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- Aug 3, 2004
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Lok'tar Campaigners!
After nearly five years you have access to the Blizzard campaign gameplay as it was originally planned, and as you briefly experienced from patch 1.33 to 1.36.1. This was the collective effort of a small internal design team consisting of myself with testing and input from a SC2 designer and an extremely dedicated QA member, and community input on lore and accessibility. Our original work took roughly two months. With the recent assistance of Lorn this release has been made possible.
What does this include?
Primary Issue:
The game was not tested for AI difficulty using any type of standards for Easy, Normal, and Hard.
Goal:
Align all campaigns on difficulty
Make sure Hard is challenging to a seasoned veteran
Editing AI files:
Note for Normal:
Handicap removed from all missions
Definitions:
Easy (Story Mode)
Players should require minimal RTS experience
One hand rule
Players should be allowed to make many mistakes and recover
Experiencing the cutscenes, scripted gameplay moments, and plot are the priority
Attack move is expected
Normal
Players should be allowed to make mistakes with minimal punishment
Players should be using their keyboard to build and use unit abilities
Attack move is expected
Hard
Players should be punished for mistakes
Bosses and similar pivotal gameplay moments should be memorable due to how hard they are, while remaining interesting
Players will be expected to use most of the tools at their disposal to complete a mission
Targeting individual units by priority is expected
"Gold Stress" should come into play, meaning the player should feel as though they need to expand at some point rather than relying on a single mine without concern.
General:
Anecdotally I've heard that the efforts to reduce "wasted" startup time building bases has been appreciated. We did this numerous times by providing more workers and making sure they are harvesting coming out of cutscenes. We should look into how we can apply this further.
RoC
Prologue
PR01
Normal
2x Gnoll and 1x Gnoll Poacher replaced with 2x Gnoll Brute and 1x Gnoll Assassian at camp
Hard
+1 Gnoll Overseer at camp
All difficulties
Narrator VO first Gnoll will not play or truncate if you attack before they are finished speaking
Narrator VO for a-moving into the Gnoll camp will not play or truncate if you are already moving in
These resolve an issue where the Narrator would be speaking over you doing the thing he's preparing you for
Gnoll camp exit is blocked until you kill all the Gnolls
Players could run past, skipping the experience and more importantly level 2 and the lesson on Chain Lightning
There is a text Hint if you near the barrier while Gnolls are alive
This is the watershed moment of the map so the difficulty is focused here
PR02
Hard
Enemy AI has level 1 weapon, armor, and Improved Masonry upgrades
+2 Footmen at far side bridge
+2 Footmen, +1 Knight at gate 1
+2 Footmen at cage 2
+3 Riflemen at firing range
+1 Knight at cage 3
+2 Footmen at gate 2
+1 Captain, +1 Knight, +2 Riflemen at base
PR03
Hard
Did not exist
Enemy AI has level 1 weapon, armor, and Improved Masonry upgrades
Bugs
Debug triggers were on
PR04
Hard
Enemy AI has level 1 weapon, and armor upgrades
Player has level 1 weapon and armor upgrades instead of level 2
PR05
Hard
Did not exist
Buildings seen as damaged in the intro are not repaired
Human
These will be used as controls for the campaigns
HU01
Hard
+1 Gnoll at Timmy
+2 bandits at bandit camp for Ledger
+3 Grunts when entering town
+1 Grunt at Slave Master
AI starts with level 1 armor and weapon upgrades
Orc forces will now rush to defend their leader if you move directly to him
Benedict no longer disabled
Bugs
VO and quest triggers no longer stack and overlap if you run past triggered events
You no longer see units pop out of existence in the mid scene
HU02
Hard
-2 Scout Towers at player base
+2 Grunts, +3 Axethrower at Blademaster
+2 Grunts, +1 Watch Tower, +1 Barracks at Blackrock Clan base
+1 Grunt, +1 Raider, +1 Watch Tower at center
+2 Black Drake road to Searinox
AI starts with level 1 armor and weapon upgrades
HU03
Hard
+2 Bandit Rogues at village ambush
+2 Murloc Huntsman at Murloc Island
+6 Skeleton Archers at ambush
+4 Skeleton Warriors at pre-KT fountain
Skeleton Warriors replaced with Giant Skeleton Warriors at KT
Ghoul rush from wheat increased from 4 to 8 at KT
Ghoul rush from rear +4 each side of buildings at KT
Final Barn rush doubled
AI starts with level 1 armor and weapon upgrades
All difficulties
+1 Puddle Lord Envoy (Murloc Flesheater) at Murloc island - Reference to UDx03
HU04
Normal
+1 Abomination outside KT
Hard
Starting mine reduced to 8000
Expansion mine reduced to 6000
Replace Potion of Mana Enforcer with Bandit Lord
+6 Ghouls, +2 Giant Skeleton Warriors spawn and attack after Granary cutscene
+2 Giant Skeleton Warriors, +1 Abomination at KT throne
Abominations at KT Throne now warp in surrounding the player
+3 Abominations outside KT area
Wave 2 +2 Abominations
Wave 3 +2 Abominations
Wave 4 +4 Abominations
Wave 5 +3 Abominations
Wave 6 +4 Abominations
Wave 7 +2 Abominations
AI starts with level 1 armor and weapon upgrades, Disease Cloud
All difficulties
+1 Spirit Tower outside KT
Swap Slaughterhouse at KT with Altar of Darkness
+2 Slaughterhouses at green base
Fight with KT is now more substantial. 3/5/8 Aboms will warp in to defend him.
