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1.33 Campaign Preservation Project

Level 8
Joined
Dec 2, 2015
Messages
238
I am confused. Is this custom fanmade stuff or is this what's in the official campaign?
I was trying to see the changelog in the official battle.net app but it just says "changes made" (or something to that effect) which I thought was really annoying for patch notes. Are these the full patch notes? If so, where did you get them?

Edit: just to add some context. I have not played for a long time. Probably a year or more. I played a bit after reforged was released and like many I was disappointed, but I kept it because I knew the modding community would make some great stuff. So please if you answer keep that context in mind as I won't understand contemporary references.
 
Level 8
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Dec 2, 2015
Messages
238
Help in what way?
So is it likely they will fix bugged Sylvanas?

Or Blue elves at Silvetmoon depleting their mine?

Is there a way to get music to work on ptr manipulating files because quiet maps right now is the only thing turning me off ftom doing the entire game to get all the bugs

Glad I did though because this Sylvanas bug is something id hate to be stuck with forever

Also @Kam Ch3 horde cry of the warsong.

Wanna know how i managed with groms instant attack timer in 1.33 Hard?

Skip cutscene and let all orcs vut grom die and build and let grom solo kill the buildings so cutscene doesnt trigger. Then body block him in base until you get 6 or 12 grunts.

I usually destroy each base on first warsong attack on hard and with it taking ao l9ng he goes straight from eqch baae to next while you pillage all the reaources. This was about the same even with them having more production buildings and upgrades.

As for March of the scourge ch5 human. If you hotkey spam your scroll of healing and watch cutscene the zombies need to hit the 1 hp people to kill them the are dead if u skio cutscene. You can save a rifleman about footmen 6-7 units with a scroll. Ive done this for years.
I believe I encountered the same bug with Sylvanas today, for what it's worth. Doesn't seem like it's unique to you. (Screenshot attached.)
These are the official changes made while the Classic Games team still existed. The notes were taken from a file in the campaign AI folder that has since been removed.
Sorry, I didn't notice your reply earlier.

So, what are the differences between patch 1.32 and patch 1.33 (with regards to the official campaign)? Is that what the log in your original post refers to?

And, sorry for my ignorance, but you are actually a part of the team working on it in an offical capacity?
 

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Level 7
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Messages
79
So, what are the differences between patch 1.32 and patch 1.33 (with regards to the official campaign)? Is that what the log in your original post refers to?

And, sorry for my ignorance, but you are actually a part of the team working on it in an offical capacity?
The log in Post 1 is detailing the changes from 1.32 to 1.33, though they are not completely all-inclusive, and there's at least one case where I believe they are inaccurate (claims that starting units are not reduced in Hard Mode on the Culling of Stratholme, which is not true).

As far as I know, Kam used to be on Blizzard's Classic Games team, and made most of these changes himself roughly two years ago before the Classic Games Team was dismantled. I don't know all the details though, I'm a very infrequent poster on these forums.
 
The log in Post 1 is detailing the changes from 1.32 to 1.33, though they are not completely all-inclusive, and there's at least one case where I believe they are inaccurate (claims that starting units are not reduced in Hard Mode on the Culling of Stratholme, which is not true).

As far as I know, Kam used to be on Blizzard's Classic Games team, and made most of these changes himself roughly two years ago before the Classic Games Team was dismantled. I don't know all the details though, I'm a very infrequent poster on these forums.

You’re not far off. As far as design and implementation all the campaign balance changes were done by myself. It was intended for 1.32.0 but was delayed due to project issues. As the text file notes this work was all done in 2020 before Classic Games was shuttered. 1.33 is for the most part all of the work my team had done in 2020 that was left in an incomplete state.

As for any inconsistencies in the change log I was told 1.33 would never see the light of day so keeping the log exactly accurate was not a priority, also because it was only for internal use. The log is still extensive though. One of our imbedded QA helped test all of it on all three difficulties, and another designer provided feedback on Hard to help get it where I wanted.
 
Level 8
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Dec 2, 2015
Messages
238
Well, anyway, I did notice several campaign bugs. So far none of them were game-breaking (I could still complete objectives and missions) but they were certainly immersion breaking. Another example attached.

So far most of them seem to be in the undead campaign, but it's possible I just missed the ones in the human campaign because I kind of sped through that one because I've done it so many times I was bored and kind of rushing.
 

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Level 12
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Feb 20, 2020
Messages
258

Just a Heads up since no one posted it, but the 1.34.0 PTR is up
 
Greetings all.

