Exodus: The Violet Gate 3.05.2

This bundle is marked as high quality. It exceeds standards and is highly desirable.


Macielos & Nyctaeus present

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First the Undead Scourge's corruption and then the Burning Legion's invasion has left the Alliance of Lordaeron decimated and torn apart. Former Human and Elven Kingdoms now lie in ruins, roamed by horrific undead creatures, with major cities left under the iron fist of the Dreadlords' reign. To make matters worse, betrayal and discord has struck the Alliance from within, with treacherous Blood Elves conspiring with inhuman beasts and taking arms against their Human and Dwarven brethren. Despite the overwhelming odds, dispersed groups of resistance continue their desperate struggle. Even though the chances of victory seem to diminish with every comrade lost, it is said that even in the darkest of times a new hope may emerge from where you least expect it...
  • FEATURES:
  • A total overhaul of 2010 Exodus campaign
  • 13 playable chapters + interludes
  • Unique storyline that takes some concepts and characters from the predecessor, but is basically a whole new experience, introducing new plots, reimagining some events known from the Frozen Throne campaign, adding more background and depth to main characters
  • Diverse gameplay, including classic RTS-style battles with plenty of new mechanics, exploration missions, epic boss fights and more
  • Major graphical overhaul, including plenty of custom environment, structures, doodads and tiles
  • Custom heroes, units, skills and items
  • Unique models for main heroes
  • Unique AI-generated voicelines for most playable units, all dialogs and cutscenes
  • Custom scripted AI for majority of computer players
  • Heroes levelling up to 15, with 4-level basic abilities and 3-level ultimate abilities
  • Several entirely new or modified techtrees, each featuring some new units, structures and gameplay style:
    • Alliance of Lordaeron
    • Lordaeron Rangers
    • Alteraci Syndicate
    • Stormpike Dwarves
    • The Forsaken
    • Undead Scourge
    • Crushridge Ogres
    • And more…
  • All major shortcuts to units, structures and skills mapped to QWER-ASDF-ZXCV hotkeys for more intuitive gameplay
  • Custom soundtrack from Warcraft 3: Reforged, World of Warcraft and other sources
  • Normal or Hard difficulty level
  • Recommended to play on 1.31, playable on Reforged (although with some issues - see at the bottom of this post)

  • MAIN CHARACTERS:
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Colonel Reynart Alinthor – a battle-hardened veteran officer of the Alliance of Lordaeron. Following the footsteps of his father, a humble old soldier nobilitated for his valiance in the Second War, Reynart dedicated his life to military service. Having lost his family, friends and far too many comrades to the Scourge, he ended up as a second-in-command of one of the last Alliance bastions in the northern realms – the ruins of Dalaran. Although his quick promotion to colonel came rather out of necessity when higher ranking officers one by one fell to the Scourge, he is a capable leader and experienced tactician who commands with deep care about his troops and determination to keep them safe against all odds.

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Ranger-Captain Inaylia Aequath – a sole survivor of an orcish massacre in the Second War, Inaylia was taken, raised and trained by High Elven Farstriders from Quel’Thalas. Under guidance of Ranger-General Sylvanas Windrunner she began training a new elite unit of Alliance marksmen and assassins later to be known as Lordaeron Rangers. Consisting of trappers, hunters, former convicts and mercenaries, the Rangers were meant to perform black ops beyond Alliance’s military hierarchy… and free of moral doubts of paladins, knights and priests. Once the Scourge came, Rangers’ resourcefulness, ruthlessness and proficiency in guerrilla warfare made them an invaluable asset in the Alliance’s dwindling military under Grand Marshal Garithos. Distrustful and cold, focused and determined, hardened by difficult past and haunted by it, Inaylia values thinking outside the box and applying any means necessary to survive in a hostile world that surrounds her.

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Eldin Tharennas – former priest of the Light and a skilled mage from Quel’Thalas, Eldin quickly became dissatisfied with existing schools of magic. Although his primary focus remains on the Light, he used to experiment with other types of magical energy and interact with them on very low level, leading to extraordinary results. His talent was quickly noticed by a certain Kirin Tor Archmage who has put it to much better use than service to the Church of Light…

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Solymus Kangard – a mysterious, proud, stubborn and eccentric Archmage of the Kirin Tor whose actions have always been well hidden beyond the veil of secrecy. Although Dalaran corridors held rumours about highly controversial experiments he undertook in his early career and Kirin Tor councils regularly witnessed quarrels between him and Archmage Antonidas, his real activities remained known only to Kirin Tor’s inner circle and his deep and subtle influence upheld by a network of spies and contacts remained unquestioned. Soon after the First War he withdrew from public to focus on his private projects. Official reports indicate he returned to the Kirin Tor during the Third War and was eventually overwhelmed and killed by the Scourge in the Siege of Dalaran. However, is it possible that his role in the tides of history is not yet complete?

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Margoth Leitenhove – impoverished Alteraci nobleman, one of the many whose lives fell into ruin after their king was deposed by Alliance forces in the Second War. Now the tides have changed, former oppressors of Alterac struggle to survive themselves and the remnants of the fallen kingdom, reunited within the Syndicate, fight for their own place in a devastated world. Impulsive, reckless and hot-tempered, lacking discipline, but definitely not foolish, Margoth must use all of his skill to keep his people in check, hold the Scourge at bay and maintain his position against greedy and powerful warlords at the court of prince Aliden Perenolde.

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Valena Isgair – Archnecromancer of the Cult of the Damned and one of the top apprentices of Kel’Thuzad himself, Valena is deeply and unconditionally devoted to her master. She played a pivotal role in gathering cultists and distributing infected grain among the townsfolk of Lordaeron in the early stage of Scourge incursion and she kept the Cult in one piece until her master was resurrected by Arthas Menethil. As new powers strive for domination over ruins of Lordaeron, Valena acts in the shadow to uphold his master’s agenda and secure his best interests against any foe. Wielding a wide range of both ice and necromantic spells, she is an opponent not to be underestimated.



  • CHANGELOG:
Bugfixing:
- Added missing Ready voiceline for Alliance Archer (plays only on Reforged)

Chapter Five
  • Adjusted position of one camera in outro cutscene
  • Fixed music change in Eldin cutscene on Reforged

Interlude
- Fixed music change after duel on Reforged

Chapter Six:
- Fixed music change in intro and outro on Reforged

Chapter Eight
  • Fixed music change in intro on Reforged
  • Message from the Apothecary on the island no longer appears if he's dead

Chapter Nine
  • You can no longer capture freed Jiluun creatures with Purity of Mind (thanks to Aswel for finding the bug)
  • Fixed music change in Sylvanas and Kel'thuzad cutscenes on Reforged

Bugfixing:
  • Fixed hotkeys for Alteraci Servant and Pillage
  • Fixed position of Burning Oil upgrade icon

Chapter One:
- Fixed overlapping music in outro cutscene on f...ng Reforged

Chapter Four:
- Fixed Valena's portrait on Reforged

Chapter Six:
- Fixed main quest icon

Bugfixing:
- Restored campaign logo (previously changed by accident)

Bugfixing:
- Syndicate Guard Tower, Syndicate Cannon Tower and Enclave Cannon Tower now properly use damage upgrades

Bugfixing:
  • Removed 2. tier of bunker upgrade because it disabled attack on the move granted by the 1. tier upgrade. 1. tier has now higher cost, requires Castle, but gives higher bunker speed bonus
  • Aedale's Coven Robes now properly increase nearby units' mana regeneration as their description suggests

Chapter One:
- Enemy upgrades on Hard difficulty reduced from level 3 to 2

Chapter Ten:
- Fixed incorrect voiceline of Inaylia in the intro

Finale:
- Fixed issue with some units sometimes not disappearing in the portal in the outro

Others:
- Tuned down "Plaguelands" track playing in Chapters Three and Ten

Bugfixing:
  • Fixed bug with Vespira's ultimate crashing a game if she was affected by Damage Aura (e.g. from Lordaeron Banner or Warsong Drums)
  • Fixed bug with Vespira's Arcane Defence buff activating also when other units used Defend

Chapter One:
- Fixed Valena's portrait on Reforged

Chapter Two:
- Removed debug lines from Balnazzar's AI and Green Undead AI

Chapter Six:
- Added Ensnare upgrade and +2 weapon and armor upgrades to Alteraci Syndicate, added some more anti-air units

Enclave Chapter:
- Fixed bug with several in-game dialogs not playing after we skipped the secondary objective cutscene

Chapter Ten
- Blacksmith upgrades now correctly apply to all Dwarven units

Bugfixes:
  • Fixed some incorrect voicelines
  • Fixed Cleric Master Training name and description
  • Fixed Outcast Master Training description
  • Fixed some hotkeys
  • Added missing 'ready' voicelines for some units (they play only on Reforged)
  • Upgrades now correctly apply to Syndicate Conscripts, Crossbowmen and Winged Hussars
  • Fixed Ogre Warrior's portrait
  • Alteraci mercenaries in Chapters Six, Eight and Eleven are now hired with their upgrades enabled

Rebalancing:
  • Outcast's Fire Bolt, Ogre Stone Thrower's Stone Throw - cast range reduced from 800 to 600
  • Hydromancer's Ice Bolt - stun time reduced from 3s to 2s
  • Outcast's Lightning Storm - stun duration reduced from 8s to 3s, effect radius reduced from 400 to 300, added cast time, increased mana cost, added 45s interval
  • Increased Paraglider's attack range from 450 to 650
  • Increased War Wagon's priority from 3 to 6

Chapter Two
  • Slightly reduced size of Garithos attack waves
  • Disabled AI debug lines that were left by accident

Chapter Three
  • Fixed some overlapping messages
  • Removed one unit in each group to rescue that was duplicated for some reason

Chapter Four
  • Your research is now shared with all liberated villages
  • Increased intervals between Syndicate attacks on the villages
  • Reduced number of Outcasts in Margoth's base

Alteraci Chapter
  • Fixed AI crashing on Reforged
  • Fixed map description
  • Fixed some quest messages

MAIN FEATURES:
  • All dialogs and cutscenes now have full AI voice-over
  • New Alteraci Chapter: 'Into the Snake Pit'
  • New script-based AIs for majority of enemy computer players
  • Adapted to Reforged while still 1.31-based

GRAPHIC UPGRADES:
  • Custom hero models have brand new, custom-painted textures by @Moy . Some of them very chad...
  • New models for the Savior of Mankind and some insignificant dreadlords, multiple vanilla models replaced with re-classics
  • New effect for Solymus' ult
  • New aura effect for Eldin
  • Most trees replaced by higher-quality, animated version.
  • And much more...

