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Age of Warcraft Mod Installer

This bundle is marked as pending. It has not been reviewed by a staff member yet.
Age of Warcraft

Hey there fellow Warcraft 3 fans,

Our ongoing project is dedicated to introducing the multi-faction element into the game. Our goal is to enhance nearly all of Blizzard's official melee maps by incorporating additional factions.

At this point, we have 15 playable factions, a new main menu, and revamped gameplay for all of them. The factions are as follows:
  • Kingdom of Lordaeron
  • Scarlet Crusade
  • Kingdom of Dalaran
  • Orcs of the New Horde
  • Tauren
  • Zandalari Empire
  • Lost Ones
  • Undead
  • Night Elves
  • Blood Elves
  • High Elves
  • Naga
  • Darkspear Tribe
  • City-State of Theramore
  • Amani Empire
To enhance the gaming experience, we have created numerous custom assets and abilities. Furthermore, we have developed Blizzard-like AIs for each of our custom factions, ensuring challenging and dynamic gameplay whether you're playing solo or with friends.
Here is also a link to our Map development post for more information.

---------Patch 2.2--------
  • New faction selection menu, accessible only from our AoW folder.
  • New UIs and ambience music for all factions.
  • New button for selecting our Faction Leaders, either by clicking it or by pressing F4.
  • New icons for all our factions on the score screen and loading screen.
---------Second Expansion Changes--------
  • Two New Factions: The City-State of Theramore and the Amani Trolls enter the fray.
  • Faction Leader System: Every faction now has a unique Faction Leader that can only be created once per game. If another player on the map has the same faction and creates the Faction Leader first, you will lose the ability to create that leader. Therefore, it is recommended to play with different factions. As you know, the Lich King will be especially powerful, featuring both land and flying animations. He is designed to feel like an end-game scenario. Faction Leaders will also have a special indicator when they are created.
  • Two New Tavern Heroes
  • Reworked Darkspear Buildings.
  • And last but not least, 4 new maps: (2) Terenas Stand, (4) Borderlands, (6) Dustwallow Marsh, and (12) Icecrown. All maps have been adjusted to properly accommodate our mod.

---------First Expansion Changes--------
  • All our factions have been reworked. This means we’ve recalculated stats and rebalanced units and abilities based on new faction and racial traits, inspired by campaign stats and World of Warcraft lore. For example, the Scarlet Crusade now focuses more on healing and reviving their units. Another example is the Tauren, who now use a caravan system that allows them to relocate most of their base. Additionally, all Tauren units can be resurrected by a Spirit Walker. These are just a few of the many changes waiting to be explored.
  • We’ve also introduced new elite units and upgradable units for each race. This feature further diversifies the factions. For instance, the High Elves are now more focused on their archers.
  • Almost all of our factions now have unique icons for their upgrades.
  • A new neutral building, the Goblin Bank, has been added. It allows players to trade gold for wood and vice versa. Of course, since goblins are greedy, there’s a small commission based on the bundle size you choose to exchange.
  • Racial and faction traits are now fully implemented. Every faction in our mod has its own unique Faction trait. For example, Zandalari Troll units have traits based on the Loa they worship.
  • The Scourge now have two new heroes: the Boneguard and the Necrolord.
  • We’ve also added a new experimental Tavern hero, the Justicar. Upon learning his ultimate ability, he change appearance and movement speed to match his new form.
  • And last but not least, a new faction enters the fray: the Darkspear Trolls.

---------- Socials ----------

---------- Installation Guide ----------


Step 1
Download both parts of the installer from Age of Warcraft Mod Installer.

Step 2
Before installing the mod, unzip the Age_of_Warcraft_installer_0.2.0_part_1 & Age_of_Warcraft_installer_0.2.0_part_2. Then take the Age_of_Warcraft_helper folder from Age_of_Warcraft_installer_0.2.0_part_2 and place it to the Age_of_Warcraft_installer_0.2.0_part_1 folder

Step 3
Uninstall any previous installation.

Step 4
Run the Age_of_Warcraft_installer.exe from the Age_of_Warcraft_installer_0.2.0_part_1 folder.
The Second Expansion, 0.2.0, is for patch 2.0.4+

Step 5
Be sure that your game is located in the C:\Program Files (x86)\Warcraft III, if not then click on browse and locate your Warcraft III folder.

