Warhammer: Eternal Strife (Melee)

Warhammer: Eternal Strife. Melee Map
By Nightmare
>Additional Melee maps
>Yet more custom maps - ladder ones
>Campaign (first 5 chapters)
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We have an active Discord! Arrange games, make suggestions, report bugs etc >>> discord.gg/uW34Y49


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Starting October 2024, the mod was added to 1v1 Warcraft 3 Champions ladder, marking the highest achievement of mods of such genera.

Season 3 of WH:ES League
spanned October-December 2024, all info on it here. 2025 kicks off Season 4!

Map Info:
Warcraft III versions supported: 1.26 and later, including Reforged.
This is an Altered Melee map based on Warhammer Fantasy Battle universe (not to confuse with Warhammer40K universe). A 4-player Altered Melee map features 16 unique, fully-developed playable races: Skaven, Lizardmen, High Elves, Empire, Dwarfs, Warriors of Chaos, Orcs&Goblins, Dark Elves, Beastmen, Wood Elves, Vampire Counts, Ogre Kingodms, Daemons of Chaos, Tomb Kings, Bretonnia and Dogs of War. All 4 original Warcraft III races are intact and are also playable. If you are not familiar with WH universe - don't worry, just think of this map as another Fantasy, I'm sure you'll enjoy it nonetheless.
The custom races are analogous to Warcraft III original fractions: each race (normally) contains 4 unit-producing structures, 3-level townhall, item shop, 4 heroes, 10+ combat units, including spellcaters and siege units... all that good stuff! Type a command in chat to select a race.
There are no extra complicated instructions or additional files for "installing" this mod: it's a single map.


Key features:
It was of course challenging to implement Warhammer armies into Warcraft races, but overall I think I did well balancing the WH universe armies and War3 strategy mechanic. A few races ended up having more than regular 10-11 units, but thats a good thing, right? :)

The main feature of this altered melee is the specialisation system. I must admit I feel quite proud about coming up with the idea and implementing it.
Each race has 4 specialisations (called "doctrines", "paths", "guilds"... depending on the race, the idea is the same); the player can choose only one. For players who don't want to use the slight advantage granted by specialisations, they can be disabled (the instructions for that are given ingame). Specialisations give each hero a free item (a weak one), unlock new abilities and improve already existing ones, allow the training of new special units and upgrade the ordinary ones. All this is done through instant but pricey upgrades at townhalls: there are a total of 7 upgrades (1 at T1, 2 at T2 and 4 at T3). The last thing I want to note here is that even without specialisations the races are still fun and interesting (and probably more balanced, lol), but I of course suggest you try them out as they allow great difference in playstyles within a single fraction, making the gameplay much more exciting.
Now that I've talked about the good stuff, I feel it's time to mention a couple of minor downsides. Firstly, unfortunately, I've made no AI for the custom races yet (I plan to in the future, but not in the near future), so if you play alone vs PC, your opponents can only be original War3 races. Sorry for the big filesize and the long loading time (relevant for patsches 1.27 and earlier).

The map is open source. Feel free to look around it if you are interested. You may modify it all you want for personal use, just don't go around spreading it on other websites or at least give credit if you do (can't imagine someone doing that anyway, lol). Feel free to borrow anything from this map, from ideas to icons; no credit required if you do.

If you like my mod, make sure you check out my Campaign (first 5 missions) based on this altered melee. Quite honestly, the dream of making a huge badass campaign is precisely what drove me to do this mod for so long! One can even say that for me the campaign is primary, while the altered melee maps are only means to make it. Sadly, the campaign has been lying dormant for the last years, but I will return to it once I finish making all the races.

Additional information:

This might be one of the best altered melee maps I've ever played. - Grubby

I am very proud and happy to have the what is arguably the most successful mod of its genre in the history of Warcraft 3. Aside for being added to war3champions ladder (a huge achievement!), the reason I say this with confidence is that we have had a very prolific tournament life as of 2025. The community and I have organised three full seasons (all info here and here; vods are for example here and here), meaning 1000+ competitive games were played and counting. I am especially blessed to have some of the very best Warcraft 3 players compete, such as Dise, RazerMoon, Sheik, and many others.

Go to our Discord to signup for upcoming seasons and tournaments!
Season 1 of WH:ES League spanned Feb-July 2024!. I'm happy and honoured that over 200 competitive games were played! See this spreadsheet for extended results, replays, VODs. As of early 2025, season 4 is in full swing.

The Races
See this thread for detailed description of each race! Pictures included.

The Map

This is just one of the maps, the 'main' one, if you will. The background map is set in summer. It is deliberately done quite big so it is easier for me to rework it in the future (make it for 8 player). Neutral buildings: There are a total of 12 gold mines, 4 mercenary camps, 4 merchants and 1 fountain of health. Creep camps: 12 red camps (including starting location ones), 16 orange camps, 8 green camps. There is only one land pass - in the middle. I acknowledge that it is somewhat unconventional; it is done for ease of exploration.
Looking for a different set-up? Make sure to check out >Additional custom Melee maps and >Ladder maps.
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Future Plans

As of summer 2024, we are having a very active tournament life, I'm proud to have hosted many cups and leagues. Over 250 competative games were played in the first half of 2024, with some of the very best Warcraft 3 players in the world (Dise, Airenikus, Razermoon) participating in tournaments. More to come! All details can be found here and
here.
Aside for tournaments, I plan to upload a big Campaign, for which there is a demo-version of five chapters.
You may be wondering, given the scope of the project, if I accept donations. As a matter of fact, I don't. The mod has always been and will always remain 100% non-commercial. This is my principled stance.

Read and ask about all the latest news and plans on our
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Discord.

Gameplay screenshots and videos:

See also: Race units gallery (September 2019).
See also: July 2017 architectural reform album.
Note: gameplay screenshots were made in 2014-16 and may feature outdated models.
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Change Log:

10-01-2025 (Season 4).
13-10-2024 (Season 3).
15-07-2024 (Season 2).
See this post for 2014-2024 changelogs.

Credits:

Key: Already Mentioned, More than 1 resource used.


Icons: Blizzard Entertainment, Static, DiscipleOfLife, Darkfang, Hellx-Magnus, Null, Sin'dorei300, Mr.Goblin, PeeKay, The_Silent, The Panda, Huinipachutli, Stanakin, kola, Eagle XI, Scias, 67chrome, Murlocologist, NFWar, Mc!, Zephyrius2412, Ceterai, CRAZYRUSSIAN,, BLazeKraze, oh_snap, bigapple90, Kimbo, sarumanthecursed, Deon, Horn, Apheraz Lucent, BLazeKraze, CloudWolf, Marcos DAB, Chucky, mikeisman2, olofmoleman, Dr.Death, protivogaznik, GooS, exN, D.ee, asdasdgfrw, BlackDoom, The_Gauntlet, lllLSDlll, Sun gate, zbc, chr2, r.ace613, Tenebrae, Midnighters, Mustang, Liomsi.

Effects/missiles/attachments/etc: Infrisios, M_Exanimeб JetFangInferno, Mythic, Pyritie, Ergius, Grey Knight, JesusHipster, Daelin, s4nji,, Thrikodius, UgoUgo, biridius, Stan0033, CreatorD3292, gookywooky, TheWhiteWolf, Champara Bros, Kuhneghetz, doom_sheep, General Frank, Callahan, NewbieMapper, Lord_T, Jab1z, cotd333, HammerFist132, Blood Raven, Love Seeker, Metal_Sonic, Softmints, Direfury, KAIL333XZ, donut3.5, frostwhisper, Yours Truly.
Buildings: Ujimasa Hojo, Edge45, supertoinkz, Alok, bakr, DoomWolf.

MODELS SKV: Gluma, Mephestrial, Direfury, Kimberly, Kimbo, The Weird Human, Cavman, HerrDave
MODELS LIZ: Misha, Ujimasa Hojo, Hayate, AndrewOverload519, MasterHaosis, -Grendel, Doom Wolf, Zephyrius2412, Kehel, olofmoleman
MODELS HEL: Elenai, kangyun, Deolrin, Ilya Alaric, Rhapsodie, Ujimasa Hojo, HerrDave
MODELS WOC: Horn, Nagirya, takakenji, Grey Knight, Kuhneghetz, Ujimasa Hojo, General Frank, -Grendel, Sellenisko
MODELS EMP: Kitabatake, Kuhneghetz, Ujimasa Hojo, HerrDave, Wandering Soul, Tranquil, paulH, General Frank, CRIS, HappyTauren, DireFury, loktar, Ujimasa Hojo, Cuore, Tarrasque, A.R.
MODELS DWR: wingednosering, takakenji, Fuzzyfury, IamMclovin, Villagerino, Arch-archdemon, General Frank, Tranquil, Amaruak, Urkdrengi, TurieL, Ujimasa Hojo, DireFury, Em!, HerrDave, Mechanical Man, GreyArchon, Alpain
MODELS ORC: Ujimasa Hojo, Em!, oktar x2, johnwar, Stefan.K, Urkdrengi, Kuhneghetz, eubz, Nirvendor, Sunchips, Tauer, Cavman, Sellenisko, HerrDave, Callahan, Grey Knight, Just_Spectating, Mister_Haudrauf
MODELS DEL: A Void, gookywooky, Tranquil, ,Sellenisko, General Frank, Tarrasque, Sin'dorei300, Forsaken, Sunchips, Miseracord, Edge45, Uncle Fester
MODELS BOC: WyrWuulfe, NaserKingArthas/MN Lahmar, Sin'dorei300, Gluma, Uncle Fester, Bagysta&Zavorakto, Ujimasa Hojo
MODELS WEL: Red XIII, AndrewOverload519, Ujimasa Hojo, Lord_T
MODELS VAM: Cavman, Kuhneghetz, DireFury, Em!, PROXY, stein123, WhiteDeath, GUNNER, ironmaiden, BaiyuGalan, -Grendel, Mister_Haudrauf, HerrDave, Ujimasa Hojo,, Gottfrei, manasou
MODELS OGR: eubz, Wisdom, Mr Ogre man, borissuworov, AhhFreshWeeD, Hermit, NhazUl, Chriz, Hawkwing, Dionesiist, PROXY, Kitabatake, -Grendel, DireFury, Uncle Fester, Mr.Goblin, Sellenisko, Cavman, Zephyrius2412
MODELS DOC: FerSZ, Misha, icewolf055, ChevronSeven, -Grendel, Mephestrial, Ujimasa Hojo, MasterHaosis, Tranquil, Sellenisko, Hermit, AndrewOverload519, General Frank, Kuhneghetz, NaserKingArthas/MN Lahmar
MODELS TOK: Ujimasa Hojo, HappyTauren, Callahan, Edge45, -Grendel, Direfury, UncleFester, Mister_Haudrauf, supertoinkz, Sellenisko, Stefan.K, Seoki
MODELS BRT: Asssssvi, Mike, Mechanical Man, infrenus, The_Warchief, Pyramidhe@d, Ujimasa Hojo, Tranquil, HerrDave, Stefan.K, kangyun, AndrewOverload519, Direfury, Callahan.
MODELS DOW: Explobomb, HappyCockroach, MassiveMaster, Jiok, Mr. Bob, Bioautomaton, WhiteDeath, purparisien, The_Silent, Tarrasque, Villagerino, Arch-archdemon, HerrDave, Ujimasa Hojo, Mike, Em!, Uncle Fester, AndrewOverload519, Wandering Soul x2, PROXY, paulH, icewolf055, Callahan, Hayate, loktar, JesusHipster.

Special thanks:

  • Blizzard for the awesome Warcraft III game.
  • Games Workshop writers for creating the great Warhammer Fantasy universe. (All rights reserved to them!)
  • sarumanthecursed for invaluable support, criticism and playtesting during the early stages of the mod.
  • Diazon and Gluma for help with modelling.
  • bawbz for the map transfer/update tool (I have once called him my 'favourite person on the internet' and I meant it).
  • Sheik, Inspired, Cement, Frostbitten and other active members of the community; our popularity exploded in early 2024 thanks in large part to them :)
  • This very website HiveWorkshop and Ralle in particular! Would've been nowhere without it.


Note: some screenshots may represent outdated versions.
If you have any questions, comments, suggestions or you find any bugs, please contact me here or anywhere else!
Feedback greatly appreciated. Thanks and have fun everyone!

Keywords: Warhammer, WH, WHES, Nightmare, Eternal Strife, melee, Elves, Dwarfs, Orcs, Goblins, Skaven, Chaos, Empire, Beasts, Beastmen, Wood Elves, Dark Elves, High Elves, Fantasy
Contents

Warhammer: Eternal Strife (Melee) (Map)

Reviews
http://www.hiveworkshop.com/forums/members/stopcampingn00b/"]Moderator: StoPCampinGn00b Map approved with no rating as requested by the author. I checked off the list... and hey! All rules are followed. Map approved. If you do decide to change your...
Level 18
Joined
Apr 5, 2011
Messages
353
Hi all! Today's update:

  • Item reform - generic items are overhauled and they are now way more thought out and diverse, including the addition of some basic recipes (composite items). Race-specific items also gain quite a few improvements.
  • WEL, DOW and especially LIZ see some additions. Also added a 'Rivalry' system for the first time that affects about a third of all races.
  • A multitude of minor fixes and improvements, as always, such as typo fixes and balance&visual tweaks.
  • Please note, as this is a relatively smaller update, the Additional maps are not updated. I will update them within the next several months alongside a new patch.
 
