Warcraft 3 Re-Reforged: The Scourge of Lordaeron

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




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

FEATURES

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

PROJECT'S SUBFORUM




DOWNLOAD THE INSTALLER BEFORE PLAYING THE CAMPAIGN
ONLY COMPATIBLE WITH REFORGED GRAPHICS OPTIONS, USING THE OLD TERRAIN OPTION


FAQ
  • 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 SUPPORTED LANGUAGES

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


SHOWCASES


















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


CREDITS

About me

Custom assets

Custom systems

Voice actors

Translators

Acknowledgements

Patrons Hall of Fame


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

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

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

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


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


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

    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.

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

  • 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

01/13/2025


  • 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

This version makes the campaign compatible with the new installer, also adding translation in all languages. It also adds a bunch of general fixes and improvements.
  • Updated Mission 08 (Dissension) [v1.3]:
    • Fixed an issue with some dwarven buildings not being correctly covered in snow
  • Updated Mission 07 (The Shores of Northrend) [v1.3]:
    • Fixed an issue with some items being wrongly assigned to the AI heroes.
  • Updated Mission 04 (The Cult of the Damned) [v1.6]:
    • Fixed an issue with camera panning in the final battle against Kel'Thuzad.
    • Fixed an issue with Scroll of Teleportation bringing player heroes behind a tent.
  • Updated Mission 02 (Blackrock and Roll) [v1.6]:
    • Fixed an issue where buildings were counted as possible soldiers in the Searinox Hunt UI.
    • Fixed an issue where Searinox Hunt UI could disappear if some conditions were met.
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...
I have a question... Was Filson location changed in "The Culling" or removed completely. I know about Kam reference and i saw his quote (used iseedeadpeople cheat because it's bugged). I thought it could be joke and reference for his location, but i didn't found. So could you confirm, that Filson was removed?

And by the way, was LotR reference from "Cult of the Damn" also removed? Srry didn't speak English for too long.

Updated: I found it. Now i should find out how to get the talisman.

You can't get the talisman ;)
 
Level 2
Joined
Sep 28, 2024
Messages
2
What an AMAZING job you did here, InsaneMonster! Ive played both Prelude & Human campaigns and Im willin to play the Undead one
Had to create an account just to contratulate you :smile:

BTW if you need help with the spanish location id love to help you
 
Level 2
Joined
Jul 26, 2018
Messages
7
Well, i don't know if it's because of all the immense praise that my expectations were set too high, or if im just being way too pretentious, but this campaign left me feeling empty. I just didn't enjoy it in all honesty. Big part might have been played by the forced switch to the abomination that is reforged graphics,i won't deny i do have some bias against it,but even after i go past that im not left with much. What i did appreciate is the attention to details and the extra lore. And before i give any sort of criticism, the work put in this campaign, regardless if the end product wasn't that great is very clear,so even if i didn't enjoy it, i won't deny the hard work that went into it.

Now... Maybe i shouldn't have expected anything that changed the vanilla experience too much, or maybe at all, but i did. Like some flavour to different units, some new abilities new units and all. The demi-hero units were there, it's their reveal that made me keep playing after the first 2 missions really. Also, on that note, im not sure if it's a bug or something, but i couldn't revive them at all. I took them out myself on multiple missions just to test it out.

As for the new content, the biggest dissapointment were the bosses, all 3 of them(maybe i missed some secret boss or something not sure). Why were they dissapointing to me? All 3 of them shared the same gimmick where they take enough damage and go invulnerable either spawning minions (searinox) or to launch some slow attack that you only fail to dodge due to the amazing pathing of W3. Or since we felt ambitious doing both the gimmicks in the Guardian fight. A good ideea with a poor execution. Not to mention not one of them dropped anything.

And as an ending note, i really expected to play at least a mission as the dwarven expedition, seeing how you went out of your way to give them a custom faction and all. And finding out i never get to really ticked me off.
 