Step 6
Wait till the installation is finished and enjoy the Mod!


---------- How to uninstall the mod ----------

Either from the installer or the Programs and Features, you can uninstall the mod. This process doesn't delete the replaceable textures or affect any folder of other mods or projects.

---------- Known Issues ----------

Sometimes, if you run one of our maps that has more than four players and successfully complete the game, trying to play one of our maps again may cause the game to crash. All you need to do is restart the game to play again. As of now, we don't know exactly what causes this issue; it started happening after patch 1.36.2.

---------- Credits ----------

Blizzard Entartainment
Retera for his Awesome tools and Guides
Trolldaeron for his Artwork and Wallpaper
Lorcraft Desings Studio for Icons and assets
Vindorei for his Arcane Golems
G00dG4m3 for Heroic Leap
Devalut for Bone Armor
Vinz for Ubershield, Spell Markers, Fountain of Souls and Void Teleport
Baroque and LRAC for Lord Marrowgar - Reforged
OVOgenez for Water Shell
Fruit Forest for Charge ability
Tomkek for his awesome assets (Justicar Armor Set)
VictorZ for the Necropolis Reforged Beta Style
f0rsAk3n for the Hexing Blast
Mr. Paupiette for the Air Elementals
Rukhmar for the Earth Elemental
Izhael_DC for Sfx Sindragosa + Var (HotS)
Uncle for Firebolt Example
Dalekay for Saidan Dathrohan
I3lackDeath for Blood elf UI
Viiva for Ruins UI
Wa666r for Draenei UI and Kul Tiran UI
keepitmovin for Wrath of the Zharvakko UI, Spirit of the Savage Hunter UI, City of Magic UI and Jungle Ruin UI

---------- Changelog ----------

Patch of July 7 2026 (0.2.2)
  • New Faction UIs
  • New Faction ambience music
  • New faction selection menu
  • New icons for all our factions on the score screen and loading screen.
  • New button for selecting our Faction Leaders, either by clicking it or by pressing F4.
  • Added effects to Overseer's Battleroar ability
Patch of May 25 2026 (0.2.1)
  • Fixed descriptions in Game Interface
  • Fixed the name and increased the damage to 25 of the Hellscape ability
  • Fixed the Arcane Tower reveal ability of the Kirin Tor
  • Fixed the description of the Mirror Image ability of Antonidas
  • Fixed the Consecration hotkey
  • Fixed the description of Rapid Fire
  • Balanced the Hunter's Mark ability
  • Fixed the description of the Orb of Water
  • Theramore Hippogryph Rider got the ability animal war training and also fixed her description
  • Theramore peasant got +1 armor
  • Fixed the hotkey of draw ability from Marshwardens
  • Fixed the description of the Amani firebolt ability
  • Enabled the Attack 1 of Blood Elf Dragonhawk summon
  • Made the Coral Bed of Naga the same as is in the campaign
  • Fixed the voice of Lich King when flying and his spell animation
  • Replaced the sacrificial pit with the Altar of the Frozen King
  • Added the ritual Lich King’s Awakening to the Altar of the Frozen King. Once the ritual is completed, the Lich King will become available to summon
Second Expansion release 17 May 2026 (0.2.0)
  • New Factions: Amani Empire and City-State of Theramore
  • Faction Leader System
  • Darkspear Buildings Rework
  • 4 New Maps
  • Balance fixes
  • hotkey fixes

Patch of August 10 2025 (0.1.1)
  • Updated the installer of the mod.
  • Made the Ambushers Faction ability of the Lost Ones to work during daylight as well.
  • Gave to all heroes spellbooks containing their racial abilities.
  • Fixed several hotkey errors.
  • Balanced the Bladestorm ability of the Scarlet Berserker.
  • Fixed the Charge ability, it now stuns properly.
  • Buffed the Arcane Wave ability of the Kirin Tor Arcanist.
  • Fixed and balanced the Reversed Wounds ability.
  • Fixed custom hero abilities that could be leveled up at both level 1 and level 2.
  • The Moon Glaive upgrade now changes the armor type of Huntresses.
  • Fixed a bug where choosing Faction Select for Scourge (2–6) and Night Elves (5–6) resulted in the emerging factions having fewer hit points.
  • Fixed the scale of level 3 summoned Pterrordax.
  • Changed the Berserk racial ability’s increased damage taken from 50% to 25%.
  • Fixed the descriptions of the Summoned Beast abilities.
First Expansion release 17 Juli 2025 (0.1.0)
  • New Faction: The Darkspear Trolls
  • Racial and Faction Traits-Elite special units for all factions
  • New heroes for the Undead: The Necrolord and The Boneguard
  • All factions reworked with new gameplay mechanics
  • A new market to exchange gold for lumber and vice versa
  • Experimental Tavern Hero: The Justicar

