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Warcraft III: Reforged Patch Notes
Version 1.32.9 – October 21, 2020

After extensive testing and careful observation of multiple tournaments, we’re happy to release this Version 1.32.9 Balance Update. This Balance Update focuses on changes to improve the Human vs. Undead and Orc vs. Night Elf matchups, with some quality of life changes and some long outstanding community requests.

Thank you very much to you, the community. You were instrumental in guiding these changes. The feedback we received through posts, videos, and tournaments were greatly appreciated.

We’d also like to thank Back2Warcaft, Dreamhack, ESL, WCG, WGL, and all of the community contributors who produced amazing games and content during these times. Your feedback was invaluable.


  • Castle research gold cost reduced from 360 to 320.
    • Developers’ notes: The goal here is to increase the incentive of Human to go to Castle, as well as promote some one-base options.
  • Peasants HP increased from 220 to 230.
    • Developers’ notes: Increasing their health slightly should help players manage the early game harassment.
  • Mountain King damage reduced from 60/115/160 to 60/110/150.
  • Rifleman attack delay reduced from 1.4 to 1.35.
    • Developers’ notes: With the additional changes to Human, we felt that this previous change needed to be reverted.
  • Spell Breaker armor reduced from 3 to 2.
    • Developers’ notes: The goal here is to try to get away from mass Spell breakers in Human Mirror.
  • Sorceress slow movement speed reduced from 60% to 55%.
    • Developers’ notes: A slight movement speed reduction to Slow. This is to improve the Orc vs. Human matchup and to slightly improve the Human vs. Night Elf match up to compensate for the lack of dispel.
  • Siege Engine Tank experience bounty increased from 60 to 85.
    • Developers’ notes: Recent changes to Undead repair rate could potentially increase the viability of Siege Engines, so we are increasing the experience bounty, which we feel is too low.
  • Great Hall supply granted increased from 10 to 11.
    • Developers’ notes: This should help provide an early scouting option in the Orc vs. Night Elf matchup.
  • Blademaster Mirror Image mana cost decreased from 100 to 80.
    • Developers’ notes: We are starting to see emerging gameplay from Orc players using Mirror Image with Lighting Shield which is super exciting, entertaining, and fits their faction theme. However, we noticed the main deterrent of this strategy is Mirror Image’s high mana cost. In addition to the wisp detonate change, we believe this should further promote the use of this skill.
  • Tauren Chieftain War Stomp stun duration against heroes reduced from 2/3/4 to 2/2.5/3 seconds, and Shockwave mana cost reduced from 100 to 90.
    • Developers’ notes: War Stomp is an extremely powerful skill that performs quite well against enemy forces, however its “hero stunlock potential” needs to be reined in slightly, while reducing Shockwave’s mana cost to 90 could make it a viable alternative.
  • Spirit Tower / Nerubian Tower repair rate increased from 35 to 45.
    • Developers’ notes: The repair rate measures how long it takes for a building to be repaired, so the higher the number is, the longer it takes. Recent changes have allowed Undead to expand more easily, so we feel that the repair rate of their towers should be brought in line with the other races. 45 is 5 less than an Orc burrow, and taking in consideration that there will usually only be a maximum of 5 acolytes repairing it, we feel this makes the most sense.
  • Death Knight Unholy Aura movement speed changed from 10/20/30 to 10/17.5/25.
    • Developers’ notes: We have noticed that once the Death Knight reaches Unholy Aura level 2, they are able to take fights they wouldn’t normally be able to due to their increase mobility and kiting potential.
  • Crypt Lord Level 2 and Level 3 Carrion Beetles:
  • Hit points increased from 275/410 to 300/440.
  • Movement speed reduced from 290 to 280 (all levels).
  • Burrow ability requires the Burrow upgrade.
  • Carrion Beetle Level 2 Collision Size increased from 16 to 32.
    • Developers’ notes: We like seeing more Crypt Lord usage. However, there were a few issues to address. The high mobility and free burrow were the main factors driving an undesirable experience when fighting against Carrion Beetles. We decided to decrease their mobility and gate their burrow ability by an upgrade, but we are also compensating the Carrion Beetles health, so that the Crypt Lord will still be a viable pick.
  • Destroyer cast point time decreased from 0.83 to 0.66.
    • Developers’ notes: This change is to improve the usability of the Destroyer when casting Devour Magic.
  • Gargoyle now has a new toggle ability “Prioritize” which will allow the Gargoyle to prioritize flying units over ground units.
    • Developers’ notes: This was requested by the community to improve the useability of this unit. When the ability is turned on, the Gargoyle will prioritize air units over ground units, but will still attack ground units if the player force attacks them.
  • Necromancer Unholy Frenzy HP drain reduced from 3 to 2HP/s.
    • Developers’ notes: A minor change to try and promote Undead’s usage of support casters.
  • Rod of Necromancy cooldown increased from 22 seconds to 26 seconds.
    • Developers’ notes: This is a targeted change to help Human deal against skeleton harass early game. With the increased cooldown, Rod of Necromancy gives the Human player a little bit more time to react and breathe before the next set of skeletons. This will also have a small effect on a few solo creeping routes as a Death Knight, but we find that acceptable.
Night Elf