Well, i don't know if it's because of all the immense praise that my expectations were set too high, or if im just being way too pretentious, but this campaign left me feeling empty. I just didn't enjoy it in all honesty. Big part might have been played by the forced switch to the abomination that is reforged graphics,i won't deny i do have some bias against it,but even after i go past that im not left with much. What i did appreciate is the attention to details and the extra lore. And before i give any sort of criticism, the work put in this campaign, regardless if the end product wasn't that great is very clear,so even if i didn't enjoy it, i won't deny the hard work that went into it.

Now... Maybe i shouldn't have expected anything that changed the vanilla experience too much, or maybe at all, but i did. Like some flavour to different units, some new abilities new units and all. The demi-hero units were there, it's their reveal that made me keep playing after the first 2 missions really. Also, on that note, im not sure if it's a bug or something, but i couldn't revive them at all. I took them out myself on multiple missions just to test it out.

As for the new content, the biggest dissapointment were the bosses, all 3 of them(maybe i missed some secret boss or something not sure). Why were they dissapointing to me? All 3 of them shared the same gimmick where they take enough damage and go invulnerable either spawning minions (searinox) or to launch some slow attack that you only fail to dodge due to the amazing pathing of W3. Or since we felt ambitious doing both the gimmicks in the Guardian fight. A good ideea with a poor execution. Not to mention not one of them dropped anything.

And as an ending note, i really expected to play at least a mission as the dwarven expedition, seeing how you went out of your way to give them a custom faction and all. And finding out i never get to really ticked me off.

While I do appreciate the criticism, this is what you were supposed to expect:
1728497042008.png


In general it is like the vanilla experience... just modernized and reimagined. It's not a different game, and it was never meant to be. I guess this also applies to Reforged itself as it was originally envisioned since I have had the pleasure to talk with those who were in the buttons room back then, and to discuss with them what they planned to do and what not.
 
Level 3
Joined
Oct 4, 2024
Messages
11
Excuse me, when will the translation into other languages be ready? (Russian) Otherwise, I wanted to replay this masterpiece, but it will only be comfortable in my native language :(
You can get translated text only resources on the author's Discord
 
Level 3
Joined
Oct 29, 2011
Messages
22
Love what you've done with these redone Campaigns, but I have run into a very specific issue that I hoped you might've been able to help.

I wanted to import the following Lordaeron variant troops to the Campaign maps to make Arthas' army more cohesive:

I can get everything imported just fine, and even get the models to show up in World Editor, but when I go to save the map, at the end of the save process I get an error (screenshot attatched), and the entire Campaign is corrupted, and cannot be opened with World Editor anymore. After importing each file one by one, I've deducted that on both models, there is one .dds texture that causes the crash.

However, if I open a completely new map, I can import the models and textures just fine, and also save it without any type of crash. Any idea why that my be?
 

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Level 9
Joined
May 12, 2018
Messages
145
I’m replaying this, and during Chapter 5, the game crashed. I destroyed the green undead base before meeting Uther, and after that meeting, the game crashed.
Of course, I know that destroying the undead base before meeting Uther was not intended by the creators. However, I believe the game crashing must be prevented.
JASS:
function AdvSuicideWaveRoutine takes player targetPlayer, real startX, real startY, boolean reachGoalTimeout, boolean enterCombatTimeout, boolean clearGoalTimeout, integer continuePercentage returns nothing
    local integer continuePercentageNew = continuePercentage
    local real previousTargetX = last_target_x
    local real previousTargetY = last_target_y
    local integer state = 0
    local boolean combatEnteredBeforeGoal = false
    local boolean goalReached = false
    local boolean combatEntered = false
    local boolean goalCleared = false
    local boolean continueAttackReducePercentageIfFarAway = continue_attack_reduce_percentage_if_far_away
    local boolean newTargetFound = false
 
    // Reset all timeout seconds
    set wave_reach_goal_sleep_seconds = 0
    set wave_enter_combat_sleep_seconds = 0
    set wave_clear_goal_sleep_seconds = 0
 
    call AdvDebugDisplayToPlayer("AI Info: waiting for attack wave to reach goal...")