Patch of December 19 2024 (0.0.6)
  • Adjusted the main menu for Patch 2.01.
  • Added the 1.36.2 version of the Demo.
Patch of November 16 2024 (0.0.5)
  • Fixed the main menu.
  • Updated the portraits for all units and buildings across all maps.
  • Resolved the Kor'kron Guard dependencies in the Plagueland map.
Patch of July 23 2024 (0.0.4)
  • Changed the Militia of the Scarlet Crusade.
  • Fixed a bug where High and Blood Elf Engineers, when turned from militia back to Engineers, couldn't build the workshop.
  • Fixed the totems of the Lost Ones.
  • Fixed the attachments of the Naga Tidelord.
  • Fixed the attachments of the Orc Spearthrowers.
  • Corrected typos in the Kingdom of Dalaran.
  • Corrected typos in the High and Blood Elves.
  • Corrected typos in the Orcs of the New Horde.
  • Corrected typos in the Nagas.
  • Corrected typos in the Zandalari Trolls.
  • Corrected typos in the Lost Ones.
Patch of July 6 2024 (0.0.3)
  • Fixed a bug with the Night Elf Blademaster, now you are only able to create 3 heroes with the night elves.
  • Fixed the swimming attack of Naga Brute.
  • Fixed typos in both Lordaeron and Sacrlet Crusade Factions.
  • Fixed the hotkeys and typos of both Blood and High elven Factions.
  • Fixed the Zandalari Direhorn Prelate ability Avengening Wrath.
  • Fixed the sounds of how the heroes attack.
  • Changed the portrait of wisp.
Patch of July 3 2024 (0.0.2)
  • Fixed an issue where selecting a different 'Choose Faction' option with non-specified settings resulted in a non-functional base.
  • Priestess of Bethekk now has the correct upgrade for Bloodlust.
  • Fixed Naga's summoned Makrura pillage ability.
  • Fixed the location of the Tavern in Booty Bay.
  • Fixed some typos in the Tauren faction.
  • Fixed the Disbtn icon of the Kingdom of Dalaran's Lumbermill.
Contents

Age of Warcraft installer Version 0.2.2 Part 1 (Binary)

Age of Warcraft installer Version 0.2.2 Part 2 (Binary)

Great job! One question. Do you plan with these factions create whole new custom campaigns? Thank you for you hard work and passion.
We plan to do a soft rework of the campaign by incorporating our new factions, abilities, and heroes. While we will make some changes to the maps, we aim to preserve the original campaign's feel.
 
I found two ice troll models. Maybe you can use them in AOW.
 
Fundations are there. Now you need to work on actually differentiating these races with unique abilities, instead of majority of units just being skins for the same WC3 units.
Well, we have our roadmap in our map development post, feel free to check out what we have in store for our project.
 
I found that Zandalari Trolls's Direhorn units are similar to Orc's Kodo units. I think that Direhorn should be aggressive than Kodo.Their main role should be fighting rather than boosting morale.
Thank you for your feedback on our mod. To help us consolidate all feedback in one place, please join our Discord server.

The Zandalari Trolls' Direhorn shares the same stats as the Orcs' Kodo beast because, in this release, we based their gameplay on one of the original faction's gameplay, as stated in our description: "Initially, these new factions will offer gameplay similar to the original four factions, with further diversification planned based on community feedback in subsequent releases."
 
Thank you for your feedback on our mod. To help us consolidate all feedback in one place, please join our Discord server.

