• 🏆 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

full


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

full
full
full
full
full
full
full
full
full


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...
Also, I might've missed something, but what is the reward for Little Timmy quest in Chapter 1? I did not notice any.

By design, a Prince should not have rewards given by poor peasants when saving children. Also, you indirectly get the reward as Claws of Attack +3 from the Gnoll camp.
 
A new update is now released!

Changelog (01/31/2022)
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 months 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
 
Level 6
Joined
Jul 17, 2015
Messages
67
For the record, this is amazing and I love it. I love the lore tidbit scattered everywhere. I love pulling in all the various named NPCs and characters, like Dargal and even High Priest Thel'danis.

I do have one question. It's clear the Wirt's Leg easter egg is meant to be given to Jaina.

Is the payoff for letting her hold it in this collection, or will that come in future content?
 
Level 1
Joined
Feb 4, 2022
Messages
1
Wow... What can I say man. I made this account just to congratulate the developers for being able to complete a huge project! I enjoyed this a ton, the missions had good redesigns and the cutscenes are really nice as well! I do find it crazy how just a couple of people can do more then the billion dollar company can. Thank you for making this, and I'm excited to see more!
 
Level 3
Joined
Oct 5, 2021
Messages
22
Excellent map, its maps like theses that makes the purchased of the warcraft refundet worth it
 
Level 1
Joined
Nov 22, 2013
Messages
4

Small correction to mission 4. I don't believe the Andorhal Graveyard is referred to as Sorrow Hill until World of Warcraft, which makes sense, as it's the site of Uther's death. It might just be better off referred to as the 'local graveyard' or 'Andorhal Graveyard.' Or some other original name before being redubbed sorrow hill.
 
Level 32
Joined
Apr 2, 2013
Messages
3,953
Just wanted to say that I've been following this and then binged WTii's playthrough when it came out! This was the tipping for me to explore the community again and I gotta thank you for that.

How you made the missions more dynamic was just so exciting. These boss fights and new takes on original missions look super fun and are actually intense as a WoW raid would be. We get more of an adventure feel in an RTS format and it works so well narratively. The new cut scenes and how they're shot really brings out more character with our dramatic humans heroes lol. "Little" things like more lore easter eggs, new/more voice lines, demi heroes, and codex's to read just make the Warcraft world look way more alive than it already is. You're talented as hell IM, great work man. Can't wait for the rest :D
 
Last edited:
Level 2
Joined
Feb 7, 2022
Messages
1
Hi InsaneMonster, I created an account just to thank you for doing this massive undertaking of redoing the campaign. I played through the Orc and this newly released Human one and is very impressed. The cut scenes are nicely done and I enjoyed the improved side quests too, they are more meaningful now. The new boss fights is a breath of fresh air as well. Please keep up the good work! You definitely deserve more praise and exposure! I look forward to the remaining missions of the Human campaign and hopefully you will be able to redo the Undead and Night Elves campaign too eventually.
 
Level 4
Joined
Feb 18, 2009
Messages
54
You've got amazing support on Patreon. I wish you the best and more! I played the prologue and I loved it. I am eager to play this one. Thank you for your hardwork!

Edit: Played it and it was MUCH better than the previous one. The first 2 missions were a delight, the second being my favorite! My only complain is that it is not hard enough on hard difficulty :p
 
Last edited:
Level 2
Joined
Feb 15, 2022
Messages
4
I don't get how to set the difficulty to hard. When I hit test map in world editor it just starts without a choice to set a difficulty.
 
Level 8
Joined
Mar 10, 2014
Messages
120
This is- remarkable, hard to find words to describe the quality here, on comparison with the "reforged" version.
Truly hope to see more of this expansion, and even if it is way too much to ask, I humbly hope for an undead campaign. Good luck, and bless this project.