    // --- WAIT TO REACH GOAL (OR DIE) ---
    set state = AdvSuicideWaveRoutineReachGoal(reachGoalTimeout)
 
    // Timeout
    if state == 0 then
 
        call AdvDebugDisplayToPlayer("AI Info: attack wave goal reached timeout!")
 
        set goalReached = false
        set combatEnteredBeforeGoal = false
     
    // Dead
    elseif state == -1 then
 
        call AdvDebugDisplayToPlayer("AI Info: attack wave dead!")
 
        set goalReached = false
        set combatEnteredBeforeGoal = false
     
    // Goal reached after figthing
    elseif state == 1 then
 
        call AdvDebugDisplayToPlayer("AI Info: attack wave goal reached after figthing!")
 
        set goalReached = true
        set combatEnteredBeforeGoal = true
     
    // Goal reached before figthing
    elseif state == 2 then
 
        call AdvDebugDisplayToPlayer("AI Info: attack wave goal reached before figthing!")
 
        set goalReached = true
        set combatEnteredBeforeGoal = false
     
    endif
 
    call AdvDebugDisplayToPlayer("AI Info: waiting for attack wave to enter combat...")

    // --- WAIT TO ENTER COMBAT (OR DIE) ---
    set state = AdvSuicideWaveRoutineEnterCombat(enterCombatTimeout)
 
    // Timeout
    if state == 0 then
 
        call AdvDebugDisplayToPlayer("AI Info: attack wave enter combat reached timeout!")
 
        set combatEntered = false
     
    // Dead
    elseif state == -1 then
 
        call AdvDebugDisplayToPlayer("AI Info: attack wave dead!")
 
        set combatEntered = true
     
    // Combat entered
    elseif state == 1 then
 
        call AdvDebugDisplayToPlayer("AI Info: attack wave combat entered!")
 
        set combatEntered = true
     
    endif
 
    call AdvDebugDisplayToPlayer("AI Info: waiting for attack wave to clear goal...")

    // --- WAIT TO CLEAR GOAL (OR DIE) ---
    set state = AdvSuicideWaveRoutineClearGoal(clearGoalTimeout)
 
    // Timeout
    if state == 0 then
 
        call AdvDebugDisplayToPlayer("AI Info: attack wave clear goal reached timeout!")
 
        set combatEntered = false
     
    // Dead
    elseif state == -1 then
 
        call AdvDebugDisplayToPlayer("AI Info: attack wave dead!")
 
        set combatEntered = true
     
    // Goal cleared
    elseif state == 1 then
 
        call AdvDebugDisplayToPlayer("AI Info: attack wave goal cleared!")
 
        set goalCleared = true
     
    endif

    // --- GROUP DEAD ---
    if CaptainIsEmpty() then
 
        call AdvDebugDisplayToPlayer("AI Info: attack wave dead, going back home...")
     
        call SetCaptainHome(ATTACK_CAPTAIN, startX,  startY)
        call CaptainAttack(startX, startY)
     
        if not suicide then
            call Sleep(1)
        endif
     
        call TeleportCaptain(startX, startY)
     
        // Wait for the captain to go back home
     
        loop
     
            call Sleep(1)
         
            exitwhen suicide
            exitwhen CaptainAtGoal()
     
        endloop
     
        call AdvDebugDisplayToPlayer("AI Info: returned home!")
     
        call ClearCaptainTargets()
        call ResetCaptainLocs()
        call AdvSetCaptainHome(BOTH_CAPTAINS)
     
        if not suicide then
            call Sleep(2)
        endif
     
        return
     
    endif
 
    // --- ATTACK FINISHED CONTINUE (IF REQUIRED) ---
    call AdvDebugDisplayToPlayer("AI Info: attack wave finished duty, checking if  should continue...") 
 