The Zandalari Trolls' Direhorn shares the same stats as the Orcs' Kodo beast because, in this release, we based their gameplay on one of the original faction's gameplay, as stated in our description: "Initially, these new factions will offer gameplay similar to the original four factions, with further diversification planned based on community feedback in subsequent releases."
I see. And I suggest giving the Direhorns a collision skill. And I will join your Discord server to feedback.
Is new version uploaded? Will the demo be continuously updated?
 
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It's an interesting project, but I really feel it lacks direction. Right now, it's essentially a "look-pretty" project with nice implementation and cool models, but when it comes to actual gameplay, it's pretty lackluster. I recommend being more creative with your ability design. Triggering new abilities is always cool, but that's not necessary, you can do cool things in the Object Editor as well, like turning stats negative or positive to create new effects for existing abilities. Like, imagine a blood elf hero having an Immolation that heals allies instead of damaging enemies.

It's a nice start, but I recommend stepping out of your comfort zone and trying new things to add to the races. If you ever want to, feel free to contact me on Discord, I'm happy to provide any ideas, support or triggering help. :)
 
It's an interesting project, but I really feel it lacks direction. Right now, it's essentially a "look-pretty" project with nice implementation and cool models, but when it comes to actual gameplay, it's pretty lackluster. I recommend being more creative with your ability design. Triggering new abilities is always cool, but that's not necessary, you can do cool things in the Object Editor as well, like turning stats negative or positive to create new effects for existing abilities. Like, imagine a blood elf hero having an Immolation that heals allies instead of damaging enemies.

It's a nice start, but I recommend stepping out of your comfort zone and trying new things to add to the races. If you ever want to, feel free to contact me on Discord, I'm happy to provide any ideas, support or triggering help. :)
I believe you haven't seen our map development post about what we have in store for our project. Regarding abilities, we have created numerous custom abilities for our heroes, such as Cleave, Avenging Wrath, Execution Sentence, numerous summoning units for hunters, new Stampedes to match the factions, Kill Shot, Time Reverse Heals, Polymorph for heroes, Avatar of Rezan as a unique ability for the Zandalari Troll, Crusader Aura, Berserk abilities for heroes, and many more.

Additionally, we have created new heroes with unique abilities, such as new Spell Breaker heroes, Assassins, new Fire Mage heroes with unique skills, Healers that are mainly support heroes, and a Seer hero for Tauren with unique abilities.

So, yes, we have created many things, and more will follow. As we said, we must have a strong foundation to move forward in creating new gameplay. Feel free to make suggestions on our Discord server for implementing new things.🙂
 
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It's an interesting project, but I really feel it lacks direction. Right now, it's essentially a "look-pretty" project with nice implementation and cool models, but when it comes to actual gameplay, it's pretty lackluster. I recommend being more creative with your ability design. Triggering new abilities is always cool, but that's not necessary, you can do cool things in the Object Editor as well, like turning stats negative or positive to create new effects for existing abilities. Like, imagine a blood elf hero having an Immolation that heals allies instead of damaging enemies.

It's a nice start, but I recommend stepping out of your comfort zone and trying new things to add to the races. If you ever want to, feel free to contact me on Discord, I'm happy to provide any ideas, support or triggering help. :)
I am curious from what direction does your comment come?
To say the project is lack luster is quite strong so what exactly do you mean?
I've been folowing this mod from quite the early stages and it's a great take to warcraft making it more similar to Age of Empires style of many races without making them overpower one from the other keeps the same warcraft feeling but with a more flavor style and it's just the begining from what they shown us.
Imagine the potential all these races have for custom campaigns of the warcraft lore and beyond.
 
I am curious from what direction does your comment come?
To say the project is lack luster is quite strong so what exactly do you mean?
I've been folowing this mod from quite the early stages and it's a great take to warcraft making it more similar to Age of Empires style of many races without making them overpower one from the other keeps the same warcraft feeling but with a more flavor style and it's just the begining from what they shown us.
Imagine the potential all these races have for custom campaigns of the warcraft lore and beyond.
It doesn't come from any particular direction more than that of a fellow mapsmith. It has potential, but is ultimately a quantity-over-quality project, and the races barely have any distinction between each other other than nice model selection.

I recommend reading these guides on custom race creation/guidelines, and it should explain pretty well in what ways this is lackluster. I don't mean to discourage the creator, that is not my intention at all, this is actually a cool project and has a lot of potential. It just needs a push towards interesting gameplay rather than many races.

