World of Warcraft Reforged 1.8

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This map is based on the original map "World of Warcraft Reborn" by EvilPitlord and DeMoNiKuS. It is a simple open world RPG map. It contains many bug fixes and new features such as computer AI support, backpack system, 24 players maximum, new races, new heroes, increased hero levels and a completely new Outland area.

HINT: This map is currently restricted to SD graphics due to performance issues with HD graphics when hosting the map in multiplayer. You can easily enable the HD graphics (see below).

The map is unprotected and you are free to modify it but I would like you to give me feedback or help me with the translation.
If you create your own version of this map please give me at least credit like I did to EvilPitlord and DeMoNiKuS.

This is the GitHub repository of the project: tdauth/wowr

Usually, it is the best to ally one Freelancer with one Warlord from the beginning.
The Warlord can support the Freelancer with units, resources and XP and the Freelancer can level faster.
Alliances can be made via Warcraft's menu. Build many custom goldmines as Warlords to collect gold much faster.
Defend your base with towers and close the gates if necessary.
Strong bases are almost impossible to conquer.
Find some good creep spots or enemies (maybe Warlord AI) to level your hero constantly.
A big army helps leveling much faster, so either train and upgrade units or get support from a Warlord.
Prevent hostile players from leveling and completing quests by hunting them down constantly.
However, this could lead to making them leave quickly and it's not the best strategy if you want to play a long game.
You can change alliances and offer others your services to get an alliance in return.
This strategy works best for new players who need some support in the beginning.
Killing bosses and completing quests will give you better items and a big advantage during fights.

You can enable the HD graphics for the map if you want to use it alone. It is disabled by default to prevent players lagging online.
Open the map in the World Editor and go to "Scenario -> Map Options" and select for "Supported Modes:" (at the bottom) "HD and SD".
Make sure that the JassHelper is enabled when saving the map.
Go to the "Trigger Editor" and click on "JassHelper" and enable it.

Here is a list of all older versions: Releases


Here are some of the new features compared to the original version:
  • 24 players instead of 10.
  • Backpack system.
  • Repicking hero with the chat command "-repick" but not if enemies are in range (except for Theramore).
  • Increased maximum hero level.
  • Increased maximum hero ability levels (normal hero abilities up to level 12 and the ultimate ability up to level 9).
  • Every hero has the ability "Attribute Bonus" which has 100 levels.
  • Increased boss levels.
  • New heroes from the TFT expansions are available.
  • Trees have 5000 hitpoints which allows longer harvesting before restoring the trees.
  • Night Elves workers harvest 10 lumber per interval as balance.
  • The race item can be dropped.
  • Naga can build a shop.
  • Naga villagers can walk on water.
  • Increased the maximum supply to 300 and the supply cost levels to 100 and 200.
  • Added Outland area with a new boss and multiple goldmines.
  • "-nowin" replaced "nodefeat". The game can be won by killing the final boss in the Outland area.
  • Hand of God at level 35.
  • Warlords can reward Freelancers.
  • Players can give units to allied players (except for buildings, heroes and workers).
  • The hideout can be fortified with an upgrade which has 100 levels.
  • You can select a random hero now.
  • Freelancers gain more experience than warlords from killing hostile units.
  • Basic support for computer-controlled players.
  • Chat command '-players'.
  • The number of towers is limited for all players.
  • Hero selection has been moved to the Outland area.
  • Secret chamber at level 40 for special heroes.
  • Chat command '-ping'.
  • Acolytes can build goldmines on Undead housings.
  • Spell books for crafting have no cooldown after crafting items.
  • Citizens can build harbours.
  • Ships and Zeppelins cost food to keep their number limited.
  • Theramore contains a market with killed creeps and dropped items.
  • Bonus heroes can be chosen at level 40.
  • XP bonus from Tier 2 and Tier 3 for every hero.
  • No Chaos damage for Naga and Blood Elf anymore.
  • Blood Elf can train Sorceress.
  • Blood Elf upgrades are not visible to Human anymore.
  • New race: Draenei.
  • New hero: Akama.
  • New upgrade: Evolution.
  • New Forsaken quest: Legendary Items.
  • New Lich King quest: The Burning Legion.
  • New building Workshop with units Ballista, Cage and Wagon for Blood Elves.
  • Male citizens can build Portals.
  • More different alliance chat commands.
  • Hideouts have Portal abilities from the new Portal buildings.
  • Computer AI player The Burning Legion with Demon race.
  • Different game types.
  • Bosses respawn.
  • New item: Magical Cutter.
  • New item: Magical Creep Summoner.
  • New profession: Sorcerer.
  • Second profession.
  • New profession: Runeforger.
  • New profession: Dragon Breeder.
  • New hero: Furbolg Ursa Warrior.
  • New building: Power Generator.
  • New race: Furbolg.
  • Camera distance chat commands.
  • Chat command for hero suicide.