"Light give you strength"
-Arthas
 
Level 21
Joined
Dec 3, 2020
Messages
508
Honestly, well done for you job... but I can't stop feeling a little bit underwhelmed by mission 5.
Obviously, as the maker of this, you can do whatever you want with the maps and direction of the project/campaign, but mission 5 just doesn't feel right.

Probably because of the idea itself that this is what Blizzard "should have done", even better since their release was garbage, which is easy to beat.
But you have to bear in mind that the people working on it 20 years ago actually used their brains and loved what they were doing, unlike most of the people nowadays who basically make games without souls in them.

You obviously put your soul into this, well at least some effort. But changing fundamental, yet simple things from the original can completely turn this project to 180 degrees.
Right now it's at 90 degrees, hopefully the wind is merciful and the sailor is experienced and understanding.
 
Honestly, well done for you job... but I can't stop feeling a little bit underwhelmed by mission 5.
Obviously, as the maker of this, you can do whatever you want with the maps and direction of the project/campaign, but mission 5 just doesn't feel right.

Probably because of the idea itself that this is what Blizzard "should have done", even better since their release was garbage, which is easy to beat.
But you have to bear in mind that the people working on it 20 years ago actually used their brains and loved what they were doing, unlike most of the people nowadays who basically make games without souls in them.

You obviously put your soul into this, well at least some effort. But changing fundamental, yet simple things from the original can completely turn this project to 180 degrees.
Right now it's at 90 degrees, hopefully the wind is merciful and the sailor is experienced and understanding.

I don't know if I'm reading it wrong or it's just some language barrier at work here, but this sounds somewhat not friendly. Especially, the last sentence sounds a bit passive aggressive, a bit like a veiled threat. Please, we should all be friends here, regardless of what we think of each other works. We all work for free, so this tone is definitely not necessary.
 
Level 21
Joined
Dec 3, 2020
Messages
508
I don't know if I'm reading it wrong or it's just some language barrier at work here, but this sounds somewhat not friendly. Especially, the last sentence sounds a bit passive aggressive, a bit like a veiled threat. Please, we should all be friends here, regardless of what we think of each other works. We all work for free, so this tone is definitely not necessary.
Yes, sorry. I don't want to insult you. Just mentioning that mission 5 was not what I expected, which is completely okay!
Thank you for making this anyway, as you said, work in our free time! I respect a lot!
:grin:
 
Level 1
Joined
Mar 30, 2022
Messages
1
Such an amazing mod, doing the work of the developer and so much more. I love all the redesigns. It like playing Warcraft 3 in a totally new way. I really hope this project with continue and you have my support to that end.
 
Level 2
Joined
Apr 6, 2022
Messages
3
There is no doubt that this is an excellent campaign. I can't wait to play the rest! Hopefully the team will update this work.
 
Level 3
Joined
Jan 21, 2009
Messages
6
Some of campaign couldn't work on my laptop . what's the problem please tell me why ? that one also not working
Some more information please.

Are you running Warcraft 3 Reforged on the latest patch?
Can you see the maps when creating a custom game? If no, where have you put the maps?
Do they load? If no, is there an error message?
What exactly is not working?
 
Level 28
Joined
May 14, 2021
Messages
1,095
Some of campaign couldn't work on my laptop . what's the problem please tell me why ? that one also not working
What Reforged game/patch version have you tried on? Are you using Reforged or Classic graphics?
Some campaigns are only compatible with the latest versions, but for custom campaigns that are made on Classic, you must install the Quenching Mod first.
 
A new update is now released!

Changelog (05/06/2022)
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
 
Hey there.

Just wanted to say that the terraining work on Re-Reforged is probably the most spectacular and gorgeous-looking I've seen in a Reforged map.

Very well done!

Keep up the good work <3
Thank you I really appreciate. I hope to have stayed true to the original feeling of Warcraft 3. While very detailed, I really really want the maps to feel Warcraft 3.
 
