- All friendly combat units are randomized (perpetually or chaotically), with option to randomize enemy non-hero units - on level start and when they finish training, they are replaced by a random racial unit of similar purpose, or by a neutral melee unit of corresponding in-editor level based on faction tech tree (see tiers below) or unit's melee level (see here for more info: Warcraft III - Basics -> Unit Stats).
- All upgrades apply similar levels of similar racial upgrades, if possible.
- Item stacking is enabled. All stackable items now stack up to 9.
- All pre-placed, purchased, and dropped items are randomized by in-editor level and/or in-editor category.
- Quest Items have been remade into powerups, and won't take space in your inventory.
- All hero models are accessed, and some deleted models are returned. HD-only melee models from Spoils of War edition (now part of Remastered collection) now have SD counterparts from community.
- Progress is shared between Reforged (HD) and Classic (SD) graphics.
- Save files made on one graphics mode can be accessed in the other mode.
- All units and destructibles now have an extra 1% chance to drop a random item, with an option to enable a global pity timer.
- All units and heroes have a chance to create an extra free unit of any level, affected by the global pity timer.
- Added carriable versions of runes and tomes, and runic versions of most consumables and usable items.
To use this custom campaign, put the campaign file (Randomizer01-Alliance.w3n) into Documents/Warcraft III/Campaigns.
Classic and Reforged graphics are supported.
Before playing, a short setup level has to be completed. After that, all levels are available.
Randomizer design and additional male voicelines by Yevhen Snizhko.
Extra female voiceline generated with xVATrainer and xVASynth.
Uses sound fragments from 'Epic NPC Man' by Viva La Dirt League, and 'Who's on first?' by Abbot and Costello.
Better Settings Dialog by Antares:
Better Dialog
Testing by Yevhen Snizhko, Synergy, greasebag.
Funded by Twitch Trolls Grant community.
Restored Classic RoC Space Orc, Gyrocopter, Catapult, Ballista by Karzama:
Lost Reign of Chaos Models
Classic Horde Transport Ship by jj84:
Orcish Transport Ship
Classic Demon Huntress icon by Karmondia:
Blood Elf Demon Huntress
Classic Death Dame Icon by 67chrome:
BTNWatcherDeathKnight
Classic Mountless Thrall model by johnwar:
Warchief Thrall Dismounted (Re-Classic)
Classic Nightmare Cenarius icon from WoW by Zenonoth:
Cenarius
Classic Nightmare Cenarius model by FerSZ:
Cenarius Nightmare / Nightmare Keeper
Classic Daughter of the Sea Jaina icon by Scias:
BTNHeroJaina
Classic Daughter of the Sea Jaina model by kangyun:
World of Warcraft - Jaina
Classic World Shaman Thrall icon by Sin'dorei300:
BTNWoWThrall
Classic World Shaman Thrall model by Rubellu Sidus:
Elder Shaman Thrall
Classic Fallen King Arthas icon by PrinceYaser:
BTNArthas
Classic Fallen King Arthas model by Kuhneghetz:
Arthas with Horse (Frostmourne version)
Tiny Mill icons by NFWar:
BTNLotsOfLumber
Flamethrower icon from Dota 2 ripped by Milan the Ripper:
BTNFlamethrower
Restored Reforged Beta RoC Furion by Retera:
Furion Reforged Beta
Reforged Space Orc model by Retera:
Chaos Space Orc Reforged
Reforged Thalassian Ballista by Adrenaso, Flinn, Mr Ogre man, VictorZ:
Thalassian Ballista 1.5
Reforged RoC Catapult model and icon, Reforged RoC Gyrocopter model by Tamplier:
RoC mechanical units Reforged
Reforged TFT Stagless Malfurion by Retera, with slight edits by Yevhen Snizhko:
Malfurion (Without Stag) Reforged (edits not included)
Reforged Mountless Thrall by Retera, InsaneMonster:
Thrall (Mountless) with Spell and Attack
Discovery of Hidden Materials in the Editor by Goffterdom:
List of Hidden Material within the World Editor
Explosive Death icon by Praytic:
BTNexplosion
Classic Hero Glow by assassin_lord:
HeroGlow
Reforged Hero Glow by Gidryuunia:
SimpleHeroGlow_Reforged
Dialogue and Cinematic Consultation by Kyrylo Snizhko, Elena L'ubarova-Vinnik.