Besides it contains fixes of several bugs from the original map:
  • Maiev can be moved to Illidan.
  • Creeps will respawn again after buildings around them have been destroyed.
  • Summoned units won't respawn again like creeps.
  • Undead housings can be used as Undead goldmines.

2021-07-30, Version 1.8:
  • Fix Undead and Night Elf AI building a Power Generator.

2021-07-23, Version 1.8:
  • Fix counting of Blood Elf Scout Towers.
  • Make more space at the Burning Legion base.
  • Add food cost, increase gold cost and add tooltips to the Captain available in Sunstrider Mercenary camp.
  • Allow Evolution at hero level 20 instead of 30.
  • Make Harpy Queen invulnerable from start.
  • Fix The Burning Legion AI by removing constants for farms and towers.
  • Add Goblin Laboratories to both Northrend bases.
  • Remove repick time limit.
  • Reset buff to Hero for custom hero glows.

2021-07-21, Version 1.8:
  • Use custom target locations per Outland portal to improve path finding.
  • Fix setting 3 heroes for the Burning Legion AI.
  • Disable Carrion Beetles for Anub'arak NPC.
  • Translate tooltip of Carrion Beetles into English.
  • Kill neutral hostile units in the Maelstrom.
  • Set unit level of Boss Kil'jaeden to 60.
  • Use Archimonde boss as guard of the Burning Legion base.
  • Reset cargo hold number for Gobiln Zeppelins from 3 to 8.
  • Reset level skip requirement for ability Shadow Word Death.
  • Replace Dreadlord Inferno with Rain of Chaos.
  • Change owner of creep spot Akama to Bosses to fix hero revival.
  • Remove buff from custom hero glow ability.
  • Fix counting of Blood Elf and Demon town halls and of Draenei Boulder Towers and Fortified Infernal Juggernauts for AI to reduce the number of buildings.

2021-07-13, Version 1.8:
  • Add Book of Mercenaries for Freelancers to summon units depending on the current area.
  • Add hotkeys and fix icon positions for Furbolg buildings.
  • Fix tooltips of Furbolg upgrades.
  • Increase the priority of the Power Generator.
  • Change icon of Corruption.
  • Change unit skin of Corruption.
  • Add inventory ability to more Furbolg units.
  • Add chat commands "-far", "-close" and "-camdist X".
  • Add Lumber Camp to Furbolg.
  • Add upgrades for abilities to Furbolg.
  • Remove Chaos damage from Furbolg Champion.
  • Add Corruption to Furbolg Shamans.
  • Add Shadow Meld to Furbolg buildings.
  • Add Auto Repair aura to Power Generators.
  • Add two more abilities to the Freelancer book.
  • Add neutral passive buildings to Archimonde's area.
  • Add chat command for hero suicide.
  • Add Give Units to another Player and Reward Freelancer to Furbolg Tribal Center.
  • Add tower limit to Furbolg towers.
  • Fix some icons and requirements for the Furbolg race.
  • Add housing limit to Furbolg housings.