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Level 18
Joined
Apr 5, 2011
Messages
353
Update:
  • Some reworks to two races: WOC heroes now have Demon Princes and see some additions for Khorne; HEL heroes now benefit from 4 levels of each skill and 13 skillpoints in total.
  • Antimagic reform across all races started. There is now an emphasis on each faction having anti-spellcaster units. This will be finilised in the next patch.
  • As with each patch, I've made a score of balance tweaks and fixed a multitude of typos and minor bugs.
  • Additional maps updated; notice that this wasn't the case the last time. Furthermore, desert map reworked and enlarged:

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Lastly, check out this page with a version of the Tropic map, modified specifically to suit 1v1 competative play: Warhammer: Eternal Strife. 2-player map variations
 
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Level 18
Joined
Apr 5, 2011
Messages
353
Hello,

Can this be played in singleplayer?
Yes sir, absolutely you can playtest the races fully vs AI. The only problem is that these would be standard war3 bots, but that's hardly a big deal; since the balance is based on War3 races – it's kinda even better that way :)

Also, please check out a short campaign I made a number of years ago. It's not as glamorous as the current version here, but it features a story and is meant precisely for soloplay :) (see also this thread: [Campaign] - Warhammer: Eternal Strife )

Lastly, we have an active discord if you have feedback or guidance or just looking to playtest with some real humans such as myself: discord.gg/uW34Y49

Cheers!
 
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Level 18
Joined
Apr 5, 2011
Messages
353
Hi everyone, today I'm releasing the last update before Jul-15th which is the 9th anniversary. The July patch will be an important update, since I plan to not add anything past that date, only fix and optimise existing issues.
Anyway, here's what we have today:
  • Some reworks to two races: SKV and OGR.
  • Antimagic reform across all races continued.
  • New loading screen arrived – it will now work with Reforged.
  • Additional maps updated.
  • As the mod is nearing it's final form, I recently began playtesting with pro-players. Big thanks go to Dise, Neytpoh, RazorMoon, Orfey and MisterWinner. These fine gentleman gave invaluable feedback and made countless suggestions, most of which I was able to implement. So as always, this update sees a myriad of visual and gameplay tweaks&fixes.
 
Level 18
Joined
Apr 5, 2011
Messages
353
Hi all!! Today's annual July-15 update is the penultimate one. I'm happy to say that the mod development has entered it's final stage....
9 years ago I first uploaded it here, and 1 year from now I plan to update it with the final version :)

As of today, the changelog:
  • Tons of improvements, small additions, bug fixes, optimisations, etc.
  • In fact, I have finished (well "finished") everything I wanted! But the mod will still see some tweaks, fixes, and many minor changes within the next 365 days.
  • Additional maps updated - please welcome the custom 10 player Fall map.
  • Please welcome yet more custom maps - now ladder ones! Thanks go to Bawbz, and to Mafe and Kaer who generously allowed me to use their maps.
 
Level 18
Joined
Apr 5, 2011
Messages
353
Hi all!! December 2023 and I'm still kicking :)

Today's changelog:
  • Many improvements, small additions, bug fixes, re-balancing, etc. A lot of them are back end optimisations, so don't expect too too much.
  • Competative maps expanded and updated: go here! Many thanks go to Bawbz and his amazing tool that made this possible. Last Refuge, Northern Isles, Gnoll Wood and other can be found there.
  • Thanks to Grubby for playtesting my mod on his stream and for all of his kind words, I feel honored and very happy to receive praise from such legend :)
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Level 18
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Apr 5, 2011
Messages
353
Copy-pasting the historical changelog spanning the past 9.5 years (I no longer wish to keep it in the map description):

Lots of balance tweaks and bug&typo fixes.
Competitive maps expanded and updated.
Additional maps updated.

Balance changes:
Neutral: the item Branch of Beasts now has 1 charge.
Neutral: the item Greater Dispel Scroll is now more expensive, has 3 charges and affects a larger area.
Neutral: merc Stone Thrower can now buy Silencing projectiles (50 gold per shot) to combat enemy casters and channeling heroes.
Neutral: item drops now mostly correspond to the current patch. Notably, I have eliminated all auras and ability-granting items such Cloak of Flames and Cloak of Shadows.
Neutral: maps such as Norther Islands and Echo Isles now have more trees near starting locations
All races that have the amour boosting spec-item now see it buffed from +2 armour to +3.
All races now have a Scroll of Town Portal sold at their shop.

HEL Elf Workers nerfed: +5 gold (75>80g), and -15 hp (220>205).
HEL Scout Hawk ability (Beasts spec) +50 sec cooldown (150>200).
HEL Archmage Fury of Khaine manacost 110>125. Arcane Unforging item-remover effect vs heroes now has a level cap (2/4/6/8) and works only if the victim is both below 50% hp and mp, but the main effect will now affect heroes for 4 seconds; the single-item additional effects are removed.
HEL Combat Mage Shield of Saphery +8>+5 armor.

EMP Scroll of Town portal now costs 525 gold but has 2 charges.
EMP two units now refund a bit of gold if you have SKV, VAM, ORC or Chaos as your enemies: Swordsmen (1-10 gold) and Warrior Priests (10-20 gold). Warrior Priest collision size reduced 48>32.
EMP Militia Barracks now cost +60 gold, while State Barracks upgrade costs -60 gold (same total cost).
EMP Archers bonus damage vs creeps and BOC reduced from +10 to +5.
EMP Farms Surplus Redistribution mechanic reworked; they now will heal approximately half of what they used to.
EMP Wealth spec changes: Exploitation upgrade now grants +6 gold instead of +10; 'Improved Farming' and 'Sturdy Construction' reworked and merged.
EMP Faith spec under Rivalry: Holy Zeal now refund 100-100; Order of the Silver Hammer grant +300 hit points to Altars of Sigmar; Inviolable Faith grants +2 STR to Arch Lector.

VAM Sylvanian Cay blight hit point bonus 30>50.
VAM Dark Arts research chain costs 50 base lumber less (e.g. for the first research 125g/125l > 125g/75l).
VAM Zombie Peons and Skeletal Corpses cheapened a bit (75 > 70 gold for peons, 40 > 30 gold for corpses).
VAM Lahmia Bloodline research Tribute now grants 3 random items instead of 300 gold.

DOC Unstable made less punishing: duration reduced 16>12 sec, and damage amplification reduced 50%>40%.
DOC Skulltaker hero Raging Battlefield 90>50 manacost; Skulltaker threshold and heal values increased by 50% (now 150 xLevel).
DOC Skullcannons hit points reduced 400>350, level increased 2>3.
DOC Bloodthirster now has Resistant Skin (60%); Brass Meteor cooldown 15>30 sec.

BRT Knights gold cost reduced 300>260. Errantry (knights' spec) now refunds 25, not 50 gold.
BRT Villagers now suffer from Malnourishment: unaffected Villagers are now limited to 30 (House-total limit stays); having more at a time will inflict a significant combat penalty to the newly trained Villagers.

WOC Dragon Ogres +1 supply (5>6), +2 levels (5>7), base attack time 1.65>1.8, gold cost 270>290, +150 gold cost to their Cleave research, collision size 32>48.
WOC Chaos Dragons are now identical to other dragons (such as HEL's Moon Dragons): they are now, basically, more expensive and stronger.
WOC Warhounds -70 max hp (300>230) and they now deal -50% damage to buildings.
WOC Khorne Champion spells now require 10 more experience and may are capped at that value.
WOC Word of Agony (Slaaneshi Lord Spell) now deals 35% less damage on all levels (100>65 per level).
WOC Flickering Fire of Tzeentch nerfed: damage 100>50, cast range 800>600, mana cost 70>105, hero duration 1>0.4.

DOW-Araby Efreet gold cost increased by +80 (280>360). Arabian Warriors collision size 31>32.
DOW-Araby Hashishins level +1 (2>3) and buildtime +6sec (20>26); Subterfuge now usable only if cast at 90%+hp. Envenomed Daggers damage decreased 75>35.
DOW-Araby Wizard-Caliph cast point increased 0.3>1.25.
DOW-Chd Devastators nerf: max hit points 520>505; base attack time 1.5>1.7; gold cost 205>220; attack range 375>370. Improved Rifle design now grants +70 range (down from +100).
DOW-Kislev Frost Maidens gold cost decreased from 180 to 135.
DOW-Cathay Night Blade gold cost 195 > 345. [due to an oversight on my part, this change affects only the 5 ladder maps]

WEL can no longer power-build mechanical structures.
WEL Arrows of Hatred (Wrath&Vengeance spec) now cost +3 mana (7>10), and last 8>4 seconds (3>1 on heroes).
WEL Hagbane Tips arrows switch place with Starfire Shards (T2<>T1). Satrfire Shards DPS decreased 8>3. Asrai Marksmenship gold cost is now 75/150/225, up from 75/75/75.
WEL Forest Spirit Treekins now require 25 sec to summon (10>25 mana cost); their hire interval at Trees of Seasons increased 30>40 sec.
WEL Elf Workers cost +5 gold (75>80) and -15 hp (220>205). Nerfed Archers: 355>335 hp, 20>25 wood, 1.40>1.50 base attack time. Waywatcher hero summon spell costs 5 more mana (120>125).

DWR Troll Slayers now have lvl1 Cleave at lvl 2 and lvl3 cleave at level 3 (so 0-0-2 > 0-1-3)
DWR Hammerers Resolution and Heavy Bash research now cost 100 gold less (200>100 and 175>75 respectively). Resolution and Greater Resolution block +1 and +3 more damage (9>10 and 12>15). Bash always lasts 1 second longer (0/1/2/ > 1/2/3), proc chance now also increases by 2.5% with upgrades (15/15/15% > 15/17.5/20%). Collision size reduced 32>31.
DWR Dwarven Woodcraft research now has Forge (instead of Dwarven Hold) requirement.
DWR Giant Slayers now have the ability 'Slayer Oath': you are refunded 50 x [unit's level] gold upon their death (75 for heroes) (capped at 350 gold).
DWR Thane Rune of Breaking item-remover effect vs heroes now has a level cap (3/6/9) and works only if the victim is both below 50% hp and mp, but the main effect will now affect heroes for 4 seconds; the single-item additional effects are removed.
DWR Thunderer allround buff: +3 base damage (18>21), +25 range (500>525). +35 hp (505>540); Armoured Thunderers now also gain +2 armour.
DWR Warriors and Clansmen gain +25 hp (520>545). The research Shield Defence now also grants them +2 armor.
DWR townhalls now grant 20 food (up from 16).
DWR Research 'Fortitude' (warrior spec) now boosts hp by 200, up from 100.

ORC Giant Spiders -50% damage penalty against buildings; base damage 15>12; hit points 500>440; web duration (spec) 8>6 sec.
ORC trolls Normal>Siege damage; -2 armor (mundane variant only); lumber cost 30>45. "Focus!..." ability cooldown +30 sec (60>90).
ORC Mob Boys (orc spec) collision size reduced 32>16.
ORC Snotlings base attack time nerfed (1.3 sec > 1.65 sec); Snotling Breakout cooldown for barracks increased from 48 to 65 seconds; smaller breakout (for towers & pump wagons) now requires a bit of mana to charge up (50 sec for towers, 10 sec for wagons).
ORC Squigs's Gulp can now be used only if the squig is above 50% hit points; cooldown doubled 45>90 sec. Great Cave Squig now has Heavy armor (was Fortified before).

BOC Centigors build time reduced 40 sec > 25 sec. Their ability Drunken Bravado now burstheals the user by 250 hit points upon usage (instead of granting these 250 hp proportionately).
BOC Hunter's Skills (Slaanesh spec) research for ungors and gors buffed: from +20 ms +4 damage to +40 ms +8 damage.
BOC Shapeshifter Bear Form mana cost 125>100; Wingbrute form (Tzeentch spec) mana cost 225>125. Shamans of Nurgle (Nurgle Spec) hp buffed 525>600.
BOC Gors hitpoints 590>650 and base armor 1>3. Khorngors are now identical to melee Gors: base attack rate nerfed 1.35>1.6 (except for abilities and heavy armor type).
BOC All heroes sight range improved 1800/800 > 2000/1200. Baleful&Blasphemous Orbs attack rate improved 2>1.8.
BOC Warhound-Protected Pig Pens now have 10 charges for spawning Warhounds.
BOC Tainted Wood level 1 now boosts lumber carried by +6 (up from +2); Tainted Wood level 2 now boosts buildings' hp regen by 3.5 (up from 2.5)
BOC Aura of Carnage (Doombull hero) buffed by 50%: 10/20/30 > 15/30/25 % melee damage bonus.

LIZ Totems of the Old Ones now have 8 charges for spawning Lizards.
LIZ Serpents of Sotek (spec) now deal -50% damage to buildings.
LIZ Improved Blowpipes research moved to T2.
LIZ Stegadon-hero normal-type damage, but can carry 2 items, +1 item per levelup. Indomitable now costs 25 mana (was 0), damage block chance increased from 25/30/35 to 50/65/80.

DEL Shield of Living death (t3 item) armor bonus +5 > +2.
DEL Storage 30>50gold. Barracks, Bestiary and Dreadhall gain +300 max hp (to 1300, 1400 and 1400)
DEL War Hydra's Devour now has a lvl 3 cap; slight cost increase of +30g +10l (290/80 > 320/90).
DEL Supreme Sorceress' spell Lahmeks Dominion base spell's duration against heroes is halved (to 3/5/7); cast range decreased 700>550.

SKV Gutter Runners nerf: base attack time 1.1>1.4; hit points 400>375; cost 185g/30l>205g/40l; they now deal 60% damage less against structures; Snare-Net now lasts 4 seconds less and can't target heroes, though this is mitigated by the newly introduced 2nd level of the Snare-Net research.

TOK Hierophants gain +30 max hp (300>330)
TOK Sentinels of Heaven (Labour spec) landing near enemy starting locations are now damaged by 75% of their current hit points (reduced to 25% in an open field and to 0% near your own start. loc.); this ability also now requires a a Sepulchral Shrine; airborne movespeed reduced 220>170.