Numerous people have reached out to me to ask about the 1.36 PTR changes that are reverting the 1.33 balance update.

Here is what will be lost:
  • Difficulty updates to every mission (RoC, TFT, Rexxar), on all three difficulties
  • Some of the audio pass, affecting in-game, cutscenes, and music
  • Accessibility pass for Story Mode, allowing for the differently abled and those new to RTS games to enjoy the campaign
  • Numerous bug fixes to the legacy campaign, such as it not rebuilding, heroes not being used, broken AI files, spells not being used, and missing unit introductions. There are also DEBUG cheats left on from development, and potential for certain cutscenes to break.
  • A lore pass correcting numerous inconsistencies such as team color, names, and visual upgrades to certain maps such as Dalaran (this list was provided by the lore community in great part)
  • Fixes to FaceFX portraits
Several people have requested a way to play the 1.33 update after this patch has been released. I'm not sure when it will come out, but the current plan is to release it as a custom campaign here.

This update represented a massive body of work from numerous team members. This is a baffling and anti-consumer decision that truly shows where the priorities are. In particular, this adversely affects players who are differently abled, who had development input, and who are yet again left behind.
 
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Level 4
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Apr 4, 2020
Messages
20
It's so sad to see such a well done job being discarded like this.

They claim that the changes and improvements of 1.33 are the causes of the constant crashes in the campaign. If not, what would be the cause? Are they just going to ignore all this? This means the campaigns can never be updated again? :vw_wtf:
 
It's so sad to see such a well done job being discarded like this.

They claim that the changes and improvements of 1.33 are the causes of the constant crashes in the campaign. If not, what would be the cause? Are they just going to ignore all this? This means the campaigns can never be updated again? :vw_wtf:
A campaign update of this scope is a many months process, with a dedicated design and audio team. It's not realistic to expect a comparable update again.
 
Level 4
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Messages
20
Seems like their only focus is Ladder now.
Were you part of the development team?

Edit.: It's normal in the process of development of a new patch to discard the work done instead of fixing the issues present?
 
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deepstrasz

Map Reviewer
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20,095
Level 16
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Messages
1,206
Lok'tar Campaigners!

I thought you'd all enjoy a detailed breakdown of the changes implemented in the 1.33 Reforged campaign which you can now play on PTR. In addition to what is listed in this thread you'll notice visual updates to a few maps as well. If you have any questions feel free to ask.

Update: As of 1.36.1 these changes as well as hundreds of others including extensive bug fixes, terrain, tech tree, and even cinematic updates were reverted. This seems to have been done in an attempt to fix stability issues. It is quite a tragic loss for the campaign community.


Primary Issue:
The game was not tested for AI difficulty using any type of standards for Easy, Normal, and Hard.

Goal:
Align all campaigns on difficulty
Make sure Hard is challenging to a seasoned veteran

Editing AI files:

Note for Normal:
Handicap removed from all missions

Definitions:

Easy (Story Mode)

Players should require minimal RTS experience
One hand rule
Players should be allowed to make many mistakes and recover
Experiencing the cutscenes, scripted gameplay moments, and plot are the priority
Attack move is expected

Normal

Players should be allowed to make mistakes with minimal punishment
Players should be using their keyboard to build and use unit abilities
Attack move is expected

Hard

Players should be punished for mistakes
Bosses and similar pivotal gameplay moments should be memorable due to how hard they are, while remaining interesting
Players will be expected to use most of the tools at their disposal to complete a mission
Targeting individual units by priority is expected
"Gold Stress" should come into play, meaning the player should feel as though they need to expand at some point rather than relying on a single mine without concern.

General:

Anecdotally I've heard that the efforts to reduce "wasted" startup time building bases has been appreciated. We did this numerous times by providing more workers and making sure they are harvesting coming out of cutscenes. We should look into how we can apply this further.

