01 (The Defense of Strahnbrad) [v1.5]:
    • Improved some shots in cinematics
    • Fixed a pathing blocker in the initial camp
    • Improved balance a bit in the various fights
 
I'm intrigued by the latest update! It looks like I'll have to play through this masterpiece again, which I'm very happy about. Question: did I understand correctly that the latest update only works on the English version? And while you have to wait for the translation

Yes, translating requires a ton of effort, so the best way is to make sure the game is ready FIRST and then translate LATER. This open beta will give my translators time to translate, while I fix any possible bug that eluded my QA.
 
Level 9
Joined
Oct 10, 2020
Messages
281
I honestly don't really know but I'm guessing it is not working because it is a W3X file and not a W3N file like rr_prologue? Nonetheless I'm sure it will be corrected here shortly. I'm just happy that now we have the Orc Prologue and Human Campaign in custom campaign format. That is hours of playability.
 
I honestly don't really know but I'm guessing it is not working because it is a W3X file and not a W3N file like rr_prologue? Nonetheless I'm sure it will be corrected here shortly. I'm just happy that now we have the Orc Prologue and Human Campaign in custom campaign format. That is hours of playability.
View attachment 457265

You have to use rr_human.w3n
Hive is having issues uploading the file (it's 2gb)
 
Level 2
Joined
Jun 16, 2011
Messages
4
Hey InsaneMonster question, were did you download the Guardian Model for the frostmourne mission ? (the Death revenant) It super cool and I would love to use it for a custom map
 
Hey InsaneMonster question, were did you download the Guardian Model for the frostmourne mission ? (the Death revenant) It super cool and I would love to use it for a custom map

It has been made for Re-Reforged. It mas made by @Mr Ogre man under my commission. Use it, take it from the campaign, but give credits to the project.
 
It has been made for Re-Reforged. It mas made by @Mr Ogre man under my commission. Use it, take it from the campaign, but give credits to the project.
Wait, it's not made by me! I simply retextured it and updated a couple of details, but the original model is on Hive
 
Level 2
Joined
Jun 16, 2011
Messages
4
Wait, it's not made by me! I simply retextured it and updated a couple of details, but the original model is on Hive
OHHH I see, it's the Grim reaper/Wright Reforged Model by Victorz. I love the retextured and the extra details you added. Anyway you could upload that version Mr Orge Man ?
 
Where can I find out how the translation is going? I want to go through the company with the latest update, but I’m waiting for the translation, and I don’t know how long to wait. + you mentioned that changes are still possible during beta testing of the latest update
It doesn't entirely depend on me. So I can't give you an estimate I am sorry.
 
Öhm... sorry to ask, but:
Is there an alternate Download-Link?
Every time I try to download this campaign OR "The Exodus of the Horde", the download fails at around 50%...
Has anyone else this problem? 😅

Mmmh I guess it's an Hive thing. Try to contact the website staff, or @Ralle directly!
 
Level 2
Joined
Jul 21, 2018
Messages
13
Every time Kel'Thuzad teleports in his fight on level 4, the camera teleports somewhere up above way out of any action. This is very annoying.
 
Every time Kel'Thuzad teleports in his fight on level 4, the camera teleports somewhere up above way out of any action. This is very annoying.
This is very known and it's fixed in internal version. Updating this requires a ton of time... so I am accumulating fixes before I push it to the website.
 
Level 2
Joined
Feb 6, 2024
Messages
3
This is remake of my favorite campaing from original blizzard game. All you need to know is that this remake is just perfect.A product of true love and honor for the original, full of small details, with REAL cutscenes (not just a camera hanging over the character's head), a bunch of models, rich and interesting missions that make you sweat at high difficulty. Thank you kindly InsaneMonster for your hard work. Can't wait for scourge campaing remake! If you need text to be translated to russian, write me. But I can only translate, no experience with the code, sorry.
 