Level 2
Joined
Aug 9, 2022
Messages
3
Hello, like many others before me, i made this account with the intention of congratulating you on a job well done.
As someone who has played the original warcraft 3 classic campaigns hundreds of times over, and yet couldn't get through Blizzard's utter butchery of the "reforged" campaigns even once (i kid you not, by the time i reached the night elf campaign in TFT my soul was crushed) i want to say that you have done an ASTOUNDING job, i loved every single mission, from the orc prologue to the human campaign, and i only have some very tiny nit-picks that i will touch on in a moment, but let me just say again; Fantastic job!!
i absolutely cannot wait for the rest of the human campaign to be finished. i am like a child on december 1st waiting for christmas. every minute feels like an hour, and i know from experience that when i get this feeling, it means the game/content is terrific. everything from the demi-heroes to the new map designs were a blast to use and play through, and oh my god those boss battles were EPIC, i can't wait to face Archimonde, Illidan or The Lich King in a similar (yet hopefully harder) boss battle!.

Now, about those nit-picks. (and yes, they really are just that, because i can't find much to complain about, so take this with a grain of salt).

1. Cutscenes are a bit low on FPS in some cases, but most of them are pretty smooth. not sure if this is something that can be fixed with a bit of optimization.

2. The Demi-heroes are a few too many in number imo. i would have settled for Falric and Marwyn, Dragal seems a bit pointless and the Priest (Thel'danas i believe was his name?) makes Jaina a bit overtuned with his mana recharge spell.
I Really hope we get to see Marwyn and Falric make an appearance in the undead campaign when that time comes around, after all, they stayed with Arthas until the end.
Nazgrel in the orc prologue missions was a good addition as well, however since there's almost no air units in those missions his ensnare ability becomes a little redundant, although i suppose it becomes useful later in the actual real orc campaign once we get around to that.
I Would have loved to see Reh'gar make an appearance as a shaman demi-hero, perhaps with an active chain heal spell that affects say 3 targets and heals for like 75-50-30 hp, and maybe a 10% chance on hit to proc a mini chain lightning that does say 25-15-10 damage to help with those pesky murlocs ^^.

3. I Love the codex entries. I Am a sucker for lore, so its nice to collect these and read them, which brings me to the issue with them: some of them are extremely hard to find, which is a major issue on missions where a timer is pushing you to do more important things, i think overall i missed maybe a total of 4-5 throughout all the maps combined. i get that they are supposed to be secrets and thus slightly easy to miss, but i found myself combing through some of the maps and eventually just had to say **** it because i just couldn't find them (even with iseedeadpeople cheat code) and yes, i did smash all the crates/barrels i could find and made sure to kill all the mobs i came across, i even knocked down trees and used insert/delete to rotate the camera in an attempt to find them all, and i still failed, it was particularly messy on orc prologue mission 3 and 5 which were the maps on which i didn't find all the codex's.

4. This might be a minor spoiler for those who haven't played yet (so please avert your eyes from the following text if that is the case, or just don't click the spoiler, duh):
Wirt's Leg is presumably worthless, but i think i figured out what it does; it spawns Jaina along with 3 Sorceresses late on map 5, correct?
well that's pretty neat, but does it really have to take up an inventory slot? i would say finding it and picking it up (like a tome or a rune) could have the same effect and save me an inventory slot :O

5. Speaking of worthless items, there's a lot of consumable item rewards/finds throughout most of the missions and sparsely few "keeper" items such as the orb of searinox or orb of spirits. it would be awesome if some of the side quests awarded some minor rewards like that on top of the effect they have on the mission at hand. i am not a balancing wizard, so i could be advocating for the wrong thing here, but finding a scroll of mana here, a healing potion there, and then a clarity potion over yonder follow by another scroll of mana here, it starts getting a little bit old. the good part is that these items stack to 5-6 so at least there's that, and it makes finding something like boots of speed a real rush (no pun intended) once you do end up finding items like that.