RoC

Prologue

PR01

Normal

2x Gnoll and 1x Gnoll Poacher replaced with 2x Gnoll Brute and 1x Gnoll Assassian at camp

Hard

+1 Gnoll Overseer at camp

All difficulties

Narrator VO first Gnoll will not play or truncate if you attack before they are finished speaking
Narrator VO for a-moving into the Gnoll camp will not play or truncate if you are already moving in
These resolve an issue where the Narrator would be speaking over you doing the thing he's preparing you for
Gnoll camp exit is blocked until you kill all the Gnolls
Players could run past, skipping the experience and more importantly level 2 and the lesson on Chain Lightning
There is a text Hint if you near the barrier while Gnolls are alive
This is the watershed moment of the map so the difficulty is focused here

PR02

Hard

Enemy AI has level 1 weapon, armor, and Improved Masonry upgrades
+2 Footmen at far side bridge
+2 Footmen, +1 Knight at gate 1
+2 Footmen at cage 2
+3 Riflemen at firing range
+1 Knight at cage 3
+2 Footmen at gate 2
+1 Captain, +1 Knight, +2 Riflemen at base

PR03

Hard

Did not exist
Enemy AI has level 1 weapon, armor, and Improved Masonry upgrades

Bugs

Debug triggers were on

PR04

Hard

Enemy AI has level 1 weapon, and armor upgrades
Player has level 1 weapon and armor upgrades instead of level 2

PR05

Hard

Did not exist
Buildings seen as damaged in the intro are not repaired

Human

These will be used as controls for the campaigns

HU01

Hard

+1 Gnoll at Timmy
+2 bandits at bandit camp for Ledger
+3 Grunts when entering town
+1 Grunt at Slave Master
AI starts with level 1 armor and weapon upgrades
Orc forces will now rush to defend their leader if you move directly to him
Benedict no longer disabled

Bugs

VO and quest triggers no longer stack and overlap if you run past triggered events
You no longer see units pop out of existence in the mid scene

HU02

Hard

-2 Scout Towers at player base
+2 Grunts, +3 Axethrower at Blademaster
+2 Grunts, +1 Watch Tower, +1 Barracks at Blackrock Clan base
+1 Grunt, +1 Raider, +1 Watch Tower at center
+2 Black Drake road to Searinox
AI starts with level 1 armor and weapon upgrades

HU03

Hard

+2 Bandit Rogues at village ambush
+2 Murloc Huntsman at Murloc Island
+6 Skeleton Archers at ambush
+4 Skeleton Warriors at pre-KT fountain
Skeleton Warriors replaced with Giant Skeleton Warriors at KT
Ghoul rush from wheat increased from 4 to 8 at KT
Ghoul rush from rear +4 each side of buildings at KT
Final Barn rush doubled
AI starts with level 1 armor and weapon upgrades

All difficulties

+1 Puddle Lord Envoy (Murloc Flesheater) at Murloc island - Reference to UDx03

HU04

Normal

+1 Abomination outside KT

Hard

Starting mine reduced to 8000
Expansion mine reduced to 6000
Replace Potion of Mana Enforcer with Bandit Lord
+6 Ghouls, +2 Giant Skeleton Warriors spawn and attack after Granary cutscene
+2 Giant Skeleton Warriors, +1 Abomination at KT throne
Abominations at KT Throne now warp in surrounding the player
+3 Abominations outside KT area
Wave 2 +2 Abominations
Wave 3 +2 Abominations
Wave 4 +4 Abominations
Wave 5 +3 Abominations
Wave 6 +4 Abominations
Wave 7 +2 Abominations
AI starts with level 1 armor and weapon upgrades, Disease Cloud

All difficulties

+1 Spirit Tower outside KT
Swap Slaughterhouse at KT with Altar of Darkness
+2 Slaughterhouses at green base
Fight with KT is now more substantial. 3/5/8 Aboms will warp in to defend him.
KT further adjusted to be a hero unit and will use Death Pact to heal himself.
Wave 1 M5,M5,M1 -> M5,M3,M1
Wave 2 M6,M6,M3 -> M5,M4,M2
Wave 3 M5,M5,M3 -> M5,M3,M2
Wave 4 M5,M5,M4 -> M5,M3,M2
Wave 5 M6,M6,M3 -> M6,M4,M2
Wave 6 M5,M5,M4 -> M5,M3,M2
Wave 7 M6,M6,M3 -> M6,M4,M2
A wave of zombies will emerge from the trees if you get past the Abominations

HU05

Hard

+30 intro zombies
Green:
Wave 2 +2 Ghouls, +1 Necro, -1 Meat Wagon
Wave 3 +Hero
Wave 4 +4 Ghouls, +2 Necromancers
Wave 5 +4 Necromancers, +2 Abominations
Wave 6 +Hero, -2 Meat Wagons
Wave 7
Wave 8 +4 Ghouls, +2 Abominations, -3 Meat Wagons, +Hero
Purple
Wave 5 -2 Meat Wagon
Wave 6 -1 Meat Wagon
Wave 8 -2 Meat Wagon
Wave 10 -1 Meat Wagon
All attack wave intervals increased by 2 minutes through 25 minutes, after all waves increased by 1 minute
Orange
-1 Meat Wagon, -1 Abomination, -1 Necromancer