TECHTREE FEATURES:
  • Full fledged playable techtree for Alteraci Syndicate
  • New units and unique faction mechanics for Lordaeron Rangers, including mobile supply bunkers
  • New units for Crushridge Ogres and the Forsaken techtree,
  • New units for the Scourge, forming several Undead subtrees for more diverse gameplay against them
  • Searing Arrows - new siege ability for Alliance Archers, actually useful unlike Blizz' version
  • New burrow-like defensive mechanics and upgradeable quarters for the Dwarves
  • Dwarven advanced airships are now built in Dwarven Skyport rather then a human-looking Hangar

REBALANCING:
  • Enclave Legionnaire now costs 3 food
  • Dropship now costs no food, but has increased gold and lumber cost
  • Increased cooldown of Margoth's Torrent of Profanity, but decreased mana cost.
  • Spear-throwing units like Syndicate Skirmishers can no longer attack air units, they are now "close ranged" units like Spearmen. Ogre Hunters are an exception because they are stronk.
  • Increased Abomination's attack range (to match Spearman)
  • Rearranged some item drops, some drops now include new items
  • Increased damage of Inaylia's attack while going out of Stealth to 250
  • Increased production time of Ranger, Hydromancer and Enforcer
  • Increased hitpoints of all trees from 50 to 70
  • Revamped AI - apart from using scripted AI that can now apply more complex strategies, some upgrades were made to commons.ai, e.g. adding a separate build loop for base (re)building, so that AI no longer stops producing units after losing a single structure that's earlier in the build order (e.g. a town hall). But in order to prevent it from going invincible mode with instantly replenishing armies, on Normal difficulty unit training loop has now much bigger interval, so even if enemy armies and garrisons are strong, but they don't rebuild quickly. On some maps it is also balanced by replenishing AI resources with longer intervals.

BUGFIXES:
  • Fixed some pathing holes (yep, there were still some)
  • Added a dirty workaround for Solymus' ult (starfall-based) so that it had a proper custom effect on Reforged
  • Added a dirty workaround everytime a music is changed so that it changes properly on Reforged
  • Recreated some units using different base units so that their custom portraits are displayed properly on fu*king Reforged 2.0
  • Fixed requirement for Enclave's Spyglasses research

OTHER:
  • Renamed some Eldin's skills to better fit his character
  • New hidden voicelines for some existing heroes and units like Margoth, Thamdan and Gunship
  • Even more insults for your favourite warlord

Chapter One
  • Fixed lines exchanged between Reynart and Lich during the initial combat
  • New voicelines for Thardis Villenfall, including some backstory for him (check his hidden lines)


Chapter Three
  • Increased Fleshtearer's hitpoints and regeneration speed
  • Slightly reduced number of allies to find
  • New Ranger units

Chapter Four
  • We now start with a Rider for easier scouting
  • New Syndicate hero and new units
  • Thanks to new AI Undead can now be hostile towards the Syndicate, but they only send attacks against the player and liberated villages in range
  • Completely reworked boss fight with the Revenant, new model for him, changed skills for forest spirits

Chapter Five
  • Gold gathered throughout the map is now kept when taking over a base
  • New music for defence part and new dialogs

Chapter Six
  • Added an Alteraci mercenary camp
  • New music

Enclave Chapter
- Change some Enclave upgrade names and icons

Alteraci Chapter
- New subplots, new heroes, new techtree, new challenges and some slavic magic

Chapter Eight
  • Added an Alteraci mercenary camp
  • New location to explore on the lake
  • New Forsaken units, including stealth ones
  • New tableboard to show stats of convoys from all passes

Chapter Nine:
  • Rewritten parts of the mission plot and dialogs
  • New hero
  • New enemies
  • New bossfight

Chapter Ten:
- Rebalanced the map, thanks to new AI Scourge and Forsaken now mostly focus attacks on themselves, but will redirect attention on Vimthurn dependently on player's expansion direction. The map should now be played more strategically, more dynamically, with less grinding

Chapter Eleven
  • Added an Alteraci mercenary camp
  • New Alteraci heroes
  • New units for the Scourge
  • Moloch timer windows are now displayed properly
  • Molochs now fire more frequently

Finale
- Fixed Solymus' unit color in some of his messages

- Battlemage's Replenish Mana no longer affects himself, so won't be stopping during attack-move

Chapter One:
- A beetle no longer appears stuck behind a fence

  • Added hosting info on loading screens
  • Added text messages for Margoth's taunts
  • New model and new unique voicelines for Battlemage, adjusted volume of existing ones
  • Reynart's Medical Provisions now always cast 4 waves of supplies, but each level of ability grants higher heal boost per wave than before
  • Increased extra armor provided by Eldin's Words of Glory, each level slightly increases its duration, also slightly increased mana cost
  • Fixed one of Inaylia's hidden voicelines, now it currectly plays a unique line for Chapter Two and the standard one in the following maps
  • Removed Call to Arms from Dwarven and Enclave's town halls as they did nothing anyway
  • Replaced Enclave's Arcane Vault with Cleanser Feretory with some unique items available in them
  • Added Enclave's banners for Gatekeeper buildings
  • Increased Vulture Rider's training time
  • Slightly reduced damage of Pulverizer and Protector
  • Gunships's Energy Barrier now protects also from Ensnare
  • Enclave's Altair of Reason now has brand new, custom model.
  • Fixed some typos

Chapter Two:
- Added some extra hints and a small secret

Chapter Three:
- Periodic attacks now start also if the player explores too far ahead while leaving the caravan in its initial spot

Chapter Four:
  • Increased number of towers built and troops trained by liberated villages
  • Intervals between Syndicate attacks are now slightly randomized, also they are longer on Easy/Normal difficulty and shorter on Hard
  • Peasants should less often stop after some cutscenes (unfortunately it still happens sometimes because pause + hide actions work like shit)
  • Syndicate units should now pause properly during all cutscenes

Chapter Five:
  • The two Hunters we can acquire now have their upgrades unlocked
  • In the defense part we have less upgrades available because it is too short for them to have a major impact, so it is only misleading for players

Chapter Seven:
  • Added an opportunity to recall reinforcements from your base before the final battle
  • Added some extra enemies to Valena's bossfight and slightly increased her stats

Chapter Eight:
  • Fixed lag by giving Dark Blue Forsaken AI a gold mine (still no idea why it occured here and not in other mine-less AIs, possibly because of map size and pathfinding complexity)
  • Added a small visibility circle and a ping on Mug'thol's location
  • Added a goblin shop where you can buy a book resetting hero's ability points

Chapter Ten:
  • If you buy an Ivory Tower as Thamdan and build it, it will now be automagically given to Inaylia so that you can have buildings required for upgrades
  • Added a new secondary objective so that people finally stop missing a cool secret

- New unique model for Solymus Kangard
  • New projectile models for Eldin and Solymus
  • Life regeneration gained per strength point reduced from 0.05 to 0.03 to make heroes a bit less OP in late game and increase the role of healing, scrolls, potions etc.
  • Lowered mana cost of Transfer Mana and Replenish Mana, Replenish Mana now affects 5 units instead of 3 (like the Obsidian Statue)
  • Enraged Elemental and Berserk Elemental can now attack air units
  • Marksman's Snipe can no longer be used against buildings or mechanical units
  • Cleanser's Healing Bond now correctly heals 3 units instead of 2
  • Added missing Undead flag for some Forsaken units and Undead Blackclads
  • Added passive Snipe icon for Dwarven tower's "bash"
  • Fixed hotkeys for skills of Doom Guard and Orb of Decay's minion
  • Minor corrections in dialogs

Chapter One:
- Added channeling animation for Valena when she escapes in outro

Chapter Three:
- Slightly stronger attack waves going for the caravan

Chapter Seven:
- Changed order of heroes

Chapter Ten:
- The gunship secret made easier to find because it's too damn cool for too many people to keep missing it

Finale:
- Changed order of heroes for the final part

  • Fixed descriptions of Vespira's Arcane Defence and Blade Whirlwinds
  • Made Margoth's taunts louder

- New unique models for main heroes, also changed models for Thardis and Sylvanas
  • New AI-generated voices for most new playable units
  • New unit set for the Enclave and new upgrades for them
  • New bonus chapter "Torch of a Reason" added before Chapter Eight
  • Playable Vespira Coldgaze with a unique Gatekeeper skillset
  • Changed Archer model to avoid bugged arrows, also changed its icon
  • Syndicate Skimisher's damage now increases with Machinery upgrades
  • Scourge's flaming and frost archer now uses attack and armour upgrades properly
- Made Margoth's insults even more insulting both visually and vocally
  • Gunships are now resistant to Crypt Fiend's webs as long as they have Energy Barrier on
  • Increased Hunter's speed and added Evasion for him
  • Discordant's Discord ability now only silences (and slows down) a single unit (area version given to Vespira)
  • Reorganized descriptions of Alliance and Enclave units, each divided into a short summary and a more detailed lore information
  • Heroes now continue to gain 50% experience from creeps until max level
  • Fixed broken portrait of ogre Altar by removing it
  • Added working portrait for Dropship (by Stefan.K)
  • Fixed description of Thardis' Empowered Strike
  • Fixed some Forsaken buildings still requiring Blight to be built
  • Fixed some typos
  • And more

Chapter One:
  • Ghouls no longer remain in the camp in the north-west after the intro cutscene
  • Turned down the death sounds of units with death animation at the beginning of barracks cutscene. All attempts to silence it completely by triggers didn't work. Alternative would be to use "create permanent corpse", but it looks skeletal for the first 8 seconds.
  • Added hint about generators regenerating mana
  • More realistic appearence of Crypt Fiends and Carrion Beetles

