• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Randomizer 1: Bane of Bossastiil

description


WARCRAFT III RANDOMIZER

Episode 1 - Bane of Bossastiil

If you ever wanted to play campaign as some other faction, or to use specific unit, but did not know which - why not play all at once?

Features

Screenshots

How to play

Links

Credits

Notes

Known anomalies

Tech information

Setting unit types for Perpetual mode

Updates

Permissions


  • 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.
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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.
ReadMe file can be found in a folder here: here.

To join my Discord Channel, click here: this link.

If you decide to support me financially, here's link to my Patreon.

Story trailer

Gameplay trailer

Episode 0: Da Boyz Depart

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):
  • not randomized.

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).
Contents

Randomizer 1: Bane of Bossastiil (Campaign)

Reviews
deepstrasz
Pretty loony and memey but pretty replayable. Approved. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules Map Submission Rules M A P - D E S C R I P T I O N BB CODES BB Codes | HIVE MELEE...
Level 8
Joined
May 13, 2023
Messages
69
Idea is awesome!

But it would be great to make it completely random. Like "Archimonde stole my ledger..."
"Glad you could make it Naga Myrmidon". Someone instead of Uther. etc etc.

Is it possible?
Mb make it an option for setup.
TLDR: It is possible, but not something I am interested in doing due to technical difficulties of the process.

Main text:
Technically it is possible, but specifically this is not something I am planning to do, because there are several self-imposed limitations.

I have no idea if voicelines can be injected on the fly, and making 800+ voicelines for variations of units per file is out of current scope. And adapting only text is bad - check level 5 on HD mode, one of voicelines for caravan getting to second or third village has only partial subtitles, since I took that map from 1.31.1, where text was written in the trigger action instead of outside file for different voicelines. I know how it could be fixed, but it can potentially break the game if it is modified for multiplayer.

"Archimonde stole my ledger..."

I had played with that idea, but making non-hero bosses into heroes is risky. I try to make modified bosses completable with base version of your army, and only then add randomization mechanics.
In your example, Archimonde (if set up fully) would decimate your level 1 band. Even not fully leveled up, I think he is too dangerous (considering I'm using his NE7 combat form, which is more powerful than how he is saved in the editor).
Also, setting up enemy heroes if they are random has a ton of problems - currently it would require 130+ versions of setups for abilities. Even if I take shortcuts, this will take a ton of time, and I am not interested in investing that much time into an obviously not-really-stable feature.

Someone instead of Uther.

Since I intend for him to appear as he is in U02, he has to stay as he is throughout previous levels. His mechanics will be dependent on his abilities.

Lorewise there are limitations to randomization. For example, original casters won't get randomized. Mass randomization does not affect too strong- or too weak-minded (Uther and villagers, respectively).
(making people mindless is a separate process)
 
Level 8
Joined
May 13, 2023
Messages
69
Why 1.36? why not 1.31? Most people don't have reforged version
1. Because someone will always ask why not 1.31, 1.30, 1.29, 1.28, 1.27, 1.26, 1.13, 1.10, 1.32, 1.33, 1.35, 1.4923, 2.718281828459045, 3.14159265... I can't satisfy everyone, so I use the tools that are easier to manage for me. Especially since working on LotC HD - changing registry every time I have to downgrade is not something I am willing to do regularly. I recently had to install a tool to change language of the editor to explain to another user some stuff, and it was a whole adventure finding how to get english UI back.
2. There are those who like HD graphics and those who hate them. And those who can't stand playing on SD, while others don't accept anything else. This is a compromise - available in both SD and HD. I originally wanted to have a mix of them in levels, but it would only be available in HD then, and that is not something I wanted. And not all HD assets can bleed through SD easily.
3. I strongly believe that if a user knows how to modify game files or get a different version, they are smart enough to hack into a modification and change it to be playable for them. Or they can politely request the modmaker to do certain big changes with fair compensation for their time and effort, especially since the mod/campaign is distributed for free. Or just pirate the game (not recommended) and use it to play the custom campaign.
4. When making a statement that there are some statistics (like most users having a certain version of game), please provide a link to source of this information as proof that the issue really exists. I have not found information on which version is most used.
 
Level 8
Joined
May 13, 2023
Messages
69
Yes, they were both Mannoroth :xxd:

Edit: my fault, i should have read the anomalies section
It's okay, I myself don't like reading walls of text :)
I am currently thinking how to change the system for that, but won't implement it coming months due to other obligations and having to rest from testing for a bit.

I agree that this is an issue, but I don't see it as critical.
 