Additional tools used: Mini Mouse Macro, Shutter Encoder, Audacity, Ladik's Casc Viewer, Retera's Model Studio, OBS Studio, Sizer, War3 Model Editor, xVATrainer, xVASynth.
Special thanks to GiantGrantGames, Synergy, Jayborino, Photoloss, Xetanth87, Kostyarik, Malmgrev, OutsiderXE, Tamplier, zam, XXXconanXXX, Water, InsaneMonster (aka Luca Pasqualini), Kyrylo Snizhko, Elena L'ubarova-Vinnik, CaptainHero, NarGalloth, Darg, Retera, Exide, kentzeus, Wrda, Gelinho, AceHart, SD_Ryoko, Bob27, Water (aka water4525), Maker, Meticulous, Melth for inspiration, support, consultations, productive discussions and forum posts.
Inspired by Starcraft 2 Randomizer.
Original maps, models and icons by Blizzard Entertainment.
- Recommended options: non-randomized enemies, disabled 'pity timer', resetting army. The game will be playable with other options, but difficulty may become too easy or too hard. There is no preference for ranomization mode.
- Recommended sound and UI language - english (extra voicelines are only available in english currently). On some levels in other languages text and spoken language will become inconsistent.
- On campaign screen sometimes wrong graphics setting is shown. Check in options which you've selected - it will be used for gameplay.
- Difficulty may reset between levels. To avoid this, set difficulty in the original campaign window (preferably in all available campaigns) to same value as in custom campaign. Be warned that this may not always work. If it indeed does not, exit campaign after every level and start new level with correct difficulty selected.
- Unit balance is mostly based on current melee balance. On some levels there will be changes to how melee units behave, but they are mostly same as in campaign.
- Computer-controlled units can be randomized. They will attack player, but as time goes on, more may stay at base.
- In Classic mode campaign heroes have less unique models. I don't plan on adding extra models for them.
- In Reforged mode some skyboxes are buggy.
- All levels contain the following:
= several new voice lines;
= extra challenge, rewarding items;
= small terrain changes that are not critical for gameplay (but sometimes relevant for challenges);
= slightly reworked cinematics;
= level names are changed.
- Summoned units are not randomized.
- There are some new abilities and effects.
- Most tooltips were changed to reflect the randomizer mechanics.
- Added heroes from WarChasers and some other custom heroes.
- Reforged has portrait animations for all voicelines.
- Campaign-only trainable units are included in main randomization pool: Archer (High Elf), Swordsman, RoC Dragon Hawk, Naga units. Their neutral creep level is -1 (any creep), since in the campaigns the tech trees don't limit the player in which of these units can be built when. Their alternative level is based on their in-editor level.
- Naga unit purpose is set according to original in-game lore cinematic from NEx3: Archers became Sirens, Druids of the Talon became Myrmidons, and Druids of the Claw became Royal Guards. Others are set in the remaining niches. Their upgrades remain in their actual niches.
- Melee units are included in creep pool. Due to this, neutral hostile units may become melee units.
- Neutral Hostile units are always randomized (except some bosses). On some levels some pre-placed enemy units will be randomized even if player chose not to, and some pre-placed enemies won't be randomized even if player chose to randomize.
- Only properly tested on easy difficulty. Some missions may be impossible to complete on hard difficulty with randomized enemies.