  • Wisp Mana drained on detonate reduced from 50 to 40.
    • Developers’ notes: Detonate has become too powerful, especially against Orc, due to their lack of mana regeneration options for their casters.
  • Archer HP Reduced from 260 to 255.
    • Developers’ notes: This is a slight calibration on a previous change to archers, since they are a little too durable, especially when considering the Elune’s Grace passive ability.
  • Druid of the Claw (Bear Form) base damage increased from 24 to 25.
    • Developers’ notes: Night Elf has recently been heavily reliant on tier 1 units, so we are hoping the Wisp Detonate change, along with slightly buffing the damage of Druid of the Claw (Bear Form) could promote more strategic variety.
  • Chimaera Friendly Fire removed.
    • Developers’ notes: Between the Frost Wyrm, Gryphon Rider, and the Chimaera, only the Chimaera does friendly fire. We feel this was a frustrating component of the unit.
  • Pitlord Level 1 Rain of fire range reduced from 800 to 700
    • Developers’ notes: This change is specifically targeting the Undead Pitlord push against Human.
  • Helm of Valor, Medallion of Courage, and Hood of Cunning stat increase changed from +4 to +5 for each stat provide.
    • Developers’ notes: These items were underpowered compared to the other items available in the same tier.
  • Claws of Attack +6 replaced with Claws of Attack +5.
    • Developers’ notes: We are reducing the attack number because at +6, the power swing for range heroes specifically in the early game was too great.
  • Tome of Retraining cost reduced from 300 to 200.
    • Developers’ notes: Highly requested by the community. We are hoping to encourage some new builds and potentially create more ability variety throughout the different phases of the game.
  • Wand of the Wind charges reduced from 3 to 2.
    • Developers’ notes: At 3 charges, Wand of the Wind provided too much crowd control for a single Hero.
Bug Fixes

  • Added a glow effect to Engineer Gazlowe’s cigar in Reforged mode.
  • Filled in missing textures on the Pile of Junk doodad in Reforged mode.
  • Fixed an ordering issue with the Polar Furbolg Ursa Warrior’s armor in Reforged mode so it no longer sinks into his face.
  • Removed team color from the Blue Dragonspawn Warrior’s eyes in Reforged mode.
  • Filled in missing textures on the shoulderpads of the Blue Dragonspawn Warrior in Reforged mode.
  • Corrected animations for the facial hair for the Satyr and Lord Garithos during their talking animations in Reforged mode.
  • Adjusted the colors on mounted and unmounted Thrall so that they match in Reforged mode.
  • Added a glow effect to the eyes for the Faceless One Trickster and Wraith portraits in Reforged mode.
  • Added a glow effect to the eyes of the model and portrait for Salamander Hatchling in Reforged mode.
  • Adjusted facial animations for the Sea Giant in Reforged mode so they better match their vocalizations.
  • Resized footprints for Chicken critter so they better fit the model in Reforged mode.

  • Removed Ring of Protection +2 and added Ring of Protection +3 to the loot table for the Ogre camps on Furbolg Mountain.
  • Adjusted terrain so units can no longer reach unintended places on Concealed Hill.

  • Added tooltips for the Advanced Options in Custom Games.
  • Fixed a bug with custom units in Classic Mode that was causing shadows to not display.

  • Added a tooltip for the Soul Preservation buff used by Mal’Ganis.


  • Fixed an issue with the SetMapMusic function that was preventing playlists from playing music.
  • Fixed an issue with the function for setting player names that was preventing those name changes from applying properly in game.
  • Disabling Use Fixed Random Seed now properly randomizes the seed.