Chapter Two:
  • Changed Inaylia's message when we destroy Red base in the middle of fighting Sylvanas' attack waves
  • Red's rebuilt structures are now also required to be destroyed to fulfill the objective
  • Reworked pathing of the north-eastern cave to make it partially accessible to flyers - done to get rid of air path blockers which in some cases block pathing of ground units too
  • You can no longer accidently destroy path blockers by destroying gunpowder barrels

Chapter Three:
- Slightly reduced frequency of Grown Zombie's messages

Chapter Four:
- Restored missing sky in cutscenes

Chapter Five:
- Dwarven reinforcements at the beginning of Inaylia's mission stage join the fight only after killing the defenders of passing the outpost to prevent them from dying too easily

Chapter Six:
- Added special zoomout when camera is over the bridge in the east

Chapter Seven:
- Reduced Vespira's level so that we have more fun with her new skillset in the bonus chapter

Chapter Eight:
  • Undead shipyard on an island no longer sells undead ships
  • Removed Possessed effect from Mug'thol after he's freed
  • Margoth can no longer die in the initial cutscene
  • Marauder message can no longer be sent by a structure
  • After Mug'thol is freed, Eldin's message can no longer overlap with interaction with Nathanos

Chapter Nine:
- Extended conversation with Sylvanas to address some heroes' new look

- Fixed hero portrait colors in some dialog lines in various missions

Chapter Three:
- Gave mana points to Blackclad Captain so he can use his skill

Chapter Six:
  • Margoth's items from this chapter are now kept throughout Chapter Eight and Nine
  • Fixed crashes caused by Valena's Revenant's Animate Death spell - it was replaced with an aura

Chapter Eight:
  • Crushridge Ogres should no longer get stuck by exceeded unit limit and should send attacks normally
  • Some extra items available in ogre shop

Chapter Ten
  • Forsaken Army AI should no longer get stuck by exceeded unit limit and should send attacks normally
  • Fixed icons of Dwarven Scout and Guard Towers

Chapter Eleven:
  • Green AI should no longer get stuck trying to send ground attacks, it now also properly trains Destroyers
  • Reduced max number of units in the swarms to improve performance

EDIT: Removed debug in Chapter Ten

Chapter One:
  • Increased HP of Valena, extended the final chamber and added some extra boss fight mechanics
  • Removed possibility to attack Valena's guards before entering the final chamber e.g. by using a shockwave

Chapter Two:
  • Defence of Garithos base now lasts longer and it a bit harder
  • Garithos should no longer get stuck having returned with the dwarves
  • Strengthened Balnazzar's attack waves and added some demons to them
  • Removed Balnazzar's Earthquake on Hard due to FPS drops and because he has tons of fuck-you to cast anyway
  • Balnazzar no longer casts spells in mid-game cinematic on Hard
  • Initial Sylvanas attack extended to several waves and both heroes, but Varimathras removed from the following periodic attacks
  • Decreased intervals between Forsaken base attacks
  • Gunpowder barrels now actually deal damage to units and destructibles upon death
  • Your retreat may now be a tactical one if you keep your castles intact...

Chapter Three:
- Extended final part of the mission, new adventures, enemies and story-related content along the way

Chapter Four:
- Wolves in Greenwood forest should no longer get stuck between the trees

Chapter Six
- Gave some items to Valena and other enemy heroes

Chapter Seven:
- Increased HP of Valena

Chapter Eight:
- Fixed bug with convoys not being launched when playing on a loaded save
  • Increased level of enemy heroes and gave them some items
  • The Ogres are using upgrades now

Chapter Nine:
- Increased HP of Sylvanas

Chapter Ten:
  • Fixed Light Blue Forsaken AI - it was getting stuck trying to train a hero they didn't have. Now it should launch attacks properly
  • Fixed Dark Blue Forsaken AI - it had several problems, e.g. hitting max food limit and not sending attacks until it loses some of them in the outer bases
  • Increased level of enemy heroes and gave them some items

Chapter Eleven:
  • Made moloch timers show that the moloch is active after they expire
  • Fixed Enclave AI bumping into the wall
  • Increased level of enemy heroes and gave them some items
  • Vespira's ult (Bladestorm) replaced with Tornado as I couldn't make the model's 'attack slam' animation work
  • Thamdan's items from Chapter Ten can now be picked at our base

Epilog:
  • Reduced interval between spider spawns
  • Increased HP of the broodmother
  • Increased HP of the liches

Items:
  • Removed Scepter of Healing, replaced with a second occurence of the Wand of Mercy
  • Rebalanced Alteraci Lament to increase both Agility and Strength to fit Inaylia more
  • Rebalanced item drops - moved some items too OP for early missions to later ones, slightly reduced number of drops, increased number of dropped items with charges at the expense of permanent ones, moved book drops (stat bonuses) to drop mostly from optional enemies to encourage map exploration. It came to my mind when during a retest I realized that equipment random drops since chapter ~4 are mostly useless as we're already full of better gear

Skills:
- Shockwaves, War Stomps, Thunder Claps and Empowered Strikes (Thardis) replaced with terrain deformation-free version that shouldn't cause lags on weaker computers
  • Fixed Reynart's Command Aura to properly give 15% bonus damage instead of +1. It only affects melee units now though as Reynart's speeches are unlikely to act on rifles
  • Fixed Eldin's spiritual healing to actually work on living units

Others:
  • Unified AI flags in all missions - the Undead and the Ogres no longer withdraw their wounded. Human and Forsaken enemies still do
  • Translated some Polish texts that were missed before, mostly in unit and skill descriptions
  • Unified color of main heroes as well as Rangers throughout the chapters
  • Fixed pathing on several maps, like too wide bridges or holes in the pathing enabling you to enter an unwalkable area
  • Lots of small fixes, too small to list...

  • KNOWN ISSUES
- Sometimes there is a lag in the middle of combat. I couldn't figure out why. But so far nobody else reported that, so it may by my local issue.

REFORGED ONLY:
  • Loading screens are displayed in incorrect resolution and there's a Reforged faction icon in the wrong place
  • "Play music with offset" e.g. in Chapter Two cutscenes plays it from the start
  • Some non-playable/rare units were left with broken portraits. It was not worth the effort to recreate all of them. But all playable ones are fixed
  • Some replaced tiles are displayed incorrectly - it could be a problem only on HD/classic HD, so we recommend playing on SD
  • Some units, abilities and upgrades use wrong hotkeys
  • One person reported a problem with invisible or untargetable units after loading a save on SD - but so far I couldn't reproduce it
  • After loading a save sometimes music stops playing

  • CREDITS:

We did our best to credit the authors of every resource we are using in our campaign. However, due to a large scope of the project, there is a chance we might have missed someone. If you notice your resource being used without you being mentioned on the list below, just let me know and I will be more than happy to update it. Also, there are several resources from Forsaken’s original remaster whose authors I was unable to determine. They are listed as “by unknown author”. If you are one of these authors or you know them, please also let me know.


by Macielos and Nyctaeus

Special thanks:
Forsaken for his beta version, including selection of some assets and hero skills
Besregar/Footman16 for beta-testing, proofreading and lots of useful feedback