All difficulties

Lich heroes were not configured per difficulty level, they are now: Green/Purple, 2/3, 4/5, 6/7
Ordering forces to move to the first village no longer paths through Green's base
Waves with Liches reduced in size

HU06

Hard

Starting units no longer reduced
Damage of Meathook Disease Cloud increased from 16/sec to 28/sec
Enemy AI starts with level 1 Armor and weapon upgrades, Disease Cloud

Purple:

Wave 1 +4 Ghouls

All difficulties

Purple shares upgrades with Green
Easy/Normal damage of Meathook Disease Cloud increased from 12/sec ro 18/sec, all difficulties auto attack damage increased from 52 to 72
Salramm the Fleshcrafter: Base damage increase from 7 to 45, auto attack is AoE, cooldown decreased from 1.8 to 1.4

HU07

Hard

+2 Frost Wolfs at first choke
Replace three Ice Trolls with Ice Troll Berserkers
Enemy AI starts with level 1 Armor and weapon upgrades, Disease Cloud
Remove starting Priest
Expansion mine reduced from 12500 to 9000
Opening mine reduced from 9000 to 7000
Green:

Wave 1 +2 Ghouls
Wave 2 +3 Gargoyles, + 0/2/5 Ghouls, 1 minute faster
Wave 3 +1 Abomination, +2 Necromancers
Wave 4 +3 Gargoyles, + 0/2/6 Ghouls
Wave 5 +1 Abomination
Wave 6 +0/4/8 Ghouls
Wave 7 +3 Abominations
Wave 9 +0/4/8 Ghouls
Wave 10 +2 Abominations
+1 Slaughterhouse
+3 Spirit Towers in base
+2 Spirit Towers out of base with small guard force
+1 Crypt

All difficulties

Main mine gold reduced from 24680 to 9000
Expansion mine gold reduced from 20000 to 12500
1 Frost Wolf replaced with Giant Frost Wolf at first choke
Small attack wave after mid cutscene
Start with a Lumber Mill
Green Lich was not scaled. He is now 5/7/9
Green Lich was not limited from leveling

HU08

Normal

+3 Giant Skeleton Warriors at Graveyards

Hard

Enemy AI starts with level 1 Armor and weapon upgrades, Disease Cloud
+1 Abomination at first encounter
+2 Abominations at second encounter
+2 Abominations at third encounter
+2 Nerubian Seers at Nerubian village
+7 Giant Skeleton Warriors at Graveyard

All difficulties

Gold mine scales: 12500/9000/6000

HU09

Hard

Enemy AI starts with level 1 Armor and weapon upgrades, Disease Cloud
Escort for guantlet reduced to 1 Knight and 1 Rifleman
Purple starts with 1 more Graveyard

All difficulties

Green

Pre-sword

Wave 1 Timing M8,M8,M7 -> M8,M6,M3
Wave 2 Timing **M10,M10,M7 -> M10,M7,M4
Wave 3 Timing M8,M8,M7 -> M8,M6,M4
Wave 4 Timing M10,M10,M7 -> M10,M7,M4
Wave 5 Timing M8,M8,M7 -> M8,M6,M4
Wave 6 Timing M10,M10,M7 -> M10,M7,M4
Wave 9+ Timing M8,M8,M7 -> M8,M6,M4
M10,M10,M7 -> M10,M7,M4

After the Sword

Wave 9+ Timing after sword

Purple

M10,M10,M8 -> M10,M8,M6
M10,M10,M9 -> M10,M8,M7
M10,M10,M8 -> M10,M8,M6
M10,M10,M9 -> M10,M8,M7
No more than 2 Meat Wagons per wave
The AI was stacking wait times for wave 1 after the sword. There is now an attack wave immediately after the cutscene from all three directions of small forces
Mal'Ganis was Level 9 on all difficulties, he's now 8/9/10
Mal'Ganis is now warped away when he's close to death rather than being killable outright on attack waves
Main gold mine reduced from 30,000 to 30000/10000/7000
Golem mine reduced from 15000 to 8000
Green expo mine reduced from 25000 to 12500
Purple mine reduced from 25000 to 12500
Three extra Scout Towers provided. On Easy they are Cannon Towers.
Green no longer has infinite gold. Instead it normally harvests and is supplemented by the smaller Western UD base.