Guides:
Design Guide for a Fifth Race
Custom Race Creation: Advanced Mechanics
Guidelines for Making a Custom Race
 
Hello, nice work! Is there a way to use only new models?
For example, if I install your package in a non-warcraft folder and only copy the model files?

Thank you
Theoretically yes as our assets are unlocked. But its not ideal. We going to release a guide in the following days on how to idealy use our models (with crediting us if you use our models of course).
 
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It doesn't come from any particular direction more than that of a fellow mapsmith. It has potential, but is ultimately a quantity-over-quality project, and the races barely have any distinction between each other other than nice model selection.

I recommend reading these guides on custom race creation/guidelines, and it should explain pretty well in what ways this is lackluster. I don't mean to discourage the creator, that is not my intention at all, this is actually a cool project and has a lot of potential. It just needs a push towards interesting gameplay rather than many races.

Guides:
Design Guide for a Fifth Race
Custom Race Creation: Advanced Mechanics
Guidelines for Making a Custom Race
I see your point and the idea behind it.
And yea it has a lot of benefits for the gameplay diversity if each races has different units with different stats & abilities or different ways to used them.
I have seen it in other projects like SevenBlood works. The undead in particular was crazy fun to play they were unique from other races.
Another great example (never played but watched Grubby play it) Warhammer: Eternal Strife (Melee)

But this also comes with challenges when it comes to not making any of them OP compared to others.
And let us remember there will be even more different races coming :D
Trying to make them all unique and not OP will take even more to develop.
Plus it's still not yet fully released who know what guys might do after the races are all implemented.

The races do feel like Orcs (reskin) Humans (reskin) and so on and makes everything be the same as original warcraft which I see the benefit in it.
We do have the new heroes which make it interesting which their different abilities.
I do believe that the main objective of the mod is to give the options of using new races but keeping the core gameplay of warcraft VS matches the same.
This way you just hop right in and play.And instead of looking at the same races you get this,
And again with so many races coming the potential for other projects (custom campaigns) in reforged will grow.

I have yet to start my feedback on the races animations but will come soon little by little.
That's my specialty as a warcraft reforged modeler and i'l have my own negative feedback for sure there :D
 
Mod feels amazing so far! Tho from what I'm getting so far; the only changes i've noticed is heroes being reshuffled here and there.
Here are a couple of my other opinions, questions and suggestions(in no particular order);
1. Other Races having a PotM honestly made me realize how good(broken?) she is on another race that is more likely to spam ranged units that are better than what NE can offer. In the same vein, I love that certain heroes in each faction have different spells that arguably make them worse than their vanilla counterpart. For example, the TC on the orcs having thunder clap instead of a war stomp.
2. This is only my opinion but; maybe make at least the taurens' spirit walkers able to revive other tauren units too? They "invented" the thing, they might as well get a slightly better form of the spell.
3. Are there plans to include the vanilla races (wc3 races without modification) into the mod?
4. Are there plans to have this mod to be specifically for your maps alone without having to install the mod? Maybe a modpack for the resources can also be in the mod download file for ease of download and whatnot.
5. I'd like an option to add the ability for the AI to also have a random faction (if it's not already a WoP)
 
Mod feels amazing so far! Tho from what I'm getting so far; the only changes i've noticed is heroes being reshuffled here and there.
Here are a couple of my other opinions, questions and suggestions(in no particular order);
1. Other Races having a PotM honestly made me realize how good(broken?) she is on another race that is more likely to spam ranged units that are better than what NE can offer. In the same vein, I love that certain heroes in each faction have different spells that arguably make them worse than their vanilla counterpart. For example, the TC on the orcs having thunder clap instead of a war stomp.
2. This is only my opinion but; maybe make at least the taurens' spirit walkers able to revive other tauren units too? They "invented" the thing, they might as well get a slightly better form of the spell.
3. Are there plans to include the vanilla races (wc3 races without modification) into the mod?
4. Are there plans to have this mod to be specifically for your maps alone without having to install the mod? Maybe a modpack for the resources can also be in the mod download file for ease of download and whatnot.
5. I'd like an option to add the ability for the AI to also have a random faction (if it's not already a WoP)
Thanks for the feedback. You are welcome to join our Discord server to make further suggestions. It will help us keep the feedback in one place.
1. Yes, we want to experiment with different hero builds as the game is heavily hero-based, thus unlocking new strategies.
2. That is a nice suggestion, and it is something that we have already considered. It will most likely be implemented in the next major patch where we introduce our racial-faction traits.
3. No, but there will be some factions that resemble the original, like Theramore, for example.
4. No, the maps need the assets, and that can only be achieved that way.
5. The option is already there.
 