- Some levels may crash and exit the game in different graphics modes, but not for all players. It seems to be an engine problem, not a hardware issue. To bypass, lower the graphics settings - particles must be set to Low, and other settings may be lowered to ensure higher stability if it still crashes. This will only remove weather effects (and some other visual effects), but should not give any disadvantage during gameplay.
- Save files may get visual bugs when loaded, including but not limited to: portrait backgrounds for models appearing on the map, units losing their icons, portraits and models. This especially affects units added with Reforged and units with new separate models added for Reforged, especially if file is loaded in different graphics mode. Backgrounds and icons issue occurs only sometimes and is an engine issue. Models and portraits issue is partially solved, but it still sometimes occurs.
- On some buttons wrong hotkeys are diplayed when Grid hotkey preset is used. This happens due to how the game handles buttons that occupy same space. These buttons will react to both their proper hotkey and their actual hotkey.
- RoC Illidan's Metamorphosis ability is toggleable - effect is not temporary, and re-activating it reverts Illidan to basic form - it was not planned to be used outside of original campaign, but I chose to not modify it. I think it is fun, even if it leads to some visual anomalies.
- Classic Female Demon Huntress Metamorphosis model is fully white due to unprocessed textures. I kept it so for fun.
- Sometimes in Reforged graphics portraits stop playing their talking animations. I can't do anything about it. Generally all voice lines have proper animation paths set, and they are played properly.
- Some randomized actions give same results when performed in same order - this is due to cinematics setting specific seed number to the game. Seed is a pseudo-randomization tool, which is basically an array of numbers placed in certain programmer-inputted order. When a random number is called, it actually takes one in current position of an array, does some stuff to it based on specific case, and goes to next position. Seed is originally responsible for random damage and map-specific random events. Due to this, performing same actions in same order will give same results. As far as I know it is currently practically impossible to make more randomized seed without breaking some cinematics. I don't intend to create a separate mechanic for randomizer seed.
- Some heroes have more abilities than there are buttons. They are copied from actually encountered enemies specifically for this interaction.
- Some expansion tech may be available on some levels, and some expected abilities will be absent. This is part of the experience.
- Audio levels for voice lines are varying from a bit too loud to adequate to impossibly quiet. I got tired of fighting how engine handles this, so I do what I can outside of the engine with audio levels in modified/new files, and set them to similar settings as the unmodified ones.
- On SD+ mode, some units use HD models. This mostly concerns custom units, heroes and standard units with changed model, and some effects. I have no idea how to import a model for SD+ mode without modding the game files, and personally think that this adds to the immersion of the campaign.
- If hero is morphed when level is finished (for example, Demon Hunter is in his ultimate form, or Alchemist is under the effect of Chemical Rage), their abilities will be reset on the next level if army is set to be non-resetting. This is a part of a fix for their morphed forms being saved.