Models & Icons:
Blizzard Entertainment for their policy of using assets from their other games and hundreds of models and textures from World of Warcraft.
Alterac Dam by Nyctaeus
Vimthurn Skyyard by Nyctaeus
Dalaran building pack by wc3neverdies
Lich Woman by DarkClaw
Western province doodad path by LongbowMan
Winter doodad pack by TassAvadar
Walls and towers from Northrend by LongbowMan
Infected Trees by Palix
Trees from Loch Modan by Tomak
Bridges from the Howling by LongbowMan
Boulders from Skyrim by LongbowMan
Burnt trees by LongbowMan
Dwarven Decorations by LongbowMan
Rivers and Waterfalls by OgrE
BTNMageTower by Besregar/Footman16
BTNStormwindArcaneSanctum by Besregar/Footman16
BTNStormwindLumberMill by Besregar/Footman16
Alterac Tent by Besregar/Footman16
Ogre Score Screen Icon by Besregar/Footman16
Forsaken Score Screen Icon by Besregar/Footman16
Undead Trebuchet by Kuzakani
DarkSylvanas_by67chrome.blp by 67chrome
BTNDarkSylvanasby67chrome by 67chrome
BTNHolyBan by 8512590215848
BTNWeaver by 8512590215848
BTNWeaver03 by 8512590215848
Woman Vilager by Afronight_76
Human Catapult by AndrewOverload519
BTNHumanCatapult by AndrewOverload519
BTNUndeadArcher by AndrewOverload519
Forsaken Archer by AndrewOverload519
Timmy by Aquis
Tommy by Aquis
Captain Lordaeron HQ (Unit\Hero) by Asssssvi
Crossbowman Lordaeron by Asssssvi
Footman Lordaeron HQ by Asssssvi
Rider Lordaeron by Asssssvi
Spearman Lordaeron by Asssssvi
Rifleman Lordaeron HD by Asssssvi
Undead CatapultI Icon by BaiyuGalan
Undead CatapultI by BaiyuGalan, Blizzard Entertainment
Stromgarde Buildings by bakr
Dwarven Buildings (Bronzebeard) by bakr
Alterac Buildings by bakr
Battering ram by Battering ram, Mechanical Man
Human Airship by Bioautomaton
BTNBuckler by BLazeKraze
BTNAbility_Stealth by Blizzard Entertainment
BTNCharge by Blizzard Entertainment
HotS Stormpike General Vanndar + minions by Blizzard Entertainment
HotS Archlich Kel'thuzad + alts by Blizzard Entertainment
BTNINV_Weapon_Rifle_06 by Blizzard Entertainment
BTNSpell_Holy_HolyProtection by Blizzard Entertainment
BTNSpell_Holy_PowerWordShield by Blizzard Entertainment
BTNSpell_Holy_RetributionAuraBTNSpell_Holy_RetributionAura by Blizzard Entertainment
BTNSpell_Holy_Silence by Blizzard Entertainment
BTNChaplain by Blizzard Entertainment, Pyraeus
BTNPyrolia by Callahan
Pyrolia by Callahan
CloudOfFog by Callahan
Nerubian Guard by Callahan
NerubianWidow by Callahan
BTNNathanosBlightcaller by Chen
SnipingTarget by ChirusHighwind
BTNTarget by ChirusHighwind
BTNCWValiant by CloudWolf
Sir Valiant by CloudWolf
CastIronGolem by CryoniC
Blood elf lieutenant, and derivatives by Cuore
Napalm Dump by cyberkid
BTNFemaleNecromancer by D.ee
Garithos Axe Cleave by Darkfang
Red Legion - Zealot by Darkmoon Hero
BTNZealotDH by Darkmoon Hero
High Elf Chronomancer by Deolrin
BTNHighElfChronomancer by Deolrin
Archmagi by Direfury
BTNHumanStable by Eagle XI
BTNHumanZeppeline by Eagle XI
BTNBatteringRam by Eagle XI
Arcane Static by Edge45
Battering Ram by Em!
Ogron by Explobomb
Creep Hut by Exyte
Dark Soldier by Freddyk
Dragon Knight by FrIkY
BTNDragonKnight by FrIkY
Human Assassine by General Frank
BTNDwarvenWarrior by General Frank
Dwarven warrior by General Frank
Human Archer by HappyTauren
Tyrannosaurus Rex by Hayate
Factory by HerrDave
BlackSunSpellbreaker by Himperion
Elven Assassins by Himperion
Cage/Transport Chariot pack by Hoth
Priest Pack by Ilya Alaric
Ogre Legion Models (Re-Classic Pack) by johnwar
Bandit Enforcer (Re-Classic) by johnwar
Ravager Battleship by Kam
Voodoo Temple by Kam, Retera, Kam, Blizzard
Ogre Stone Thrower by Kitabatake
BTNVillagerManVar03 by Kuhneghetz
Male villager variation (Brown haired version) by Kuhneghetz
BTNHumanWarlord by Kuhneghetz
Human Warlord by Kuhneghetz
Dark Portal by Kwaliti
Anduin Lothar by loktar
Knight (WC2) by loktar
Bandit Lord (WC1) by loktar
Riderless Horse (WC1) by loktar
Live Potion by Marcos DAB
Fortification palisade by MassiveMaster
Fortification palisade gate by MassiveMaster
Fortification palisade inner edge by MassiveMaster
Fortification palisade outer edge by MassiveMaster
Stable by MassiveMaster
GilneasGunship by Mephestrial
OrcBlacksmith by Mephestrial
Assassin by Miseracord
Academy by Mr. Bob
Arcane Sanctum by Mr. Bob
Archery by Mr. Bob
Armory by Mr. Bob
Barracks by Mr. Bob
Build by Mr. Bob
Castle by Mr. Bob
Church by Mr. Bob
DecayMesh by Mr. Bob
Encampment by Mr. Bob
Guard Tower by Mr. Bob
House by Mr. Bob
LumberMill by Mr. Bob
Market by Mr. Bob
Mines by Mr. Bob
Plantation by Mr. Bob
Medieval Buildings: The complete collection. by Mr. Bob
Stables by Mr. Bob
Tavern by Mr. Bob
Town Center by Mr. Bob
Watch Tower by Mr. Bob
Wizard Tower by Mr. Bob
Workshop by Mr. Bob
Human Battlemage by Nebilac
BTNDwarfEnginer by NFWar
Dwarven Thane ( One Horn variation ) by Norinrad
BTNAltar of Elders (Elf) by Null
BTNMagicShield by PeeKay
BTNThane by Norinrad
ArtilleryAttack by Praytic
FireStrike by Praytic
BTNHarbingerStaffMace by PrinceYaser
Ogre Beserker(Helmet version) by PROXY
Garithos Abilities by r.ace613
Ogre MEGA Pack by r.ace613
Bandit Enforcer by r.ace613
Prince's Kiss by Remixer
BTNMagicTent by SantoRayo[iP]
oger_barracks by SantoRayo[iP]
Banshee Queen by Sellenisko
BTNDarkSoldier by Sin'dorei300
FemaleNecromancer by Sin'dorei300
Shadowlands 9.1 - Devourer Flier by Sire Denathrius (portrait fix by A]mun)
BTNSpearAttack by Static
Archmage by Stefan.K
Butcher by Stefan.K
Forsaken Champion by Stefan.K
Nathanos Blightcaller by Stefan.K
Bandit Leader by Stefan.K
BTNCourtMage by stein123
GrassAnimated by Sunchips
Altar of some sorts by supertoinkz
Ogre Worker by supertoinkz
Cyclon Explosion by Suselishe
OrcLumbermill by Syroco
ogre arena by takakenji
Natural Winter Ice by Tamplier
Natural Winter Snowy Rock by Tamplier
UndeadWarlock by Tarrasque
BTNMegapod by tee.dubs
Megapod by tee.dubs
WheelchairWarlock by tillinghast
Archmagi and Derivatives by Ujimasa Hojo
Rifleman and Derivatives by Ujimasa Hojo
Altar of Darkness and Derivatives by Ujimasa Hojo
Dragonhawk Rider and Derivatives by Ujimasa Hojo
Footman, Captain, and Derivatives by Ujimasa Hojo
Hunter's Hall and Derivatives by Ujimasa Hojo
Mage Tower and Derivatives by Ujimasa Hojo
Tomb of Relics and Derivatives by Ujimasa Hojo
Altar of Kings and Derivarives by Ujimasa Hojo
Arcane Sanctum and Derivatives by Ujimasa Hojo
Barracks (Human) and Derivatives by Ujimasa Hojo
Blacksmith and Derivatives by Ujimasa Hojo
Farm (Human) and Derivatives by Ujimasa Hojo
Lumber Mill and Derivatives by Ujimasa Hojo
Tower (Human) and Derivatives by Ujimasa Hojo
Town Hall, Keep, Castle, and Derivatives by Ujimasa Hojo
Workshop and Derivatives by Ujimasa Hojo
Altar of Storms and Derivatives by Ujimasa Hojo
Peasant and Derivatives by Ujimasa Hojo
Forsaken buildings by Ujimasa Hojo
BTNUndeadAssassin by Uncle Fester
ForsakenAssassin by Uncle Fester
VultureRider by Uncle Fester
Dwarven Miner (variative) by Villagerino
Airstrike Rocket by Vinz
Alacrity by Vinz
Armor Penetration / Stimulus by Vinz
Armor Penetration by Vinz
Sacred Exile by Vinz
Transport cart by vlekje5
Bandit Crossbowman by Wandering Soul
Mounted Bandit Spearthrower by Wandering Soul
Ancient Explosion SFX by WILL THE ALMIGHTY
Stormwind Knight by Wulfrein and Ket
BTNDaggerBleedingPierce by zbc
Brass_Borer by -Grendel
Engineer by -Grendel
Human Commander (Reynart) by (probably) Ket
High Necromancer (Kel'Thuzad recolor) by unknown author
LightAura effect by unknown author
BTNDrainLife by unknown author
BTNSinister by unknown author

2.03/2.04:
Inaylia - Model by Nyctaeus, textured using WoW materials. Animations from Garona by Tauer. Converted by Stefan.K. Inspired by Human Assassine by General Frank and Xaran Alamas.
Reynart - Model by Nyctaeus and Stefan.K, textured using WoW materials. Animations from Kilrogg by Tauer. Converted by Stefan.K
Eldin - Model by Nyctaeus, textured using WoW materials. Animations from Medivh. Converted by Stefan.K. Inspired by High Elf Chronomancer by Deolrin, and borrows some mdx data from it.
Margoth - Model by Nyctaeus and Stefan.K, textured using WoW materials. Converted by Stefan.K. Based on Bandit Leader by Stefan.K.
Vespira - Model by Nyctaeus, textured using WoW materials. Animations from Valkyrie by Zwiebelchen. Converted by Stefan.K
Valena - Model by Nyctaeus, textured using WoW materials. Animations from Khadgar [young] by Tauer. Converted by Stefan.K
Solymus - Model by Nyctaeus and Stefan.k, textured using WoW materials. Converted by Stefan.K. Based on Archmage by Stefan.K
Enclave units by Jiok, based on models by Asssssvi, bakr, johnwar, Ujimasa Hojo and Eagle XI.
SorceressRommel.blp texture for Discordant by Rommel
Sylvanas - HotS port by Razorclaw_X
Blood experiment machine by Sarsaparilla
BTNArcaneBlast by Blizzard Entertainment, Blizzard Entertainment
BTNBK_Blue_Book by CRAZYRUSSIAN
BTNBK_Red_Book by CRAZYRUSSIAN
BTNBreakerDefend by graystuff111
BTNGoldenHammer by Whisper
BTNWindShield by Darkfang
Ephemeral Slash by Vinz
Mana Resource Gem Crystal by Darkfang
Paladin by Murlocologist
Bloodelf 'Scorpion' Ballista by General Frank NOTE: This asset was modified exclusively for Exodus with written permission of General Frank. You're not allowed to extract, reuse, redistribute and modify this asset.
Shock Blast by Vinz
Ranger by HappyTauren
BTNMilita_Ranger by HuanJuan
SlowTarget by JetFangInferno
TC15 Model Bundle by Vinz
War Stomp by 84chrome
IceBolt by Weep
Psionic Shots by Vinz
Armored Skeleton by Anvil, Direfury, Galadgod, HappyCockroach, Paultaker
Generators by Tranquil
Orb Generator icon by MyPad
Battlemage by Stefan.K
Altar of Reason by Stefan.K