i have an question. Im downloading the mod right now and its really slow because its kind of old and its after my brothers and my parents wont let me buy anything online and because of that i have an old and fake version of warcraft 3 for free so will it work even if its not the real version of the game? If not is there any way how to change that? I really like the concept of this and would love to play this. Thank you
 
i have an question. Im downloading the mod right now and its really slow because its kind of old and its after my brothers and my parents wont let me buy anything online and because of that i have an old and fake version of warcraft 3 for free so will it work even if its not the real version of the game? If not is there any way how to change that? I really like the concept of this and would love to play this. Thank you
Thank you for liking the consept of our mod! But I cannot help you with what you ask, in order for you to play our mod you must have the 1.36.2 version of Warcraft 3 reforged.
 
It's an interesting project, but I really feel it lacks direction. Right now, it's essentially a "look-pretty" project with nice implementation and cool models, but when it comes to actual gameplay, it's pretty lackluster. I recommend being more creative with your ability design. Triggering new abilities is always cool, but that's not necessary, you can do cool things in the Object Editor as well, like turning stats negative or positive to create new effects for existing abilities. Like, imagine a blood elf hero having an Immolation that heals allies instead of damaging enemies.

It's a nice start, but I recommend stepping out of your comfort zone and trying new things to add to the races. If you ever want to, feel free to contact me on Discord, I'm happy to provide any ideas, support or triggering help. :)
I agree here, the project so far just look like a nice skin with no real substance. Each faction needs to have unique and fleshed out gameplay or this project will surely fail.

Maybe get Imemi to do the gameplay for you while you focus on making models.
 
I agree here, the project so far just look like a nice skin with no real substance. Each faction needs to have unique and fleshed out gameplay or this project will surely fail.

Maybe get Imemi to do the gameplay for you while you focus on making models.
Hi,

Everyone is welcome to use our assets and create their own submod. We have a plan and we intend to stick to it. All are welcome to join our Discord and suggest new gameplay ideas. I believe you have been following us from the start of our mod development and probably have seen what we intend to do with it.
 
Thank you for liking the consept of our mod! But I cannot help you with what you ask, in order for you to play our mod you must have the 1.36.2 version of Warcraft 3 reforged.
Thank you for your reply, but i have another question. I have succesfully installed the mod in my warcraft files and its under the name: retail. inside there are these folders AoW, replaceableTextures, sound, ui, units and webui. I guess thats normal but inside the Aow file are just files named abilities, buildings and units but not the game itself. I apologise if im just stupid and dont know if the game isnt out yet, just these files or I have a wrong version. Thank you.
 
Thanks for the feedback. You are welcome to join our Discord server to make further suggestions. It will help us keep the feedback in one place.
1. Yes, we want to experiment with different hero builds as the game is heavily hero-based, thus unlocking new strategies.
2. That is a nice suggestion, and it is something that we have already considered. It will most likely be implemented in the next major patch where we introduce our racial-faction traits.
3. No, but there will be some factions that resemble the original, like Theramore, for example.
4. No, the maps need the assets, and that can only be achieved that way.
5. The option is already there.
A couple more feedback and unsaid suggestions;
1. About the racial-faction traits; Personal suggestion besides the taurens able to ressurect other members of their race, maybe make certain upgrades for each faction more powerful by affecting more units? For example, Troll regeneration which is exclusive to the trolls in vanilla (headhunters, witch doctors, batriders) could affect more units or even all? Brutish strength could affect kor'kron elite and raiders, etc. etc.
2. Speaking of, played with the tauren race again, and I noticed a couple of overlapping keybinds for their variant of the Shadow Hunter and Paladin since their ults were basically taken from other heroes. Kindly ignore this if you have already taken note and will roll out a patch fixing this another time.

I shall keep playing the map and say anymore things I notice or just run into.
 
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