KT further adjusted to be a hero unit and will use Death Pact to heal himself.
Wave 1 M5,M5,M1 -> M5,M3,M1
Wave 2 M6,M6,M3 -> M5,M4,M2
Wave 3 M5,M5,M3 -> M5,M3,M2
Wave 4 M5,M5,M4 -> M5,M3,M2
Wave 5 M6,M6,M3 -> M6,M4,M2
Wave 6 M5,M5,M4 -> M5,M3,M2
Wave 7 M6,M6,M3 -> M6,M4,M2
A wave of zombies will emerge from the trees if you get past the Abominations
HU05
Hard
+30 intro zombies
Green:
Wave 2 +2 Ghouls, +1 Necro, -1 Meat Wagon
Wave 3 +Hero
Wave 4 +4 Ghouls, +2 Necromancers
Wave 5 +4 Necromancers, +2 Abominations
Wave 6 +Hero, -2 Meat Wagons
Wave 7
Wave 8 +4 Ghouls, +2 Abominations, -3 Meat Wagons, +Hero
Purple
Wave 5 -2 Meat Wagon
Wave 6 -1 Meat Wagon
Wave 8 -2 Meat Wagon
Wave 10 -1 Meat Wagon
All attack wave intervals increased by 2 minutes through 25 minutes, after all waves increased by 1 minute
Orange
-1 Meat Wagon, -1 Abomination, -1 Necromancer
All difficulties
Lich heroes were not configured per difficulty level, they are now: Green/Purple, 2/3, 4/5, 6/7
Ordering forces to move to the first village no longer paths through Green's base
Waves with Liches reduced in size
HU06
Hard
Starting units no longer reduced
Damage of Meathook Disease Cloud increased from 16/sec to 28/sec
Enemy AI starts with level 1 Armor and weapon upgrades, Disease Cloud
Purple:
Wave 1 +4 Ghouls
All difficulties
Purple shares upgrades with Green
Easy/Normal damage of Meathook Disease Cloud increased from 12/sec ro 18/sec, all difficulties auto attack damage increased from 52 to 72
Salramm the Fleshcrafter: Base damage increase from 7 to 45, auto attack is AoE, cooldown decreased from 1.8 to 1.4
HU07
Hard
+2 Frost Wolfs at first choke
Replace three Ice Trolls with Ice Troll Berserkers
Enemy AI starts with level 1 Armor and weapon upgrades, Disease Cloud
Remove starting Priest
Expansion mine reduced from 12500 to 9000
Opening mine reduced from 9000 to 7000
Green:
Wave 1 +2 Ghouls
Wave 2 +3 Gargoyles, + 0/2/5 Ghouls, 1 minute faster
Wave 3 +1 Abomination, +2 Necromancers
Wave 4 +3 Gargoyles, + 0/2/6 Ghouls
Wave 5 +1 Abomination
Wave 6 +0/4/8 Ghouls
Wave 7 +3 Abominations
Wave 9 +0/4/8 Ghouls
Wave 10 +2 Abominations
+1 Slaughterhouse
+3 Spirit Towers in base
+2 Spirit Towers out of base with small guard force
+1 Crypt
All difficulties
Main mine gold reduced from 24680 to 9000
Expansion mine gold reduced from 20000 to 12500
1 Frost Wolf replaced with Giant Frost Wolf at first choke
Small attack wave after mid cutscene
Start with a Lumber Mill
Green Lich was not scaled. He is now 5/7/9
Green Lich was not limited from leveling
HU08
Normal
+3 Giant Skeleton Warriors at Graveyards
Hard
Enemy AI starts with level 1 Armor and weapon upgrades, Disease Cloud
+1 Abomination at first encounter
+2 Abominations at second encounter
+2 Abominations at third encounter
+2 Nerubian Seers at Nerubian village
+7 Giant Skeleton Warriors at Graveyard
All difficulties
Gold mine scales: 12500/9000/6000
HU09
Hard
Enemy AI starts with level 1 Armor and weapon upgrades, Disease Cloud
Escort for guantlet reduced to 1 Knight and 1 Rifleman
Purple starts with 1 more Graveyard
All difficulties
Green
Pre-sword
Wave 1 Timing M8,M8,M7 -> M8,M6,M3
Wave 2 Timing **M10,M10,M7 -> M10,M7,M4
Wave 3 Timing M8,M8,M7 -> M8,M6,M4
Wave 4 Timing M10,M10,M7 -> M10,M7,M4
Wave 5 Timing M8,M8,M7 -> M8,M6,M4
Wave 6 Timing M10,M10,M7 -> M10,M7,M4
Wave 9+ Timing M8,M8,M7 -> M8,M6,M4
M10,M10,M7 -> M10,M7,M4
After the Sword
Wave 9+ Timing after sword
Purple
M10,M10,M8 -> M10,M8,M6
M10,M10,M9 -> M10,M8,M7
M10,M10,M8 -> M10,M8,M6
M10,M10,M9 -> M10,M8,M7
No more than 2 Meat Wagons per wave
The AI was stacking wait times for wave 1 after the sword. There is now an attack wave immediately after the cutscene from all three directions of small forces
Mal'Ganis was Level 9 on all difficulties, he's now 8/9/10
Mal'Ganis is now warped away when he's close to death rather than being killable outright on attack waves
Main gold mine reduced from 30,000 to 30000/10000/7000
Golem mine reduced from 15000 to 8000
Green expo mine reduced from 25000 to 12500
Purple mine reduced from 25000 to 12500
Three extra Scout Towers provided. On Easy they are Cannon Towers.