Level 3
Joined
Jan 9, 2023
Messages
10
I thoroughly enjoyed the campaign, but the randomness is so wild that you could end up with a shade/any perma invisible unit as an enemy and softlocked a side quest or 2, so i hope that is fixed. Other than that it's so chaotically fun if you don't wanna focus on lore and such.
 
Level 8
Joined
May 13, 2023
Messages
69
I thoroughly enjoyed the campaign, but the randomness is so wild that you could end up with a shade/any perma invisible unit as an enemy and softlocked a side quest or 2, so i hope that is fixed. Other than that it's so chaotically fun if you don't wanna focus on lore and such.
Thanks!
I'm aware of sidequests being softlocked by perma-invisible, burrowed and tranporting units, and will look into it when I'll have time.
 
Level 30
Joined
Jun 11, 2017
Messages
993
Started my humble walkthrough, and it's already bizarre - on Hard difficulty...
Well, I have finished the walkthrough of this campaign, and what can I say @Yevhen Snizhko..
  • Due to the campaign's specific nature, you need to the sheer amount of LUCK to complete it without issues on Hard difficulty. Hell, I had problems mostly on mission 2 - cause that strange blade master boss battle, and final mission - I still don't understand why and how Mal'Ganis kept resurrecting all of his mindless minions.
  • That was a hilarious adventure indeed - I could not never thought what I will see next and your challenges are a funny addition to this little chaos.
  • I hope that in the next campaign about Undeads, we will have fully randomized buildings and everything else. Or just more random, maybe with lore addition won't hurt.
Keep cooking, cool stuff indeed!
 
Level 8
Joined
May 13, 2023
Messages
69
Well, I have finished the walkthrough of this campaign, and what can I say @Yevhen Snizhko..
  • Due to the campaign's specific nature, you need to the sheer amount of LUCK to complete it without issues on Hard difficulty. Hell, I had problems mostly on mission 2 - cause that strange blade master boss battle, and final mission - I still don't understand why and how Mal'Ganis kept resurrecting all of his mindless minions.
  • That was a hilarious adventure indeed - I could not never thought what I will see next and your challenges are a funny addition to this little chaos.
  • I hope that in the next campaign about Undeads, we will have fully randomized buildings and everything else. Or just more random, maybe with lore addition won't hurt.
Keep cooking, cool stuff indeed!
Thanks for high praise!

Luck on hard required:
I agree that on hard game seems unfair. When I started this series, I only intended to make a bit of relaxing fun, and never expected to have players asking for a mode that is harder to implement, and thus is harder to complete. After all, I wrote in description that I don't recommend randomizing enemies.
I'll be honest here - in this campaign enemies were only supposed to be randomized on level 3 for lore reasons, and it is done manually there. But many players requested that feature, and it seemed to be an interesting challenge for me. Just today I had to reload four times on mission 5 on easy because I didn't handle Royal Guards well enough at start.
While I see that this setting could be twinkled a bit, I regard it as Nightmare difficulty from classic DooM - an afterthought for hardcore players, which gives more challenge, is not even remotely fair, and even the developer has trouble completing the game on it.
(Trust me, previous versions of it had enemies just stay at base after some point, and it was just 100 supply army run-through with no microing. Now player is incentivized to use abilities at least a bit).


Bosses use triggered mechanics. Here is their description step by step:
Boss Blademaster has bladestorm and 1 point in every ability per difficulty level. He creates mirror images (1 on easy, 2 on med, 3 on hard, with the core ability). With each mirror image an extra blademaster is created, and each has:
  • Bladestorm
  • Same level and stats as Main BM
  • No items
  • 1 less levels in every other ability (so 0 on easy, 1 on medium, 2 on hard)
  • ((Current life and mana of Main BM)/(4 on easy, 3 on med, 2 on hard)) life and mana
  • Timed life (15 sec on easy, 30 on med, 60 on hard)
These extra BMs don't create more extra BMs, but they deal full damage, which is compensated by them having less health and mana. I added random tint and transparency for eagle-eyed players to see whom they shouldn't really prioritize.

Malganis has 3 Ankhs. When he is resummoned from altar, he gets them back.
When he resurrects through Ankh (not altar), every dead unit still in the map is recreated for enemy with
  • ((25 on easy, 50 on med, 100 on hard)/(number of such units))% health
  • Full mana
This affects even buildings, as they technically have a decay timer. So basically anything that died in last 60 seconds will be recreated as almost dead. Even towers in your base if you bypass the attack wave. Trolling? Yes. Playable? Still yes.