2021-07-12, Version 1.8:
  • Green Dragon Egg summons a Green Dragon now instead of a Green Drake.
  • A leaving player is still hostile to Neutral Hostile, The Burning Legion and Bosses players.
  • Add new building "Power Generator" to protect your main base.
  • Add percentage of damage bonus to the tooltip of Command Aura.
  • Add new race "Furbolg".
  • Make Furbolg Tribal Center a tier 1-3 and altar equivalent.
  • Furbolg Huts produce 20 food now.
  • Add more heroes to the hero equivalent in the gameplay constants.
  • Reset hero ability skip level from 3 to 2.
  • Remove spiders from the Furbolg Cage to reduce the number of possible units.
  • Increase defense and hitpoints of Furbolg buildings.
  • Change classification of the Furbolg Tribal Center to town hall.
  • Add Furbolg Backpack upgrade.
  • Add Naga Backpack upgrade.
  • Swap crafted items for Advanced and Adept for profession Runeforger.
  • Increase collision and pathing of the Furbolg Tribal Center.
  • Add Battle Stations to Furbolg Huts.
  • Add warrior upgrades to Furbolg Barracks.
  • Reduce the number of Polar Furbolgs to be available for the race Furbolg.
  • Rename Furbolg Cage to Wolves Cage.
  • Replace abilities of Furbolg Ursa Warrior and remove Chaos damage.
  • Add ability Ensnare to the Furbolg Trackers against air units.
  • Remove Chaos damage from Furbolg Elder Shaman.
  • Add Devour to Giant Wolf of Furbolg.
  • Add upgrades for Furbolg Shamans.
  • Massively reduce the range of the Power Generator.
  • Reduce the defense bonus of the Power Generator to 7.
  • Reduce the damage of Draenei units.

2021-07-11, Version 1.8:
  • Reduce gold bonus for Undead and Night Elf AI from 10 to 5.
  • Start with full number of lumber workers for AI.
  • Add chat commands like "-friends".
  • Change icon of the Magical Cutter.
  • Add item Magical Creep Summoner to respawn dead creeps.
  • Add new profession "Sorcerer".
  • Add second profession selection at hero level 25.
  • Decrease the cooldown of Blink with every level.
  • Fix the number of Avatars in the tooltip of Vengance.
  • Fix registering dialog button events for higher player numbers.
  • Translate tooltips of Frost Armor back into English.
  • Add new profession "Runeforger".
  • Add new profession "Dragon Breeder".
  • Sorcerer crafts now a Wand of Reanimation.
  • The Illusion summoned by the Sorcerer's Wand of Illusion causes 10 % damage.
  • Fix resources bonus upgrade for game type fast.
  • Add checks before changing the construction and upgrade progress in game type fast.
  • Disable fast hero revival in game mode fast to avoid game crashes.
  • Add new hero "Furbolg Ursa Warrior".
  • Make Akama hero in hero selection invulnerable.
  • Add custom hero glow to Eredar Warlock and Furbolg Ursa Warrior.
  • Blood Elf Castle requires Altar of Kings now instead of of Blood Elf Lumber Mill.
  • Add Hand of God to Blood Elf Castle.

2021-07-10, Version 1.8:
  • Replace creep Akama with hero who is not invulnerable.
  • Respawn level 22 Dreadlord in Azeroth.
  • Revive creep heroes instead of recreating them to keep their XP.
  • Respawn creep bosses.
  • Reduce the chance of dropping items for creeps.
  • Disable wrong Evolution available message.
  • When a player leaves make him ally with full shared control to all players and drop all of his items on Theramore, so quest items from the backpack won't ever get lost.
  • Replace mount on summoning it.
  • Show some feedback as game message when using the alliance chat commands.
  • Profession books use shared cooldown again to prevent cooldown reset.
  • Add function GetPlayerNameColored and use it for the player name of the killing player for bosses and leaving players.
  • Fix tooltip of Shadow Word Death.
  • Add AI resources bonus to Blood Elf workers.
  • Fix gold AI bonus for Night Elf.
  • Magical Cutter has 1 charge but is 3 times in stock.
  • Increase the map size to make it equal width as height again and fill the areas with water.
  • Use custom unit type for Undead non-AI goldmines to add gold bonus to the regular ones.
  • Do not enable Demon Fire by default to fix technology requirement.
  • Add missing technologies to Blood Elf AI.
  • Blood Elf Archer, Worker and Swordsmen is affected by Evolution now.
  • Make more space on Sunstrider Isle.