6. like many others here have mentioned, i think the difficulty of mission 5 in the human campaign could do with a bit of an increase in difficulty (even on normal) as the scourge attack squads are just not that hard to deal with. i liked the idea of separating the lumber mill from the main base, but getting around that hurdle was relatively simple as all i had to do was build a couple of towers and send 2 mortar teams down there to hold the line. That being said, the main problem is the weak and uncoordinated attacks on the main base, i would like to see the scourge do a pincer attack with 2 different squads, for example, just be careful with the amount of meat wagons you provide said squads with :p

7. The archeologist on Human map 5 locked Arthas in between himself and his tent twice for me (for some reason Arthas goes there when you send the full regiment to the middle of the clearing) and as far as i could tell, there wasn't actually any secret reward to be found there. maybe i missed it because it didn't look like the treasure chest doodad or something, but i didn't see anything.

8. (This is the last one, i promise) the cutscenes/cinematics are top notch in general, however there's a few glaring "clumsy oopsies" animations to point out, namely the moment when a character is supposed to be interrupted by another character and there's a second or two delay between the voice lines, which makes the scene a bit janky (like when Arthas interrupts Uther for example).
Another good example of weird behavior is the scene where Thrall and The Prophet talks about leaving for Kalimdoor; there's this one moment where they turn around and walk a few paces before the conversation picks back up, and you can tell the Prophet's response to Thrall is a bit out of place because he is supposed to respond to what Thrall says immediately (without pause). i believe its the part where Thrall says something along the lines of "what are you talking about... HUMAN?" and they both turn to walk a bit, then Prophet says "i lost my humanity long ago (blablabla)".

I Hope i wasn't too harsh here, and i hope you're as motivated as ever to continue the work on this awesome REAL reforged experience :)
 
Level 6
Joined
Jul 17, 2015
Messages
67
This might be a minor spoiler for those who haven't played yet (so please avert your eyes from the following text if that is the case, or just don't click the spoiler, duh):
Wirt's Leg is presumably worthless, but i think i figured out what it does; it spawns Jaina along with 3 Sorceresses late on map 5, correct?
well that's pretty neat, but does it really have to take up an inventory slot?
The item you're wondering about doesn't actually have its payoff yet; I asked about it before, and IM confirmed that the payoff will be in the second half of the campaign.

Jaina shows up to help regardless. She went to get reinforcements after all; and once she's confirmed they're on their way, what's to stop her from teleporting back?
 
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.

@OldTimer thank you for the very detailed review, I will try to reply to every point in the next few days, I've been a bit busy lately, especially since this incredible patch dropped :mwahaha:
 
Hello, like many others before me, i made this account with the intention of congratulating you on a job well done.
As someone who has played the original warcraft 3 classic campaigns hundreds of times over, and yet couldn't get through Blizzard's utter butchery of the "reforged" campaigns even once (i kid you not, by the time i reached the night elf campaign in TFT my soul was crushed) i want to say that you have done an ASTOUNDING job, i loved every single mission, from the orc prologue to the human campaign, and i only have some very tiny nit-picks that i will touch on in a moment, but let me just say again; Fantastic job!!
i absolutely cannot wait for the rest of the human campaign to be finished. i am like a child on december 1st waiting for christmas. every minute feels like an hour, and i know from experience that when i get this feeling, it means the game/content is terrific. everything from the demi-heroes to the new map designs were a blast to use and play through, and oh my god those boss battles were EPIC, i can't wait to face Archimonde, Illidan or The Lich King in a similar (yet hopefully harder) boss battle!.

Thank you! I really appreciate it!

1. Cutscenes are a bit low on FPS in some cases, but most of them are pretty smooth. not sure if this is something that can be fixed with a bit of optimization.

They are optimized the best I could but it's the game that's a bit heavy when the camera range is large. If you can tell me where, I can tell you if I can optimize or not.