Level 2
Joined
Mar 26, 2013
Messages
1
I remember playing WC3 back in the old days... I used to play footman wars, melee maps, and many others. I enjoyed the game pretty much back then. When I heard that blizzard was lauching warcraft reforged, I insta bought it. Shame it wasn't what they promised. Well, after being VERY disappointed with the game, I left it there. Today, years later, I just stumbled with this Re-Reforged project, and I just finished the human campaign. Dammit, it was awesome. Thanks for this. Gotta play the Horde campaign now too. Can't wait for Path of the Damned to come out!

PS.: Also, I loved the WoW references! It enriched the lore a lot!
 
Level 2
Joined
Feb 18, 2024
Messages
1
Hi,
I'm having some issues during the first mission, the game crashes while on the path to recruit from the second village or when I reach Strahnbrad, right after the cinematic.
I've tried reinstalling the game and the campaign, I played with the graphics settings in more ways that I can count, I tried doing or ignoring side-quests, taking only Arthas to Strahnbrad, taking only the footmen or militia, but nothing works. Can't even complete the mission with a cheat, just so I can get to the second mission.
Help? :/
 
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Level 12
Joined
Feb 23, 2020
Messages
310
Had it downloaded for a while now, but finally managed to play it.

And I gotta say that this project is truly amazing. Re-Reforged alone makes my purchase of Reforged totally worth it. (And maybe another project, but I praise that elsewhere.) This is how I saw Warcraft 3 when I first played it as a little fry. And it took a FAN to make it a reality, after Blizzard defiled its memory. ONE FAN.

IM is twice the king Blizzard ever was.
 
Level 3
Joined
May 7, 2011
Messages
9
Since I can't find a proper place/thread to report bugs, I'm just going to do it here:

  • Dargal's ability says there's a 2500% chance to multiply damage by 6 (or some such) - is it supposed to be like that or did you forget some interpunctuation and meant for it be 25.00%? ;)
  • During the Kel'Thuzad fight, the camera jumps to the upper left corner of the map/arena after each fel-fire-phase.

I'm currently playing through all the re-reforged parts released so far for a second time - really like the changes with the latest version. Also, obviously, what you do is insanely good overall.
 
Level 3
Joined
May 7, 2011
Messages
9
After re-playing Hearthglen and Stratholme: Those are still the most annyoing missions in your whole campaign. You created such interesting maps, but it's extremely stressful to actually explore them.
Build up my base, defend against an attack every 2 minutes, repair and re-build everything - and at the same time explore the map?
Build up my base, defend against an attack every 4 minutes, repair and re-build everything, kill Mal'Ganis every 5 minutes, cull Stratholme AND explore the map?
No thank you! What I did in my first playthrough a year ago was play those maps on easy to see everything and know where to find optional objectives and codexes, then re-play them on normal, just rushing through the map. This time, I rush-explored the second half of the Hearthglen map, which I just didn't get to during the first phase of the mission, while Uther besieged the undead. In Stratholme, I tried multi-tasking, but failed the mission the first time because I desperately tried to explore rather than run back and fro whenever Mal'Ganis turned up or was defeated. The second time around I just whosyourdaddy'd Mal'Ganis whenever he'd respawn with two knights permanently stationed in the city before then deactivating the cheat and continuing my exploration of the map. When everything was explored, I faced Mal'Ganis normally and that phase was actually fun.

Here are suggestions for improving both maps:

- Hearthglen:
1. Solution: Reduce attack frequency and increase the total time to hold out.
2. Addition: Make it optional to seal off the middle entrance to the city. This could make an interesting secondary objective (fix a breach in the wall by collecting wood or something).
- Stratholme:
1. Easy solution: Double (at least!) Mal'Ganis' respawn time.
2. Creative solution: Split the level - the first part is exploration of the city surroundings, the second part is a culling-race with Mal'Ganis. Maybe the gates are closed once the people in front of the gates are killed. To re-open them, some objective needs to be achieved. The service entrance might play a role. In this phase, the surroundings could be explored. Then, once inside the city, it's just killing people while occasionally dueling Mal'Ganis. Maybe cut base-building from the level altogether? There could also be a militia in the city fighting Arthas and Mal'Ganis to make this more interesting.