2021-07-09, Version 1.8:
  • Fix Eredar Warlock Bash tooltips.
  • Increase attack damage and not dices with Evolution.
  • Increase target levels by 1 and make the final level 100 for Transmute and Doom.
  • Improve the Infernal unit for the ability Inferno and increase AOE and stun duration.
  • Make AI upgrades for lumber and gold harvesting affect workers.
  • Increase AOE of Blizzard, Flame Strike, Frost Nova, Healing Spray and Cluster Rockets with every level.
  • Translate tooltips of Healing Spray back into English.
  • Move the Northrend portals and increase their area to avoid blocking.
  • Replace strong Demon creeps at The Burning Legion's base with Draenei creeps.
  • Goblin Laboratory sells Magical Cutter to cut down trees.
  • Increase the Evolution attack damage bonus from 1 to 2 and increase the maximum mana as well.
  • Increase Evolution for creeps only every 5 hero levels to keep the creep levels lower and the creeps a bit weaker.
  • Increase collected resources with game type fast.
  • Add game type descriptions to the dialog.
  • Show the game type in the quest title.
  • Change number of players to 23 in the map description.
  • Add delay to game type fast to finish the construction of a building.
  • Increase the hero revival speed in game type fast.
  • Fix portals.

2021-07-07, Version 1.7:
  • Fix Pit Lord Rain of Fire ability code for AI.
  • Fix Tauren Chieftain War Stomp ability for AI and change the ability in object data.
  • Give Undead and Night Elf AI a gold harvesting bonus of 10.
  • Always drop the Mask of Death when Orc quest 3 is enabled and not completed.
  • Translate tooltips of Volcano back into English.
  • Finger of Death of Eredar Warlock can only target enemy and neutral but no allies anymore.
  • Fix the chance in the Bash tooltip of Eredar Warlock.
  • Translate tooltip of ability Infernal back into English.
  • Fix formula for Evolution level.
  • Increase attack dices by 1 per Evolution level.
  • Fix skilling of hero ability Shadow Word Death for Death Knight in Undead AI.
  • Give all races a lumber harvest bonus of 10 for AI.
  • Move Outland creeps away from the Naga base.
  • Fix automatic recreation of the town hall of the Burning Legion.
  • Move the creeps away from the base of the Burning Legion.
  • Translate Chemical Rage back into English.
  • Add Summon Wyvern Mount to Alchemist.
  • Add Summon Wyvern Mount, Invisibility and Attribute Bonus to Alchemist morph form.
  • Give Rexxar Storm Bolt of Mountain King.
  • Translate tooltip of Summon Bear back into English.
  • Fix the duration for the last 3 levels of Inferno.
  • Translate tooltips of Summon Hawk back into English.
  • Translate tooltips of Summon Quilbeast back into English.

2021-07-04, Version 1.7:
  • Decrease the handicap of creeps in hardcore gametype from 500 % to 200 %.
  • Fix setting the rect for creep spawns which are based on existing units which fixes not respawning them when buildings are around.
  • AI revives all dead heroes at random altars which should help the Burning Legion to revive their heroes.
  • Try to fix alliance chat commands by setting all aspects.
  • Move the portal to Archimonde to Outland.
  • Add a portal description to the Archimonde Portal.
  • Move the lever on Sunstrider Isle.
  • Remove a Doodad on Sunstrider Isle to make more space.