3. I Love the codex entries. I Am a sucker for lore, so its nice to collect these and read them, which brings me to the issue with them: some of them are extremely hard to find, which is a major issue on missions where a timer is pushing you to do more important things, i think overall i missed maybe a total of 4-5 throughout all the maps combined. i get that they are supposed to be secrets and thus slightly easy to miss, but i found myself combing through some of the maps and eventually just had to say **** it because i just couldn't find them (even with iseedeadpeople cheat code) and yes, i did smash all the crates/barrels i could find and made sure to kill all the mobs i came across, i even knocked down trees and used insert/delete to rotate the camera in an attempt to find them all, and i still failed, it was particularly messy on orc prologue mission 3 and 5 which were the maps on which i didn't find all the codex's.

Yeah I should make it easier to find the codex entries in some maps.

4. This might be a minor spoiler for those who haven't played yet (so please avert your eyes from the following text if that is the case, or just don't click the spoiler, duh):
Wirt's Leg is presumably worthless, but i think i figured out what it does; it spawns Jaina along with 3 Sorceresses late on map 5, correct?
well that's pretty neat, but does it really have to take up an inventory slot? i would say finding it and picking it up (like a tome or a rune) could have the same effect and save me an inventory slot :O

It is worth an inventory slot imho. Your spoiler is wrong though, you have not guessed correctly ;)

6. like many others here have mentioned, i think the difficulty of mission 5 in the human campaign could do with a bit of an increase in difficulty (even on normal) as the scourge attack squads are just not that hard to deal with. i liked the idea of separating the lumber mill from the main base, but getting around that hurdle was relatively simple as all i had to do was build a couple of towers and send 2 mortar teams down there to hold the line. That being said, the main problem is the weak and uncoordinated attacks on the main base, i would like to see the scourge do a pincer attack with 2 different squads, for example, just be careful with the amount of meat wagons you provide said squads with :p

I don't remember if the internal version has increased difficulty, but I think it's better to have a more balanced mission 05, in order to increase the difficulty in a more meaningul way throught following missions.

7. The archeologist on Human map 5 locked Arthas in between himself and his tent twice for me (for some reason Arthas goes there when you send the full regiment to the middle of the clearing) and as far as i could tell, there wasn't actually any secret reward to be found there. maybe i missed it because it didn't look like the treasure chest doodad or something, but i didn't see anything.

Known bug, fixed in internal version.

I Hope i wasn't too harsh here, and i hope you're as motivated as ever to continue the work on this awesome REAL reforged experience :)

Don't worry, I love reviews and I always try to do my best to answer and improve where I think it's needed.
 
Today, the second act is released! As always, I do take care of already released maps. So enjoy the Scourge of Lordaeron in it's full glory!


Changelog (12/10/2022)
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]:
  • 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]:
    • Fixed (hopefully) a bug causing Kel'Thuzad to not be defeated, halting the quest
    • 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
 
Level 22
Joined
Jun 11, 2017
Messages
625
Today, the second act is released! As always, I do take care of already released maps. So enjoy the Scourge of Lordaeron in it's full glory!


Changelog (12/10/2022)
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]:
  • 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]:
    • Fixed (hopefully) a bug causing Kel'Thuzad to not be defeated, halting the quest
    • 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
Oh my...
Well, here I come - with another review of new released chapters! Shame that I can't give you 5 more stars.
 
Level 8
Joined
Apr 30, 2021
Messages
134
Great Job. Now that the Human Campaign is Complete. I look foward to seeing the Undead Campaign soon atleast ether some news this month or next year which is next month seeing as you must have worked really hard to make this epic masterpiece. Overall surprise us with different types of lore key points, buildings, units, heroes, and etc with the first act of the Undead Campaign. Thank you so much for this epic remaster and I hope to hear more news in the future.
 
Hotfix released!