OGR Sabretusks normal>piercing damage type; Hit Points 800>750; Overwhelm research moved to T3 and now costs 75>175 gold; Olfaction research no longer requires T3.
OGR Gnoblar Traps nerfed: cooldown 10>50 sec, duration 600>200 sec, trap's hit points 100>5.

Mostly balance and visual improvements. Notably, DEL are buffed quite a lot. The mod is now very near its final form!
Competitive maps expanded and updated.
Additional maps updated.

Many improvements, small additions, bug fixes, re-balancing, etc. A lot of them are back end optimisations, so don't expect too too much.
Competitive maps expanded and updated: go here! Many thanks go to Bawbz and his amazing tool that made this possible.
Thanks to Grubby for playtesting my mod on his stream and for all of his kind words, I feel honored and very happy to receive praise from such legend :)

Tons of improvements, small additions, bug fixes, optimisations, etc.
In fact, I have finished (well "finished") everything I wanted! The mod will see some tweaks, fixes, and many minor changes within the next 365 days, but after that date the update will be final.
Additional maps updated - please welcome the custom 10 player Fall map.
Please welcome yet more custom maps - now ladder ones! Thanks go to Bawbz, and to Mafe and Kaer who generously allowed me to use their maps.

Some reworks to two races: SKV and OGR.
Antimagic reform across all races continued.
New loading screen arrived - it will now work with Reforged.
Additional maps updated.
As the mod is nearing it's final form, I recently began playtesting with pro-players: they gave invaluable feedback and made countless suggestions, most of which I was able to implement. So as always, a myriad of visual and gameplay tweaks&fixes.

Some reworks to two races: WOC heroes now have Demon Princes and see some additions for Khorne; HEL heroes now benefit from 4 levels of each skill and 13 skillpoints in total.
Antimagic reform across all races started. There is now an emphasis on each faction having anti-spellcaster units. This will be finilised in the next patch.
Additional maps updated; notice that this wasn't the case the last time. Furthermore, desert map reworked and enlarged.
As with each patch, I've made a score of balance tweaks and fixed a multitude of typos and minor bugs.

Item reform - generic items are overhauled and there are now way more thought out and diverse, including the addition of some basic recipes (composite items). Race-specific items also gain quite a few improvements.
WEL, DOW and especially LIZ see some additions. Also added a 'Rivalry' system for the first time that affects about a third of all races.
A multitude of minor fixes and improvements, as always, such as typo fixes and balance&visual tweaks.
Please note, as this is a relatively smaller update, that the Additional maps are not yet updated.

DOW now has the last two subfactions: Kathay\Nippon\Ind and Kislev.
BRT now has the last specialisation, centered on Grail Knights and faith.
Tower & Base defense reform: all races recieve special bonuses for building towers near their main base.
A great many minor fixes and improvements.
Additional maps updated.
Notice that all "new" content for the mod is now 100% done - after over 11 years of work! There will be additions and reworks in the future (I still have plenty of ideas, trust me), but these will be somewhat limited in scale.

Chaos Dwarves are now available as sub-faction for Dogs of War!
Orcs and Goblins overhauled: a multitude of additions to make the race way more interesting (especially Goblins).
BRT now has the third specialisation.
A number of tweaks and additions; minor bug-fixes, rebalancing etc.
Additional maps updated.

Dwarves overhauled: a great many additions to make the race way more interesting.
Beastmen semi-overhaul: the race sees way less changes than Dwarves, but should be quite a bit more interesting now.
Icon reform: over 100 new icons imported to make the races more unique and appealing (mostly focuses on research at forge-type structures).
Various minor bug fixed, additions, tooltip typos, a few new models, re-balancing, optimisation etc.
Additional maps updated.

The final, 16th race has arrived! Dogs of War: note that these will have a total of 5 subfactions, of which the first two are done.
Various minor bug addressed, tooltip typos fixed, a few new models&icons, minor re-balancing etc. Many thanks to the activity of the player base, notably Swarmlord and Red Killer.
Additional maps updated.

Many additions for Bretonnia, notably custom items and two specialisations.
It is exactly 10 years today that I have first uploaded my mod anywhere. A dedicated easter egg is implemented to mark the occasion - please refer yourself to the nearest the Dogs of War Camp.
Various minor bug fixes, tooltip typos, new models&icons, re-balancing, optimisation, etc.
Additional maps updated.

BRetonnia [BETA] released! The race has no custom items or specialisations, but is otherwise fully functional. Type BRT to select.
Many minor bug fixes, tooltip typos, additions, optimisations etc.

TOK now have the last two Specialisations. This means all WHFB races are fully implemented!.. Save for those who didn't have at least a 7th edition army book.
Many minor improvements, re-balancing, typos, optimisations etc.
Additional maps updated.

TOK now have the first two Specialisations - War and Death. This means they lose the official 'Beta' status, although many more (minor) improvements and additions are planned for them. To commemorate that...
New loading screen has arrived!
BOC overhaul started; a couple of units reworked. Work on it will continue.
Many new models imported. Many thanks to the wonderful model-makes of Hive.
As always, countless small improvements, additions, optimisations, minor byg & typo fixes. A lot of balance adjustments due to recent play-testing by our wonderful Discord community.
Additional maps updated. Moreover, (6)City now redecorated to look more like a city.



SFX overhaul! Dozens of new models of buffs, missiles and other special effects. Many dark blessing to Daelin, Zephyrius2412, JesusHipster and Mythic, among others!
DOC now have the last two specialisations (Nurgle and Tzeentch). Plucking the quills from Lords of Change is said to bring good luck (that's not certain tho).
TOK see some additions (though not as many as I hoped to accomplish). Notably, the Nexrolith Sphinx has a proper skillset now.
Auxiliary maps updated.
As always, countless miscellaneous tweaks and fixes, typos, minor re-balancing, etc etc.

DOC now have the first two specialisations (Khorne and Slaanesh). Bloodthirster sighted!
Many adjustments and additions, notably to Daemons of Chaos (aside for the aforementioned specs), Tomb Kings (who unfortunately still remain a Beta), SKV (clan Skryre happy-happy) and DEL (Genevenburg convention now prohibits the killing of slaves).
Countless other additions, minor changes, optimisations, re-balancing, visual improvements etc.



Tomb Kings [BETA] released. The race lacks a unique skillset for the 4th hero, non-vanilla items and some other features, but is otherwise complete.
OGR have the last 2 specialisations.
Now on Discord! Join us: discord.gg/uW34Y49[/URL
Updated the [URL='http://www.hiveworkshop.com/forums/pastebin.php?id=0gaxxf']four auxiliary maps
.
Many new models and icons, as well as some minor bug fixes, tooltip typo fixes, optimisations etc.
100 years ago World War I has ended. Remembrance poppies have been diligently planted near the central fountain to mark the centenary.

Daemons of Chaos now have their last hero, Mastermind, and thus lose the status BETA. A lot of bug fixes and optimisations have been implemented for them. To welcome the Daemonic Host, loading screen has also been changed.
Ogres have the second specialisation - centers on Maneaters (mercenaries).
Updated the four auxiliary maps.
Several minor bug fixes, tooltip typos, optimisations etc.

Daemons of ChaosBETA released. Please welcome this by far most unorthodox - yet intuitive - fraction yet! Type in chat DOC.
Flying units reform: ranged flyers (e.g. dragons) may now attack land units while airborne. Fly\hover mechanic still retained for all units. Two types of areal units now exist: Avian Predator and Flying Behemoth. The former receive heavy bonuses while airborne, the latter - penalties.
EMP mage reform. Wizard Lords now rival Maneater Veterans as possessors of the most unconventional skillset (or 8 of them). Changes also made to ordinary Wizards (whose skillsets now overlap with those of Wizard Lords), notably to Gold Wizards and Amber Wizards.
WOC is now a more hero-reliant fraction: this is done through the Altar of Chaos upgrade for the ordinary altar.
Several new models, countless miscellaneous minor and semi-minor changes and tweaks, bug fixes, visual improvements, optimisations, etc.


Ogre Kingdoms have the first specialisation (Feast of the Great Maw).
Added the option to pick a random race (for +100 starting gold and +30 starting lumber): type in chat rndf.
Buffed Dark Elves to have more gold and more starting workers.
Made a 6-player additional map; updated the other three See this pastebin entry.

Architectural reform: all races now have a unique architectural style! The usage of vanilla building models brought to a minimum. Go here for viewing. Enormous, titanic thanks to Ujimasa Hojo! (Apologies for the filesize increase associated with this.)
Welcome the HD Loading screen! Thanks go to Softmints.
full

Vampire Counts have the third and fourth specialisations: Lahmia and Blood Dragon Bloodlines.
Big changes to SKV, WOC and ORC, making them much more unique. Skaven: The fraction's buildings are changed, the race is now much more reliant on Holes. Warriors of Chaos: Maruders and workers now merged into a single unit - Tribesman. Orcs and Goblins: a complex Animosity system implemented.
Countless miscellaneous tweaks and fixes. Notably, several new models added (aside for buildings, see above).

Ogre Kindgoms officially released. The race has no specialisations yet (has one provisional research), but otherwise fully done. Many tweaks to OGR to bring them into good shape (two new items, Hunter now has a unique skillset, new unit - Rinox, many minor bugs and typos fixed).
Vampire Counts have the second specialisation, Korchatov Bloodline. Several tweaks to the previous specialisation (fixed a bug with limit; Summon Thralls now also summons a Strigoi Thrall).
Countless miscellaneous tweaks and fixes. Notably, several new models added (for Savage Orcs, DEL's Death Hag and Reaper).
Updated the Additional Maps pastebin entry.

Ogre Kindgoms [BETA] released.
Vampire Counts have the first specialisation, Von Karstein Bloodline.
Countless miscellaneous tweaks and fixes. Notably, WEL Forest Spirits no longer require food to train; added the ability 'Underground Travel' for SKV Holes.

Added Backpacks (2 slots) for most mana-posessing units
Added or the following new abilities: Reinforce - Free Company Axemen, Taunt - Spawn of Chaos (WOC only), Great Shaman - Avatar of Mork (replaced the sometimes malfunctioning Wrath of Mork), High Mage - Asuryan's Protection (replaced the sometimes malfunctioning Wrath of Asuryan), Stegadon - entirely new skillset.
Orc Boys armour type changed to Unarmored.
WEL specialisation upgrade Enraged Spirits replaced by Forest Dragon Rage. A research added for Dragon Ogres.
Credits added to quest log.
Countless minor miscellaneous cosmetic and gameplay tweaks, bug/typos fixes etc.

VAM: fixed Purity of Bloodlines sometimes preventing new hero training; fixed a bug with Skeleton Peons being unable to construct structures after call to arms.

Custom loading screen made.
Many tweaks and fixes to Vampire Counts. Notably, Fell Bats now have true sight, specialisation provision is made (Purity of Bloodlines), new item added (Mitternacht Scroll) and base defense mechanism added.
WELs now have the last specialisation, Path of Root and Branch.
WOC Changed attack types of god-marked units: Tzeentch>magical, Slaanesh>Piercing, Nurgle>Siege, Khorne>Normal.
Countless minor miscellaneous cosmetic and gameplay tweaks, bug/typos fixes etc.
Updated the Additional Maps pastebin entry.

Vampire CountsBETA released. No specialisations, otherwise fully functional.
WELs now have the two more specialisations (3/4).
BOC Herdstone costs decreased/revised.
Countless miscellaneous cosmetic and gameplay tweaks, minor bug and typos fixes. Notably, added several new icons and fixed issue with attached heroglow always being red.

Created the Additional Maps pastebin entry, to which 3 maps were uploaded (notably a 2- and 8-player ones).
WELs now have the first specialisation.
Added an early alpha version of Vampire Counts. Type in chat VAM to select this recently-started fraction.
Added two chat commands: zoom out camera; disallow AI players to build flying units. See the 'Quest Log' for more info.
ORC: Trolls added, Boar Boyz removed. Barracks size decreased.
DWR: New model for Hammerers. Tweaks to Mortars and Cannons (to make them less similar).
LIZ: Added a research that allows Chameleons to be trained up to 4000 units away from the Skink Pool. Salamander armour type changed to 'Heavy'; Kroxygor attack type to 'Siege'.
SKV: Infectious Rat is now more expensive but has 0 collision. Fixed a bug with Catapults. Rat Ogre attack type changed to 'Siege'.
HEL: Claw and Fang specialisation tweaked: Star Dragon buffed but now limited to 1 per game; flying units now have 'Heavy' armour after research (not 'Medium').
Several icons remade.
Countless other gameplay/cosmetic tweaks, tooltip typos, bugs fixes (notably with 'Shield of Change').

Beasts of Chaos now have 4 specialisations. Several bug fixes to them (notably: issues with Primal Fury and Harpy).
Many bug and tooltip fixes to Wood Elves, mostly minor. Visual additions/tweaks, such as several new icons, new personal names for heroes.
Made a whole bunch of new Charged-class items, which are now dropped by creeps and are sold at Arcane Emporium (replaces Goblin Merchant).
Buildings that summon units (HEL farms and townhall, LIZ totem of the OO, BOC pig pens) now offset theirs summons towards rally point, instead of always offsetting 'south'.
Fixed three spells not working properly: Deadly Contagion (SKV Plague Priest), Surplus Redistribution (EMP farm), Exorcism (EMP White Wizard, currently affects only Undead).
Skaven townhall concept remade (cosmetic only).
Countless minor visual and gameplay tweaks, tooltip typos etc.
Limited version updated

Beta version of Wood Elves released. The race has no specialisations yet, but other than that is fully functional.
First specialisation for Beasts of Chaos, Warherd of Swift Hunt is done.
Workers are now offset towards the nearest gold mine upon race selection (instead of being always moved "south").
HEL's Magic Suppression remade into Armour of Hoeth (Path of Sword and Shield). Dark Elven Slavemasters now have true sight. LIZ's Kroxigors can now 'hire' Skink Skirmishers. EMP farms now have Surplus Redistribution ability. High Elf Ranger's ability 'Hunt' reworked: it can now be targeted up to 6000 units away, the Shadowwariors will be summoned after a delay (the larger the distance, the longer the delay).
Countless minor visual and gameplay tweaks, tooltip typos, minor bug fixes.
Uploaded the Campaign (first 5 missions) for the first time.