2021-07-03, Version 1.7:
  • Drop Skull of Gul'dan on hero death.
  • Demon Parasite uses Unholy Strength and Armor from Demon instead of Undead.
  • Translate Forked Lightning, Tornado, Robo-Goblin, Transmute and Stampede into English from German.
  • Make more space for the base at the World Tree.
  • Finger of Death of Eredar Warlock can target non-heroes.
  • Decrease the chance for Bash of Eredar Warlock by 5 for every level.
  • Try to close a gap between trees in Ashenvale.
  • Try to move creeps in the Arch Lich dungeon away from the border.
  • Fix number of Ziggurats for Undead AI.
  • Fix message when Hand of God becomes available.
  • Fix enabling/disabling the bridge at Sunstrider Isle.
  • Increase space at Sunstrider Isle.
  • Cobra Wards and Zerberus do not cause Chaos damage anymore.
  • Increase the cooldown with higher levels of Serpent Ward.
  • Increase cooldown of Hex and decrease the duration for regular units.
  • Increase cooldown of War Stomp.
  • Immediately hide Demon buildings without proper death animation.
  • Draenei buildings and Engineer towers require Ground-pathable pathing to be build.
  • Set fixed number of workers, buy Zeppelin and attack with mount for all AIs.
  • Give Slyvanas Evil bonus hero Invisibility ability.
  • Give Lich King bonus hero Berserk ability.
  • Give Tichondrius bonus hero Invisibility ability.
  • Add all hero descriptions for bonus heroes.
  • Add missing mount unit types to AI scripts.
  • Add initial Draenei unit upgrades.
  • Increase number of workers matching the housings.
  • Add game mode selection in the beginning of the game with the initial game modes: Normal, Fast and Hardcore.
  • Fix the exact level for Evolution for existing units by creating a dummy with the original level next to the unit.
  • Game mode hardcore uses handicap to increase the creep HP instead of Evolution.
  • Add player The Burning Legion with a base around Archimonde to make the game more interesting.
  • Do not allow to change alliances to every player.
  • Disable town hall recreation for AI in hardcore game type.
  • Add custom minimap preview.
  • Draenei Demolishers are affected by Draenei damage/armor upgrades.
  • Salamanders get Devour even though they have to research for it.
  • Draenei Thorium Ranged Weapons and Thorium Unit Armor have no requirements anymore.
  • Fix the trained unit types of Draenei.
  • Increase HP of Draenei shops.

2021-06-29, Version 1.7:
  • Add more descriptions for Bonus Heroes.
  • Reduce Eredar Warlock initial life, mana, life regeneration and mana regeneration.
  • Add life and mana regeneration auras to Blademaster of Blackrock Clan.
  • Make Portals unavailable for AI.
  • Remove commented lines for portals from AI scripts.
  • Add more basic towers to AI scripts which can be upgraded.

2021-06-28, Version 1.7:
  • Fix Akama hero for Draenei AI.
  • Disable Portals for AI to prevent game crashes.
  • Add Scout Towers to Human AI to allow upgrading them to Watch Towers.
  • Reduce initial attribute for Eredar Warlock.
  • Disable Splash damage for Eredar Warlock.
  • Reduce base damage for Eredar Warlock.
  • Create loop to fix number of workers for Demon AI.
  • Add second attack for harvesting trees to Demon Imps.
  • Move Doodads at Sunstrider Island to make more space.

2021-06-27, Version 1.7:
  • Add Eredar Warlock as selectable hero.
  • Move Dreadlord to the Demon heroes.
  • Move Dark Ranger to the Undead heroes.
  • Switch Dreadlord with Dark Ranger in the Undead AI.
  • Add Eredar Warlock to the Demon AI.