Also, while I haven't completed the campaign on hard properly, I can confirm that it is possible to complete the boss fights on hard in one 75+ wave with somewhat proper ability management and completed sidequests.


Randomized everything:
Buildings: I have a table of buildings corresponding to each other, but I'm still not sold on this idea, since requirements are harder to parallelize than upgrades just from how they work in the engine. I'm sure I could do it in SC2, but haven't figured out a way for WC3 yet. Naga are pretty much the only ones who can do anything at any time. If I'll get too much trouble, I'll just limit this feature to farms and towers. (IN-PROGRESS EDIT: just found a way to implement it, so now it seems totally possible. I'll have trouble with upgrades being researched simultaneously, but that is a problem for even-more-future-me).
Workers - I am still thinking what I should do about Acolytes and Wisps using a different gathering system. Ghouls and Shredders are already implemented, and AI uses that quite nicely - Huntresses gathering wood look fun. The draenei workers will not be added in main worker roster, as they were never meant to be usable by player, and their tech tree pretty much does not exist with only 3 neutral units trainable. Thus, if player gets their buildings with Building randomization on, they will not be randomized (except maybe towers).
Inventory items randomization on mission start seems possible and may even get implemented for next campaign. Can't promise that I'll take number of stacks into account though.
Bosses and enemy heroes will not be randomized, because lore. And setting ability levels for all 134 heroes (and possibly more) is annoying. But I will try to make the mechanics more forgiving in the future. I'm not sure if I'll add more chance-based mechanics, as they tend to be not working (first version of BM fight only spawned 1 extra BM on hard during a solo hero vs hero fight with 0 items for player, which was underwhelming).
I'm also thinking about making upgrade parallelization optional just for that extra bit of hardcore (it will be shared by enemy, so they won't be that much harder).
I have no idea what else can be randomized. Mission order? Archipelago mode is a whole different thing. Specific trainable units/buildings? Perpetual randomizer is also a separate project on which someone already called dibs somewhere. Randomized costs? Not in WC3 (to anyone reading this: consider that a challenge). But I will gladly listen to any suggestions and will aggressively criticize them :peasant-i-object:.

Lore - Undead campaign is a huge lore dump for players, so it will be a good place to add some :grin: Just don't expect anything too original, it will all be set within current WC lore (with appropriate modifications), maybe with a bit of SC and Diablo sprinkled on top.
 
Level 8
Joined
May 13, 2023
Messages
69
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.
 
Last edited:

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,245
Pretty loony and memey but pretty replayable.
Approved.


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Level 3
Joined
Feb 17, 2024
Messages
5
An extremely replayable, humorous, and fun little variant of the main human campaign. I've been playing through it a few times and it's great.

A few notes I've compiled throughout the course of playing it:

- In Chapter 1, it's possible to get softlocked if one of the Slave Master's guards is an air unit that flees (like this screenshot, although you can just whosyourdaddy to prevent this).
1729866045174.png


- For whatever reason, some units seem to be bugged and use the rock arch model instead of their unit models (one culprit I've noticed is Stormreaver Apprentice).

- I was somehow able to break the level cap (I think the cap is 3 in chapter 2) and hit level 4.3 in the 2nd mission off of the Blademaster images (I don't know how, and I forgot to screenshot it).

- While most of the levels are fairly challenging, Chapter 5 can present impossible scenarios if you're really unlucky, as I've had 2 royal guards tearing down my base with 28 minutes left to defend.

- Some challenges are extremely difficult (I have never been able to save the villager in Chapter 1 lol), while others are somewhat free (Chapter 3's challenge seems to always complete by the time you save the villagers from the bandits).

- Heroes can roll Soul Gems and completely invalidate a mission attempt, lmao. This is pretty hilarious, and you can also cheese The Culling if you do the same to Mal'Ganis (be warned, Amulet of Spell Shield blocks it).

- If you roll any hero with an air summon (Blood Mage, Beast Master), you can beat Chapter 8 in 2-3 minutes.

One of the campaigns I can say I replay the most. I kind of wish there was a backpack to keep some items for future missions (like Tiny Blacksmith, etc.) since Jaina only appears for 2 missions, and if you can reach Muradin, you're already set to win.

I'm really looking forward to the next Episode, it'd be fun to have every campaign randomized!
 
Level 8
Joined
May 13, 2023
Messages
69
An extremely replayable, humorous, and fun little variant of the main human campaign. I've been playing through it a few times and it's great.