Green no longer has infinite gold. Instead it normally harvests and is supplemented by the smaller Western UD base.
Bugs
Mal'Ganis was missing two of his abilities
AI's would only rebuild some buildings at some difficulty levels, and there were duplicate entries.
Teal's AI was non-functional due to missing starting lumber
Undead
UD01
Hard
Enemy AI starts with level 1 Armor and weapon upgrades
-1 Ghoul, -1 Skeleton Warrior at the Graveyard
UD02
Hard
Enemy AI starts with level 1 Armor and weapon upgrades
+3 Mud Golems at golem field
Gold mine reduced from 50,000 to 20,000
UD03
Normal
There is now a timer that destroys the treelines restricting the AI at 6m
Yellow and teal AI's will send small attack forces
Hard
Enemy AI starts with level 1 Armor and weapon upgrades
There is now a timer that destroys the treelines restricting the AI at 3m
Yellow and teal AI's will send small attack forces
Starting gold mine reduced from 13000 to 7000
Natural expansion gold mine reduced from 15000 to 6000
Two small outposts added on the way to Farstriders base
All difficulties
Expansion mines default to 12500
Bugs
Normal handicap trigger was disabled
Escaping rapidly could break the opening camera
UD04
Hard
Enemy AI starts with level 1 Armor and weapon upgrades
Main mine gold reduced from 14500 to 11000
Sylvanas is level 8 and has Starfall
+2 Earth Fury towers at each Magic Vault
All difficulties
Expansion mines set to 12500
UD05
Hard
Enemy AI starts with level 1 Armor and weapon upgrades
Sylvanas is level 8 and has Starfall
Main gold mine reduced from 14000 to 8000
Expansion gold mine reduced from 20000 to 12500
Zeppelin drops include a level 6 Rock Golem
All difficulties
+4 Moss Covered Granite Golems at Sunwell
Sunstrider Isle revised, removed Waygates, +1 Wagon with Potion of Mana
Fountain of Power replaced with Fountain of Health
City revised to be more city-y
Side quest clarification
Prevent all runners from reaching Silvermoon before breaching the city
In connection with lore you'll now see the Dead Scar after the Ice Bridge cinematic
Bugs
Rapidly escaping the intro could break the camera
Rushing to the city could result in both failing and completing the optional quest
UD06
Hard
Enemy AI starts with level 1 Armor and weapon upgrades, and Spiked Barricades
Enemy heroes start with +2 levels and all have their ultimates
Teal attack force attacks immediately after the intro cutscene
Main gold mine reduced from 18000 to 8000
Red AI is enabled with all the others, the first wave you face will be two Red Dragons
Bug fixes
Enemy heroes were not experience locked
Enemy AI's would not rebuild and were not configured for different difficulties
UD07
Hard
Pain field damage increased from 15/18/21 to 20/25/30
Main gold mine reduced from 12500 to 8000
Enemy AI starts with level 1 Armor and weapon upgrades, Storm Hammers, and Defend
All difficulties
1 Crypt replaced with 1 Slaughterhouse
UD08
Hard
Enemy AI starts with level 1 Armor and weapon upgrades, Storm Hammers, Flying Machine Bombs, and Defend
Main gold mine reduced from 14000 to 8000
Expansion gold mine reduced from 12500 to 10000
Starting resources reduced by 50%
All difficulties
Start with Black Citadel
Expansion gold mine reduced from 25000 to 12500
Bug fixes
Archmagi could be level 1 due to order of operations in triggers
Orc
Orc01
Hard
Tauren have level 1 attack and armor upgrades instead of level 3's. Normal and Story Mode unchanged.
-1 Headhunter at first ship
-1 Grunt at second ship
All difficulties
Level 1 attack and armor upgrades, Brute Strength, and Troll Regeneration no longer researched for the player except on Story Mode
All rescuable Tauren have 4x starting HP % to make them attempting to rescue them less frustrating
Orc02
Hard
-2 starting Headhunters
-1 Grunt reinforcement
-1 Raider reinforcement
-1 Demolisher reinforcement
All difficulties
Upgrades match Orc01
Orc03
Hard
AI build one extra of their primary unit composition production building
Purple initial delay reduced from 2 to 1 minute
Main mine reduced from 21,000 to 10,000
Enemy AI start with level 1 armor and weapon upgrades
All difficulties
AI attack frequency reduced by 1 minute on Normal and Hard
AI will now rebuild on Normal and Hard
Grommash will now begin his attack timer after the mid custscene rather than waiting until the Great Hall is completed
Expansion mines reduced from 22100-24000 to 12500
Main mine reduced from 21,000 to 14,000 on Easy and Normal
Thralls VO indicated there should have been a way to complete the main quest without attacking the Humans. There is now a hidden path with a special surprise.