Fixed DEL's 3 specialisations being avalable for Player 1 only; fixed a bug with DEL barracks building requirements; fixed Grand Master's order's reinforcement;
BOC workers now have an ability Ritual of Rage. First built Altars no longer create floating text (moved to tooltip); Undead's Banshee can no longer possess workers of custom races;
Stone Thrower now available at merc camp;
Buffed DWR's Runesmith specialisation: Master Runes now affect heroes; Weapon R-smith armor type is changed to 'Heavy' and increased by 1; Fire-imbude Rune of Striking now deals more dps and lasts longer.
Allows to "random" a race (suggests a random race), type rnd in chat.
BOC's Totem of the Dark Gods cost reduced; BOC building-research exploit fixed (no longer counts incomplete structures); Fixed P-fury timers being shown to all players;
EMP 'Long Rifles' now require Keep, Headshot ('Doctrine of Discipline') no longer affects heroes;
Fixed some minor issues with WAAAAAAAAAGH! (ultimate) and orc specialisation; Big&Little Green Energy mana cost decreased.
Several typos fixed +visual tweaks

Dark Elves now have 4 specialisations (Paths).
Great-Great Clan Moulder's Mutate can now only target player's units.

Beasts of Chaos released (officially). Mind that the race has no specialisations yet.
Dark Elves now have specialisations - although only the first one is done yet.
Various fixes to BOC, notably added personal names for heroes. Fixed DEL's Harpy 1 dmg descrepancy between fly-hover units.

Beta version of Beasts of Chaos released. Type in chat BOC to play as this new race.
Reduced stun duration on heroes for War Lions, Hammerers, Rat Ogres. Dark Elven Storage gold cost reduced from 300 to 280. Orcs and Goblins shamans no longer have 'Power of da Great Green', which is replaced by an equivalent.
Fixed 3 hotkey issues and 3 tooltips. EMP's Marketplace has a new model.

Fixed a weird bug with DEL's Storage being upgradeable into creeps.

2 new icons: Plague Censer Bearer and Steed of Shadows (Grey Wizard's spell).
Added a free Damage Block 5 to all Dragons (Sun, Moon, Star, Chaos and Dark).
Some minor cosmetic tweaks.
Limited version released

Fixed Storage's hotkey; couple of minor visual issues fixed.

Many minor changes and fixes to Dark Elves. Notably, added personal names for heroes, reworked many tooltips, fixed black dragons being untrainable, made new icon for Elven Spearmen.

Couple of minor bugs fixed, 2 new icons added.
Late beta version of Dark Elves released. The race has no specialisations yet, but other than that is fully functional.

Minor cosmetic tweaks, tooltip typos.
Gameplay: added Rework Lumber to Empire lumbermill (pay 100/300 lumber now to get 110/350 lumber after 45/90 seconds).
I've been mostly working on Dark Elves last month. Type in chat DEL to play as an early alpha-version of the race.

Minor tweaks, tooltip typos

Several icons reworked, lots of tooltip issues fixed.
Gameplay: reworked the Blessed Spawning of Quetzl research (now it simply gives +2 armour); replaced Master Moulder's Endurance Aura with Breeding Mastery (complicated spell that affects the other 3 through toggalable mutagens); revised Plague Priest's Disease Cloud (now deals less damage but in larger AOE).

Minor cosmetic tweaks, tooltip typos

Uploaded
 
Last edited:
Level 17
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Sep 24, 2009
Messages
1,590
Just tried the map for the first time and was really unpleasantly surpirsed with how much the map is buggy.

Took Empire. Gunpowder specialisation or whatever is called.

Mortar's Inflammable Liquid doesn't work. Wizard's Tower Aspect of Dreadknight doesn't work. Bright Wizard's Fiery Blast doesn't work.

And I have just started. Haven't even tested 40% of the race.

Do you even playtest these maps or even play them at all?

Also, I would remove hero glow from non-hero unit models, like Amethyst Wizard.
 
Level 18
Joined
Apr 5, 2011
Messages
353
I'm in turn unpleasantly surprised by how much tiny things disappoint you. I am sad to say, I am also unpleasantly surprised by your tone which (at least in my mind) is hardly worthy of a person who has been active on the website for 15 years, even longer than I have.

Of the three bugs that you mentioned only one is "real" – and I already know about it: it was spotted by Cement around 2 months ago. The reason why it is still not fixed is that I have pro players compete in a league, and I have agreed with them not to update the mod before they finish playing the current season on this single patch. The other two bugs may crop up in certain versions of the map but not in others (e.g. in 1.30 everything works fine while in reforged it doesn't - or vice versa). I do aim for everything to work everywhere as much as possible, but that is not always possible and very rarely easy. I will double-check again the issues you have raised and maybe even insert a workaround if I deem it fitting, so thanks.

As far as playtesting is concerned – as a matter of fact, I myself don't do all too much of it these days, relatively speaking. Dise, Sheik, Razermoon, Inspired and quite a few others provide me with an abundance of feedback. These same people are also catching the occasional bugs. Because I am in close contact with the community constantly, I am under no illusion whatsoever as to the amount of bugs in my map (spoiler: very, very few actually, especially when considering the scale of the project).

Have a nice day and thank you for providing some interesting food for thought,
Just tried the map for the first time and was really unpleasantly surpirsed with how much the map is buggy.

Took Empire. Gunpowder specialisation or whatever is called.

Mortar's Inflammable Liquid doesn't work. Wizard's Tower Aspect of Dreadknight doesn't work. Bright Wizard's Fiery Blast doesn't work.

And I have just started. Haven't even tested 40% of the race.

Do you even playtest these maps or even play them at all?

Also, I would remove hero glow from non-hero unit models, like Amethyst Wizard.

PS: the occasional heroglow on non-heroes is imperfect but it doesn't bug me too much; even DotA has inconsistent heroglows and I am nowhere near as popular, to put it mildly. Besides, heroglow contributes to teamcolor visibility, which is a good thing.
 
Last edited:
Level 17
Joined
Sep 24, 2009
Messages
1,590
Well, instead of getting offended I would have taken it as a constructive criticism. I have tested 2 more races, and found at least 3-4 more bugs. I guess your playtesters are doing poor job. Also playing a tournament where 1 broken ability can cost someone a game and intentionally not fixing those bugs is a pretty interesting decision.

I have gotten frustrated because a map with so much potential has bugs on basic things. Then I ask myself, is anyone playing this, when they don’t even notice these? Also I am playing on a latest version.
 
I mean, Grubby's actually been hosting the tournament, so people are definitely playing

Which, by the way, I must congratulate you on, @Nightmare2077, that is such an awesome outcome for your project! :D
I only hope that one day I might get half as much recognition for something I worked on, for now I perservere and am inspired by the potential for success as seen by your project :)
 
Level 17
Joined
Sep 24, 2009
Messages
1,590
I mean, Grubby's actually been hosting the tournament, so people are definitely playing

Which, by the way, I must congratulate you on, @Nightmare2077, that is such an awesome outcome for your project! :D
I only hope that one day I might get half as much recognition for something I worked on, for now I perservere and am inspired by the potential for success as seen by your project :)
Yep, that is a reson why I came to check this map. Had a lot of fun watching those videos.

Maybe I went too hard on him. Had no intentions to offend him. As a big Warhammer fan, I want nothing but success to this project. Even though, I must admit that I am a little bit dissappointed not to see some staple units, like Ironbreakers and Iron Drakes for Dwarfs, for example.

Also nice of you to come and share some words of encouragment.
 
Oh there were some old staples missing? I'm not as familiar with Warhammer myself, and have only touched the tip of the iceberg for the sheer amount of content put into this project. I'm probably going to learn more about what's in it from the tournament tbh, I'm a sucker for an RTS with a great number of playable factions (something about "High Elves vs Empire" just feels right for me lol).
 
Level 18
Joined
Apr 5, 2011
Messages
353
10 years ago today I have first uploaded this mod on Hive!

Now I am very proud and happy to have the what is arguably the most successful mod of its genre in the history of Warcraft 3. The reason I say this with confidence is that we have had a very prolific tournament life in the past 6 months (all thanks to Grubby who kickstarted it all back in January!). The community and I have organised two full seasons (all info here and here; vods are for example here and here), meaning well over 200 competitive games were played. I am especially blessed to have some of the very best Warcraft 3 players compete, such as Dise, RazerMoon, Sheik, and many others. More is to come!
I thank very much all those involved, regardless how recently and how big or small! Every little bit counts :)

Today's changelog:
  • Additional Maps updated.
  • Additional Maps - ladder updated.
  • Many bug fixes and visual improvements.
  • Please welcome the first neutral hero - Hotek the Artificer! He uses this badass model. The hero is inspired by my plot for campaign, the work on which is now hibernated. More mechanics for neutral heroes will come in the future, although Artificer already makes unique changes to each race.
  • Since I now have an active competitive scene, I track all balance changes. See them below under the hidden tab:
Neutral: Enchanted Armour gold cost decreased 300>250 (Armour of Destiny thus now 500 gold, still grants +4 armour and +150 hp).
Neutral: Greater Dispel Scroll +25 gold cost (200>225), stock replenishment time increased 90>120 sec.
Neutral: purchasable attribute items now cost 25 gold more (125>150 for +3 to a stat, and 350>375 for Orb of Excellence)
Neutral: Healing Wards removed from drop table. Claws +15 ('Blade of Realities') added as a third droppable item alongside Kadgar's Gem of Health and Pendatnt of Mana (affects only Twisted Meadows within the ladder maps).

All races: RNDF race resources bonus increased from 100g 30l to 150g 50l (to 650 / 200 total starting resources).
All races: hero spell damage resistance updated/increased to 30% (up from 25% which was the value in 2004-Warcraft and earlier).
General: Type in chat "-gg-" to forfeit the game and spectate.
All races: the first neutral hero, Hotek the Artificer, has made it to the mod! He is currently only a demo. Please don't use him in competative games unless your oponnent agreed. Build two altars while having no heroes to gain access to the hero as well as to one unique technology for each race that he unlocks.

VAM three units from t1 barracks have their level reduced by 1: Skeleton Archer 2>1, Grave Guard 3>2, Black Knight 4>3.
VAM von Carstein Vampire (von Carst. spec) overall nerf: gold cost 480>550, starting mana 250>200, base attack time 3>3.5, Aura of Dark Majesty nerfed to 1.5 armor in 1200 aoe (was +3 armor in 1800 aoe), Summon Thralls higher manacost and worse armor types (200>250 mana, heavy>light armor for Strigoi Thrall and medium>unarmored for Necrarch Trall).
VAM Tomb Banshee (von Carst. spec) ability 'Ghostly Howl' now costs more mana (125>175) and requires the 'Chill Grasp' research (t3 upgrade for the respective Wraiths' ability).
VAM Korchatov Vampire (Korchatov spec) spell Paralysing Terror now lasts one fifth as long vs heroes (10/20 sec > 2/4 sec). However, this spell now gains an additional effect vs Angst-affected heroes: they will suffer -1 to all attributes (via an undropable item) until dawnbreak.
VAM Korchatov spec Dire Wolves armor type changed Heavy>Medium and their collision size reduced 32>8.
VAM Korchatov spec nocturnal dwellers hit points nerf: Vampire Bat -20 max hp (140>120), Restless Souls -40 max hp (240>200). (I have also fixed Haunters of the Dark summoning units upon using items).
VAM Lahmian Vampire (Lahmia spec) buffed: base attack time improved (1.9>1.7), attack range +100 (550 > 650), max hit points +150 (650 > 800).

SKV Rod of Mutation (t1 item) buffed: more charges (3>4), more dps (40>60), longer cast range 400>650, cooldown 10>0 sec.
SKV buildings buff: Eshin Caverns, Pestilens Cesspool, Skryre Tunnle and Moulder Pit -5 sec buildtime (50>45 sec), -10% resource cost (200/100 > 180/90); Altar of the Horned rat -10 sec buildtime (60>50).
SKV Cave In (slave-diggers) nerf: you may now only collapse 3 holes per 1 level of Hunger that you mitigated (+3 base times), otherwise the ability is much weaker.
SKV Night Runners' collision size reduced 32>8. Training time reduced 22>18 sec.
SKV Warp-Lighning Cannons nerf: base hit points greatly reduced (690>450), cost slightly increased (310/100 > 335/110) and now have a minimal attack range of 150.
SKV Screming Bell buffed and reworked: max mana 200>400, it now provides 13 food and has a strong aoe magical attack. Gold cost increased by 125 (200/250 > 325/250). Lastly, heroes within 1200 of the bell summoning Clanrats via the item 'Summoning Stone' now instead summons a Stormvermin, while Chieftain's ultimate ability 'Summon Stormvermin' will summon a total of 9 Stormvermin.

TOK Hierotitants buffed: now have Damage Block (6); each living Hierotitan grants +0.2/sec manaregen to your heroes and liches (up to 10, so 2 mana/sec).
TOK Necrolith Colossus (War spec, also Labour spec) now has the ability 'Unstoppable Assault' (bash that gets progressively better in combat) and 'Shackles of Phakth' (web).
TOK Domain of Usirian (Death spec) now affects heroes below 100 hit points always, instead of a linear chance affecting 0-200 hit points (the effect being the victim needing to be double-revived).