Changelog (12/11/2022)
  • 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 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
 
Last edited:
Level 6
Joined
Jul 17, 2015
Messages
67
Gotta say, some of these easter eggs and secrets are SNEAKY. And I both love and hate it. (Also the change to Filson is MEAN)
 
Last edited:
I had a couple bugs and balance discrepancies while playing through this:

1. Arthas would remain Invulnerable for me after the cinematic of finding the Gold Mine in Mission 7
2. There were like 4 or 5 Scrolls of Town Portal all over the place. My suggestion: Make the Arcane Vault sell them and remove the majority from the random crates.
1. In mission 8, the Archer mercenaries are really powerful (too much HP, raw damage output, evasion and cheapest cost on top of that) and the other options presented appear pale compared to them. Also the tooltip states they are "Long-range" units, but they only have 500.

My suggestion:
Lower their hp from 400 to 345
Lower their damage from 19-24 to 17-19
Increase their range from 500 to 600
Lower their collision size from 31 to like 16 (multiple of them acted quite wonky in some of the more narrow settings of the layout)
1. The boss fight at the first part of Mission 9 was good, but the ice spikes were really wonky and very difficult to dodge, even if paying constant attention and making a decent effort.
2. During the defense part of Mission 9, Mal'ganis would attack the Dwarven allies instead sometimes.
3. Defense part of Mission 9 was really easy and never kicked off, even when the epic music started, I expected more from the final mission.
4. From a game design point of view, making the Lich cast Death and Decay is quite bad design because the player doesnt have access to any form of interrupt or stun. The cast range is too long for the towers itself to do anything about it. All you can do is watch.
5. There's a lot of unbuildable tiles around the tower parts.

But all in all, this project is amazing and blows my mind. Being a terrainer myself, this is some of the most impressive, ambitious terrain I've ever seen in the Blizzard Campaign style. The layouts are superb and it's impressive how you put decorations even behind houses and trees (have to rotate ingame camera to see them).

However, I did notice a small decline in quality after the Culling. I guess Northrend is just a barren tileset without a lot of environment doodads, but even so, it didn't have quite the same level of polish the prior missions had where every nook and cranny was indiscriminately decorated.

I especially loved the overhaul of Mission 8 btw! Even though some parts were a bit too narrow for my troops, the original version of that mission is one of my least favorite, but the way you redesigned the layout made the flow of the mission smooth like butter and I love that it's longer.

Anyway, this is a master piece, but even master pieces have flaws sometimes. The amount of polish on the first 5 missions renders them virtually flawless in my eyes, but makes the flaws in mission 7 and on stand out a lot more.

Keep working on this amazing project, you're doing the Lords work here and good luck with Path of the Damned!
 
Last edited:
I had a couple bugs and balance discrepancies while playing through this:

1. Arthas would remain Invulnerable for me after the cinematic of finding the Gold Mine in Mission 7
2. There were like 4 or 5 Scrolls of Town Portal all over the place. My suggestion: Make the Arcane Vault sell them and remove the majority from the random crates.
1. In mission 8, the Archer mercenaries are really powerful (too much HP, raw damage output, evasion and cheapest cost on top of that) and the other options presented appear pale compared to them. Also the tooltip states they are "Long-range" units, but they only have 500.

My suggestion:
Lower their hp from 400 to 345
Lower their damage from 19-24 to 17-19
Increase their range from 500 to 600
Lower their collision size from 31 to like 16 (multiple of them acted quite wonky in some of the more narrow settings of the layout)
1. The boss fight at the first part of Mission 9 was good, but the ice spikes were really wonky and very difficult to dodge, even if paying constant attention and making a decent effort.
2. During the defense part of Mission 9, Mal'ganis would attack the Dwarven allies instead sometimes.
3. Defense part of Mission 9 was really easy and never kicked off, even when the epic music started, I expected more from the final mission.

Invulnerability bug is already fixed, check out changelog. Beside that, can I know which difficulty did you play on?
 
Top