3.0:
Aedale: Base asset by Dreamcraft and Michael32, remodel and retexture by Nyctaeus, conversion and compilation by Stefan.K, final checkout by GeneralFrank
New textures for main heroes by Moy
Defiless by Jab1z, edits by Nyctaeus, additional fixes by General Frank
Witch textures by A.R.
Runic textures by Daenar7
Ogre main halls, multiple units for Alterac, Ogres, Forsaken and Scourge from resources of Stein123
Dark Smoke by Jiok
Ogre Towers by NilasAran_39 (from XGM)
New trees by Longbowman, edited by Jiok
Mobile Bunker by General Frank
Wight by Villagerino
Drust Doodad And Weapon Pack by Tier10Trash
Rain of Arrows by HerrDave
Revenant Outcast by Moy
Abomination (Re-Classic) by johnwar
Alchemist and Derivatives by Ujimasa Hojo
All Human Nations Tents_Colored by StonemaulMidget
Alterac Army by bakr
Ambal 1 by Darkfang
Ambal 2 by Darkfang
Ambal Killer by Darkfang
Ambal Killer Intent by Darkfang
Amored StalHound (Skeletal-Wolf) by Mister_Haudrauf
AntiMagicShell by JetFangInferno
Araj the Summoner by BaiyuGalan, Commedia
Araj the Summoner Icon by BaiyuGalan
Armors by RvzerBro
Athelas by Vinz
Bandit Assassin by HuanJuan, Blizzard Entertainment
Bandit Ronin by Darkfang
Bandit Spearthrower Icon Pack by HuanJuan, Blizzard Entertainment
Bandit Variants by TheHuntress
Bandit-Pack by DREADMAN
Barrow Den and Derivatives by Ujimasa Hojo
Bat Rider and Derivatives by Ujimasa Hojo
Battle Chariot by Mister_Haudrauf
BladeStorm by JetFangInferno
Blink Vol. I by Vinz
Blizzard by Vinz
BTNAcolytesRobe by Milan The Ripper
BTNAdept002 by 8512590215848
BTNAdept01 by 8512590215848
BTNAmbal by Scias
BTNAmbalKiller by Scias
BTNANANatureReviveExplosion by Anachron
BTNBat Rider (Forest Troll) by Null
BTNBearTrap by General Frank
BTNBlazePotion by Moy
BTNCommonArmor by PrinceYaser
BTNDarkClouds by NO-Bloody-Name
BTNEgg by maxor_gan
BTNFirePotion by ChevronSeven
BTNGaussRifle1 by The_Silent
BTNGaussRifle2 by The_Silent
BTNGaussRifle3 by The_Silent
BTNGDWingsofMagic by Golden-Drake
BTNGlowingSpear2 by Golden-Drake
BTNGoblinAlch by Scias
BTNGoldHelmet by Mc !
BTNgryphon by Hantoo, Herrdave
BTNINV_Hammer_16 by Blizzard Entertainment
BTNINV_Hammer_20 by Blizzard Entertainment
BTNINV_Misc_Ale_01 by Blizzard Entertainment
BTNINV_Wand_06 by Blizzard Entertainment
BTNINV_Wand_07 by Blizzard Entertainment
BTNINV_Weapon_Crossbow_09 by Blizzard Entertainment
BTNLightningStrike by Marenko
BTNMage01 by 8512590215848
BTNMage02 by 8512590215848
BTNMaskOfTheForestMadness by Moy
BTNMultiArrow by Panda
BTNNatureHealing by Bogrim
BTNNaturesWrath by -Berz-
BTNPiercingArrows by Blizzard Entertainment, genin32
BTNPoisonArrowHeads by Wezthal
BTNSearingArrowsAlt by BETA
BTNShieldCrash by Milan The Ripper
BTNSword2 by Grujah.Noob
BTNTakeAim by D.ee
Carrion Bats (1.32) by Vinz
Chariot by Murlocologist
CloudOfFog by JetFangInferno
Conscripts by Gree-D
CryptKnight by HappyCockroach
Culling Slash by Vinz
Dalaran_towers_textures_Kirin tor by Blizzard Entertainment, Spinel
Dark Apprentice by Darkfang
Dark Elf Valkyrie by supertoinkz
Dark Magician by Darkfang
Dark Minions by Commedia
Dark Ranger (Remodeled) by Jab1z
DarkMinion (another version) by Commedia, Elf Knight-
DotA1: Dark Willow (Mireska) by Jab1z
Dragonbone Golem (variative) by Villagerino
Drust Swamp Beast Pack by Tier10Trash
Dwarven Riflemen (Re-Classic Pack) by johnwar
Dwarven Structures and Doodads (Bronzebeard) by bakr
Fire Arrows by Vinz
Flesh Golem by protivogaznik, DREADMAN
FlyingSpearThrower by MassiveMaster
Forsaken Hunter and Death Archer by johnwar
Forsaken Necromancer and Apothecary (Re-Classic) by johnwar
Forsaken Necromancer/Apothecary (Re-Classic) by Aldeia, johnwar
Frost Wyrm (Re-Classic) by johnwar
Generator crystal by Nightmare2077
Generators by Tranquil
Ghoul (Re-Classic) by johnwar
Gryphon by Hantoo
Halberdier and Derivatives by Jiok
Heavy Bandit by Ripper7
HQ Classic Rogue Wizards by Aldeia
Human Alliance Banners by bakr
Hussar by Mechanical Man
Hussite War Wagon by Kuzakani
Hut by communist_orc
Ironforge Ram Rider (Re-Classic) by johnwar
It's a bear trap! by General Frank
Killer (AXE) by Darkfang
LargePotionOrange by Tyranda101
Lord_T's Ogre Drummer by Lord_T
Marauder by Darkfang
Militia Pack by Ilya Alaric
Mogor by BaiyuGalan, Stefan.K
Mordor Great Hall by HerrDave
Mortar Team (Re-Classic) by johnwar
Nature Beam Missile by DragoonZombie
Ogre Gladiator by Filip95
Ogre Magi - [With Mace] by Direfury
Ogre Wizard by mistertea, MrOgre
OgreWarlock by takakenji
Parrot (multiple varieties) by Bleeq
Parrot Orange by DarkePacific
Plate Cuirass by Aldeia
Poison Elemental by icewolf055
Providence Aura by Vinz
Revenant Covenant by Rhapsodie
Roar Ability (Humans) by bakr
Shadowlands 9.1 - Devourer Flier by Sire Denathrius
Shots Vol. II by Vinz
Skeleton Archer - with Helm and Shoulderpads by Eagle XI
Skeleton Ogre by Eagle XI
Skeleton Troll Axethrower by Eagle XI
Skeleton Warriors (pack I) by Villagerino
Soul DIscharge by Vinz
Templar Gatherer by Direfury
Templar Ranger by Direfury
The Revenant Covenant by Ceterai
The Seven Kingdoms of Human by Tunadil
Tower (Tower Defense) and Derivatives by Ujimasa Hojo
Units On Horseback Simple Icon Pack by HuanJuan, Blizzard Entertainment
Villager (Male) and Derivatives by Ujimasa Hojo
Widow Poison / Spider Toxin by Vinz
Wight icon pack by Villagerino, Blizzard Entertainment
Witch by Em!

Tiles:

Vanilla tiles edits by Nyctaeus
Tile packs by Snart
Natural Winter Ice by Tamplier
Natural Winter Snowy Rock by Tamplier
Alterac Grass - Hearts of Storm

Music:

Warcraft 3 Reforged: Arthas Theme
Warcraft 3 Reforged: Sad Mystery

World of Warcraft: Dalaran Theme
World of Warcraft: Elwynn Forest
World of Warcraft: Molten Core
World of Warcraft: Naxxramas

World of Warcraft Cataclysm: Western Plaguelands
World of Warcraft Cataclysm: Elwynn Forest (Westfall)
World of Warcraft Cataclysm: Stormwind

World of Warcraft Mists of Pandaria: For The Alliance

World of Warcraft Warlords of Draenor: Blackrock and Roll Remix

World of Warcraft Legion: Dalaran Khadgar Theme
World of Warcraft Legion: Dalaran Jaina Theme
World of Warcraft Legion: Dalaran Halls
World of Warcraft Legion: Dalaran Sewers

World of Warcraft Battle for Azeroth: Warfronts Alliance Music
World of Warcraft Battle for Azeroth: Warfronts Arathi Horde Music
World of Warcraft Battle for Azeroth: Battle for Lordaeron Horde Music
World of Warcraft Battle for Azeroth: Forsaken Flame

World of Warcraft Shadowlands: New Player Experience Human

Heroes of the Storm: Alterac Pass
Heroes of the Storm: Arathi Highlands

The Witcher: Dead City
The Witcher: Last Battle
The Witcher: The Order
The Witcher: Night Approaches
The Witcher: Swamp theme
The Witcher: unnamed Salamandra combat theme
The Witcher: unnamed Order combat theme

The Witcher 2: Within The Mist
The Witcher 2: The Tournament

The Witcher 3 Hearts of Stone: Gaunter o'Dim Theme

The Witcher 3 Blood and Wine: The Night of Long Fangs
The Witcher 3 Blood and Wine: Tesham Mutna

Richard Wagner, Ride of the Valkyries (don't ask me where it plays)

Music [3.0]:
Warcraft 2 Orchestrated Music by VG Music Revisited
Hearthstone: Arthas Menethil
Echoes of War: Journey to Kalimdor
World of Warcraft: Dalaran Dusk

Ancestors Legacy Soundtrack:
Calm Before The Storm
Cold Plains of Britannia
Crown of the Damned
Death Is Nigh
Dreams of Peace
Dreams of Power
Fallen Bretheren
Forgotten Nights
Gallows For The Traitors
Spirits of the Forefathers
These Marshes Shall Be Your Grave

The Witcher 3: Ladies of the Woods
The Witcher 3: Steel for Humans

Thronebreaker: Ysgith
Thronebreaker: The Bloody Mistress

Voices:

Reynart - Generated using ElevensLab. Source: McCree from Overwatch
Inaylia - Original lines from Heroes of the Storm, additional lines generated using ElevensLab. Source: Valeera from Heroes of the Storm
Vespira - Generated using ElevensLab. Source: Kelly the Frost Archer from V Rising by Stunlock Studios
Eldin - Original lines from World of Warcraft, additional lines generated using ElevensLab. Source: Rhonin from World of Warcraft.
Margoth - Original lines from Starcraft 2, additional lines generated using ElevensLab. Source: Tychus from Starcraft 2.
Thamdan - Original lines from Heroes of the Storm. Source: Vandar announcer.
Archer - Generated using ElevensLab. Source: Vanilla Peasant
Spearman - Generated using ElevensLab. Source: Vanilla Footman
Rider - Generated using ElevensLab. Source: Vanilla Footman
Arbalist - Generated using ElevensLab. Source: Vanilla Footman
Hydromancer - Generated using ElevensLab. Source: Vanilla Archmage
Dropship - Generated using ElevensLab. Source: Gazlowe from Heroes of the Storm
Legionnaire - Generated using ElevensLab. Source: Vanilla Footman
Discordant - Generated using ElevensLab. Source: Valla from Heroes of the Storm
Cleanser - Generated using ElevensLab. Source: Mercy from Overwatch
Hunter - Generated using ElevensLab. Source: Vincent the Frostbringer from V Rising by Stunlock Studios
Marksman - Generated using ElevensLab. Source: Vincent the Frostbringer from V Rising
Cataphract - Generated using ElevensLab. Source: Inquisitor Paladin from V Rising by Stunlock Studios
Protector - Generated using ElevensLab. Source: Harvest Golem from World of Warcraft. Additional editing by Nyctaeus.
Battlemage - Original lines from Heroes of the Storm. Source: Medivh.
Ranger - Original lines from World of Warcraft, additional lines generated using ElevensLab. Source: Matthias Shaw.
Gunship - Original lines from World of Warcraft, additional lines generated using ElevensLab. Source: Catherine Rogers.
Thamdan - Original lines from Heroes of the Storm, additional lines generated using ElevensLab. Source: Vanndar Stormpike

Voices 3.0:
Thardis Villenfall - Generated using ElevensLab. Source: Sir Palmerin froom Witcher 3
Valena - Generated using ElevensLab. Source: Vampire Diva from Witcher 3
Valena (Lich) - Generated using ElevensLab. Source: Auriel Demonic from Heroes of the Storm
Aedale - Generated using ElevensLab. Source: Qhira from Heroes of the Storm
Aliden Perenolde - Generated using ElevensLab. Source: King Beggar from Witcher 3
Valenthar Hath - Generated using ElevensLab. Source: Overseer from V Rising
Faranell Hath - Generated using ElevensLab. Source: Olgierd from Witcher 3: Hearts of Stone
Ulrich Falconcrest - Generated using ElevensLab. Source: Bloody Baron from Witcher 3
Vael - Generated using ElevensLab. Source: Whoreson Junior from Witcher 3
Mokosh - Generated using ElevensLab. Source: Curse Weaver from V Rising
Ambusher - Generated using ElevensLab. Source: Bandit from Warcraft
Pathfinder - Generated using ElevensLab. Source: Bandit from Warcraft
Javelinman/Skirmisher - Generated using ElevensLab. Source: Bandit from Warcraft
Enforcer - Generated using ElevensLab. Source: Maceman from Stronghold 2
Winged - Generated using ElevensLab. Source: Knight from Stronghold 2
Outcast - Generated using ElevensLab. Source: Vanilla Archmage
Survivalist - Generated using ElevensLab. Source: Sukrus from Witcher 3
Vagabond - Generated using ElevensLab. Source: Raynor from HOTS
Whispess - Generated using ElevensLab. Source: Weavess from Witcher 3
Defiless - Generated using ElevensLab. Source: Polora the Feywalker from V Rising
Gryphon Marauder - Generated using ElevensLab. Source: Vincent the Frostbringer from V Rising
Parrot - Generated using ElevensLab. Source: Junkrat from Heroes of the Storm
Fleshtearer - Generated using ElevensLab. Source: Stitches from Heroes of the Storm
Various NPCs from Alterac Pass - Generated using ElevensLab using various voices from the Witcher 3
Various Undead - Generated using ElevensLab. Source: Leoric from Heroes of the Storm



Chronicles of Second War: Ironforge Footman Soundset by ShadiHD
Chronicles of Second War: Ironforge Knight Soundset by ShadiHD
Chronicles of Second War: Ironforge Worker Soundset by ShadiHD


Tools:

WoWExport
Retera's Model Studio
BLP Lab by Shadow Daemon
Mdlvis by Anonymous
Mdx Pather
Ladik's MPQ Editor
Ladik's CASC Viewer
War3 Model Editor by Magos
Button Manager v1.8.2 by Shadow Daermon
Inkarnate (loading screen maps)
Blender
Adobe Photoshop
Hiveworkshop Icon Borderizer
ElevensLab

  • DISCLAIMER:

Please do not edit the campaign and the maps without our permission. Do not rip assets from campaign file and respect the authors of them. If you don't know who made asset you want to take, feel free to ask.

It's highly recommended to play on Warcraft 3 1.31.
The campaign is playable on Reforged 2.0, but you can encounter issues (see above). On Reforged we recommend playing on SD (NOT HD or Classic HD).


  • WHY THERE ARE MULTIPLE CAMPAIGN FILES:
  • If you want to start from the beginning, download the default ExodusTheVioletGate file.
  • If you were in the middle and want to continue on newer patch, download file ExodusTheVioletGateAllChaptersUnlocked.
The only difference between those two files is the initial visibility of the maps. Your heroes stats and items are stored in a Game Cache, so they will be available on the new version. However, you will no longer be able to load your previous save files.
  • And if you prefer playing with Chinese subtitles, you can pick ExodusTheVioletGateCN - Chinese translation provided by @NovaLan

  • LOCALIZATION HISTORY:
  • English (original) version
  • [2023.04.03] Added Chinese localization for version 2.01 provided by @NovaLan
  • [2023.04.10] Updated Chinese localization to 2.02 provided by @NovaLan
  • [2025.04.10] Updated Chinese localization to 3.05.1 provided by @NovaLan
Contents

Exodus: The Violet Gate 3.05.2 (Campaign)

Exodus: The Violet Gate 3.05.2 (Campaign)

逃亡:紫罗兰之门 3.05.1 (Campaign)

Macielos

Hosted Project: W3E
Level 23
Joined
Jul 9, 2010
Messages
395
I'm playing on version 1.30.4 when I put the files in the campaign it doesn't show on custom campaign. any idea how to solve this problem?
Download 1.31 ;).
 
Last edited:
Level 7
Joined
Oct 12, 2020
Messages
82
We're working on improvements :].

We're also working on fully script-based AI for the sequel. Blizzard's AI seems to be highly unpredictable by it's very nature, and often does crazy things. To this day I remember 4 battering rams deployed at me by Peanut Syndicate AI in M04, despite the fact that we set a single ram. And the list of issues like that is still growing..

We can't really implement it retroactively to TVG as it would require us to rebalance everything from scratch. Hopefully the sequel will be more free of similar issues.

You can increase cap limit of Vimthurn forces by completing a subquest [and gain access to kickass Gunships ^^]. Dropships will have their supply cost removed in the next patch. It's kinda oversight on our end that we noticed, but lost among other things we had to do before the release.
i guess that was what lead to my downfall as i had beaten all the scourge bases before going to look for the guy also excited to know the issues are being addressed!
 
Level 2
Joined
Oct 25, 2023
Messages
9
Download 1.31 ;).
Mah men Thanks:goblin_yeah:
 

Macielos

Hosted Project: W3E
Level 23
Joined
Jul 9, 2010
Messages
395
i guess that was what lead to my downfall as i had beaten all the scourge bases before going to look for the guy also excited to know the issues are being addressed!
You were fairly warned in the cutscene what would happen if you destroy one side too quickly. That is - apart from the terrain - the main challenge in this map ;).
 
Level 7
Joined
Oct 12, 2020
Messages
82
You were fairly warned in the cutscene what would happen if you destroy one side too quickly. That is - apart from the terrain - the main challenge in this map ;).
hmm maybe ai went wrong then? because the only base i destroyed was the one where alliance sets up their base and then both started never ending attacks on me, still thanks for the advice i will def remember that for hard more :goblin_yeah:
 
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Macielos

Hosted Project: W3E
Level 23
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Messages
395
hmm maybe ai went wrong then? because the only base i destroyed was the one where alliance sets up their base and then both started never ending attacks on me, still thanks for the advice i will def remember that for hard more :goblin_yeah:
Okay, so that's not the case, only after destroying all 3 northern Scourge bases or all 3 southern Forsaken bases the other side's spawned flyers start hitting your base instead. Otherwise, that's just standard AI attacks which - I admit - are pretty strong on this map, especially the flyers. You need strong tower defense and high mobility with your heroes to fend them off. Unfortunately AI has a dose of randomness in it, so it may happen that several attacks will hit you at the same time.
 
Level 7
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Okay, so that's not the case, only after destroying all 3 northern Scourge bases or all 3 southern Forsaken bases the other side's spawned flyers start hitting your base instead. Otherwise, that's just standard AI attacks which - I admit - are pretty strong on this map, especially the flyers. You need strong tower defense and high mobility with your heroes to fend them off. Unfortunately AI has a dose of randomness in it, so it may happen that several attacks will hit you at the same time.
yeah wc3 ai always was weird but it's good that are heroes are so strong so they can fend off all the attacks
 

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,164
Hmm... Now that you mentioned it...

Hey @deepstrasz, can we have a HC :]?
What's HC?
I'm a bit reluctant to give it the High Quality status since it's mostly eye candy, gameplay mechanics being Warcraft III core material.
However, I'll cautiously shove it there for the artistic work.
 

Macielos

Hosted Project: W3E
Level 23
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Messages
395
What's HC?
I'm a bit reluctant to give it the High Quality status since it's mostly eye candy, gameplay mechanics being Warcraft III core material.
However, I'll cautiously shove it there for the artistic work.
It's not just eyecandy, it's also "earcandy" - AI-generated voicelines of majority of units :p.