EMP Gunpowder spec Inflabmmable Liquid (t2 upgrade for Mortars) now just adds +15% attack speed (used to interfere with their other ability frag shards).
EMP Wealth spec prices when purchasing lumber for gold are now 3x better (was 50 gold for 10/15 lumber, now 50 gold for 30/45 lumber).
EMP Wealth spec Tax Collections all specified buildings now grant +5 gold (e.g. +15 gold every 6 hours, up from +10 gold, for a Marketplace).

HEL Ranger's Trueshot Aura buffed: +5% ranged damage on all lvls
HEL new item available at Vaul's Forge (stocks up to 5), requires 'Elven Workmanship': Elven Trinket, grants +1 to all stats, costs 10 gold 10 lumber.
HEL Combat Wizards now benefit from Smithy damage&armour upgrades.
HEL Heavy Armour upgrade for Spearmen now cheaper (150-100 > 100-25).
HEL Bolt Throwers slight buff: Repeater Volley research debugged - it now adds 5 attack damage to repeater-fire Bolt Throwers; Sharpened Bolts (t2 research in Archer spec) now also affects siege-mode Bolt Throwers (adds 6 damage).
HEL Swordmasters of Hoeth buff: they now always have true strike (not just in Sword and Shield spec). Their upgrade 'Sword Mastery' gold cost recuced by 200 (325/275 > 125/275).
HEL Path of Sword and Shield overhauled quite a bit: notable two of its upgrades now affect Combat Mages; Shattering Stike replaces True Strike at t3.

WEL Dryads buffed: base attack time improved (1.75 sec> 1.5 sec), +4 base armor (0>4), collision size reduced by half (32>16) and food consumed reduced 3>2.
WEL Spirit of Vengeance's Aura of Vengeance now returns 20% damage to melee attackers instead of its raw 20 damage with probablility.
WEL Tree Kins summoned from Forest Spirits can now return to being Forest Spirits if they target a tree in melee range for 2 seconds.

BOC Quill Spray cooldown greatly nerfed: 1 sec > 8 sec.
BOC Minotaurs and Doombull with Aura of Carnage now have a 10% to damage a Townhall-type builiding by 100 damage (or 100 per Aura of Carnage level) with each attack (any building vs Empire).
BOC every Minataur trained permanently adds +1 damage to all Minotaurs and to all heroes.
BOC Khorngors (Rampaging Fury spec) nerfed and reworked: armor type switched heavy>light; they are no longer affected by the left spec branch (i.e. no +4 damage at T2 and no Cleave ability at T3); they now gain an aoe-dispel ability ('Anihilate Magic' - note that it requires 'Wild Magics', i.e. two built totems); the research Influence of Khorne (T3) no longer affects Primal Fury in any way, but rather improves the aforementioned ability 'Anihilate Magic'.
BOC unit-Viletide (Tzeentch spec) cooldown greatly increased (8>40 sec).
BOC Shaman of Nurgle (Nurgle spec) 'Bugs and Bloatflies' ability buff: duration increased 18>22 sec, mana cost 150>70, transfer chance 20%>33%.
BOC Ambush Site (Slaaneesh spec) building time greatly reduced (50>10 sec) and it no longer costs any gold (was 160-40, now 0-40).

DWR Workers max hit points increased by 70: 290>360.
DWR main building's T2&T3 buffed: they now provide 24&28 food (up from 20); they now require 200 stone, meaning they refund 400 gold upon upgrading.
DWR Weapon Runesmtith major buff: +140 max hit points (460>600); +5% to all runes' value (e.g. +15% instead of +10% damage for Rune of Striking); Master Rune of Cleaving damage value doubled 10>20, cooldown decreased 180>50.
DWR Armour Runesmith buff: +150 max hit points (480>630); Master Rune of Fortitude hp value doubled 150>300, cooldown decreased 180>50.
DWR Rune of Balance now has 3 charges (same cost). Furthermore, it will burns 25/75 mana if you have researched 'Runesmith's Wisdom'/'Rune of Negation' (225 mana if you also have Runesmith's spec T3 research 'Magic Annulment').
DWR Miners are now T2 (not T3) and cost 45 less gold (195>150)
DWR Miner Guildhouse upon upgrading grant +20 gold to a nearby guildmine (1200 range, or global for your main gold mine). Miners spec t1 research boosts this to +30 gold.
DWR Engeneer Guildhouse now grant +10 range and +1 damage to Grudge Throwers, Flame Cannons and Cannons (up to +150/+15; the bonus is retained even if the farm is destroyed).
DWR Smith's Guildhouse now 'sells' (via an ability) a single item for 10 gold (either +2 damage, or +1 armor, or +1 STR; these can stack twice).
DWR Troll Slayers' (hero summon) hit points greatly buffed (200>415).
DWR Master Engeneer spell 'Combat Engeneers' now costs less mana: 120>100.

DEL no longer gain +500 gold at the start of the game.
DEL Death Hag's Bloodshred Poison no longer deals extra damage but instead has a 27%/55%/82% probability of removing -2 armour for 6 seconds (stacks up to -10 armor). Explosion damage increased from 30/45/60 to 30/55/80.
DEL Elf Slaves no longer are created when building Storage and Dark Elf Barracks (Human Slaves are).
DEL Slave Contract (t1 item): Slavemaster now lasts 180 sec, but summons an additional permanent Orc Slave (1 food, no hit point degeneration, vulnerable, grants 0 xp).
DEL Dark Sorceress' Doombolt stun duration vs heroes reduced 1>0.3 sec.
DEL Barbed Nets (Corsair spec t2) stun duration vs heroes reduced 1>0.2 sec.
DEL Darkshards (Warrior/Mage spec) level reduced 3>2.
DEL Witch Elves (Blood spec) level reduced 3>2.

WOC main building now grants 16 food (up from 10); Altar of Chaos (upgrade of ordinary Altar of Northmen) now grants 4 food.
WOC Corrupted Cage no longer requires a Forge; Spawn of Chaos no longer requires a Chaos Tower. However, Chaos Ogres and their upgrades now require a Forge.
WOC Bloated With Disease (Nurgle spec t3) hit point bonus tripled (50>150), and will burstheal previously affected units and heroes.
WOC Warriors&Knights&Sorcerers of Chaos now gain Mark of Chaos, dealing 12% extra damage to heroes
WOC Slaanesh Marauders&Warriors&Knights&Sorceress Mark of Slaanesh grants way more lifesteal: 10%>30% (20%>50% in spec at T3)
WOC Tzeentch units base damage buffed: Warriors of Tzeentch 13>17; Kinghts of Tzeentch 21>26; Marauder of Tzeentch 9>11 (now same base damage as Nurgle\Slaanesh for them all).
WOC god-specific barracks (e.g. Khorne Barracks) are now free, instead of costing 100g-100l to upgrade.
WOC Tribesmen (and Marauders) level 2 >1. Marauder upgrades (T1 research in any spec) no longer cost gold (was 25).
WOC Tribesmen (and Marauders) anti-lame early game: they are now hexed for 15 seconds if you attack an enemy player while having no hero or Improved-Weapons upgrade.
WOC Arch-Sorcerer of Tzeentch spell Blue Fire of Metamorphosis slightly buffed: 125>120 mana cost, 400>700 cast range, 20>16 sec cooldown [some bugs of this spell on lvls 2&3 fixed, thanks to Cement for spotting them.]
WOC Chaotic Energies research chain (that buffs Chaos Towers) is now 100 gold and 50 lumber cheaper (175g/150l + 250g/250l > 75g/100l + 150g/200l)
WOC Altar of Chaos (the upgraded version) free xp to new heroes doubled/tripled if you already have 1/2 heroes (up to 200/300 xp instead of flat 0-100).
WOC Altar of Chaos abilities buffed: Test of Chaos stun now lasts 12 seconds less (60>48) and restores all mana; Time of Glory bonus experience increased from +15% to +25%; Slaughterbrute gold cost decreased 450>375.

OGR main building (expansion/techingT2/techingT3) food increment made more costly by 2: negative 2/4/6 worsened to 4/6/8.
OGR Mountain Goats nerfed: +5 gold cost (15>20); sight range decreased from 1400/800 to 800/600.
OGR Gutstomp -1 sec hero duration (from 7/6/5 to 4/5/6), and costs +15 more mana (65>80). [Also if cast under invuln/mgImmune, no additional effects take place, only stun of main target].
OGR Bruiser's Pet Gnoblar now has a summoned 'shop' on all levels: sells Kite Shield, Biting Blade, Ring of Superiority, Pipe of Insight, Butchers Cleaver, and Dispel Scroll (costs 10g-10l to summon).
OGR Leadbelchers gold cost increased 280>360. Now have an attack-air web-type spell (requires 'Acess to Gunpowder I').
OGR Gnoblars Workers max hit points nerfed 250 > 215.
OGR Rhinoxen now cost 1 food (down from 3), have shorter sight range, territorial (suffer -10 damage away from Herding Pastures), but have +10 damage, their level decreased 3>2 (same as Byson).
OGR Gnoblar Traps research moved from t1 to t2.
OGR Slaughtermaster's spells buff: Bonecrusher now deals 50% more damage (60/130/200 > 90/195/300); Gastromancy now restores 50 hit- and mana- points to the caster (doubled to 100 with Butcher's spec T3 research 'Battle Gorgers').
OGR Hunter hero slightly nerfed: movespeed 320>300.
OGR (&dow) Maneater hero no longer can generate Shaitan's Inferno as Ability I.
OGR Tyrannise the Gnoblars research (Tyrant spec t1) will no longer cause hit points will to degenerate (was -0.45, now -0.25) but also no longer grants +2 damage.
OGR Beast spec buffs: Feline Ferocity (t2 research) now also adds 2 damage to Sabretusks and Albino Sabretusks; Thundertusks' hit points buffed by +550 (1550>2100); Niche Expansion attack damage bonus to Bysons and Goats doubled (+5>+10).

ORC Wyvern Warboss (t3 Orc spec) gold cost decreased by 125 to 425g (was 550g 225l)
ORC Warboss hero 3rd spell is replaced by Boar Boyz: summons an Orc Boar Boy and 0/1/2 additional Savage Orc Boar Boyz (70 sec duration, 70 sec cd, 125 mana cost).
ORC Black Orc hero buffed: instead of evasion he now has 'Stomp Em Boyz' (moved from Warboss); this aura is now 5% stronger on all levels. His shield spell now grants 33/60/75% spell resistance (note that he loses 30% hero-armor spell resistance) while now also lasting as long as the cooldown, i.e. 30 sec.
ORC heroes slightly buffed: 3x orcish heroes have +0.5 hp regen; Gobblin Boss nows has +1 base armor
ORC Orc Peons now benefit from "Orcs Are Da Strongest & Toughest" research (+10% max hp & +0.75 hp regen/second).
ORC Boss Hut (main) buildtime now 25 sec faster (150>125 sec); T2 and T3 tech is now also 25 sec faster (140>115 sec).

DOW (&ogr) Maneater hero no longer can generate Shaitan's Inferno as Ability I.
DOW Hireling Wizard Nullify mana-burn values reduced by 50% (80/120 > 40/60).
DOW-Araby Dust Devils and Sandtorm Elemental: armor type switched from heavy to light. Sandstorm Elemental spell damage reduced by 20% (10/20/30>8/16/24 damage per level).
DOW-Araby Cabalist Dust Devil spell is now stronger: duration 45>65 sec, cooldown 30>20 sec, mana cost 125>105.
DOW-Araby Wizard-Caliph movespeed reduced 320>270
DOW-ChaosDwarves Hobgoblin&Orc Slaves now give 0 experience.
DOW-Tilea Flying Galley slight nerf: training time 40>55 sec; gold cost 240>250.
DOW-Kislev Patriarch hero rework: ultimate removed and replaced with Holy Zeal. New ability: Denizens of the Forest, which allows the summoning of Crone-Which, Leshen or Child of the Forest.
DOW-Kislev Ice Weapons for Drujina requirment lowered from T3 to T2.

BRT Farms Fields now have a smaller size - as large as altars, no longer as large as barracks
BRT Constancy spec: Murder Holes research merged with Hoardings (both t3): Fortified castles/townhall can now purchase the Murder Holes ability for 50g-50l. Banner of Defense (spec item) is now usable as a Scroll of Town Portal: single use, uless the new t3 research is done; (also note that 2x Twilight Banners can be used to craft the Banner of Defense).
BRT Clercis (Faith spec) changed armor type medium>unarmored, but they now have resistant skin and 25% spell damage resistance.
BRT Truthsayers (Harmony spec) starting mana reduced 155>120; but under rivalry vs chaos (BOC/DOC/WOC) it is increased to 180.

DOC five basic units have their level reduced by one: Demonette (2>1), Fiend of Slaanesh (4>3), Screamer (3>2), Decaying Sage (3>2), and Juggernaut (6>5).
DOC Lord of Change hit points tripled 270>810, but his Mark of Tzeentch is now level 1 (negates 33%, down from 67%, of incoming damage).
DOC Forge of Souls (T2 upgrade) now costs -100 gold&lumber less (300g-200l > 200g>100l).
DOC items buff: Jar of Ghur now has 3x charges (up from 1). Wand of Hysh and Spark of Ghyryan are no longer dispelled by combat, and can be used at the same time.
DOC Rematearilisation (t3 teleport) is now less punishing: mana drain 500>150, slow duration 27 sec > 9 sec.
DOC damage and armor research (e.g. Might of Khorne) a bit of a buff/rework: they now cost about 1/3 resources less, but drain 20/50/80 health&mana from a rival hero (e.g. Aluress for Khorne) (unless 'Alliance of Chaos' is done). Furthermore, t1 daemons now gain +4 armor (e.g. Bloodletters), while t2 daemons gains +3 armor (e.g. Skullcannons).
DOC Juggernauts have Cleave (25% in 150 aoe); it is also now improved by Rampage (T3 spec researc).
DOC Bond of Entropy research moved from T2 to T3 (Soulvortex Citadel) and lumber cost increased to 250.
DOC left branch of spec research (e.g. Rage-Wrath-Rampage) now add 1-2-3 attack damage to their respective units (in addition to mana).
DOC Fiends of Slaanesh collision size reduced: 32>8 and they no longer require an Infernal Castle.
DOC Rotflies -12 base damage (49>37)
DOC Tzeentchean Emissary buffed: attack range increased 450>550. the spell Glean Magic now damages enemy summons by 243.
DOC heroes now cost 0 food but 4-3-2 food is permanently occupied (regardless wether the hero is alive or dead) upon training a 1-2-3rd hero.
DOC Infernal Ziggurat now requires a level 2 hero and build\upgrade time increased 35>50 sec.