Level 18
Dec 12, 2010
Resized footprints for Chicken critter so they better fit the model in Reforged mode.
Level 5
May 29, 2013
Attack priority is a fine gift. I'd like developers to add a skill to selectively ignore the collision size between units. Goblin mine have similar skill, but there are a number of other annoying elements. Units with Goblin Mines skill can't cross bridges or move only buildable locations. Just get rid of them from the Goblin Mines skill.
Level 16
Jul 26, 2008
Great changes all around.

I only disagree with the XP gain from tanks. Instead of making a unit that is niche anyway even less viable, this could have been a great opportunity to buff siege units like demolishers, glaive throwers and meat wagons, even though only the latter 2 would ever fight tanks as orcs have raiders.

Those siege units not only kill tanks easily, but can prevent humans from ever getting tanks in the first place, since tank push requires humans to get an expo and tower both the expo + the main base, keeping it defended until economy grows. The reason why those bases are hard to destroy is because no-one ever gets siege units, and the reason for that is (range) siege units are terrible except for mortar teams.

Maybe the balance team could consider improving the hp or armour or movement speed of non-human range siege units, as they are essentially never seen, specifically glaive throwers and demolishers, though meat wagons are also pretty rare nowadays too.

This current tank XP change is only going to make tanks go from niche to not used, considering how resource intensive it already is. The fact that using them is seen as a sneaky strategy should not be justification for crippling them. Dealing with shadow-melded warden at worker line using fan of knives, both invis blademaster + death knight coils creep jacking, etc are also annoying and sneaky, but they are accepted as part of the game, and so should tanks.
Level 15
Jan 12, 2011
After 10 thousand years, finally my constant non stop complaining on their forums finally got them to fix almost all of the bugs I complained about, now it's just the minimap bug with custom textures (altho u can import your own minimap) and the war3mappreview bug remaining.
Level 12
Oct 25, 2006
  • Fixed an issue with the function for setting player names that was preventing those name changes from applying properly in game.
  • Disabling Use Fixed Random Seed now properly randomizes the seed.
The very two things I'm interested and happy about.

Good patch apparently (I checked what melee people were saying about it).

Now custom campaigns please.
Level 9
Oct 30, 2004
so anybody noticed they messed around with their replaceable textures?
tree bridges don't take blight textures when placed on it anymore. also seems to be bugging some of my custom models..

gota love the incomplete changelogs.
Level 9
Aug 26, 2011
Yeah i would love to see that too one day i am wondering when they are planing on adding that feature back

The bastards or atleast add more female variations to the other heroes as well come on man only for the Death Knight and Demon Hunter you lazy fucks!
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Level 29
Dec 29, 2014
The bastards or atleast add more female variations to the other heroes as well come on man only for the Death Knight and Demon Hunter you lazy fucks!
I doubt we will get any new models or even fixes for the current ones. Many models are left with unfinished animations and/or with only one attack animation, or one stand animation. I think they should rather focus on fixing those 'issues' rather then working on a chicken's footprints. :p
Level 9
Aug 26, 2011
Well they could atleast still add back the costum campaigns though if it is featured on the Reforged Editor do you agree with me?

i hope they will add back this in the next patch
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Level 6
Jul 30, 2013
Almost a year since Re/Un-forged release and a ton of functionality from the original release is still missing.. :'(
Level 8
Dec 21, 2012
Resized footprints for Chicken critter
Blizz is trolling us at this point.

The entire patch is tooltips, hero balancing that nobody asked for, and footprints... Like, how much effort did this patch take? Changing a couple lines of code? Not even that, just changing a few values.

Activision-Blizzard: "Yup boys, that's enough work for 2-3 months"

This is not even funny anymore. At least they had the balls to come out and say it when they abandoned SC:
Blizzard Announces End Of Major Updates For StarCraft 2, Confirming The End Of New Major Content For The RTS
Level 15
May 2, 2011
There is something very wrong with Night Elven Archers rebalance. Archers HP is always tweaked but Grace pierce damage reduction is never changed.

How it should be:
  1. If archers are OP vs melee, reduce HP, increase grace ability.
  2. If archers too OP vs ranged but too weak vs melee, increase HP, reduce grace ability.
  3. If archers too weak vs spells, increase magic resistance.
if we cant answer these questions we cant balance archers correctly.

Just changing HP while keeping grace constant is not always good.
TBH though, it will be much easier if the game has choosen that each unit has different resistance just like BatteForWesnoth, with 6 types of attacks.
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