Orc04
Hard
Reduced attack intervals for all AI by 1 minute
Other than Ai attack timing there was no Hard mode at all
Enemy AI start with level 1 armor and weapon upgrades
West expansion gold mine reduced from 40000 to 20000
Orc05
Hard
Main mine reduced from 20000 to 9000
Expansion mine reduced from 12500 to 10000
Enemy AI start with level 1 armor and weapon upgrades
All difficulties
Main mine reduced from 30000 to 20000
Expansion mine reduced from 20000 to 12500
Orc06
Hard
Enemy AI start with level 1 armor and weapon upgrades
Main mine reduced from 14000 to 9000
Expansion mine reduced from 18000 to 12500
All difficulties
Main mine reduced from 22500 to 14000
Expansion mine reduced from 25000 to 18000
AI was not configured to rebuild
Map route is not revealed where the Zeppelin was in the intro cutscene
Bugs
Main gold mine and harvested amount varied based on how long you watched the intro
Orc07
Hard
Human Enemy AI start with level 1 weapon and armor upgrades
All difficulties
Remove revealed area from intro cinematic
Orc08
Easy
+2 Guard Towers at Jaina
+3 Watch Towers at player base
Jaina starts with level 1 armor, weapon, and magic upgrades
Normal
+2 Guard Towers at Jaina
+3 Watch Towers at player base
Hard
Main mine reduced from 20000 to 14,000
Expansion mines reduced from to 9000
All difficulties
Main mine reduced from 30000 to 20000
Expansion mines reduced from to 12500 (including Jaina's mine)
Legacy Infernal wave restored
If a player did not complete the optional quest in Orc06 they will get the new unit message for Wyvern
Bugs
Dark Green's AI was not given starting resources so it could not build anything requiring lumber
There was a mix of Fel and standard Burrows for both Orc AI, and they were missing Fel Burrows from their build tree resulting in being unable to rebuild food production
Jaina AI was not rebuilding most of her base, and would never utilize Gryphons
Skipping the intro rapidly could break the camera
Night Elf
NE01
Hard
There was no Hard mode
Enemy AI start with level 1 weapon and armor upgrades
Enemy AI attack timer starts after the intro instead of upon completing the base building quest
Main gold mine reduced from 12500 to 9000
Expansion gold mines reduced from 12500 to 8000
Enemy AI was not configured to rebuild
NE02
Hard
Enemy AI start with level 1 weapon and armor upgrades
-2 Archers at 1st reinforcement
-1 Huntress at 2nd reinforcement
-1 Huntresses at 3rd reinforcement
-1 Glaive Throwers at final reinforcement
-2 Archers at final reinforcement
Secret path must be entered from second entrance
1 Abomination and 2 Crypt Fends greet you on the secret path
All difficulties
Replace Human bridge with Elven bridge
AI was not reacting or rebuilding
AI will now protect itself when the Ziggurat near secret entrance 2 is attacked
Triggers for the timed moonlight/sunlight weren't working correctly, they are meant to signal day/night shift
Bugs
One of Green's buildings was owned by an enemy and would be killed immediately at game start
NE03
Hard
Enemy AI start with level 1 weapon and armor upgrades
Main gold mine reduced from 14500 to 9000
Expansion gold mines reduced from 12500 to 8000
Wave 1 attack time reduced from 4 to 2 minutes
Following waves reduced from 4 to 3 minutes
All difficulties
Replace 1 Murloc Nightcrawler with Puddle Lord Envoy (Murloc Flesheater) at Murloc island - Reference to UDx03
Bugs
Trigger to detect Guardian deaths did not filter out corpses so a player may need to wait 60 seconds after killing the last Guardian before the outro starts
NE04
Normal
No longer remove 2 Cannon Towers
Hard
Enemy AI start with level 1 weapon, armor, and magic upgrades
Corrupted NE
Second wave is 1 minute faster
Plague Treants added to attack waves
All difficulties
Human and Corrupted NE AI's would not rebuild, and Corrupted NE could not repair
NE05
Hard
No longer have level 1 armor upgrades
-3 Archers at prison rescue
All difficulties
Circles of Power at gate turn blue once activated
Gates "explode" in correct directions
Outro scene part 2 no longer shows the gate opening and units being placed. There's also 1 DoC removed to better frame MalFurion.
NE06
Hard
Enemy AI start with level 1 weapon and armor upgrades
Plague Treants included in attack waves
All brown attack waves 2 minutes faster
Reduce Southern expansion mine from 10000 to 6000
Reduce Northern expansion mine from 12500 to 9000
Reduce main mine from 14000 to 9000
All difficulties
AI now rebuilds besides Tree of Eternities
Reduce Southern expansion mine from 17500 to 10000
Reduce Northern expansion mine from 23500 to 12500
Reduce main mine from 18500 to 14000
Bugs
Brown AI had a double wave in the beginning
Illidan no longer has cinematic anims after intro
NE07
Hard
Enemy AI start with level 1 weapon, armor, and magic upgrades
Main and two expansion mine gold amounts reduced by 50%
All difficulties
Friendly AI would not rebuild
Chimaeras available
TFT
Remove handicaps from Normal and Hard
Give enemy AI +1 upgrades on Hard
Reduce available gold on Hard
Legacy Note:
HUX02 - Part 1 advancing forces had +3 upgrades
HUX03 - Enemy units had +3 attack upgrades
NEX03 - Siren training was at +2
NEX06 - End UD forces had +2 upgrades
NEX08 - Enemy units had +3 upgrades
UDX01 - Enemy units had +3 upgrades
UDX02 - Enemy units had +2 upgrades
UDX03 - Was missing Hard mode
UDX04 - Main Human base has +3 building armor
After nearly five years you have access to the Blizzard campaign gameplay as it was originally planned, and as you briefly experienced from patch 1.33 to 1.36.1. This was the collective effort of a small internal design team consisting of myself with testing and input from a SC2 designer and an extremely dedicated QA member, and community input on lore and accessibility. Our original work took roughly two months. With the recent assistance of Lorn this release has been made possible.
What does this include?
- All official Blizzard patch content:
- Extensive gameplay updates to all three difficulty levels
- Terrain updates that provide new gameplay options
- Lore updates for consistency
- New units
- Lite updates to some cutscenes
- Much of the original cutscene camera work meant for 1.32 has been recovered. I may update these campaign maps with that work however this an extensive undertaking so may not happen. As a treat the original intro for Key of the Three Moons has been mostly restored.