LIZ Skink Warchief's 'Venom Assortment' - Weakness Poison now removes twice as much armor (1/2/3 > 2/4/6) but no longer removes attack damage (was 15/30/45%). {I have re-coded the whole spell, and there are now some other minor diffirences to it}
LIZ Skink Warchief's 'Ambush' revised: damage nerfed 100/225/350 > 100/200/300; duration increased 5/5/5 > 5/7/9 sec; fadetime decrased 0.6 > 0.6/0.4/0.2 sec.
LIZ Terradon's ability Drop Rocks now uncastable while hovering; its cooldown is doubled (18>36 sec; 9>18 sec in Itzl spec).
LIZ Tepok's Shield ability (Tepok spec t3) duration and cooldown revised: 5 sec and 12 sec > 25 sec and 50 sec.
LIZ Eternal Strife research (Quetzl spec t3) buff: Saurus Warriors will be 40 gold 20 lumber cheaper, improvment from just 20 gold cheaper.
LIZ Ancient Power ability (Quetzl spec t3) replaced with a new ability Sequence of Unfailing Protection (Big-Bad-Voodoo-like global spell).

Thank you all, and here's to ten more years!:goblin_yeah::peasant-cheers-back::peasant-cheers:
 
Last edited:
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Seeing as how this can only be reliably played against normal wc3 ai and races I have to say that EVERYTHING IS TOO, FCKIN EXPENSIVE. In both time, money, and convoluted tech trees and research. Especially chaos demons being guilty of being massively expensive for very little return on investment.
 
Level 18
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353
Seeing as how this can only be reliably played against normal wc3 ai and races I have to say that EVERYTHING IS TOO, FCKIN EXPENSIVE. In both time, money, and convoluted tech trees and research. Especially chaos demons being guilty of being massively expensive for very little return on investment.
Hey there, thanks for the comment!

I think once you get the hang of it, my races are stronger than the default ones. You just need to fine tune the timings etc a bit.
Some races (e.g. DWR) are trutle oriented so for them your comment holds totally true. DOC I can say are convoluted on purpose.

No races are underpowered at the moment (a couple are slightly underpowered, DOC being one of them). The reason I can say this with confidence is because we have an active pro-player community, and there are many very good players and many lower-level players. All races are viable (tho some strats are a bit stronger while others are less strong; I'm addressing this in future balance patches). You can check out some of the details here: WH:ES League - season 2 (July 2024)
Take care:peasant-thumbs-up:
 
Level 18
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Messages
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I am very proud to now be hosted on
1728793414653.png
Warcraft 3 Champions ladder!

I'm out of words, really :D And exhausted from all the recent hard work that needed to be done to make this a reality. (Oh, worth mentioning there's also 14 years of non-recent work behind that success too :D )

Over 300 games have been played in the first 5 days on ladder, which to be honest has exceeded even my optimistic expectations. Not only is my work featured on a ladder, but it is also very popular there!... Truly a milestone. My deepest gratitude to all people who helped make this a reality - modellers, playtesters, w3ch administrators, and all other supporters.

As always, a changelog is needed due to the large and growing competitive scene:
New models: BOC Gors x2, Ungor workers, Bray Shaman Hero, and shadow weaver. OGR bruiser. LIZ skinks skirmshers, skink hero, cultists of sotek, chameleon. Note that certain parameters such as attack point may be slightly adjusted for these new models.
Neutral item shop sell range increased 450>675
Neutral constant item shop (Arcane Emporium) will now upgrade composite items even if you have 6 full slots.
Items updated to better reflect current balance (e.g. Glvoes of Haste-like items now grant 15>18% AS increase).
All races: Revive Time Factor reduced from 0.65 to 0.6, in line with 1.35 patch (i.e. heroes of lvl1-3 are now revived a bit faster, 33/66/99/110 sec, down from 36/72/107/110 sec).
All races:'-lvl' command now displays a selected unit's level.

BOC Warhound-protected Pig Pens mana greatly nerfed: 100>50 (meaning they now summon only 5 times per game max).
BOC Beastlord's Bestial Surge slightly nerfed: 65>70 mana cost and 5>6 sec cooldown.
BOC Harpy Fury research now way cheaper (100-150 > 25/75); Gnarled Hides research now requires Herdstone IV (not VI).
BOC Epidemic (Nurgle spec t3) buffed: cooldown halved (90>45 sec), damage doubled (from 100+10% to 200+20%), but duration decreased from 180 to 120 sec.
BOC Arcane Might (Tzeentch spec t3) spells now require Master Trainings (e.g. Shapeshifter Master Training for Wingbrute Form). Wingbrutes nerfed a bit: base attack time 1.35>155, armor 3>0.
BOC Subversions (Slaanesh spec t3) now affects heroes (silence and -damage only) for 10 seconds.

SKV level of the following units decreased by 1: Clanrats (2>1); Night Runners (2>1), Gutter Runners (3>2), Plague Censer Bearer (4>3), Warplock Jezzails (4>3), Rat Ogres (5>4), and Infections Rats (1>0, Pestilens spec T1).
SKV now start with 6 base workers.
SKV Tools Of Supremacy now sell "buildable" Holes can now be purchased as items at after level 2 of Underground Travel research. Furthermore, Tools of Supremacy take 15 sec less to build (60>45) and cost slightly less gold (150>130).
SKV Plague Monks Initiate Training no longer requires Underground Lair (but requires an Altar of the Horned Rat); the whole chain now also grants +2 damage per research and higher max hp bonus (+40 up from +30).
SKV Plague Censer ability now deals 30% more damage: 10>13 dps (13>18 in spec).
SKV Night Runners and Gutter Runners gain +5 attack damage vs non-neutral organic units and heroes.
SKV Packmasters' spell Giant Rats reduced manacost on all levels: 75/90/105/120 > 65/75/85/95.
SKV Eshin Assassin hero evasion spell buffed from 10/20/30% to 15/30/45%.
SKV Plague Priest hero's Deadly Contagion now deals twice as much damage: 5/9/13 damage each second > 5/9/13 damage in 0.5 second intervals, its range reduced 500/700/900 > 475/550/625.
SKV Rod of Mutation item is now affected by Master Moulder's 'Breeding Mastery'.
SKV Master Moulder hero ability Vermintide now summons 0/2/4 special level-0 Infestation-Rats at random enemies’ starting location for 60 seconds.
SKV Great-Great Clan Moulder spec all 7 research summons 1/2/3 such Infestation-Rats for 60 seconds.
SKV Clan Eshin Services (t3 Eshin spec) cost reduced by a factor of 4 (200>50 gold per 200 mana). It now alerts if a target is acquired or not, and if not failed attempts refund 150 mana.
SKV Screaming Bell now has an anti-air piercing attack.

DOC Ephemerons on t2 no longer require food (was 1) and are upgraded twice as fast (60>30 sec). T3 Ephemerons require half food 2>1. Lastly, they all gain +250 max hit points (300/500/700 > 550/750/950).
DOC Elementals (workers) buffed: 220 > 260 max hp, 0>5 armour.
DOC Spark of Ghyran (t1 item) now costs 150 gold (was 100) but grants the buyer 50 lumber upon purchasing.
DOC all heroes slightly buffed: Aluress +20 ms (300>320); Taker of Skulls base attack time 2.05 > 1.8; Blighted One +2 armour; Mastermind +1 base STR (15>16).
DOC Circle of Chaos lumber cost reduced from 225 to 125 (gold cost remains 25).
DOC all Greater Daemons buffed, but they now also require the Locus of their hero research: Great Unclean One 2000>3330 max hp and siege>chaos damage; Lord of Change +9 base armour (0>9); Keeper of Secrets 1100>1900 max hp; Bloodthirster 1200>2000 max hp, base damage 61>80, but normal>hero damage type.
DOC three units with Mark of Tzeentch now have the following interaction with Spark of Ghyran and Wand of Hysh (t1 items): the unit is restored a random percentage of its missing mana. If this percentage is above 50%, then damages the unit by one ninth of its current hit points; otherwise, the item-user hero is restored the expended item charge.
DOC Daemonic Rift now needs a lvl2 hero.

WEL Forest Spirit (T1 item) +100 gold cost (100>200) but grants the buyer 100 lumber upon purchasing.
WEL Craftsmen Hall lumber cost reduced 60>20
WEL+hel+del heroes gain +25 starting mana upon altar-revival (100>125).

DWR artillery buffed: 5>4 reload time for Cannons & Flame-Cannons; 320>480 hit points for Grudge Throwers and 3.5>3 their reload time. Organ Gun (engineer spec T3) food consumed 7>5, base damage 50>63.
DWR gain +5000 maximum gold at the start of the game to the player's starting gold gmine.
DWR Master Engineer spell Combat Engineers buffed: spell cooldown improved 40/30/20 > 30/25/20, manacost lowered 100>90. Thrund Carrier +100 max hp (400>500), lower reload time (1.5>1.35). Mortar Team 325>450 hit points, 3.5>2.35 reload time, 1000>1300 range.
DWR Thane and Runelord heroes gain +3 base armour.
DWR Dragon Slayer Marked for Death spell now slows by 10/20/30% movespeed and 0/15/30% attack speed.
DWR Giant Slayer death grants 100 xp split over your heroes (50 if dead to creeps or structures, 0 if denied).
DWR Miners and Hammerers base limit increased from 0/2 to 3/3.
DWR rune inscribing is now capped at 60 base attribute; though with Runic Artefacts (t3 runesmith spec) you will still gain +2 to the selected attribute.

DOW-Tilea Paymaster's hero spell Master of Mercenaries now has a flat manacost of 50, and it affects units under certain maximum-hp threshold: 250/600/950 (mana is no longer ever expended per hit points of the target).
DOW-Araby Dust Devils and Sandstorm Elemental gain +3 armour; Sandstorm now has a cooldown of 5 (down from 30).
DOW-Kislev War Bears buffed: they now require T2; lumber cost decreased 80>55; base attack time improved 1.5>1.35; max hit points boosted 1100>1250. Elemental Bear Form buffed: now consumes only 1 supply (was 5 in both forms) and regenerate 12.5 hp/second (was 2.25).
DOW-Kislev Patriarch's hero spell Denizens of the Forest lowered manacost 100>80; Crone-Witch base attack time improved 1.8>1.45.
DOW+ogr Maneater Veteran hero ability reset ("Been There, Done That") halved the cooldown: 300>150 sec.

TOK Fellahs (workers) cheapened: 75>70 gold cost.
TOK the first Hierophant is slowed for 80 seconds at the start of the game to prevent laming.
TOK Necolith Sphinx hero spell Arcane Lightning now purges the main target, slowing it for 5 sec and clearing buffs (but no extra damage to summons).
TOK Tomb Scorpion hero buffed: Envenomed Claws 15>10 manacost; burrowed form now ignores terrain and may walk through units.

BRT Lord's hero spell Muster now costs less mana: 65>50.

HEL Smithy buildtime -20 sec, -20 gold and -20 lumber cost (70>50 sec, 140/60 > 120/40); Lumber Mill -15 sec buildtime and -15 gold cost (60>45 sec, 145>130).
HEL Militia Archers now ignore 60% of incoming spell damage.
HEL Archers gain +25 attack range; Longbows research adds 25 attack range less (175>150).
HEL Artisan now eat 0 food (down from 1).
HEL Dragon Mage's hero spell Fiery Convocation may now target buildings and mechanical units; it damages them for 10% of their missing hp, capped at 50/100/150/200 damage.
HEL+wel+del heroes gain +25 starting mana upon altar-revival (100>125).

WOC Champion of Khorne hero now loses experience based on the average of his three attributes (STR+AGL+INT divided by 3), rather than Intelligence alone. Base intelligence nerferd 14>8.
WOC Sorcerer Lord of Tzeentch hex-like spell cooldown worsened by 2 seconds (7>9); the other active spell now has reduced manacost (120>105) and cooldown (16>9).
WOC Chieftain of Nurgle hero 14>16 base INT; Mark of Murgle evasion improved from 15/25/35% to 20/35/50%.

LIZ Warchief rebalanced: Jungle Serpents summon count changed 4/6/8 > 3/6/9, and their hit points buffed 110>135. The hero's attack range nerfed by 100 (600>500) but missile speed buffed 900>1500, and attack point improved 0.6>0.515.
LIZ Totems of The Old Ones Ritual Flames now cost 1 mana to use. Also Inscrutable Blessing (Tepok spec t2) now costs 15 mana (was 0).
LIZ Ancient Stegadon unit buffed: now ignores 35% of piercing and 20% of Magical&Spell damage. Max hp increased by +450 (1650>2100) and -50 gold cost (425>375).
LIZ Stegadon hero Enrage and Indomitable spells are now merged into a single skillpoint; the hero now just has 7 skill points to spend in total.
LIZ Serpent Wards buffed: +75 attack range (425>500), +25 hp (50>75), a bit of extra damage.
LIZ Sotek spec buffed: Cultists of Sotek now cost 1 food and are level 1 (was 2, 2), collision size reduced 32>16. Serpents of Sotek 150>180 hp and +2 base damage.
LIZ Tepok t3 spec Coatls nerfed: now trained in Shrines of Itzl (not Skink Temples). Also they are limited to at most 3 at a time. Supply 5>6, level 5>7, less starting mana 150>120, less hit points 800>750.
LIZ Quetzl t3 spec Mark of Quetzl now also grants +2 armor to Saurus Warriors.