Plus lots of other content and mechanics we added since 2.00, like expanding custom techtrees and unique skillset for Vespira in the bonus chapter. It was always meant to be a classic RTS campaign just like e.g. Arkain, but we did our best to keep the gameplay diverse, fresh and enjoyable.

Anyway, thank you very much for HQ and we promise to try even better next time. I've already dived into LUA scripting and have quite a lot of custom mechanics already coded for the sequel, so stay tuned.
 
Level 2
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Dec 5, 2023
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2
To me this is the best a.c. I played as well as Ice Avatar. I like maps, landscapes especially. It was amazing experience wish there were more such an attitude towards the game.
 
Level 9
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May 12, 2018
Messages
145
I thought the title "Exodus: Violet Gate" just meaning Dalarans(or its some special structures) and its alliance story but the identity is rather surprising. Very apt title.

Environmental works and terraining techniques are so good,
They entertained my eyes, providing a more lively background.
But it's a bit sad and they give me some confusing that there are often Doodad trees mixed between harvestable trees.

Appropriate BGMs helped me stay immersed in gameplay.

It was a lot of fun to have interesting and diverse chapter quest types evenly distributed.

3d model of Enclave's Marksman causes framedrops so bad. I had to arbitrarily delete Marksman's custom model to somehow further proceed with this campaign.
A.gif

Because the event in which Spearman's passive: additional damage happens in the moment when units tries attacking, not the detection of damage done, the effect of Spearman's passive can be amplified powerful with "S" control. However, this does not sharply reduce the difficulty of the campaign, as the selection rate of the barracks units drops towards the second half of the chapters.
The fly height of the air units is so high that it's a little confusing in visibility and gameplay.

There are a little disappointing in the game-level design.
In a chapter cooperating with Vimthorn Dwarves, rather not letting maroon undead go extinct and not bringing in a ranger troops makes the game more easily.
There's no reason to provoke the powerful Alteraci skirmishers, as they're activated when we bail a town, and they're automatically created by trigger periodically and quickly. That's because when they get into action, the total number of enemy units is so many that it's almost impossible to scorch earth the bases where the Alteraci heroes are located. Also, Warcraft III's upkeep is a great balancing mechanism on a multiplay-ladder basis, but in campaigns, upkeeps often triggering the progress that makes games boring, the level design is extremely difficult. (Think of chapter 02 of TFT Alliance. You'll need to gather over 6,000 golds and lumbers and build a few dozen cannon towers right in front of the green undead base, fill 100 food forces, and then launch an attack.)
In the part where the enemy unit is periodically created with triggers(boss-fight, maze search), the enemy units creation cycle is too fast and the core target's HP is not high, so consistently dealing with the core target very quickly is the top priority. There is no the boss type that is to attack the minions first and then accumulating the damage to the bosses(If I do this, lose).

AI scripts written with AI Editor has low quality.
It easily stops functions just by killing top prioritized units or structures that are in the build order, and they often do not send attackwaves properly.
It sends too many, or too little, or it breaks the exact time the producers intended.
WAI's advantage is to detect allies or players is being attacked and sending reinforcements, but there are more disadvantages...
Since it sends additional reinforcements to the attackwave that should end neatly with a suiciding charge, this shows an polarizing that completely breakdown defenseline in difficult situation or they overspent too many units and then we can clear their bases easily.

I was able to enjoy completing this campaign because there was no part that significantly reduced the fun of the game as a whole except for the frame drop.
 
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Level 28
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Jul 26, 2008
Messages
1,491
I played this back at the start of last year, so I am guessing most of the things I was going to comment on have already been fixed.
Just wanted to say this was a fantastic campaign, and I am shocked a campaign with a story about aliens from another world managed to be woven so seamlessly into the normal story of Wc3. Also, really great to see an old campaign be remade into something so amazing (it was good back in its original form, but this is like on another level).
 
Level 22
Joined
Oct 16, 2021
Messages
269
I played this back at the start of last year, so I am guessing most of the things I was going to comment on have already been fixed.
Just wanted to say this was a fantastic campaign, and I am shocked a campaign with a story about aliens from another world managed to be woven so seamlessly into the normal story of Wc3. Also, really great to see an old campaign be remade into something so amazing (it was good back in its original form, but this is like on another level).
Orc are aliens from another world, Burning Legion are aliens from another world... So we injected what fits in :].

Also, thank you for the rating. We just made to the first page of maps sortred by "Highest rating" :]. Thank you all, who left kind words and high ratings. It's an honor and pleasure to be among such gems like Curse of the Blood Elves, Shadows of Hatred, Re-reforged, CSW or Arkain :].
 
Level 11
Joined
Dec 31, 2008
Messages
205
Whoa~ this campaign was too good.

I spent this month weenkends playing this, I'm gonna miss it. Thank you guys for such wonderful work.

High quality, Bliz style but with some new touchs, beautiful scenery throughout the campaign, good character designs and custom models (the AI generated voices added more flavour to the personalities of each of them), custom models also on point and HQ.

Overall a really nice experience, I don't know if this had a hard mode difficulty but I played on that and was really challenging.

I recommend playing this campaing.

Guys, congrats, such a big project and it's so good!

I'll love to see what's comming to our heroes on the Enclave ~
 

Macielos

Hosted Project: W3E
Level 23
Joined
Jul 9, 2010
Messages
395
help my w3 didnt detect the custom campaign file. im using w3 1.30.4 patch
You already answered yourself ;). Download 1.31 from here:
 
Level 8
Joined
Apr 14, 2011
Messages
467
Hey there, I got Reforged a couple weeks ago and started to play Custom Campaigns, got to play this one and here's my experience, I'm playing on current version (1.36.1) and probably issues of gameplay are related to the version since I saw it was recommended on 1.31, so, here we go!
Story: Story's pretty good, I ended up liking all characters, probably Inaylia more than all, Eldin was a little boring in my personal taste (in his personality, his skill set was pretty likable) but he works in his role, the other characters are fine, probably Margoth with his taunt lines are a quite...annoying when heared across all map lol, but they were funny at the start, good job on the story and characters development!
Gameplay: Okay so...I started playing on Hard, it was all good until middle of story where I just switched to Normal because it started feeling a bit unfair than challenging, enemy attacked with really tough attacks and since ally AI in some maps wasn't helping at all, it's hard to deal with some maps being a 1v4 or 1v3 tbh, can be that I'm not that good to play on Hard, yet last couple of missions felt like such a massacre difficult even on Normal <.<, last boss fight minions were never ending! Chapter 2 and Chapter....7-8 was it where we help Alteraci escort convoys and fight the Forsaken? Well, those ones were my favourites, loved them! I completely skipped Chapter where we coop with the dwarves, nothing personal, just that I felt that if it was hard to control 1 base in Normal, I'd really struggle more controlling 2, specially a new race all of a sudden
Terrain and art: Nothing bad in these ones, terrain was pretty good (Though the bridges sometimes were a bit annoying due to the amount of troops that go through them and end up stucking) maps were diverse in position of bases and expansions, was cool to explore most of them
Campaign was really good! Hope it gets more known and people speak of it.
 

Macielos

Hosted Project: W3E
Level 23
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Jul 9, 2010
Messages
395
For those who might have missed it - we've published the first bunch of lore stuff from the upcoming Exodus 2. Grab it here:
 
Level 3
Joined
Apr 18, 2017
Messages
24
hey, i have run into some crash problems starting in chapter 8. the crash seems random. is there a solution for this, or am i the only one with this problem?
i'm playing patch 1.31.

pls help! would rly like to finish the campaign
 
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Macielos

Hosted Project: W3E
Level 23
Joined
Jul 9, 2010
Messages
395
hey, i have run into some crash problems starting in chapter 8. the crash seems random. is there a solution for this, or am i the only one with this problem?
i'm playing patch 1.31.

pls help! would rly like to finish the campaign
Well, several people experience crashes from time to time, but it's difficult to compare them. I don't remember any in this particular map. Can you provide a save file so that I could reproduce the crash? Does it happen in a particular moment of the mission, e.g. during enemy attack, or after a specific time?
 
Level 3
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Messages
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Well, several people experience crashes from time to time, but it's difficult to compare them. I don't remember any in this particular map. Can you provide a save file so that I could reproduce the crash? Does it happen in a particular moment of the mission, e.g. during enemy attack, or after a specific time?
well, the crash only appeared in chapter 8. i juts saved every ten minute, and then it was playable.
 
Level 2
Joined
Apr 1, 2024
Messages
1
Really liked this one will definitively do the next!

here some my through/criticism:

I found the story well made especially how it integrate in the existing lore but i feel a lot of what is said could be left unsaid or said with less detail, i don't think we need everything written to understand what going one in every one head, this is probably not helped by the fact we cannot skip a line of text even if no voice over (i understand that it's an engine problem)

gameplay wise a lot of interesting mission with diverse/interesting premise but too difficult for me in normal especially in rts segment, we are often swarmed by enemy which make me often ignore optional objectif before every thing is dead on the map because i just don't find time to care.

i really like the new "race" visually or gameplay wise the forsaken/enclave/humain where a delight to see/play/confront

same from the hero even if i think rainardt may need some work on is face ^^ (might be an eyebrow thing not sure)

all in all really good campaign!
 

Macielos

Hosted Project: W3E
Level 23
Joined
Jul 9, 2010
Messages
395
Really liked this one will definitively do the next!

here some my through/criticism:

I found the story well made especially how it integrate in the existing lore but i feel a lot of what is said could be left unsaid or said with less detail, i don't think we need everything written to understand what going one in every one head, this is probably not helped by the fact we cannot skip a line of text even if no voice over (i understand that it's an engine problem)

gameplay wise a lot of interesting mission with diverse/interesting premise but too difficult for me in normal especially in rts segment, we are often swarmed by enemy which make me often ignore optional objectif before every thing is dead on the map because i just don't find time to care.

i really like the new "race" visually or gameplay wise the forsaken/enclave/humain where a delight to see/play/confront

same from the hero even if i think rainardt may need some work on is face ^^ (might be an eyebrow thing not sure)

all in all really good campaign!
Thanks for the feedback.