Bugs

Mal'Ganis was missing two of his abilities
AI's would only rebuild some buildings at some difficulty levels, and there were duplicate entries.
Teal's AI was non-functional due to missing starting lumber

Undead

UD01

Hard

Enemy AI starts with level 1 Armor and weapon upgrades
-1 Ghoul, -1 Skeleton Warrior at the Graveyard

UD02

Hard

Enemy AI starts with level 1 Armor and weapon upgrades
+3 Mud Golems at golem field
Gold mine reduced from 50,000 to 20,000

UD03

Normal

There is now a timer that destroys the treelines restricting the AI at 6m
Yellow and teal AI's will send small attack forces

Hard

Enemy AI starts with level 1 Armor and weapon upgrades
There is now a timer that destroys the treelines restricting the AI at 3m
Yellow and teal AI's will send small attack forces
Starting gold mine reduced from 13000 to 7000
Natural expansion gold mine reduced from 15000 to 6000
Two small outposts added on the way to Farstriders base

All difficulties

Expansion mines default to 12500

Bugs

Normal handicap trigger was disabled
Escaping rapidly could break the opening camera

UD04

Hard

Enemy AI starts with level 1 Armor and weapon upgrades
Main mine gold reduced from 14500 to 11000
Sylvanas is level 8 and has Starfall
+2 Earth Fury towers at each Magic Vault

All difficulties

Expansion mines set to 12500

UD05

Hard

Enemy AI starts with level 1 Armor and weapon upgrades
Sylvanas is level 8 and has Starfall
Main gold mine reduced from 14000 to 8000
Expansion gold mine reduced from 20000 to 12500
Zeppelin drops include a level 6 Rock Golem

All difficulties

+4 Moss Covered Granite Golems at Sunwell
Sunstrider Isle revised, removed Waygates, +1 Wagon with Potion of Mana
Fountain of Power replaced with Fountain of Health
City revised to be more city-y
Side quest clarification
Prevent all runners from reaching Silvermoon before breaching the city
In connection with lore you'll now see the Dead Scar after the Ice Bridge cinematic

Bugs

Rapidly escaping the intro could break the camera
Rushing to the city could result in both failing and completing the optional quest

UD06

Hard

Enemy AI starts with level 1 Armor and weapon upgrades, and Spiked Barricades
Enemy heroes start with +2 levels and all have their ultimates
Teal attack force attacks immediately after the intro cutscene
Main gold mine reduced from 18000 to 8000
Red AI is enabled with all the others, the first wave you face will be two Red Dragons

Bug fixes

Enemy heroes were not experience locked
Enemy AI's would not rebuild and were not configured for different difficulties

UD07

Hard

Pain field damage increased from 15/18/21 to 20/25/30
Main gold mine reduced from 12500 to 8000
Enemy AI starts with level 1 Armor and weapon upgrades, Storm Hammers, and Defend

All difficulties

1 Crypt replaced with 1 Slaughterhouse

UD08

Hard

Enemy AI starts with level 1 Armor and weapon upgrades, Storm Hammers, Flying Machine Bombs, and Defend
Main gold mine reduced from 14000 to 8000
Expansion gold mine reduced from 12500 to 10000
Starting resources reduced by 50%

All difficulties

Start with Black Citadel
Expansion gold mine reduced from 25000 to 12500

Bug fixes

Archmagi could be level 1 due to order of operations in triggers

Orc

Orc01

Hard

Tauren have level 1 attack and armor upgrades instead of level 3's. Normal and Story Mode unchanged.
-1 Headhunter at first ship
-1 Grunt at second ship

All difficulties

Level 1 attack and armor upgrades, Brute Strength, and Troll Regeneration no longer researched for the player except on Story Mode
All rescuable Tauren have 4x starting HP % to make them attempting to rescue them less frustrating

Orc02

Hard

-2 starting Headhunters
-1 Grunt reinforcement
-1 Raider reinforcement
-1 Demolisher reinforcement

All difficulties

Upgrades match Orc01

Orc03

Hard

AI build one extra of their primary unit composition production building
Purple initial delay reduced from 2 to 1 minute
Main mine reduced from 21,000 to 10,000
Enemy AI start with level 1 armor and weapon upgrades

All difficulties

AI attack frequency reduced by 1 minute on Normal and Hard
AI will now rebuild on Normal and Hard
Grommash will now begin his attack timer after the mid custscene rather than waiting until the Great Hall is completed
Expansion mines reduced from 22100-24000 to 12500
Main mine reduced from 21,000 to 14,000 on Easy and Normal
Thralls VO indicated there should have been a way to complete the main quest without attacking the Humans. There is now a hidden path with a special surprise.