=================================
LIST OF RANDOMIZER UNITS BY TIERS
=================================
Tier 0 (workers):
Tier 1 (basic close-quarters unit):
- Footman (neutral levels 1-2) / Swordsman (neutral levels -1, 2)
- Grunt (neutral levels 1, 3)
- Ghoul (neutral levels 1-2)
- Huntress (neutral levels 2-3)
- Mur'Gul Reaver (neutral levels -1, 2)
Tier 2 (basic ranged unit):
- Rifleman (neutral levels 2-3) / High Elf Archer (neutral levels -1, 2)
- Headhunter/Berserker (neutral level 2)
- Crypt Fiend (neutral levels 2-3)
- Night Elf Archer (neutral level 1-2)
- Naga Siren (neutral levels -1, 2)
Tier 3 (harasser):
- Knight (neutral levels 3-4)
- Raider (neutral levels 3-6)
- Abomination (neutral level 4, 7)
- Dryad (neutral levels 3, 6-7)
- Snap Dragon (neutral levels -1, 4)
Tier 4 (offensive spellcaster):
- Sorceress (neutral levels 2, 4-5)
- Shaman (neutral levels 2, 4-6) / Warlock (neutral levels 2, 4-6)
- Banshee (neutral levels 2, 5-6)
- Druid of the Talon (neutral levels 2, 4-5)
- Naga Myrmidon (neutral levels -1, 4)
Tier 5 (support spellcaster):
- Priest (neutral levels 2, 4-5)
- Witch Doctor (neutral levels 2, 4-6)
- Necromancer (neutral levels 2, 5-6)
- Druid of the Claw (neutral levels 4, 6-7)
- Naga Royal Guard (neutral levels -1, 6)
Tier 6 (basic air unit):
- Flying Machine / Gyrocopter (neutral levels 2, 6-7)
- Wind Rider (neutral levels 4, 8)
- Gargoyle (neutral level 2-3)
- Hippogryph/Hippogryph Rider (neutral levels 2, 4-5)
- Couatl (neutral levels -1, 2)
Tier 7 (siege unit):
- Mortar Team (neutral levels 3, 6-7)
- Demolisher/Catapult (neutral levels 2-3)
- Meat Wagon (neutral levels 2, 5-6)
- Glaive Thrower / Ballista (neutral levels 2-3)
- Dragon Turtle (neutral levels -1, 5)
Tier 8 (specialized units):
- Steam Tank/Siege Engine (neutral levels 3/4, 8)
- Tauren (neutral level 5, 9)
- Meat Wagon (neutral levels 2, 5-6)
- Chimaera (neutral levels 5, 8-9)
- Dragon Turtle (neutral levels -1, 5)
Tier 9 (ultimate units):
- Gryphon Rider (neutral levels 5, 9) / High Elf Dragon Hawk (neutral levels -1, 5)
- Kodo Beast (neutral levels 4, 7)
- Frost Wyrm (neutral levels 8-9)
- Chimaera (neutral levels 5, 8-9)
- Couatl (neutral levels -1, 2)
Tier 10a (expansion air units)
- Dragonhawk Rider (neutral levels 3, 10)
- Batrider (neutral levels 2, 10)
- Obsidian Statue/Destroyer (neutral levels 5, 10)
- Faerie Dragon (neutral levels 3, 10)
- Couatl (neutral levels -1, 2)
Tier 10g (expansion ground units):
- Spellbreaker (neutral levels 3, 10)
- Spirit Walker (neutral level 3, 10)
- Obsidian Statue (neutral levels 3, 10)
- Mountain Giant (neutral levels 6, 10)
- Mur'Gul Reaver / Snap Dragon / Naga Myrmidon / Naga Siren / Dragon Turtle / Naga Royal Guard (neutral levels -1/2/4-6)
Tier 10h (hero):
- random melee, campaign, or custom (from Blizzard custom maps and Patreon requests) hero.