    // If attack wave has not fought before reaching goal and then never fought again, it must continue
    if goalReached and not combatEnteredBeforeGoal and not combatEntered then
 
        call AdvDebugDisplayToPlayer("AI Info: attack wave never fought at goal nor to reach it, forcing continue...") 
 
        set continuePercentage = 100
        set continueAttackReducePercentageIfFarAway = false
    endif

    if not suicide and not CaptainIsEmpty() and GetRandomInt(0, 100) <= continuePercentage then

        call AdvDebugDisplayToPlayer("AI Info: attack wave continues to another target!")
     
        set newTargetFound = AdvSuicideWaveLaunch(targetPlayer, 0.0, 0.0, false, true, can_search_units, false, true, true)
     
        if newTargetFound then
            // If target is not close to previous one, decrease the continue percentage (if required)
            if continueAttackReducePercentageIfFarAway and AdvDistance(previousTargetX, previousTargetY, last_target_x, last_target_y) > continue_far_away_radius then
                call AdvDebugDisplayToPlayer("AI Info: reducing percentage of continuing again...")
             
                set continuePercentageNew = continuePercentageNew - continue_attack_reduce_percentage
            endif
         
            call AdvSuicideWaveRoutine(targetPlayer, startX, startY, reach_goal_timeout, enter_combat_timeout, clear_goal_timeout, continuePercentageNew)
         
            return 
        endif
     
    endif
 
    // --- ATTACK FINISHED GO HOME ---
    call AdvDebugDisplayToPlayer("AI Info: attack wave does not continue, going back home...")
 
    call SetCaptainHome(ATTACK_CAPTAIN, startX, startY)
    call CaptainAttack(startX, startY)
 
    // Wait for the captain to go back home
    loop
 
        call Sleep(1)
     
        exitwhen suicide
        exitwhen CaptainAtGoal()
 
    endloop
 
    call AdvDebugDisplayToPlayer("AI Info: returned home!")
 
    call ClearCaptainTargets()
    call ResetCaptainLocs()
    call AdvSetCaptainHome(BOTH_CAPTAINS)
 
    if not suicide then
        call Sleep(2)
    endif
 
endfunction
As one of the frequent users of the Jass AI 2.0 you provided, I dare to suspect that the functions and variables related to Captain(), used in the AdvSuicide function, might cause the game to crash if they are called when there are no structures belonging to the AI player executing this function on the map.

I temporarily bypassed and resolved this issue in the following way:
I placed a dummy structure for the AI Player on the map that the AI would never use (for example, a Human Scout Tower would be suitable if it's Undead) & Paused it & Hid it.
1a. If there is no other AI (B) attacking this AI (A), I left the A's dummy structure on the map indefinitely.
1b. If B is attacking A, B continues to recognize hidden units as valid enemies, so I had to remove it from the game somehow. If B has another enemy (C), and A is wiped out, I moved A's dummy structure to C's base and gave it a Timed Life for twice the longest interval from A's declared attackwave period.

Once (Adv)SuicideOnPlayer is called, AddSleepSeconds keeps being called, and it continuously delays the thread related to the attackwave. Therefore, even if the command integer is sent simultaneously with the annihilation, the attackwave loop doesn't end immediately. So, I often use the method described in 1b. (This is my assumption)
 
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I see mission 5 in this campaign uses DNC models, so this mission would suffer the same fate as explained here: Warcraft 3 Re-Reforged: Exodus of the Horde.


EDIT: After a lot of testing with DNC models, it seems like the ambient intensity setting in light nodes has been buffed. Decreasing ambient intensity will fix the issues introduced in patch 2.0.
 
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Level 3
Joined
Jan 31, 2015
Messages
10
As always, a great project, I'm very glad that there are people who can do this with limited resources. I really liked the mission with capturing points, I think it would be interesting to see a similar method in Warcraft, I was always surprised that they build buildings from gold and wood, and the buildings are also made of stone... Camp tactics are specifically camps, not the construction of cities or villages, but camps, where in principle there is a field kitchen, a forge, and others... It would be great to see more maps like these. Thanks again for such a project, which is nice to replay!👍
 
Level 1
Joined
Nov 25, 2024
Messages
1
Good afternoon. Thanks for the work done. What's wrong with localization? There are localization files, I’ve been trying to figure out for the 5th day that your newest version includes translation, but I’m just learning and can’t understand what needs to be done in the World Editor to make the language I need work. There are old versions with working translations, but I want to play the latest, newest one.
And Arthas in the armor of a Death Knight without a horse is so cool that I’ll try to take him into human company and run around in this outfit. Why weren’t the blizzard mounted animals made into separate units that could fight on their own and need to be mounted.

How did it happen that all the IDs on the cards changed? Why do you need this?