Orc04

Hard

Reduced attack intervals for all AI by 1 minute
Other than Ai attack timing there was no Hard mode at all
Enemy AI start with level 1 armor and weapon upgrades
West expansion gold mine reduced from 40000 to 20000

Orc05

Hard

Main mine reduced from 20000 to 9000
Expansion mine reduced from 12500 to 10000
Enemy AI start with level 1 armor and weapon upgrades

All difficulties

Main mine reduced from 30000 to 20000
Expansion mine reduced from 20000 to 12500

Orc06

Hard

Enemy AI start with level 1 armor and weapon upgrades
Main mine reduced from 14000 to 9000
Expansion mine reduced from 18000 to 12500

All difficulties

Main mine reduced from 22500 to 14000
Expansion mine reduced from 25000 to 18000
AI was not configured to rebuild
Map route is not revealed where the Zeppelin was in the intro cutscene

Bugs

Main gold mine and harvested amount varied based on how long you watched the intro

Orc07

Hard

Human Enemy AI start with level 1 weapon and armor upgrades

All difficulties

Remove revealed area from intro cinematic

Orc08

Easy

+2 Guard Towers at Jaina
+3 Watch Towers at player base
Jaina starts with level 1 armor, weapon, and magic upgrades

Normal

+2 Guard Towers at Jaina
+3 Watch Towers at player base

Hard

Main mine reduced from 20000 to 14,000
Expansion mines reduced from to 9000

All difficulties

Main mine reduced from 30000 to 20000
Expansion mines reduced from to 12500 (including Jaina's mine)
Legacy Infernal wave restored
If a player did not complete the optional quest in Orc06 they will get the new unit message for Wyvern

Bugs

Dark Green's AI was not given starting resources so it could not build anything requiring lumber
There was a mix of Fel and standard Burrows for both Orc AI, and they were missing Fel Burrows from their build tree resulting in being unable to rebuild food production
Jaina AI was not rebuilding most of her base, and would never utilize Gryphons
Skipping the intro rapidly could break the camera

Night Elf

NE01

Hard

There was no Hard mode
Enemy AI start with level 1 weapon and armor upgrades
Enemy AI attack timer starts after the intro instead of upon completing the base building quest
Main gold mine reduced from 12500 to 9000
Expansion gold mines reduced from 12500 to 8000
Enemy AI was not configured to rebuild

NE02

Hard

Enemy AI start with level 1 weapon and armor upgrades
-2 Archers at 1st reinforcement
-1 Huntress at 2nd reinforcement
-1 Huntresses at 3rd reinforcement
-1 Glaive Throwers at final reinforcement
-2 Archers at final reinforcement
Secret path must be entered from second entrance
1 Abomination and 2 Crypt Fends greet you on the secret path

All difficulties

Replace Human bridge with Elven bridge
AI was not reacting or rebuilding
AI will now protect itself when the Ziggurat near secret entrance 2 is attacked
Triggers for the timed moonlight/sunlight weren't working correctly, they are meant to signal day/night shift

Bugs

One of Green's buildings was owned by an enemy and would be killed immediately at game start

NE03

Hard

Enemy AI start with level 1 weapon and armor upgrades
Main gold mine reduced from 14500 to 9000
Expansion gold mines reduced from 12500 to 8000
Wave 1 attack time reduced from 4 to 2 minutes
Following waves reduced from 4 to 3 minutes

All difficulties

Replace 1 Murloc Nightcrawler with Puddle Lord Envoy (Murloc Flesheater) at Murloc island - Reference to UDx03

Bugs

Trigger to detect Guardian deaths did not filter out corpses so a player may need to wait 60 seconds after killing the last Guardian before the outro starts

NE04

Normal

No longer remove 2 Cannon Towers

Hard

Enemy AI start with level 1 weapon, armor, and magic upgrades
Corrupted NE
Second wave is 1 minute faster
Plague Treants added to attack waves

All difficulties

Human and Corrupted NE AI's would not rebuild, and Corrupted NE could not repair

NE05

Hard

No longer have level 1 armor upgrades
-3 Archers at prison rescue

All difficulties

Circles of Power at gate turn blue once activated
Gates "explode" in correct directions
Outro scene part 2 no longer shows the gate opening and units being placed. There's also 1 DoC removed to better frame MalFurion.