========
UPGRADES
========
Melee Attack:
- Iron Forged Swords
- Steel Melee Weapons
- Unholy Strength
- Strength of the Wild
- Coral Blades
Ranged Attack:
- Black Gunpowder
- Steel Ranged Weapons
- Creature Attack
- Strength of the Moon
- Coral Blades
Melee Armor:
- Iron Plating
- Steel Armor
- Unholy Armor
- Reinforced Hides
- Coral Scales
Ranged Armor:
- Studded Leather Armor
- Steel Armor
- Creature Carapace
- Moon Armor
- Coral Scales
Ultimate Unit Upgrades:
- Storm Hammers
- War Drums Damage Increase
- Freezing Breath
- Corrosive Breath
- Abolish Magic (Naga)
Basic Air Unit Upgrades:
- Flying Machine Bombs
- Envenomed Spears
- Stone Form
- Marksmanship
- Abolish Magic (Naga)
Building Armor Upgrades:
- Improved Masonry
- Spiked Barricades
- Exhume Corpses
- Nature's Blessing
Basic Close-Quarter Unit Upgrades:
- Defend
- Brute Strength
- Cannibalize
- Upgrade Moon Glaive
- Ensnare (Naga)
Harasser Upgrade:
- Animal War Training
- Ensnare (Orc)
- Disease Cloud
- Abolish Magic (Night Elf)
- Ensnare (Naga)
Basic Ranged Unit Upgrades:
- Long Rifles
- Troll Regeneration
- Web
- Improved Bows
- Ensnare (Naga)
Support Spellcaster Upgrades:
- Priest Training
- Witch Doctor Training
- Necromancer Training
- Druid of the Claw Training
- Naga Siren Training
Offensive Spellcaster Upgrades:
- Sorceress Training
- Shaman Training
- Banshee Training
- Druid of the Talon Training
- Naga Siren Training
Resource Usage Upgrade:
- Improved Lumber Harvesting
- Pillage
- Ghoul Frenzy
- Well Spring
Defensive Upgrades:
- Magic Sentry
- Reinforced Defenses
- Skeletal Longevity
- Ultravision
Specialty Upgrades:
- Flare
- Berserker Upgrade
- Skeletal Mastery
- Sentinel
Expansion Ground Unit Upgrades:
- Control Magic
- Spirit Walker Training
- Destroyer Form
- Hardened/Resistant Skin
Siege Upgrades:
- Barrage
- Burning Oil
- Exhume Corpses
- Vorpal Blades
Backpacks:
- Backpack (Human)
- Backpack (Orc)
- Backpack (Undead)
- Backpack (Night Elf)
Special Effectiveness Upgrades 1:
- Flak Cannons
- Pulverize Damage Increase
- Stone Form
- Hippogryph Taming
Special Effectiveness Upgrades 2:
- Sundering Blades
- Pulverize
- Disease Cloud
- Mark of the Claw
Special Effectiveness Upgrades 3:
- Fragmentation Shards
- Burning Oil
- Disease Cloud
- Mark of the Claw
Expansion Air Upgrades:
- Cloud
- Liquid Fire
- Destroyer Form
- Mark of the Talon
If a user wants to set a perpetual unit to a random type, they have to:
1. Select a unit they want to set.
2. Type a message in chat:
-replace
3. Press Enter button on the keyboard.
If a user wants to set all perpetual unit to random types, they have to:
1. Type a message in chat:
-replace_all
3. Press Enter button on the keyboard.
If a user wants to set a perpetual unit to a specific unit, they have to:
1. Select a unit they want to set.
2. Type a message in chat:
-set <hero identifier>
3. Press Enter button on the keyboard.
For example, selecting a unit that will replace a sorceress and entering '-set shaman' will make all sorceresses into shamans on Perpetual non-resetting mode.
The input is not case-sensitive, so there is no issue if player uses a capital or small letter instead of the one in the actual identifier.
NOTE: Player may set a non-hero unit to a hero unit or vice versa. Player may set a unit to a unit that is not supposed to be playable. Do this at your own risk.
To reset a unit to something that it is supposed to be normally, use the '-replace' command.
All units have string identifiers that allow to use their unit type based on text input.
All custom units use 4-symbol identifiers.
For example, duelist (special footman from Human01) uses identifier 'h61L'.
Celestial paladin (paladin with a remade divine shield) uses identifier 'H60X'.
NOTE: all melee heroes except Alchemist and Firelord have been remade as custom units to allow safer use of skins. Standard versions are still available, but may have some visual or gameplay issues.
Currently available symbols for custom unit identifier:
symbol 1 - h,n,e,o,u
symbol 2 - 6
symbol 3 - 0-7
symbol 4 - 0-9,a-z
All custom unit identifiers can be found in the campaign file -> campaign editor module -> custom data tab -> units tab -> custom units folder.
NOTE: Only open the campaign file in editor in SD mode from start! Opening it in HD or SD+ mode of the editor will corrupt all SD files, making the campaign unplayable on SD mode!