OGR Slaughermaster hero's spell Bullgorger remake: no longer silences, nor provides attack- and move- speed. But it now heals by 10/20/30% of target’s current hp. New bonus-damage values are 30/60/90%. Duration increased 16 > 60 seconds.
OGR+dow Maneater Veteran hero ability reset ("Been There, Done That") halved the cooldown: 300>150 sec.
OGR Ironguts, Bruiser ultimate, lasts 50% as long (180>90 sec).
OGR Beast/Ice spec t3 Thundertusk unit buffed: 2100>2800 hp; around +12 base melee damage, Bestial Fury upgrade chain now affects the Thundertusks.

VAM Skeletal Crypt (basic barracks) cheapened: 200/50 > 150/25.
VAM Vampire Count hero spells buffed: Somnia manacost 145>125; Cloud of Despair 70>45 manacost and 15>1 sec cooldown.
VAM Wight hero Tomb Stike buffed: now deals +5 damage on all levels (2/10/20 > 7/15/25) and costs 8>6 mana.
VAM Master Necromancer Spirit Host spell summons 33% more spirits (3/6/9 > 4/8/12).
VAM Haunted Manor (main) buildtime decreased by 10 sec (105>95 sec).
VAM Wraiths collision size reduced 32>8, traintime slightly improved 46 > 40 sec.
VAM Lahmia Vampire (t3 spec) all spells (aside for Beguile and Dominate) cost substantially less mana.
VAM Blood Dragons (t3 spec) +10 base damage (25>35)
VAM Sublimity (t1 von Carstein spec) Necrarch limit is now 6 (down from infinite).

DEL escalate to Battle/War Phase now affects Witch-Elves (Khaine spec), granting them a bit of attack speed and damage.
DEL Hydra Vitality (t3 beast spec) upgrade doubles the hp regeneration bonus of Hydras (was +5/sec, now +10/sec).
DEL+wel+hel heroes gain +25 starting mana upon altar-revival (100>125).

ORC Giant Spider -1 level (3>2).
ORC Giants +500 max hp (2000>2500).

EMP Grand Master both active spells manacost increased by +20: 100>120 for Shockwave and 75>95 for Order's Reinforcement.
EMP Arch Lector spells buffed: 10/20/30 > 12/24/36 dps on immolation-like spell; -15 sec cooldown (50>35) on Shield of Faith.
EMP Sigil of Sigmar (t3 item) buffed: 1>3 hp regen per second, cooldown 15>4 sec.
EMP Warrior Priests cheapened the gold cost: 280>255.
 
Last edited:
Level 18
Joined
Apr 5, 2011
Messages
353
2025 starts, as does Season 4 of our league. Season 3 was hugely successful, seeing over 100 competitive series played across different mods! Huge thanks to all involved, I'm really blessed to have such a wonderful community.
Our Discord: discord.gg/uW34Y49

Changelog for today :)

Note: vertical bar ("|") denotes a later change, 10-01-2025, as opposed to PTR patch dated 29-12-2024.

All races: RNDF resource bonus lowered 150/50 > 100/30.
All races: all units who have Areal Bonus (air-vs-air, such as Harpies, Great Eagles, DOC-Screamers, etc) airborne bonus buffed: 100>150% extra damage done, 65>60% damage taken from Piercing, 80>75% damage taken from Spells.
Items: +3 stat items more cost 150>165 gold (e.g. Axe of Might +3 str)
Items: Seed of Rebirth resurrection nerfed: 600 hp / 100 mana > 450 hp / 50 mana.
Items: Bottled Fire 2>3 charges.
Items: Resurection Glyph ("Tavern") remorked/improved: M click on the Mythic Vault summons the Resurection Glyph (no inventory required), that now also costs 0 resources (down from 100/100). Technically revive is now different.

BOC Wild Magics spec nerfed: Magical Potency (t2) +6 dmg > +2 dmg, +0.17 > +0.12 mana ragen; Time Sunder (t3 upgrade) no longer affects enemy heroes.
BOC Wild Magics spec nerfed and reworked: Shamans of Tzeentch -100 max mana (300>200), but they gain additional 100 mana on Influence of Tzeentch (t3 spec). Casting Primal Rite under Fiery Swings (t3 research) is now twice as weak, but more potent if the caster is under Fire-Shield of Alteration; furthermore, it no longer burns mana from heroes.
BOC Warhonuds ability nerfed: Warhounds movespeed decreased 350>320; Mutated Beasts (Tzeentch t1 spec) same movespeed nerf 350>320, also max hit points nerfed 390>290.
BOC Centigor hero spell Drunk Fury 90>45 manacost.
BOC all Herdstone upgrade time nerfed 30>35 sec.
BOC two research buffed: Hideous Appearence 225>100 lumber cost, moved from Herdstone 5 to Herdstone 4. Trample 225>100 lumber cost.
BOC training times reduced for the following basic units: Ungor Warrior 18>16, Gor Spear Thrower 24>20 (also -5 gold cost), Harpy 25>19, Centigor 25>23, Spawn of Chaos 26>24 (also -5 gold cost), Minotaur 44>35. Bray Shamans train time is increased: 30>33.
BOC Shapeshifters nerfed: +1 food (3>4) +2 levels (3>5) (affects all forms). Wingbrute Form 835>735 hit points, normal>hero attack type. Bear Form base attack time nerfed 1.35>2.1. Movespeed across all forms staandardised to 270 (except Owl Form 300>350) (quillbeast 300>270, bear 320>270, wingbrute 320>270).
BOC Rune of the True Beast (Slaanesh spec) now grants +18% attack speed and not +3 agility.
BOC Wolves (t1 Nurgle spec) buffed: level 2>1, traintime 25>17 sec, collision size 32>16.
BOC Baleful Orb damage increased by 9.5 (25+1d6 > 33+1d9).
BOC Khorngors now have mana burn 24 (5 vs heroes).
|BOC Tuskgors and Razorgors now benefit from Disease Spreaders (Nurgle spec t3) research: they both spread plague, and Razorgors can even sabotage barracks.
|BOC Bestial Senses (Slaanesh spec t1) will grant a single charge of Preyseekers to a random hero.

BRT+dow Blessed Wine (t1 item) -5 gold (70>65).
BRT Conqueror's Tapestry (t3 item) now affects all heroes within 900 aoe (so they will gain +100 xp upon level up).
BRT t1 Altar buffed: 4>3 food.
|BRT Twilight Banner (t2 item) 3>4 charges.
|BTR Ram (Constancy spe T2) base attack time imrpoved 4.5>3.75, sight range worsened 1400/1200>800/600.

DEL Sorceress Towers gain the ability Far Sight.
DEL Shroud of Despait and Hail of Ice spells (Steel and Hatred spec t3) doubled the effect and area of effect (200>400 range for both; 25>50 dps; 30%>60% slow). Also either of these research now buff 'Far Sight' ability of Sorceress' Towers to reveal enemy resources when targeting town halls.
DEL Darkshards (t1 War spec) Crossbowmen 32>16 colission size, 150>130 gold cost.
DEL Doombolt (master spell) now can't target heroes (but range increased 600>800); Cone of Ice (the other master spell) conversly now does affect heroes for 3 seconds.
DEL Slavemasters unarmored>hevy armor, normal>piercing damage, a +1.5 base damage (12+1d2 > 13+1d3).
{del 3+ buildings to cost 20+- less lumber, maybe also a couple of upgrades e.g. those at beastiary.
DEL Reaper moved to reaper now t1, reqires V, -3 damage, benefits from both escalations. Crippling Bolt upgrade 300>150 lumber cost.
DEL two hero spells buffed: Dredlord's Enfeebling Aura 10%/20%/30% > 15%>25%>35%. Deathhag hero Witchbrew spell now restores 10-20-30% of missing hit points upon usage and costs 10 less mana (60>50).
DEL Beastmasters now deal +20 damage against creeps and some bestial units like dragons and stegadon.
DEL War Hydras now amphibic (can move in water).
DEL Slavemaster's ability 'Enslave' no longer works against workers (unless they are under 'Aura of Despair', or the 'No Mercy' research is done).
|DEL Slave Pit repair rate worsened significantly: 45>105 sec.
|DEL magics spec t3 spells manacost nerf: Hail of Ice 200>325 mana, Shroud of Despair 200>225 mana.

DOC Jar of Ghur item nerf: 3>2 charges.
DOC Pink Horor buffed: level 2>1, attack range 250>324, colission size 32>16.
DOC Lord of Change now has Level 1>2 Mark of Tzeentch, higher base damage (53+1d7 > 81), mana regeneration rate 1>1.8 mana per second.
|DOC Mastermind hero two spells buffed: Fammiliar now has 50>125 hit points, Unarmored>Heavy armour type, level 2>1; the vrotex drains more mana per level (0/5/10>5/12.5/20) and halved the cooldown (20>10 sec). Daemonic Conflagration spell no longer misfires (had 15/10/5% to reverse heal/damage values and restore mana).
DOC* Aluress base damage decreased by (an average of) 6 (2d12 > 2d6), base attack time nerfed 1.77>1.87 attacks per second. Her lifesteal skill nerfred by 5 percentage points (20/40% > 15/30%). {mid-season 3 hotfix START*}
DOC* Ephemerons (forms for unit-training) rebalanced: 60/30/35 > 40/50/60 sec traintime, 0/0/1 > 0/1/2 food cost.
DOC* two t2 units nerfed: Skullcannon Less hit points 350>280 and damage decreased 92>80 average damage per shot (to be precise: 81+1d21 to 71+1d17); Screamer damage nerfed from 31.5 average damage per attack to 28 (to be precise: 27+1d8 to 24+1d7).
DOC* all greater daemons (Bloodthirster, Great Unclean One, Lord of Change, and Keeper of Secrets), now cost 1000 gold, more supply cost, 8>12 supply, and higher level 8>10 (+100 xp).
DOC* Bloodthirster and Great Unclean One longer cooldowns on their active spells (Brass Meteorite 30>75 sec, Shrine of Slaughter 30 > 50 sec; Blightstorm 48 > 72 sec, Famine 18 > 36 sec, Nurgling Infestation 35 > 90 sec). {mid-season 3 hotfix END*}

DOW+emp Wizard Lord\Emminent Magus many changes and buffs; most importantly the spell Magical Aura no longer requires level 3/5; (other examples include beast lvl2 raven make invuln, -1 lvl, -manacost. Shadow Myasma greatly increased numbers (esp lvl2). t3 death add 20% max hp nuke. life entangle lvl2 to affect heroes, and many other changes).
DOW-Tilea Paymaster Legionaire Company spell now costs 50 gold (uncastable at 49- gold); Halberdiers base damage decreased by 4 (28>24), level increased 2>4; Legionaire Tent hit points reduced 500>450, level increased 0>5.
DOW Watch Tower attack range nerfed by 150: 800>650.
DOW+brt Blessed Wine (t1 item) -5 gold (70>65).
DOW Ogre Merc may now freely toggle between siege- and normal- attack.
|DOW-Araby Arabian Warriors slight nerf: -0.5 base damage (17+1d5 > 17+1d4), 20>25 sec traintime.

DWR Master Engeneer spell Cinderblast Bomb spell buff +60% damage and +5 percentage points to slow (to 80/160/240 primary damage and 15/25/35% slow).
DWR Rune of Balance 300>150 gold cost, 3>2 charges.
DWR Miners +2 base armor (0>2); Worker Combat Training now grants 1 point of armour more (+2>+3). Lastly, 'Heavy Armour' (miner spec t2) now also grants +3 armour to Workers and Miners.
DWR fine-crafted items from Smith Guildhouses now grant: 10% spell resistance, 1 hpreg/sec, +8% attack speed.
|DWR Mortar Team (Master Engeneer's summon) no longer deals friendly fire damage, while deadling way more aoe damage (10/40% > 25/50%).
|DWR Gyrocopters -50 max hp and -1 base damage (610>560 hp, 6+1d3 > 5+1d3 damage)

EMP Cheap Labour (Wealth spec t1) now creates 1 peasant for free at rally point.
EMP Advanced Recruitment (discipline spec t3) now grants +2 (up from +1) Militiaman/Swordsman.
EMP+dow Wizard Lord\Emminent Magus many changes and buffs; most importantly the spell Magical Aura no longer requires level 3/5; (other examples include beast lvl2 raven make invuln, -1 lvl, -manacost. Shadow Myasma greatly increased numbers (esp lvl2). t3 death add 20% max hp nuke. life entangle lvl2 to affect heroes, and many other changes).
|EMP Warrior Priests buffed: 0.25>0.75 base hit point regeneration; heal spell stronger 150>250, 50>40 sec cooldown.
|EMP two buildings take faster to build: Smithy 70>50 sec and College of Magic 70>60 sec.

HEL Elven Trinket item now grants 10% spell damage resistance.
HEL lumber research at Lumber mill buffed: 60/75 sec > 30/45 sec, level 2 cost 200/25>100/25 gold/lumber.
HEL War Lions colision reduced 32>8, base attack time improved 1.5>1.4.
HEL Ranger hero buff Powershot buffed to have 2x the slow values: 10%/20%/30%/40% > 20%/40%/60%/80%.
|HEL in team games only (3+ players in Hel's team), Beast spec nerfed: you man only build one Dragon Lair (unless you don't research the Sun Dragons t2 research) and Scorhing Fire t3 research is disabled.
|HEL Archers no longer require the Lumbermill.
|HEL t1 magics spec Adept Trainings no longer require the t2; however, the unlocked Arcane Sanctum takes 20 sec longer to build (70>90 sec).
|HEL Spearmen bas damage increased by 1 (11+2d2 > 12+2d2).