I know you're actually working on the Path of the Damned now and probably consider the Scourge of Lordaeron finished for good, but please consider this.
 
Level 3
Joined
May 7, 2011
Messages
9
Just finished the campaign once more - even more fantastic this time around.

One more idea for improvement:
When a codex is sighted, create a temporary ping on the map, accompanied by a sound and possibly by a small text message. I overlooked many codices and ended up backtracking a lot. Sometimes, I even skipped through Jayborino's Letsplay of the specific level to see where the codices are.
 
Level 2
Joined
Dec 13, 2018
Messages
2
Hard Difficulty is absolutely insane! I farmed every single thing you can possible farm and used items, hero spells. I had all units healthy didn't lose any unit in mission "plague of the Loardaeron" and at the end of map. I get swarmed by like 90 zombies that completely destroy my army. I killed dragon last mission i explored whole map, i couldn't possibly have stronger army. Even skills on units checked everything optimized. Yet i get swarmed just by like 10 times larger army that i can even possibly kill with that, and sadwitched from both sides! I played old W3 on hard and never had problem in this mission early in the first place and i wasn't even using items etc. or later in Androhal. Not sure also how to kill Wagon before it reaches first village when 3 powerful waves attack you at the same time! And at that time you cannot even kill wagons with what you have!

EDIT: i went outside and healed fully and mana and i realized unded go from bottom if you pick up create yet but there is such delay. Still it was rough fight kinda and had to use all spells and items, if i didn't it would go on differently and when you play normally you don't have all this and cannot prepare for everything. Still never had this problem in old warcraft 3. Might not be that well balanced as other ppl say, don't know also how would you kill Wagon in Andorhal before it reaches first village will see. It is easier if you lose couple times and know what awaits you, but that is not well design.

Yeah than i already struggle on Pudge, hard is just too difficult, i will play just on normal, this is stupid...

Even on normal it just takes to kill Uther forever because Bosses get invincibility, and boss fights are not even interesting... Or world boss before malganic that protects frostmourne
 
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Level 2
Joined
Dec 13, 2018
Messages
2
Don't even bother playing, play original campaign (switch to classic in menu). Takes x times longer to finish same levels. In original game i didn't lost single unit and cleaned locations that very next impossible on hard and have to afk to refill hp on units basically. Boss fights are annoying and take super long are not interesting in any way. Original warcraft 3 has same 10 times more responsive units and original campaign is like 100 times better. It is not even worth explaining, well this mod sucks, it is nothing special even gameplay is boring...

Yeah just finished defending Hearthglen 30 minutes on Hard in old W3 and i cleared even last wave and killed 10/10 litch. But it is impossible in new, you cannot even kill wagon convoy... Balance is horrible also, i don't have problems in old W3... Literally was maxed on 70 supply and cleaned even last wave LOL!

I appreaciate effort but it is nothing special old W3 campaign is much better in every aspect, well it is reforged that sucks! DOn't understand even units are super responsive in old W3 and pathing is not such issue and guess some new balance patch + performance issue mess up pathing in Reforged?

I enjoyed only cinematics, otherwise mod is worse than original game and dull annoying, especially boss fights, even on standard, but old W3 on hard is like walk in park...

Don't get offended just saying... Don't understand how anyone can like this original game is like 1000* better still, Reforged just sucks!
 
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deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,847
Don't even bother playing, play original campaign (switch to classic in menu). Takes x times longer to finish same levels.
If you like and want to play the original, then go ahead. The whole point of this reiteration is not to be exactly as the original. I see you've commented and especially rated very much based on feelings rather than objective points. Whether you like something or not, it doesn't make it better or worse. Please revise your rating or do not rate at all.
 
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