- As feedback comes in the maps will be periodically updated. I am especially looking for gameplay feel critiques. For difficulty guidelines please see the below log.
- 00_Exodus of the Horde (1.33)
- 01_The Scourge of Lordaeron (1.33)
- 02_Path of the Damned (1.33)
- 03_The Invasion of Kalimdor (1.33)
- 04_Eternity's End (1.33)
- 05_Terror of the Tides (1.33)
- 06_Curse of the Blood Elves (1.33)
- 07_Legacy of the Damned (1.33)
- 08_The Founding of Durotar (1.33)
- Download the campaign files to your ~Documents\Warcraft III\Campaigns folder on the latest patch and enjoy!
- The Blizzard campaign was not designed to be played in SD or SD+. Please choose Reforged.
- For more specific details please see here and the below 2020 Log - these notes are not extensive.
- Thanks to Vincent for the preview image.
Primary Issue:
The game was not tested for AI difficulty using any type of standards for Easy, Normal, and Hard.
Goal:
Align all campaigns on difficulty
Make sure Hard is challenging to a seasoned veteran
Editing AI files:
Note for Normal:
Handicap removed from all missions
Definitions:
Easy (Story Mode)
Players should require minimal RTS experience
One hand rule
Players should be allowed to make many mistakes and recover
Experiencing the cutscenes, scripted gameplay moments, and plot are the priority
Attack move is expected
Normal
Players should be allowed to make mistakes with minimal punishment
Players should be using their keyboard to build and use unit abilities
Attack move is expected
Hard
Players should be punished for mistakes
Bosses and similar pivotal gameplay moments should be memorable due to how hard they are, while remaining interesting
Players will be expected to use most of the tools at their disposal to complete a mission
Targeting individual units by priority is expected
"Gold Stress" should come into play, meaning the player should feel as though they need to expand at some point rather than relying on a single mine without concern.
General:
Anecdotally I've heard that the efforts to reduce "wasted" startup time building bases has been appreciated. We did this numerous times by providing more workers and making sure they are harvesting coming out of cutscenes. We should look into how we can apply this further.
RoC
Prologue
PR01
Normal
2x Gnoll and 1x Gnoll Poacher replaced with 2x Gnoll Brute and 1x Gnoll Assassian at camp
Hard
+1 Gnoll Overseer at camp
All difficulties
Narrator VO first Gnoll will not play or truncate if you attack before they are finished speaking
Narrator VO for a-moving into the Gnoll camp will not play or truncate if you are already moving in
These resolve an issue where the Narrator would be speaking over you doing the thing he's preparing you for
Gnoll camp exit is blocked until you kill all the Gnolls
Players could run past, skipping the experience and more importantly level 2 and the lesson on Chain Lightning
There is a text Hint if you near the barrier while Gnolls are alive
This is the watershed moment of the map so the difficulty is focused here
PR02
Hard
Enemy AI has level 1 weapon, armor, and Improved Masonry upgrades
+2 Footmen at far side bridge
+2 Footmen, +1 Knight at gate 1
+2 Footmen at cage 2
+3 Riflemen at firing range
+1 Knight at cage 3
+2 Footmen at gate 2
+1 Captain, +1 Knight, +2 Riflemen at base
PR03
Hard
Did not exist
Enemy AI has level 1 weapon, armor, and Improved Masonry upgrades
Bugs
Debug triggers were on
PR04
Hard
Enemy AI has level 1 weapon, and armor upgrades
Player has level 1 weapon and armor upgrades instead of level 2
PR05
Hard
Did not exist
Buildings seen as damaged in the intro are not repaired
Human
These will be used as controls for the campaigns
HU01
Hard
+1 Gnoll at Timmy
+2 bandits at bandit camp for Ledger
+3 Grunts when entering town
+1 Grunt at Slave Master
AI starts with level 1 armor and weapon upgrades
Orc forces will now rush to defend their leader if you move directly to him
Benedict no longer disabled
Bugs
VO and quest triggers no longer stack and overlap if you run past triggered events
You no longer see units pop out of existence in the mid scene
HU02
Hard
-2 Scout Towers at player base
+2 Grunts, +3 Axethrower at Blademaster
+2 Grunts, +1 Watch Tower, +1 Barracks at Blackrock Clan base
+1 Grunt, +1 Raider, +1 Watch Tower at center
+2 Black Drake road to Searinox
AI starts with level 1 armor and weapon upgrades
HU03
Hard
+2 Bandit Rogues at village ambush
+2 Murloc Huntsman at Murloc Island
+6 Skeleton Archers at ambush
+4 Skeleton Warriors at pre-KT fountain
Skeleton Warriors replaced with Giant Skeleton Warriors at KT
Ghoul rush from wheat increased from 4 to 8 at KT
Ghoul rush from rear +4 each side of buildings at KT
Final Barn rush doubled
AI starts with level 1 armor and weapon upgrades
All difficulties
+1 Puddle Lord Envoy (Murloc Flesheater) at Murloc island - Reference to UDx03
HU04
Normal
+1 Abomination outside KT
Hard
Starting mine reduced to 8000
Expansion mine reduced to 6000
Replace Potion of Mana Enforcer with Bandit Lord
+6 Ghouls, +2 Giant Skeleton Warriors spawn and attack after Granary cutscene
+2 Giant Skeleton Warriors, +1 Abomination at KT throne
Abominations at KT Throne now warp in surrounding the player
+3 Abominations outside KT area
Wave 2 +2 Abominations
Wave 3 +2 Abominations
Wave 4 +4 Abominations
Wave 5 +3 Abominations
Wave 6 +4 Abominations
Wave 7 +2 Abominations
AI starts with level 1 armor and weapon upgrades, Disease Cloud
All difficulties
+1 Spirit Tower outside KT
Swap Slaughterhouse at KT with Altar of Darkness
+2 Slaughterhouses at green base
Fight with KT is now more substantial. 3/5/8 Aboms will warp in to defend him.