A few notes I've compiled throughout the course of playing it:

- In Chapter 1, it's possible to get softlocked if one of the Slave Master's guards is an air unit that flees (like this screenshot, although you can just whosyourdaddy to prevent this).
View attachment 493146

- For whatever reason, some units seem to be bugged and use the rock arch model instead of their unit models (one culprit I've noticed is Stormreaver Apprentice).

- I was somehow able to break the level cap (I think the cap is 3 in chapter 2) and hit level 4.3 in the 2nd mission off of the Blademaster images (I don't know how, and I forgot to screenshot it).

- While most of the levels are fairly challenging, Chapter 5 can present impossible scenarios if you're really unlucky, as I've had 2 royal guards tearing down my base with 28 minutes left to defend.

- Some challenges are extremely difficult (I have never been able to save the villager in Chapter 1 lol), while others are somewhat free (Chapter 3's challenge seems to always complete by the time you save the villagers from the bandits).

- Heroes can roll Soul Gems and completely invalidate a mission attempt, lmao. This is pretty hilarious, and you can also cheese The Culling if you do the same to Mal'Ganis (be warned, Amulet of Spell Shield blocks it).

- If you roll any hero with an air summon (Blood Mage, Beast Master), you can beat Chapter 8 in 2-3 minutes.

One of the campaigns I can say I replay the most. I kind of wish there was a backpack to keep some items for future missions (like Tiny Blacksmith, etc.) since Jaina only appears for 2 missions, and if you can reach Muradin, you're already set to win.

I'm really looking forward to the next Episode, it'd be fun to have every campaign randomized!
Thanks for high praise!

Regarding the issues:

Flying enemy - I thought I fixed that. I hope to come check on it in the coming weeks. Thanks for uncovering this.

Rock arch enemies - not a bug. It is a reference to one such arch having a Stormreaver model in Reforged (check core game Human 8, right below the Ziggurat gauntlet). They have same stats as stormreavers and exist simultaneously. I may need to add portraits for them at some point though.

Level cap break - this is a side effect of how I handle hero randomization (especially if they randomize on start). I intend to keep it this way to counteract some other changes that I plan to add in further campaigns, and if it turns out unnecessary I'll fix it. From my current point of view, it gives some semblance of later levels being harder for this campaign, as user can get maxed pretty fast, and then enemies become much stronger, like in Guild Wars 1 with endgame content. As for the Blademaster Images - they are mechanically actual units and give xp. Not sure if I want to nerf them that much, since they are pretty challenging.

Royal Guards on level 5 - I am aware of how hard fighting them is. Due to how random seed works, I am unable to make enemy spawn them later, and I currently don't plan to move them to higher tier. It is possible to counter them either by good micro, or by starting production sooner. And, as I always said, randomizing enemies was not an intended experience, and is only supposed to be a challenge mode for experienced players (which you seem to be :) ).

Challenges - this is the only thing in campaign that I show as potentially impossible (as in H1). On H3 I timed it specifically to be done around that time - fast players will go the usual way and discover that the bridge is rebuilt after they complete the main route, completionists will stay and notice that it is rebuilt.

Soul Gem - I expected this when I found out that AI knows how to use them, and chose to keep them for this effect. But I would be grateful if you told me how many times you encountered an enemy with Soul Gem - maybe I'll fiddle with it.

H8 with air summons - there's more - you can invalidate it with Dragon Turtle :)

Backpack system - I specifically don't want to transfer items from heroes that leave you, because from story view it seems fully illogical. But I plan to add unit backpacks and even let units use all items, but not drop them on death. These items will be untransferable, though. Maybe I'll compensate the player by giving their cost on next mission.

Again, thanks for high praise, and hopefully I'll be able to start working on next campaign soon.
 
Level 3
Joined
Feb 17, 2024
Messages
5
Thanks for high praise!

Regarding the issues:

Flying enemy - I thought I fixed that. I hope to come check on it in the coming weeks. Thanks for uncovering this.

Rock arch enemies - not a bug. It is a reference to one such arch having a Stormreaver model in Reforged (check core game Human 8, right below the Ziggurat gauntlet). They have same stats as stormreavers and exist simultaneously. I may need to add portraits for them at some point though.

Level cap break - this is a side effect of how I handle hero randomization (especially if they randomize on start). I intend to keep it this way to counteract some other changes that I plan to add in further campaigns, and if it turns out unnecessary I'll fix it. From my current point of view, it gives some semblance of later levels being harder for this campaign, as user can get maxed pretty fast, and then enemies become much stronger, like in Guild Wars 1 with endgame content. As for the Blademaster Images - they are mechanically actual units and give xp. Not sure if I want to nerf them that much, since they are pretty challenging.