LIZ kroxigors buff. 44>38 sec train time. They now have a strong bash vs mechanical units.
LIZ Booby Trap buff (both Chameleon and t2 item): shorter setup time (10>4), more item charges (3>5), research faster (40>20 sec) and costs 75 less lumber (100-100 > 100/25).
LIZ Saurus Pool moved from t2 to t1; now has a 25 gold 60 sec research to unlock Suarus Warriors, that automatically is researched for free at teching to Tier2.
LIZ Stegadon hero base damage increased 2d6 > 3d10 (so +11.5 damage per attack).
|LIZ Stegadon hero +100 base hit points and now has Attribute Bonus (+3/6/9 to all stats) skill tree.
|LIZ Kroxigors buffed: now gain the ability 'Assist in Construcion': sets construction progress of targeted buidling to 33% (67% for Shrine of the Old Ones) (this ability may also be used to repair structures to these treshholds). Also training any Skink from Skink Pool will move them to a rally-point if Kroxigor is set as one (requires the research 'Skink Deployment').
|LIZ Coatls (Tepok spec t3) can now be trained unlimitedly and (also) at Skink Temples if u have Active Geomantic Pylons; their starting mana is then set to 175 (up from 120) and they are instantly moved to their rally points.
|LIZ Saurus Pool blessings research overhauled: 2 first research are instant (3 in Quetzl spec t1), remaining ones take 180 sec. The now also affect Cold One Riders (Itzl spec t3). Blessing of Tepok and Sotek now require adept trainings, and none require T3.
|LIZ Chameleon buff: sight range improved 1400/800 > 1800/1200; the Jungle Poison research chain in Workshop now affects them to grant +1/+3/+5 total damage.
|LIZ Cultist of Sotek -2 base damage (11>9 +1d3), less max hp (350>325), -10 ms (310>300), and now have the spear attack (-15% damage against buidlings).
|LIZ 2x Skink heroes fist spell dmage slightly nerfed: Ambush 100/200/300 > 90/180/270; Thunderbolt 100/225/350 > 90/200/310 and +1 sec to its cooldown 9>10. Also Skink High Priest movespeed decreased 320>300.

OGR Obsidian Maul (t3 item) bash proc chance increased 15%>25%.
OGR Yhetees buffed: 1.9>1.5 reload time, 0>3 base armour.
OGR Mournfang Riders buffed: max hit points 1300>1700, level 8>6.
|OGR Gnoblar Scrapyard -25 gold cost (180/20 > 155/20).

ORC Great Shaman's spell Gaze of Gork, also Little/Big Green Energy (t3 Waagh spec), buffed: heal values vs allied heroes +50%, damage to enemy non-hero units +50%.
ORC Spider spec 10x hp for all types of Cocoons (now 200/600/1200), they no longer have any negative hp regen.
ORC Timber Spiders (spider spec t3) now spawns the units at rally point and creates additional 3 Spirderlings.
ORC Squigs (Night Golbin spec t2/3) buffed: Squigs level 3>2; Great Cave Squigs can now Gulp up to level 4.
ORC Wyvern Warboss (orc spec t3) now benefits from your Waaagh, gaining increased armour and damage.
ORC Spiteful Shield (t3 item) buffed: 33%>70% melee damage return.
ORC Black Orc hero 'Stomp Em Boys' aura buffed: melee damage bonus 15%/25%/35% > 15%/30%/45%. The hero can also craft increasingly potent Axes of Might by purchasing this item repeatedly.
ORC Orc Peons +50 hp 250>300.
ORC Mork's Totem (t1 item) 5>50 max hp.
ORC Snotlings now ignore 60% of incoming magical damage (including Dispel Scrolls).
ORC Bitless Spiderlings and Spiderlings no longer grant xp.
ORC Warboss hero summons remake: cooldown 40>70 sec (equal to duration), but now summons 2/2/3 summons, not 1/2/3. Boar Boy is now stronger on levels 2 and 3. Savage Orc Boy now has manadrain on levels 2 and 3.
|ORC Fungal Abundance (Night spec t3) now affects Snotlings (grants them +100 hp).

SKV training time of the following units decreased: Packmaster (30>26), Rat Ogre (40>36), Plague Monk (30>28), Night Runner (18>16), Gutter Runner (28>21), Warplock Jezzails (36>32 sec), Skryre Combat Engeneers (30>22) (t2 Skryre Spec), Ratling Gunner (30>25) (t2 Skryre Spec).
SKV Gutter Runners cost decreased 205/40>180/40.
SKV Hire Eshin Services (eshin spec t3) gain a 4th spell: expend 800 mana to remove invulnerabiltiy- and ressurection-granting items (including "corrupting" town portal scrolls into non-invuln version) and -4 armour for 20 sec.
SKV Master Moulder Vermitide-spell Rats and Infestation Rats armor type light>heavy.
SKV Holes now shelter 2 more Skavenslaves 4>6, also ignores 25% magical damage.
SKV Ratling Gunners (Skryre t3) buff: 400>425 range, -20 lumber cost (to 215/40), may now attack air, and has Warp-Scorch. Damage rescaled from 13+2d6 per 1 sec to 4+2d2 per 0.33 sec.
SKV Moulder Mastery upgrade improved 2.5>3.75 bonus hp regen per second; it now also affects Packmasters.
SKV Eshin Assassin hero spells buffed: windwalk-like spell now removes -2/4/6 armour for 10 sec of the attacked target. His ultimate now also removes invulnerabiltiy- and ressurection-granting items (including "corrupting" town portal scrolls into non-invuln version). Lastly, the hero now has full night vision (800>1800).
|SKV Master Moulder ultimate buffed: 90>65 sec cooldown, its summon 0.5>4.5 hp regen per second.
|SKV -5 goldcost of Clanrats 110>105.

TOK Hierophants armour changed unarmoured>heavy.
TOK Energy of Light (t2 sun spec) heal values decreased around midday: 10/25/35/50 > 10/25/30/40.
TOK Hierotitants gain a strong AoE Dispel ability which also drains 80 mana but stuns them for 4 seconds upon usage.
TOK Necrotect max hit points buffed 460>580. Their spell Creators Mantra better cooldown (9>5 sec).
TOK Conduit research (Labour spec t3) buffed: 75>150 mana and 0.2>0.4 sec manaregen.
TOK two ultimates improved: Liche High Priest Cascet of Souls 600>800 hp, 10 hpreg/sec, medium>hero armor. Usirian's Herald max hp 1250>1800 hp, 3>6 hpregen per second.
TOK Necrolith Sphinx in Stand of Gehep now has 0 repair cost (was 425 100); this spell also has more damage on levels 2&3 (16/32>21/42).
TOK Tomb Scorpion hero Vemomous claws buffed: 10>8 mana cost and doubled the dps (2/4/6 > 4/8/12).
TOK Bone Giant (War Spec t3) tripled (50>150) the antiair web damage.
TOK Hierophant Relique Armour (War spec T3) now grants +2 armour to Hierophants, Tomb Guards, and the Tomb Herald.
TOK Tomb Blades ability tripled the heal values 10>30 (40>120 in Death spec t3).
|TOK Carrion now have a new ability, Carrier of Souls: sacrifice the Carrion at your Altar to have the next hero be instantly revived with 40% hp/ 50 mana (70% hp / 100 mana in Death spec t3).
|TOK Hierophants 1>0 food consumed.
|TOK Greater Scepter of Mastery (2x t3 item) +12 damage, up from +9 damage (and still +250 mana).
|TOK Skeleton Archers slightly better attack time (1.5>1.4), including the Carrior Riders (1.1>1.0).
|TOK War spec 3x research (Hail of Death t1, Restless March t2, Unyielding Loyalty t3) grant +2 dmg, up from +1 dmg, for Skeleton Archers and Carrion Riders.
|TOK Tomb Swarm (Death spec t1) buffed: damage -4>-1 for Scarabs.
|TOK Labour Spec 'Great/Epic/Legendary Constructions' chain now refund 5/10/15 gold for each Fellah (worker) trained.

VAM daysight<>nightsight range swap. exceptions: Lahmia Vampire (always long), zombies and other summons always short.
VAM Necromaster hero nerf: INT gain 3.4>3 per level; base attack time worsened: 1.9 sec/attack > 2.4 sec/attack.
VAM Necromantic Energy (Necromaster's spell) and Necromantic Rod (t2 item) rebalanced and nerfed: Crypt Ghouls 330>300 max hit points, 1.7>2.0 base attack time, 2>3 level; Zombie Wizard 1>3 level. The item now summons better minions only if both blight and night are in effect. Lastly, level 3 Necromantic Energy summons a Zombie Warrior, not a Zombie as the third summon.
VAM Korchatov (Korchatov bloodline t3) Paralysing Teror spell nerfed dps 20/20/25 > 10/10/15; Scarred By Terror item now -1 INT -1 AGL only (not -1 to all 3 attributes).
VAM Balefire Corpse Carts ability now drains 25% less mana in 25% less area of effect (10 > 7.5 /second in 900 > 675 aoe).
VAM Lahmia spec buff: Deathly Harvest (t2) now grants +3 Undying Energy. Tribute (t3) now has way better item drops, but no longer grants 3 Undying Energy.
VAM Necrarchs nerf: Necrotic Shock halved the damage values when cast against heroes. Danse Macabre now only affects players' units (relevant in team games) and has slightly less range (600>575).
VAM Wraiths buffed: +50 hp (650>700), -1 level 5>4; their Scythe Swings research now costs way less lumber 125/225 > 125/50.
VAM Baleful Tower repair rate nerfed 35 sec > 50 sec.
|VAM Wight hero buff: Accursed Armour and Unresting return are now skilled simultaneously (1 skill point per two skill levels). Gains Attribute Bonus (+3/6/9 to all stats) skill tree. Also his ultimate 'Devourer of Souls' cooldown improved 120>80 sec.
|VAM various summons level increased: Restless Soul (2>3) (t1 item, Korchatov spec), Zombie Warrior (1>2), Seneschal (3>5).

WEL Waystalker hero Waywatcher summons buffed on levels 2 and 3: 0/2/4 armour and 0/8%/18% extra attack speed.
WEL Acorn of Ages (t3 item) now refreshes all cooldowns for 300 mana.
WEL Dryad's ability Wrathful Swipes now costs way less mana 15>2; with Fury Swipes (Vengeance spec t3) it costs 8>1 mana, and this research also buffs their attack speed by twice as much (15%>30%).
WEL Guard Towers max hp buff 500>600; Concelaed Guard tower no longer has -3 armour and Medium armour type (now 3 base armour and Heavy armour type, like the non-concealed variant).
WEL Path-Winder Spirit (Harmony spec t3) cheapened: 25/25 > 20/10 gold/wood.
|WEL Tree Kin Elder buff: 44>38 traintime, 5>4 food consumed. They now also have 'Damage Block (3)', improved to 'Damage Block (6)' by the research 'Wrath of the Deadwood'.
|WEL Treeman more starting mana 75>175 and higher manaregen rate 0.33>0.67.
|WEL Tree of Aeons (Tree sepc t3) now regeneartes 5 mana / sec (up from 1) but starts with 300 mana (down from 500); it also does research, not units, instantly. (Also no longer bugs with the entangled gold mine.)
|WEL Retribution (Vengeance spec t3) now deals twice as much damage (70>140 over 7 sec) and procs 20% more often (around 70% not around 50%).

WOC Arch Sorcerere of Tzeentch cast point worsened a lot: 0.3 sec > 0.75 sec. Ultimate ability dps and range nerfed by 20%: 50 > 40 dps in 600 > 480 range.
WOC Nurgle's Rot (requires Nurgle Mastery) damage per second doubled 7>14 (10>18 in Nurgle spec, t3).
WOC Spawn of Chaos -5 gold cost (255>250). Their Breathe Fire spell in Tzeentch spec (Sway of Tzeentch t2) now costs 70>30 mana.
WOC Tzeentch melee units now have a ranged attack instead (300/325/350 range for Marauders/Warriors/Knights).
WOC training Chaos Warriors will grant +40/30/20/10 xp to lvl 1/2/3/4 heroes. New research: Hordes of Chaos (2-leveled): on level 1, Chaos Warriors and Chaos Sorcerers refund 0/50/100g based at no/low/high upkeep. At level 2 of this new research, an extra second unit is trained for free.
|WOC Nurgle Chieftain hero Unholy Strike now does physical normal damage, instead of Spell. It will also affect mechanical and buildings. Better cooldown 9>6 sec, and manacost 60>45.
|WOC Flickering Fire of Tzeentch instead of stun now slow by 85% and silence for the same duration (2 sec). Damage increased from 50 to 75 and damage type is now either Siege or Piercing. Duration against heroes improved 0.4>2 sec. Warrior-version of the spell now costs less mana 105>85.

 
Level 1
Joined
Apr 4, 2025
Messages
1
Hi, I just installed this mod to a non-Reforged version WC3 and after I spawn by selecting my race I'm being attacked by some "Bloodkine" creeps with the tauren model. This is making playing the map unfeasible.

Also, can I play this a singleplayer map against AI? Or is it purely for multiplayer?
 
Level 18
Joined
Apr 5, 2011
Messages
353
Hi, I just installed this mod to a non-Reforged version WC3 and after I spawn by selecting my race I'm being attacked by some "Bloodkine" creeps with the tauren model. This is making playing the map unfeasible.

Also, can I play this a singleplayer map against AI? Or is it purely for multiplayer?
Hey there, thanks for the bug report - it recurs for me on 1.26 only, while most of out games take place on 1.30 or reforged; I'll fix it nonethelss.

No AI sadly :(

But at least you can see some multiplayer action here :D
 
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