KT further adjusted to be a hero unit and will use Death Pact to heal himself.
Wave 1 M5,M5,M1 -> M5,M3,M1
Wave 2 M6,M6,M3 -> M5,M4,M2
Wave 3 M5,M5,M3 -> M5,M3,M2
Wave 4 M5,M5,M4 -> M5,M3,M2
Wave 5 M6,M6,M3 -> M6,M4,M2
Wave 6 M5,M5,M4 -> M5,M3,M2
Wave 7 M6,M6,M3 -> M6,M4,M2
A wave of zombies will emerge from the trees if you get past the Abominations
HU05
Hard
+30 intro zombies
Green:
Wave 2 +2 Ghouls, +1 Necro, -1 Meat Wagon
Wave 3 +Hero
Wave 4 +4 Ghouls, +2 Necromancers
Wave 5 +4 Necromancers, +2 Abominations
Wave 6 +Hero, -2 Meat Wagons
Wave 7
Wave 8 +4 Ghouls, +2 Abominations, -3 Meat Wagons, +Hero
Purple
Wave 5 -2 Meat Wagon
Wave 6 -1 Meat Wagon
Wave 8 -2 Meat Wagon
Wave 10 -1 Meat Wagon
All attack wave intervals increased by 2 minutes through 25 minutes, after all waves increased by 1 minute
Orange
-1 Meat Wagon, -1 Abomination, -1 Necromancer
All difficulties
Lich heroes were not configured per difficulty level, they are now: Green/Purple, 2/3, 4/5, 6/7
Ordering forces to move to the first village no longer paths through Green's base
Waves with Liches reduced in size
HU06
Hard
Starting units no longer reduced
Damage of Meathook Disease Cloud increased from 16/sec to 28/sec
Enemy AI starts with level 1 Armor and weapon upgrades, Disease Cloud
Purple:
Wave 1 +4 Ghouls
All difficulties
Purple shares upgrades with Green
Easy/Normal damage of Meathook Disease Cloud increased from 12/sec ro 18/sec, all difficulties auto attack damage increased from 52 to 72
Salramm the Fleshcrafter: Base damage increase from 7 to 45, auto attack is AoE, cooldown decreased from 1.8 to 1.4
HU07
Hard
+2 Frost Wolfs at first choke
Replace three Ice Trolls with Ice Troll Berserkers
Enemy AI starts with level 1 Armor and weapon upgrades, Disease Cloud
Remove starting Priest
Expansion mine reduced from 12500 to 9000
Opening mine reduced from 9000 to 7000
Green:
Wave 1 +2 Ghouls
Wave 2 +3 Gargoyles, + 0/2/5 Ghouls, 1 minute faster
Wave 3 +1 Abomination, +2 Necromancers
Wave 4 +3 Gargoyles, + 0/2/6 Ghouls
Wave 5 +1 Abomination
Wave 6 +0/4/8 Ghouls
Wave 7 +3 Abominations
Wave 9 +0/4/8 Ghouls
Wave 10 +2 Abominations
+1 Slaughterhouse
+3 Spirit Towers in base
+2 Spirit Towers out of base with small guard force
+1 Crypt
All difficulties
Main mine gold reduced from 24680 to 9000
Expansion mine gold reduced from 20000 to 12500
1 Frost Wolf replaced with Giant Frost Wolf at first choke
Small attack wave after mid cutscene
Start with a Lumber Mill
Green Lich was not scaled. He is now 5/7/9
Green Lich was not limited from leveling
HU08
Normal
+3 Giant Skeleton Warriors at Graveyards
Hard
Enemy AI starts with level 1 Armor and weapon upgrades, Disease Cloud
+1 Abomination at first encounter
+2 Abominations at second encounter
+2 Abominations at third encounter
+2 Nerubian Seers at Nerubian village
+7 Giant Skeleton Warriors at Graveyard
All difficulties
Gold mine scales: 12500/9000/6000
HU09
Hard
Enemy AI starts with level 1 Armor and weapon upgrades, Disease Cloud
Escort for guantlet reduced to 1 Knight and 1 Rifleman
Purple starts with 1 more Graveyard
All difficulties
Green
Pre-sword
Wave 1 Timing M8,M8,M7 -> M8,M6,M3
Wave 2 Timing **M10,M10,M7 -> M10,M7,M4
Wave 3 Timing M8,M8,M7 -> M8,M6,M4
Wave 4 Timing M10,M10,M7 -> M10,M7,M4
Wave 5 Timing M8,M8,M7 -> M8,M6,M4
Wave 6 Timing M10,M10,M7 -> M10,M7,M4
Wave 9+ Timing M8,M8,M7 -> M8,M6,M4
M10,M10,M7 -> M10,M7,M4
After the Sword
Wave 9+ Timing after sword
Purple
M10,M10,M8 -> M10,M8,M6
M10,M10,M9 -> M10,M8,M7
M10,M10,M8 -> M10,M8,M6
M10,M10,M9 -> M10,M8,M7
No more than 2 Meat Wagons per wave
The AI was stacking wait times for wave 1 after the sword. There is now an attack wave immediately after the cutscene from all three directions of small forces
Mal'Ganis was Level 9 on all difficulties, he's now 8/9/10
Mal'Ganis is now warped away when he's close to death rather than being killable outright on attack waves
Main gold mine reduced from 30,000 to 30000/10000/7000
Golem mine reduced from 15000 to 8000
Green expo mine reduced from 25000 to 12500
Purple mine reduced from 25000 to 12500
Three extra Scout Towers provided. On Easy they are Cannon Towers.