NE06

Hard

Enemy AI start with level 1 weapon and armor upgrades
Plague Treants included in attack waves
All brown attack waves 2 minutes faster
Reduce Southern expansion mine from 10000 to 6000
Reduce Northern expansion mine from 12500 to 9000
Reduce main mine from 14000 to 9000

All difficulties

AI now rebuilds besides Tree of Eternities
Reduce Southern expansion mine from 17500 to 10000
Reduce Northern expansion mine from 23500 to 12500
Reduce main mine from 18500 to 14000

Bugs

Brown AI had a double wave in the beginning
Illidan no longer has cinematic anims after intro

NE07

Hard

Enemy AI start with level 1 weapon, armor, and magic upgrades
Main and two expansion mine gold amounts reduced by 50%

All difficulties

Friendly AI would not rebuild
Chimaeras available

TFT

Remove handicaps from Normal and Hard
Give enemy AI +1 upgrades on Hard
Reduce available gold on Hard

Legacy Note:

HUX02 - Part 1 advancing forces had +3 upgrades
HUX03 - Enemy units had +3 attack upgrades
NEX03 - Siren training was at +2
NEX06 - End UD forces had +2 upgrades
NEX08 - Enemy units had +3 upgrades
UDX01 - Enemy units had +3 upgrades
UDX02 - Enemy units had +2 upgrades
UDX03 - Was missing Hard mode
UDX04 - Main Human base has +3 building armor
@Kam
Is there a way to get the old pre-1.33 maps somewhere?
 
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It is recently released to Map Section if my notifications are correct. I was not aware of this much since 1.32 onward left a huge sour taste in my mouth
I been waiting, thanks for the update @Daffa

THANK YOU SO MUCH FOR THIS! @Kam <3
 
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Level 33
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Can we please get a 1.27 Campaign pack?
What do you mean with "1.27 campaign pack" exactly?

One explanation is that this custom campaign is only meant for those who want to enjoy the original 1.33 balance of the vanilla ROC/TFT campaigns on the latest patch of Reforged (currently 2.0.1) after Blizzard reverted those changes with 1.36.1 patch. I think you are talking about the Reforged campaign maps playable on the pre-Reforged versions of Warcraft III, which is basically you want Reforged missions like "The Culling", "Fall of Silvermoon", and "Siege of Dalaran" to be playable on 1.27-1.31 patches. If it's the case, feel free to use the "Maps" section.

I was not aware of this much since Reforged patch releases left a huge sour taste in my mouth.
 
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In short, the only reason the 1.33 patch campaign has received this attention at all, is because a significant amount of alterations to balance, difficulty, and lore-friendly adjustments were made to the campaigns in patch 1.33 that Blizzard had been sitting on for about 1-2 years following Reforged's release. These changes were near-universally reversed in patch 1.36.1.

No other patch barring Reforged itself has made changes to the campaign as extensive as 1.33, and these additions and improvements have all since been completely undone. THAT is why this set of custom campaigns exist.

Older versions of Warcraft 3 from before Reforged are relatively simply to acquire, in order to play those older campaigns. Old versions of Reforged are far more difficult to get working, as far as I know. If you want to play the 1.27 campaigns, you can simply find and install the 1.27 patch version of Warcraft 3. You can't really do that with 1.33.
 
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What do you mean with "1.27 campaign pack" exactly?

One explanation is that this custom campaign is only meant for those who want to enjoy the original 1.33 balance of the vanilla ROC/TFT campaigns on the latest patch of Reforged (currently 2.0.1) after Blizzard reverted those changes with 1.36.1 patch. I think you are talking about the Reforged campaign maps playable on the pre-Reforged versions of Warcraft III, which is basically you want Reforged missions like "The Culling", "Fall of Silvermoon", and "Siege of Dalaran" to be playable on 1.27-1.31 patches. If it's the case, feel free to use the "Maps" section.

I was not aware of this much since Reforged patch releases left a huge sour taste in my mouth.
I said 1.27 but Playable on reforged without any of the reforged changes but keeping the last RoC and TFT patch with everything working before 1.29 broke the campaign maps, like heroes losing their inventory inbetween missions.
 