Royal Guards on level 5 - I am aware of how hard fighting them is. Due to how random seed works, I am unable to make enemy spawn them later, and I currently don't plan to move them to higher tier. It is possible to counter them either by good micro, or by starting production sooner. And, as I always said, randomizing enemies was not an intended experience, and is only supposed to be a challenge mode for experienced players (which you seem to be :) ).

Challenges - this is the only thing in campaign that I show as potentially impossible (as in H1). On H3 I timed it specifically to be done around that time - fast players will go the usual way and discover that the bridge is rebuilt after they complete the main route, completionists will stay and notice that it is rebuilt.

Soul Gem - I expected this when I found out that AI knows how to use them, and chose to keep them for this effect. But I would be grateful if you told me how many times you encountered an enemy with Soul Gem - maybe I'll fiddle with it.

H8 with air summons - there's more - you can invalidate it with Dragon Turtle :)

Backpack system - I specifically don't want to transfer items from heroes that leave you, because from story view it seems fully illogical. But I plan to add unit backpacks and even let units use all items, but not drop them on death. These items will be untransferable, though. Maybe I'll compensate the player by giving their cost on next mission.

Again, thanks for high praise, and hopefully I'll be able to start working on next campaign soon.
Of course, anytime! I'm really looking forward to the future installments man, I love randomizers. I pointed out quite a few things but it was never anything that put me off from continuing with the campaign.

I honestly had no idea about the Stormreaver model bug in Reforged, I can't believe that's even a thing lmao. Have to say I really enjoyed the humor in the campaign as well.

I have beaten Chapter 5 a few times, but when the footman says "...the undead forces have arrived!" and you realize there's a royal guard with his elemental burning down your towers, you know you're in for a rough 30 minutes. I just pray I get my own with priest spamming haha

I think a backpack system would help, sometimes when you finish a challenge you end up with way more items on the ground than you can use, and it's a task to run your hero back and forth for selling.

Off to do another run, I'm not stopping until I complete the Chapter 1 challenge :D
 
Level 30
Joined
Aug 29, 2012
Messages
1,385
Did a playthrough of the Alliance campaign and it was good fun, well done :thumbs_up: Few things:

  • During the defense mission, I did the challenge to destroy the caravan before it reaches the first village, but then the entire map started spawning zombies forever, now I would assume that's what happens when you DON'T do the challenge, but that did not seem right
  • Got a dreadlord hero with both Shadowstrike and Death & Decay with the D hotkey, remapping it or swapping a spell perhaps would be nice
  • Admiral Proudmoore is absolutely insane xd
 
Level 8
Joined
May 13, 2023
Messages
69
Did a playthrough of the Alliance campaign and it was good fun, well done :thumbs_up: Few things:

  • During the defense mission, I did the challenge to destroy the caravan before it reaches the first village, but then the entire map started spawning zombies forever, now I would assume that's what happens when you DON'T do the challenge, but that did not seem right
  • Got a dreadlord hero with both Shadowstrike and Death & Decay with the D hotkey, remapping it or swapping a spell perhaps would be nice
  • Admiral Proudmoore is absolutely insane xd
Thank you for the praise!

The defense mission challenge is intended to flood you with more zombies if you complete it. This is my take on the idea that if the user has skill, they should have a bigger challenge. So if the player completes it, they get (approximately) 5 times more spawns than if the sidequest is completely failed. And the price of not completing the challenge is missing several potentially good/expensive items. As the completion message says: "You've saved your people. Or did you?".

Abilities with same hotkeys - I have plans to make custom heroes for Patreon supporters with abilities of their choosing, so rebinding them all is not going to solve anything, as there are more abilities than letters and keyboard keys. I recommend switching to grid controls if possible, or using custom keybinds, or clicking them with the cursor.

Yeah, Proudmoore has all his stats from the Rexxar boss fight. While he IS insane, I always make sure a boss hero can't complete the full campaign solo.
 
Last edited:
Level 8
Joined
May 13, 2023
Messages
69
Update 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.
 
Level 8
Joined
May 13, 2023
Messages
69
Hearthglen holdout was brutal. I was under the impression that zombies don't flood your base if you don't let the caravan reach the 1st village.. yet after i killed the caravan in the green base the zombies still flooded my base.
That is intended. This was my attempt to make game harder if player plays well (destroys caravan early).
 
Level 8
Joined
May 13, 2023
Messages
69
Update 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.
 
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