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Warchasers: Vanguard

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Warchasers: Vanguard​


A co-op dungeoneering RPG for Warcraft III

Made by: Alucard Vanguard

Overview​


Warchasers: Vanguard is a large-scale, non-melee RPG built for cooperative play, with roguelite elements layered on top of a structured dungeon crawl. Players form a party of 3–5 (5 recommended) and fight their way through a pirate town and the dungeons beneath it, battling boss encounters and their attendant trash mobs while building out their characters through a deep, discovery-based item crafting system.


This isn't a hero-arena or tower-defense map — it's a dungeon crawl where no two runs play out the same way: enemy spawns are randomized and weighted, bosses are randomized rather than fixed, and drops vary run to run. Progression is driven entirely by what you find and craft, not by a save/load system, so each session is played start to finish.


Story / Premise​


You are a spirit seeking redemption. Bound to one last task before you can be free of your past, you're sent into a pirate town to hunt down and destroy the Pirate Lord who rules it. Whether you succeed or fall, this is your chance to make things right.


Key Features​


  • 3-5-player co-op through a pirate town hub and connected dungeon areas
  • 17 playable heroes across 4 roles (Tank, DPS, Support, Healer), each with a distinct kit and mechanical identity rather than palette-swapped abilities
  • Roguelite run variety — enemy spawns are randomized and weighted, bosses are randomized rather than fixed, and item drops vary, so each run through the town and dungeons plays out differently
  • Boss encounters with dedicated trash waves, each managed by its own spawner logic so fights escalate predictably rather than via random spam
  • Discovery-based crafting system — no recipe book handed to you up front; items hint at what they combine into, and figuring out the crafting tree is part of the game
  • No save/load — each playthrough is a self-contained run with the party

Heroes​


Warchasers: Vanguard currently features 17 heroes spread across 4 roles: Tank, DPS, Support, and Healer. Many heros are inspired by WoW but some fully original.



The Crafting System​


Gear in Warchasers: Vanguard isn't found pre-rolled — it's built. The crafting system centers on 102 unique craftable items organized in a tiered structure around two consumable catalyst items:


  • Catalyst and Greater Catalyst — used to combine and upgrade items up the tier chain
  • Tier 2 items — intermediate items, each built around a single primary stat or defensive trait, designed to be combined further
  • Tier 2.5 items — unique boss-drop items, distinct from the standard crafting progression
  • Tier 3 items — final-tier unique items, the end product of the crafting tree, each with a distinct named identity and effect

On top of the craftable set, there are 25 additional unique items that drop directly and cannot be crafted, giving runs extra item variety outside the crafting tree.


There's no recipe list handed to players — items are designed to hint at their own combinations, so working out the crafting tree is part of the discovery loop. Nothing is saved between sessions; you build your kit fresh each run.


The system is deliberately built to cut down on analysis paralysis: rather than scrolling through dozens of recipes to find the right combination, the hint-based design is meant to get you to a craft faster, keeping crafting time low without sacrificing the discovery element.


Newly added Crafting Coupons — a rare drop that reveals the recipe for a specific item and grants a 300g rebate when that item is crafted.



Boss Encounters​


Each game draws from a pool of 20 unique bosses across 6 encounters, with boss selection randomized rather than fixed — though the randomness is only partial: each of the 6 encounters has its own consistent core mechanic, and what changes run to run is which boss fills that slot, not the underlying fight structure. So the lineup you face — and the drops you get from it — won't be the same from one run to the next, even though each encounter still tests the same fundamental mechanic.



Change Log - Latest update 7/4/26

Hero Changes

  • Fixed bugs with Deathknight Q.
  • Increased armor and health scaling of all warlock pets, updated tooltips of pet selection.
  • New Healer, the Exemplar
  • Fixed issues with voidform and meta being detected when off and vice versa.
  • Various tuning changes.
  • Demon Hunter significant tuning pass on most abilities.
  • DK Q corpse detection is now more frequent.
  • Warrior R now scales with strength and resets and partially refunds when not hitting enemies.
  • New Brewmaster Tank
  • Fixed a few bugs with Brewmaster
  • Changed every ability tooltip for better readability.
Generic Changes
  • Increased some early unit damage, decreased some mid tier unit hp to improve pacing
  • Reduced aggro range of a few enemies
  • Fixed a few broken recipes
  • Reduced hp and damage from first few camps to speed up level 1>lvl 2 time
  • Updated all attack type and armor type UI to show damage modifiers and resistances
  • Fixed leaver scaling to adjust to every player leaving not just the first.
  • Added movement of bosses back to home position after resetting so you cant break boss by pulling it out of the boss arena.
  • Various tuning changes.
  • Units of leaving players now change control to next player in line instead of shared control so players can buy/sell with them easier.
  • Fixed bug on 5th boss reset that would delete units needed to progress.
  • tuned down 5th boss adds
  • Added item vouchers! Vouchers tell you item recipes and give 300g when you use it while holding that item.
  • Fixed camera not moving with caves
  • Added a few new craftable items and reworked 1.
  • Nerfed benevolence yet again.
  • Increased drop rate of vouchers heavily but limited amount that can drop.
  • Added 5 new enemies and changed abilities of a new enemies
Contents

WarchasersVanguard 1.07A (Map)

Reviews
deepstrasz
It's a nice multiplayer map with replayability and some scripted enemy fights. Would be nice to have a singleplayer version. Entering the kobold cave doesn't move the camera to your hero and the same when exiting. I suggest making key items variables...
It's a nice multiplayer map with replayability and some scripted enemy fights. Would be nice to have a singleplayer version.
Entering the kobold cave doesn't move the camera to your hero and the same when exiting.
I suggest making key items variables not to occupy inventory space.
Mocking Blows seems to trigger a tooltip and icon missing buff.
Cannon Fire should have the Locust ability not to be selectable. Same with the Smoke Grenade.
Invincible simply got locked into some doodads and crazily tried getting forwards. Moved after the boss got some more damage but did the same.
Too bad it doesn't have any story. Ends in game pause. Kind of short.

Approved.


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Actually, none of the fights are fully scripted. some abilities the AI functions entirely by default and others is a random range of times for abilities to go off, so no fight is ever exactly the same.
I have fixed the cave vision bugs and locust on those units like you brought up. I think i found the cause of that mocking blows issue will test it shortly.
I have no current plans for single player but i did scale it down to allow down to 3 players.
The last boss is still buggy in places as im deving solo. Only reached it to the end fully once. i'll look for the bugs you mentioned!
For keys however, i kind of like them being physical as it allows for the tooltip to point players in the right direction.
Thank you for the review!
 
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