Green no longer has infinite gold. Instead it normally harvests and is supplemented by the smaller Western UD base.
Bugs
Mal'Ganis was missing two of his abilities
AI's would only rebuild some buildings at some difficulty levels, and there were duplicate entries.
Teal's AI was non-functional due to missing starting lumber
Undead
UD01
Hard
Enemy AI starts with level 1 Armor and weapon upgrades
-1 Ghoul, -1 Skeleton Warrior at the Graveyard
UD02
Hard
Enemy AI starts with level 1 Armor and weapon upgrades
+3 Mud Golems at golem field
Gold mine reduced from 50,000 to 20,000
UD03
Normal
There is now a timer that destroys the treelines restricting the AI at 6m
Yellow and teal AI's will send small attack forces
Hard
Enemy AI starts with level 1 Armor and weapon upgrades
There is now a timer that destroys the treelines restricting the AI at 3m
Yellow and teal AI's will send small attack forces
Starting gold mine reduced from 13000 to 7000
Natural expansion gold mine reduced from 15000 to 6000
Two small outposts added on the way to Farstriders base
All difficulties
Expansion mines default to 12500
Bugs
Normal handicap trigger was disabled
Escaping rapidly could break the opening camera
UD04
Hard
Enemy AI starts with level 1 Armor and weapon upgrades
Main mine gold reduced from 14500 to 11000
Sylvanas is level 8 and has Starfall
+2 Earth Fury towers at each Magic Vault
All difficulties
Expansion mines set to 12500
UD05
Hard
Enemy AI starts with level 1 Armor and weapon upgrades
Sylvanas is level 8 and has Starfall
Main gold mine reduced from 14000 to 8000
Expansion gold mine reduced from 20000 to 12500
Zeppelin drops include a level 6 Rock Golem
All difficulties
+4 Moss Covered Granite Golems at Sunwell
Sunstrider Isle revised, removed Waygates, +1 Wagon with Potion of Mana
Fountain of Power replaced with Fountain of Health
City revised to be more city-y
Side quest clarification
Prevent all runners from reaching Silvermoon before breaching the city
In connection with lore you'll now see the Dead Scar after the Ice Bridge cinematic
Bugs
Rapidly escaping the intro could break the camera
Rushing to the city could result in both failing and completing the optional quest
UD06
Hard
Enemy AI starts with level 1 Armor and weapon upgrades, and Spiked Barricades
Enemy heroes start with +2 levels and all have their ultimates
Teal attack force attacks immediately after the intro cutscene
Main gold mine reduced from 18000 to 8000
Red AI is enabled with all the others, the first wave you face will be two Red Dragons
Bug fixes
Enemy heroes were not experience locked
Enemy AI's would not rebuild and were not configured for different difficulties
UD07
Hard
Pain field damage increased from 15/18/21 to 20/25/30
Main gold mine reduced from 12500 to 8000
Enemy AI starts with level 1 Armor and weapon upgrades, Storm Hammers, and Defend
All difficulties
1 Crypt replaced with 1 Slaughterhouse
UD08
Hard
Enemy AI starts with level 1 Armor and weapon upgrades, Storm Hammers, Flying Machine Bombs, and Defend
Main gold mine reduced from 14000 to 8000
Expansion gold mine reduced from 12500 to 10000
Starting resources reduced by 50%
All difficulties
Start with Black Citadel
Expansion gold mine reduced from 25000 to 12500
Bug fixes
Archmagi could be level 1 due to order of operations in triggers
Orc
Orc01
Hard
Tauren have level 1 attack and armor upgrades instead of level 3's. Normal and Story Mode unchanged.
-1 Headhunter at first ship
-1 Grunt at second ship
All difficulties
Level 1 attack and armor upgrades, Brute Strength, and Troll Regeneration no longer researched for the player except on Story Mode
All rescuable Tauren have 4x starting HP % to make them attempting to rescue them less frustrating
Orc02
Hard
-2 starting Headhunters
-1 Grunt reinforcement
-1 Raider reinforcement
-1 Demolisher reinforcement
All difficulties
Upgrades match Orc01
Orc03
Hard
AI build one extra of their primary unit composition production building
Purple initial delay reduced from 2 to 1 minute
Main mine reduced from 21,000 to 10,000
Enemy AI start with level 1 armor and weapon upgrades
All difficulties
AI attack frequency reduced by 1 minute on Normal and Hard
AI will now rebuild on Normal and Hard
Grommash will now begin his attack timer after the mid custscene rather than waiting until the Great Hall is completed
Expansion mines reduced from 22100-24000 to 12500
Main mine reduced from 21,000 to 14,000 on Easy and Normal
Thralls VO indicated there should have been a way to complete the main quest without attacking the Humans. There is now a hidden path with a special surprise.