Transferred map file 1 to Ru. The original translation is distinguished by a rich acting imagination, due to which a lot of the meaning and weight of the original author of the plot is lost.
 
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Level 3
Joined
Dec 1, 2024
Messages
7
another extraordinary work by Insane Monster the only mission that didn't convince me was the purge of Stratholme in the original it was raining and the atmosphere was darker otherwise it remains a pearl.
 
Level 3
Joined
Dec 4, 2024
Messages
10
Wow, that was one of the best custom campaigns I've ever played. It's so much better than the original one. The last mission on hard with no hero is insane. It took me like 20 tries to pass it, to only do it 2 seconds before the dwarven base is destroyed. You did what Blizzard should've done when reforged was released. Great job 10/10.
 
INSTALLER TIME!

Changelog (01/13/2025)
This version makes the campaign compatible with the new installer, also adding translation in all languages. It also adds a bunch of general fixes and improvements.
  • Updated Mission 08 (Dissension) [v1.3]:
    • Fixed an issue with some dwarven buildings not being correctly covered in snow
  • Updated Mission 07 (The Shores of Northrend) [v1.3]:
    • Fixed an issue with some items being wrongly assigned to the AI heroes.
  • Updated Mission 04 (The Cult of the Damned) [v1.6]:
    • Fixed an issue with camera panning in the final battle against Kel'Thuzad.
    • Fixed an issue with Scroll of Teleportation bringing player heroes behind a tent.
  • Updated Mission 02 (Blackrock and Roll) [v1.6]:
    • Fixed an issue where buildings were counted as possible soldiers in the Searinox Hunt UI.
    • Fixed an issue where Searinox Hunt UI could disappear if some conditions were met.
 
Level 12
Joined
Apr 21, 2021
Messages
116
I did everything as written in the instructions, but this happened. I tried changing the checkboxes, the old landscape, etc., but the result was the same. The loading screen is also black, it all looks like some kind of lighting problem... Help :(
 

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I did everything as written in the instructions, but this happened. I tried changing the checkboxes, the old landscape, etc., but the result was the same. The loading screen is also black, it all looks like some kind of lighting problem... Help :(

Have you run the installer?
 
Level 12
Joined
Apr 21, 2021
Messages
116
So, I carefully played through the Lordaeron campaign, 2 years later again. A lot of time has passed since then, so, putting on my headphones, taking a blanket and grabbing a mug of tea, I immersed myself in the atmosphere (is there such an expression in English?).

1. Landscape design. He's beautiful, seriously. The attention to detail has motivated me to try to develop myself in this direction, and I think I am making progress. It feels like every bush, every stone and mushroom was carefully placed in the best places for them))

2. Attention to lore. As a child, I felt understatement and lack of information about the universe and characters, and codex significantly increases interest in the game and involvement, something like this was sorely lacking. P.S. I never found pages 3 and 4 of the codex in mission 7, although I tried to find them even with a cheat, I would like to know what is in them or at least where they are

3. Cinematics. I like that almost every dialogue or event is shown from the correct angles :)

General impressions: With each new mission you feel increasing difficulty and tension, I can’t imagine how difficult it was to convey this in the game, but you did it! The lands of Lordaeron are certainly beautiful, but the seemingly abrupt transition to Gloomy Northrend suddenly looks very organic to the narrative. Dark water, inhospitable surroundings and snow caps on buildings look very cool together. I like some variety in missions. I read in the comments that “you can feel the author’s fatigue in the last missions,” which I strongly disagree with. On the contrary, in my opinion, in Northrend you put much more effort into the atmosphere, played with the code and tried to show as many possibilities of the game as possible.
I liked everything, thank you very much for this experience, we look forward to your new works!
P.S. From the context, as I understand it, you have completed the revision of this company (yay! More time for new content and missions! People are hungry for new!), However, I will mention that in many cinematics the lips do not move, and in Northrend there are problems with the terrain (screenshot)
 

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So, I carefully played through the Lordaeron campaign, 2 years later again. A lot of time has passed since then, so, putting on my headphones, taking a blanket and grabbing a mug of tea, I immersed myself in the atmosphere (is there such an expression in English?).