As for dialogs, there's a thin line after which a detailed storytelling may become an over-exposition. It's even more problematic in our next campaign as there's even more to tell about Jiluun, but we're keeping it in mind and trying to be more concise + I have scripted a new dialog window with optional choices and skipping single lines.

Reynart will get a facelifting, we've already hinted his new look in the meme thread :p.
 
Level 22
Joined
Oct 16, 2021
Messages
269
I found the story well made especially how it integrate in the existing lore but i feel a lot of what is said could be left unsaid or said with less detail, i don't think we need everything written to understand what going one in every one head, this is probably not helped by the fact we cannot skip a line of text even if no voice over (i understand that it's an engine problem)
Exodus was founded on a philosophy, that detail, nuance, portrayal and impression are key factors that determine enjoyable experience. This is deliberate artistic choice that indeed stretches the experience, but it's far from adding fake content for the sake of gameplay lenth. Plot is more character driven then classic campaigns and there is much more psychology underneath simply because it's much easier for us to tell a story from perspective of ingame characters rather then Medivh-like narrator of external spectator of events.

Sequel will feature more options to customize the experience both gameplay- and narrative-wise. Most long talks will be relegated to active camp phase [SevenBlood's Orc Campaign-style] between missions, rendering many activities optional. All dialogues in the campaign will be done using fully-scripted, RPG-style dialogue window so everything will be skippable.

But in the end, this is still Exodus with its signature, long and detailed dialogues, rich character development and detailed lorebuilding. This is core feature of Exodus that makes it unique, among other things. This is the form we prefer, and this is the form we will continue to deliver out content in. We do not intend to change it, but rather prefer to make it easier to digest or even skip if somebody just wants to go for the throats of whatever eldritch abominations we will challenge players with in Exodus 2.
 
Level 2
Joined
Apr 10, 2024
Messages
4
Exodus was founded on a philosophy, that detail, nuance, portrayal and impression are key factors that determine enjoyable experience. This is deliberate artistic choice that indeed stretches the experience, but it's far from adding fake content for the sake of gameplay lenth. Plot is more character driven then classic campaigns and there is much more psychology underneath simply because it's much easier for us to tell a story from perspective of ingame characters rather then Medivh-like narrator of external spectator of events.

Sequel will feature more options to customize the experience both gameplay- and narrative-wise. Most long talks will be relegated to active camp phase [SevenBlood's Orc Campaign-style] between missions, rendering many activities optional. All dialogues in the campaign will be done using fully-scripted, RPG-style dialogue window so everything will be skippable.

But in the end, this is still Exodus with its signature, long and detailed dialogues, rich character development and detailed lorebuilding. This is core feature of Exodus that makes it unique, among other things. This is the form we prefer, and this is the form we will continue to deliver out content in. We do not intend to change it, but rather prefer to make it easier to digest or even skip if somebody just wants to go for the throats of whatever eldritch abominations we will challenge players with in Exodus 2.

Macielos and Nyctaeus would you implement this mod Exodus in to Quenching mod ? It is mod for warcraft reforged​

 

Macielos

Hosted Project: W3E
Level 23
Joined
Jul 9, 2010
Messages
395
Macielos and Nyctaeus would you implement this mod Exodus in to Quenching mod ? It is mod for warcraft reforged
Sorry, we don't have such plans. If I may ask, what do you need it for? Custom campaigns are once again supported in Reforged and lots of its other features are for HD graphics while we stay on SD.
 
Level 2
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Apr 10, 2024
Messages
4
Sorry, we don't have such plans. If I may ask, what do you need it for? Custom campaigns are once again supported in Reforged and lots of its other features are for HD graphics while we stay on SD.
because your custom campaign Exodus is best for me, so I wanted play it on the best possible HD on the Quenching mod

You could create skirmish also with all that stuff from Exodus with more units for all factions and create for example new playable faction - Dwarves

Rifleman for human faction can be replace by Longbowman with model similar as this https://www.historic-uk.com/wp-content/uploads/2017/04/the-history-of-the-english-longbow.jpg it look very nice and then Human faction will be with classic human units - footman, longbowman, spearman, knight
 

Macielos

Hosted Project: W3E
Level 23
Joined
Jul 9, 2010
Messages
395
because your custom campaign Exodus is best for me, so I wanted play it on the best possible HD on the Quenching mod
Well, you can play Exodus on HD on latest Reforged, but it looks very weird with a mix of custom SD and native HD doodads and units. We rather aim at "SD+", with SD as a base, but with wider variety and quality of doodads, units and effects. As for Quenching mod, I didn't track its development after 1.32, so it's difficult to advise anything.

You could create skirmish also with all that stuff from Exodus with more units for all factions and create for example new playable faction - Dwarves
The problem is that lots of these factions are not balanced for skirmish and would need lots of work to make them playable and polished - hotkeys, descriptions, upgrades, voice acting, missing types of units, e.g. flyers for Syndicate or Ogres. A sequel will have more balanced factions and it's possible it will one day receive a skirmish mode, but it has rather low priority - our focus is on the campaigns and story.

Rifleman for human faction can be replace by Longbowman with model similar as this https://www.historic-uk.com/wp-content/uploads/2017/04/the-history-of-the-english-longbow.jpg it look very nice and then Human faction will be with classic human units - footman, longbowman, spearman, knight
Reynart has low tech Archer militia and high-tier arbalests in early game to show how low on resources his troops are, but we don't want to make the entire Alliance low-tech. Steam and gunpowder were already common in base WC3.
 
Level 2
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Apr 10, 2024
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4
Well, you can play Exodus on HD on latest Reforged, but it looks very weird with a mix of custom SD and native HD doodads and units. We rather aim at "SD+", with SD as a base, but with wider variety and quality of doodads, units and effects. As for Quenching mod, I didn't track its development after 1.32, so it's difficult to advise anything.


The problem is that lots of these factions are not balanced for skirmish and would need lots of work to make them playable and polished - hotkeys, descriptions, upgrades, voice acting, missing types of units, e.g. flyers for Syndicate or Ogres. A sequel will have more balanced factions and it's possible it will one day receive a skirmish mode, but it has rather low priority - our focus is on the campaigns and story.


Reynart has low tech Archer militia and high-tier arbalests in early game to show how low on resources his troops are, but we don't want to make the entire Alliance low-tech. Steam and gunpowder were already common in base WC3.
that graphic and gameplay is absolutely masterpiece. I would wish Exodus campaign on that mod together with Blood Elf, Dwarf and Naga as playable factions in skirmish
 

Macielos

Hosted Project: W3E
Level 23
Joined
Jul 9, 2010
Messages
395
that graphic and gameplay is absolutely masterpiece.
It definitely looks beautiful, I was very impressed by Re-Reforged with Quenching mod on YT, but making HD custom assets is much more time-consuming, there are fewer sources of them (e.g. you can't rip them from WoW) and Exodus sequel will feature even more of them. That would add tons of effort to an already gigantic project made mostly by 2 people with their own lives, so I hope you understand it's beyond our capabilities.

I would wish Exodus campaign on that mod together with Blood Elf, Dwarf and Naga as playable factions in skirmish
Blood Elves and Naga are unrelated to our story, apart from frequent jokes about Kael'thas :p. So if there's ever going to be a skirmish, it will only add factions that we already have in our campaigns. But for now we aim to deliver you an even longer and more ambitious Exodus 2 campaign ;).
 
Level 2
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Apr 10, 2024
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4
It definitely looks beautiful, I was very impressed by Re-Reforged with Quenching mod on YT, but making HD custom assets is much more time-consuming, there are fewer sources of them (e.g. you can't rip them from WoW) and Exodus sequel will feature even more of them. That would add tons of effort to an already gigantic project made mostly by 2 people with their own lives, so I hope you understand it's beyond our capabilities.


Blood Elves and Naga are unrelated to our story, apart from frequent jokes about Kael'thas :p. So if there's ever going to be a skirmish, it will only add factions that we already have in our campaigns. But for now we aim to deliver you an even longer and more ambitious Exodus 2 campaign ;).
I'm glad you're working on Exodus 2. I'm looking forward to that campaign.
 
Level 22
Joined
Oct 16, 2021
Messages
269
Yeah, sorry pal. The art style I assembled for Exodus was supposed to save me lots of time and effort at asset development. Believe me, as a guy who works in game industry [and entertainment in general] and make 3D assets for living, this would be tremendous effort that's pretty impossible for one guy with full-time job.

I can easily say, that the art style of Exodus simply made the project possible.
 
Level 22
Joined
Oct 16, 2021
Messages
269
Try at your own risk I guess. If I remember correctly, it uses no Reforged features, no fancy coding, all textures are blp and it's based only on the old guts of WC3. In theory it should run on older builds, but we cannot guarantee stability on anything but 1.31. This far, several people attempted to run it only on Reforged, with minor bugs.
 
Level 4
Joined
May 29, 2017
Messages
30
This is one of the best campaigns I ever played, great thrilling story, good balance, rewarding missions, great dialogue and many others and most importantly amazing cursive storyline which just keeps you involved and immersed in the game amazing work guys now I just wanna play the sequel.
 
Level 3
Joined
Aug 17, 2017
Messages
14
ps. pls coop with someone who does ai voiceovers, which would turn it from 10/10 to 11/10

pss. Also add trigger zone as a mission completion so the player could look after secondaries if it happens, so he does the main objective first. Just have to replay an hour-long mission cos of this -_-

It's like zero effort from intoducing it mechanicalli nor from lore perspective cos in literally each mission you going somewhere.
 
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Level 2
Joined
May 9, 2023
Messages
4
Is map 11 supposed to be THIS hard? I'm playing on normal and while most maps required of me replaying them to adjust strategy, it never felt like I just can't win. With map 11 and I've been happily destroying outlying outposts of the enemy for 20 minutes and all seemed manageable... Until the biggest swarm of units I've ever seen in Warcraft came at me, I really can't think of anything I could do to beat that mass of flesh. Is this case of skill issue or 2.0 version causes AI to be hyper aggressive (I've had a couple of crashes and some weird floor tiles but otherwise it was fine).
 
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