These identifiers have to be prefixed by 'custom_'.
For example, setting a unit to Duelist will require input:
-set custom_h61l
Most standard units use their names.
For example, Arthas uses string 'Arthas'.
Setting a unit to Arthas will require input:
-set arthas
If a unit has a space, dash sign (-) or apostrophe (') in their name, they have to be omitted from the identifier.
Examples:
Mortar Team - mortarteam
Mal'Ganis - malganis
Earth-Fury Tower - earthfurytower
Most campaign heroes use their proper name as their identifier (CairneBloodhoof, MurdainBronzebeard).
Summoned units and units with several variations almost always use numbers at the end of their identifiers - see below.
A lot of units from TFT or added for Reforged use identifiers based on old units, so they can't be used by their names. They have been added as custom units.
Some units that have timed life may have such timer when set. For now only Militia does this constantly, but the type will be set properly.
Ancients only use one identifier for rooted and uprooted versions.
For a list of standard units that use identifiers that are not similar to their names or have important changes, check a table at the end of
my tutorial on this topic.
2025 May 4th
Special thanks to FreeHugz for bringing these issues to my attention
Bugfixes
Level 2 - Enchanted Jailor Kassan should no longer be a random unit in place of Footmen.
Level 3 - Challenge quest is now displayed properly.
UI
Jailor Kassan and his Enchanted version now will appear higher in unit selection.
----------------
2025 April 5th
Perpetual is here!
Special thanks to greasebag for providing videos with detailed overview of bug cases.
Special thanks to Twitch Trolls Grant community for funding creation of Perpetual mode.
- Settings now allow to use Perpetual mode (developed separately from nchp1903), and enemies can now be perpetualized as well.
- For info on how to set perpetual unit types, check the corresponding sections in description, ReadMe or in-game on Settings level in Quests menu.
- New option: Randomization Mode - Perpetual, Chaotic, Random.
- New option: Randomized enemies - Perpetual.
Visual polish
- All heroes will have hero glow at their origin point.
- Non-heroes and heroes that are in their place will have no glow.
- Baseraider Arches now have portraits.
- All portraits that were broken by 2.0 update should now be fixed (as much as it is possible without editing models).
Balance changes
General
- Hydralisk, Zergling, Marine and Space Orc now behave and look more like their SC1 versions. (Space Orc is considered to be a Firebat)
- Heroes now gain experience from creeps after level 5.
- All units that are stationary or don't have any attacks are now level 0.
- Added Sammy! (Samwise Didier cube) and Kobold Shoveler (Kobold with human face) to unit pool for Captain and other untrainable assistants.
- All melee heroes with campaign skins now have a separate version of them with default skin to avoid visual inconsistencies.
- All tomes are now being applied if heroes are randomized.
Level 1
- The villager you have to save for the challenge has had his health doubled.
Level 2
- Extra mirror images of boss will have 1/16th of current mana and health of original Blademaster (down from 1/8th).
- Extra mirror images of boss no longer have Bladestorm, and expire in 10/20/30 seconds (down from 15/30/60 seconds).
Level 9
- Mal'Ganis no longer revives buildings when using Ankh. Units revived this way are now vulnerable to dispelling.
Bugfixes
Level 2
- Increased amount of gold in gold mine up from 20000 to 30000, and added a gold mine with 30000 gold at orc base.
- If original Blacksmith is destroyed but Feranor is still alive, units will now get enchantments.
Level 5
- Jaina won't drop her items anymore if challenge on level 4 is not completed (this requires replaying through level 4).
Level 9
- Heroes added with Reforged and based on them now will be properly randomized at the start of the level if resetting army/heroes are selected on Chaotic mode.
- Guardians from NightElf03 will now get bonus damage if Frostmourne is collected.
- Heroes will no longer lose items if Frostmourne cinematic is skipped.
- Morphing heroes should no longer have any issues with their stats after getting Frostmourne.