Orc04
Hard
Reduced attack intervals for all AI by 1 minute
Other than Ai attack timing there was no Hard mode at all
Enemy AI start with level 1 armor and weapon upgrades
West expansion gold mine reduced from 40000 to 20000
Orc05
Hard
Main mine reduced from 20000 to 9000
Expansion mine reduced from 12500 to 10000
Enemy AI start with level 1 armor and weapon upgrades
All difficulties
Main mine reduced from 30000 to 20000
Expansion mine reduced from 20000 to 12500
Orc06
Hard
Enemy AI start with level 1 armor and weapon upgrades
Main mine reduced from 14000 to 9000
Expansion mine reduced from 18000 to 12500
All difficulties
Main mine reduced from 22500 to 14000
Expansion mine reduced from 25000 to 18000
AI was not configured to rebuild
Map route is not revealed where the Zeppelin was in the intro cutscene
Bugs
Main gold mine and harvested amount varied based on how long you watched the intro
Orc07
Hard
Human Enemy AI start with level 1 weapon and armor upgrades
All difficulties
Remove revealed area from intro cinematic
Orc08
Easy
+2 Guard Towers at Jaina
+3 Watch Towers at player base
Jaina starts with level 1 armor, weapon, and magic upgrades
Normal
+2 Guard Towers at Jaina
+3 Watch Towers at player base
Hard
Main mine reduced from 20000 to 14,000
Expansion mines reduced from to 9000
All difficulties
Main mine reduced from 30000 to 20000
Expansion mines reduced from to 12500 (including Jaina's mine)
Legacy Infernal wave restored
If a player did not complete the optional quest in Orc06 they will get the new unit message for Wyvern
Bugs
Dark Green's AI was not given starting resources so it could not build anything requiring lumber
There was a mix of Fel and standard Burrows for both Orc AI, and they were missing Fel Burrows from their build tree resulting in being unable to rebuild food production
Jaina AI was not rebuilding most of her base, and would never utilize Gryphons
Skipping the intro rapidly could break the camera
Night Elf
NE01
Hard
There was no Hard mode
Enemy AI start with level 1 weapon and armor upgrades
Enemy AI attack timer starts after the intro instead of upon completing the base building quest
Main gold mine reduced from 12500 to 9000
Expansion gold mines reduced from 12500 to 8000
Enemy AI was not configured to rebuild
NE02
Hard
Enemy AI start with level 1 weapon and armor upgrades
-2 Archers at 1st reinforcement
-1 Huntress at 2nd reinforcement
-1 Huntresses at 3rd reinforcement
-1 Glaive Throwers at final reinforcement
-2 Archers at final reinforcement
Secret path must be entered from second entrance
1 Abomination and 2 Crypt Fends greet you on the secret path
All difficulties
Replace Human bridge with Elven bridge
AI was not reacting or rebuilding
AI will now protect itself when the Ziggurat near secret entrance 2 is attacked
Triggers for the timed moonlight/sunlight weren't working correctly, they are meant to signal day/night shift
Bugs
One of Green's buildings was owned by an enemy and would be killed immediately at game start
NE03
Hard
Enemy AI start with level 1 weapon and armor upgrades
Main gold mine reduced from 14500 to 9000
Expansion gold mines reduced from 12500 to 8000
Wave 1 attack time reduced from 4 to 2 minutes
Following waves reduced from 4 to 3 minutes
All difficulties
Replace 1 Murloc Nightcrawler with Puddle Lord Envoy (Murloc Flesheater) at Murloc island - Reference to UDx03
Bugs
Trigger to detect Guardian deaths did not filter out corpses so a player may need to wait 60 seconds after killing the last Guardian before the outro starts
NE04
Normal
No longer remove 2 Cannon Towers
Hard
Enemy AI start with level 1 weapon, armor, and magic upgrades
Corrupted NE
Second wave is 1 minute faster
Plague Treants added to attack waves
All difficulties
Human and Corrupted NE AI's would not rebuild, and Corrupted NE could not repair
NE05
Hard
No longer have level 1 armor upgrades
-3 Archers at prison rescue
All difficulties
Circles of Power at gate turn blue once activated
Gates "explode" in correct directions
Outro scene part 2 no longer shows the gate opening and units being placed. There's also 1 DoC removed to better frame MalFurion.
NE06
Hard
Enemy AI start with level 1 weapon and armor upgrades
Plague Treants included in attack waves
All brown attack waves 2 minutes faster
Reduce Southern expansion mine from 10000 to 6000
Reduce Northern expansion mine from 12500 to 9000
Reduce main mine from 14000 to 9000
All difficulties
AI now rebuilds besides Tree of Eternities
Reduce Southern expansion mine from 17500 to 10000
Reduce Northern expansion mine from 23500 to 12500
Reduce main mine from 18500 to 14000
Bugs
Brown AI had a double wave in the beginning
Illidan no longer has cinematic anims after intro
NE07
Hard
Enemy AI start with level 1 weapon, armor, and magic upgrades
Main and two expansion mine gold amounts reduced by 50%
All difficulties
Friendly AI would not rebuild
Chimaeras available
TFT
Remove handicaps from Normal and Hard
Give enemy AI +1 upgrades on Hard
Reduce available gold on Hard
Legacy Note:
HUX02 - Part 1 advancing forces had +3 upgrades
HUX03 - Enemy units had +3 attack upgrades
NEX03 - Siren training was at +2
NEX06 - End UD forces had +2 upgrades
NEX08 - Enemy units had +3 upgrades
UDX01 - Enemy units had +3 upgrades
UDX02 - Enemy units had +2 upgrades
UDX03 - Was missing Hard mode
UDX04 - Main Human base has +3 building armor
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