1. Landscape design. He's beautiful, seriously. The attention to detail has motivated me to try to develop myself in this direction, and I think I am making progress. It feels like every bush, every stone and mushroom was carefully placed in the best places for them))

2. Attention to lore. As a child, I felt understatement and lack of information about the universe and characters, and codex significantly increases interest in the game and involvement, something like this was sorely lacking. P.S. I never found pages 3 and 4 of the codex in mission 7, although I tried to find them even with a cheat, I would like to know what is in them or at least where they are

3. Cinematics. I like that almost every dialogue or event is shown from the correct angles :)

General impressions: With each new mission you feel increasing difficulty and tension, I can’t imagine how difficult it was to convey this in the game, but you did it! The lands of Lordaeron are certainly beautiful, but the seemingly abrupt transition to Gloomy Northrend suddenly looks very organic to the narrative. Dark water, inhospitable surroundings and snow caps on buildings look very cool together. I like some variety in missions. I read in the comments that “you can feel the author’s fatigue in the last missions,” which I strongly disagree with. On the contrary, in my opinion, in Northrend you put much more effort into the atmosphere, played with the code and tried to show as many possibilities of the game as possible.
I liked everything, thank you very much for this experience, we look forward to your new works!
P.S. From the context, as I understand it, you have completed the revision of this company (yay! More time for new content and missions! People are hungry for new!), However, I will mention that in many cinematics the lips do not move, and in Northrend there are problems with the terrain (screenshot)

The issue you are facing are due to Reforged. To fix lip sync, just restart the game between missions or reloads. To fix terrain, just leave the map, load the map again from the start and then load the save. It's all Blizzard issues I cannot fix.

Thank you so much for your review, though!
 
Level 2
Joined
Sep 26, 2013
Messages
19
Jaina is having her inventory reset in the Divergent courses, thus preventing the secret boss fight if you have Wirts Leg. Been loving the remake, great work.
is it possible that you quit after March of the Scourge, skipped the interlude and loaded up the culling that way? Because since you never went trough the interlude, that might lead to stuff not loading up properly.
 
is it possible that you quit after March of the Scourge, skipped the interlude and loaded up the culling that way? Because since you never went trough the interlude, that might lead to stuff not loading up properly.

As far as I remember, no. Is the issue reproducible?
 
Level 1
Joined
Mar 7, 2025
Messages
2
Just finished this campaign and WOW that was good. Thanks for restoring what should have been reforged in the first place.

The only things that could be improved are:
the overpower item that you got from diablo boss with Jaina feels unused. Maybe making Jaina's items show up when Murading join Arthas would be nice.
After last chapter there was no "destroy all enemy bases" objective after defense against Malganis. Could have been a nice opportunity to have a "good 'ol boss fight ending".

Nonetheless, just wanted to say thank you. Keep up the good work!!
 
Level 34
Joined
May 14, 2021
Messages
1,596
I don't know why, I opened this campaign with version 2.0, and there seem to be some bugs. For example, the game crashes or the unit model disappears.
The "invisible unit model" was one of the bad bug that Blizzard introduced with the patch, among the other issues.
Certain custom model/unit may become messed up, as does the unit portrait. However, those don't have a negative effect with your gameplay experience.
 
Level 1
Joined
Feb 21, 2024
Messages
3
So this is where I installed the game. Are the assets in the retail folder? I also have the same issue that DepRa did with everything being dark. Is there a way to completely uninstall everything to use the installer again beyond just deleting the campaign in the campaign folder?

1744436050001.png
 
Level 34
Joined
May 14, 2021
Messages
1,596
So this is where I installed the game. Are the assets in the retail folder? I also have the same issue that DepRa did with everything being dark. Is there a way to completely uninstall everything to use the installer again beyond just deleting the campaign in the campaign folder?

View attachment 526368
The new installer will install the appropriate assets inside "retail" folder and also automatically enable the Local Files.

Additionally, it's wise to remove any unnecessary mods before installing this campaign. Some assets may conflict with the others. It appears that you have CSW installed (TOD_Campaign_Assets.csw) along with Re-Reforged.
 
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