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I have been playing the 1.33 campaign a lot since you posted the maps and I think I found a bug. I couldn't build the ancient of wonders in the TFT night elves campaign, didn't have well spring tech available (I noticed because the game prompts you to buy it) and didn't have faerie dragons available in the last mission. In the TFT human campaign I can't make spellbreakers, not sure if there is more as I'm still in the second mission.

Did I do something wrong or is this an actual bug? Sorry if it has been reported already.
 
Level 33
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I have been playing the 1.33 campaign a lot since you posted the maps and I think I found a bug. I couldn't build the ancient of wonders in the TFT night elves campaign, didn't have well spring tech available (I noticed because the game prompts you to buy it) and didn't have faerie dragons available in the last mission. In the TFT human campaign I can't make spellbreakers, not sure if there is more as I'm still in the second mission.

Did I do something wrong or is this an actual bug? Sorry if it has been reported already.
I haven't even played those campaign just yet (well, I didn't own Reforged), but have you ever checked the other TFT campaigns as well?
I suspected that there appears to be a missing TFT data in your campaign (racial shops like Arcane Vault, everything still using the old ROC data like the old damage system in your spellcasters, etc.).
 
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I have been playing the 1.33 campaign a lot since you posted the maps and I think I found a bug. I couldn't build the ancient of wonders in the TFT night elves campaign, didn't have well spring tech available (I noticed because the game prompts you to buy it) and didn't have faerie dragons available in the last mission. In the TFT human campaign I can't make spellbreakers, not sure if there is more as I'm still in the second mission.

Did I do something wrong or is this an actual bug? Sorry if it has been reported already.
This is indeed a bug, thank you for pointing this out. This happens because ROC unit settings are incorrectly enforced in the TFT Night Elf, Human, and Orc campaigns.

Kam will update the campaign files in the relevant threads once he's able to. In the meantime, you can do the following to fix this issue yourself:

1) Go to your ~Documents\Warcraft III\Campaigns folder and double click on the "05_NightElfX_1.33.0.w3n" file to open it in the World Editor.

2) Once the Editor loads, press F7 to open the Campaign Editor module and then activate the "Custom Data" tab:

1.png

3) Once there, go to Edit and click on "Reset Standard Units To Defaults":

2.png

4) Click Yes in the confirmation window and then press Ctrl+S to save this change to the campaign file:

3.png

5) Repeat the same for "06_HumanX_1.33.0.w3n" and "08_OrcX_1.33.0.w3n".

Please note that this will reset your progress in the relevant campaigns (meaning maps that you had unlocked on the campaign's loading screen will become unavailable again) but your previous saves will still work, as no changes are made to the maps themselves.
 
I have been playing the 1.33 campaign a lot since you posted the maps and I think I found a bug. I couldn't build the ancient of wonders in the TFT night elves campaign, didn't have well spring tech available (I noticed because the game prompts you to buy it) and didn't have faerie dragons available in the last mission. In the TFT human campaign I can't make spellbreakers, not sure if there is more as I'm still in the second mission.

Did I do something wrong or is this an actual bug? Sorry if it has been reported already.
This issue has been corrected in the latest uploads. Thank you @Lorn !
 
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I'm curious, did 2.0 add these changes back into the game? I haven't played reforged for a while until recently and it felt... different than launch.
 
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As far as I can tell, a few very minor changes appear to have either survived or been re-applied; namely, a number of Hero Name Changes, and the existence of the special Banshee Sharlindra in Sylvanas' missions in the Frozen Throne Undead Campaign. Everything else is still gone though.
 
Thanks to Kam for the work.:mwahaha:
As long as this version of the campaign is stable enough, it will be a good blueprint for modifying the official campaign.

If Blizzard wants all they need to do it use these files. They are saved on the current patch, and have corrected almost all known issues alongside restoring the gameplay improvements.
 
I'm curious, did 2.0 add these changes back into the game?
It's a bit off topic but I'm pretty sure 2.0 is just an attempt to get people to buy the game by allowing folks to use a bunch of weird slider bars to write over the Reforged model with slightly AI upscaled classic models shoveled into the Reforged render mode. So they not only did not bring back these changes, but I believe they also did not update the "Reforged" campaign for their new models. So for example if you have a footman who is supposed to play a triggered "Cinematic Walk" animation from Reforged and move slowly at 100 speed, the campaign draws the classic Footman model who doesn't have that animation and then he runs in place while the unit moves very slowly.

I'd reckon the attention to detail, which mostly involved running an automated script on a bunch of files in the game, is likely much, much lower than the changes on this thread.

At least with regards to the campaign, that is.
 
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