- Captain is now guaranteed to be killed at the end of the Frostmourne cinematic.
Known Issues
- On SD+ mode, some objects use HD models. This mostly concerns custom units, heroes and standard units with changed model, and some effects. I have no idea how to import a model for SD+ mode without modding the game files, and personally think that this adds to the immersion of the campaign.
- If hero is morphed when level is finished (for example, Demon Hunter is in his ultimate form, or Alchemist is under the effect of Chemical Rage), their abilities will be reset on the next level if army is set to be non-resetting. This is a part of a fix for their morphed forms being saved.
----------------
2024 November 11th
Bugfixes
Shopping spree is over!
Special thanks to greasebag for providing videos with detailed overview of bug cases
Heroes will no longer get stuck in place after buying a lot of items.
Heroes will no longer keep an item ability of a randomized item.
Updated item descriptions for shop items and Scroll of Shielding.
Due to these changes, stacking bonus no longer exists.
Perfectly balanced...
General: Transport Ships, Frigates, Battleships and Juggernauts should no longer be available as random units.
Note: Zeppelins and Sky Barges are still available.
As all things should be.
Level 2: Enchanted units will no longer appear prematurely, and are no longer available for enemies.
Level 5: Spawned Mindless will no longer stare menacingly at the player's base, and will keep on moving.
Level 5: Arthas will no longer get to level 6 immediately if he levels up while having level 1-4.
General: Heroes won't get past the level limit on any map anymore.
General: Jaina and Muradin will always keep their unique color.
----------------
2024 November 2nd
Eye candy
Settings: changed the dialog to be more accessible. This should also allow easier adding of new settings in future campaigns.
Level 5, Interlude after level 6: changed subtitles in lines referring to enemy forces. Voicelines are unchanged, as they were correct from the start.
----------------
2024 September 13th
Bugfixes
Level 8: if intro is not skipped player should now be able to start and complete the challenge without issues.
----------------
2024 September 11th
Bugfixes
Level 5: if intro is skipped and conditions are met, Jaina will now drop items if challenge on level 4 was completed.
Tiny Mill: now has a DISBTN icon. Icon has been changed.
Grain Caravan: attached model now will have proper team color.
Balance changes
If user has selected option to randomize heroes on level start, and the hero had Reincarnation or Ankh Of Reincarnation, the hero will now be properly randomized.
Note: If there were empty slots in the middle of the inventory, items will get moved up.
After serving their prison time, Space Fel Orcs are now back in creep roster at level 7.
Sidequest enemies that gave most trouble (air transports and shade-alikes) are now removed from important zones.
Note: players still have to deal with Akama-likes, shadowmelded, burrowed and submerged enemies. There may be a rare occurence of all units being removed, making the task auto-completed or impossible to complete, but the odds of that are very low.
CTF flags are no longer dropped from inventory on death.
New features
Options are optional
Changed settings descriptions to better indicate expected experience changes.
----------------
2024 August 24th
Bugfixes
All restored classic models should now be visible.
Level 2 (Darkstone and Yaw / Blackrock and Roll): Boss should no longer be able to crash the game.
Level 5 (Bane's Stride / March of the Scourge): Lagging is minimized. It may still occur, but it shouldn't make the level unplayable.[/B]
- You are allowed to publish videos with gameplay of this campaign, with comments or without them, leaving a link to this page in an easily accessible place, such as description. Notifying author of the campaign is appreciated, but not required.
- You are allowed to publish essays in video or text form about this campaign, leaving a link to this page in an easily accessible place. Notifying author of the campaign is appreciated, but not required.
- You are allowed to open and modify this campaign for personal non-commercial use.
- You are not allowed to publish modified versions of this campaign without authors permission. This includes modified text, gameplay, translation, and availability on previous or later versions of Warcraft 3. This is done so because there may be issues, about which the author may have to notify based on the nature of modifications (such as wordplays or historical references for translations).