2021-06-26, Version 1.7:
  • Hand of God requires Hero Level 35 upgrade.
  • Improve Demon AI: More Imps, more gold collecting Imps and lumber harvester and purchase a Zeppelin on attacks and use the mount if it exists.
  • Upgrade Spirit Walker research to level 2 and Orc backpack for Orc AI.
  • Upgrade Evolution to level 100 for AI.
  • Fix Demon citizen tooltips.
  • Add Portal abilities to Hideouts.
  • Fix Night Elf AI to build Chimaera Roost and less Moon Wells.
  • AI builds one Portal.
  • Fix hotkeys of Portal abilities to avoid same hotkeys as Hideout abilities.
  • Add Hideout info to the Portal abilities tooltips.
  • Only Advanced Boulder Towers for Draenei AI.
  • Add missing upgrades to Night Elf AI.
  • Less towers and frost towers for Undead AI.
  • Less Blacksmiths and Houses for Human AI.
  • Less workers and exact numbers of gold and wood workers for Human AI.
  • Less workers, Houses and more Towers for Naga AI.
  • Fix the bridge model for Sunstrider Isle.
  • Archimonde boss causes Chaos damage.
  • Add Waygate ability to Hideout buildings.
  • Empty Vial has an English tooltip now.
  • Remove Monsoon Ulti from Alchemist.
  • Remove Elf Runner from Sunstrider Island Mercenary Camp.
  • Disable abilities for AI Portals to avoid crashes.

2021-06-25, Version 1.7:
  • Restrict to classic graphics again to avoid lagging players.
  • Readd increment to upgrade Evolution.
  • Allow allying and unallying computer AI.
  • Add chat commands to change alliances.
  • Only allow setting destinations to fully constructed Portals.
  • Reset summoned mount on repick.
  • Fix Lich King quest 4 Demon spawn after hiring Draenei units.
  • Reduce duration and cooldown for Divine Shield.
  • Add upgrade Temple of Demigods Blueprints to the AI.
  • Add Hand of God as ability to the Tier 3 halls.
  • Allow upgrading Evolution in Guardian´s Citadel already.
  • Remove ground texture from Guardian's Citadel.

2021-06-22, Version 1.7:
  • Increase maximum unit level to 200.
  • Add Draenei Haven to auto revival for AI.
  • Add Portals.
  • Blood Elf Lieutenant is affected by Evolution.
  • Evolution HP bonus is not increased with every level.
  • Evolution requires Temple Blueprints.
  • It should be possible now to walk around the Fountain of Blood.
  • Summoned Doom Guard is affected by Evolution.
  • Tiny Great Hall will always build a Great Hall.
  • Fix level bonuses from Evolution of trained, summoned and respawning units.
  • Add Select Unit later to Mercenary Camp for Lich King Quest 4 to enable sold units.
  • Fix defense in tooltip of item Cloak of Flames.

2021-06-20, Version 1.7:
  • Fix AI recreation of town halls for: Naga, Blood Elf, Demon and Draenei.
  • Add condition to avoid building multiple town halls for Blood Elf and Demon AI.
  • Allow Death Coil to target the hero himself.
  • Add Blood Elf Workshop with additional new unit types Ballista and Cage.
  • Fix the Forsaken Quest 4.
  • Add Lich King Quest 4.
  • Add talk to me special effect to the Lich King from the start.
  • Fix enabling Lich King Quest 4.
  • Decrease Blizzard damage of Runeblade.
  • Add Improved Siege Weapons upgrade to Blood Elves.
  • Add Burning Oil upgrade to Blood Elves.
  • Blood Elf Wagons and Cages can only transport organic units.
  • Increase the transport size of Blood Elf Wagons and Cages to 4.
  • Fix capturing of Blood Elf Cages.
  • Add food cost to Blood Elf Cages.
  • Improve the bonuses of Crown of the Lich King.
  • Add new unit types and upgrades and the Workshop to the Blood Elf AI.

2021-06-20, Version 1.6:
  • Add Evolution upgrade to AI.
  • Nether Drakes for Demon and Draenei require any tier 2 hall and have a Demon Fire icon now and Demon Fire requires the upgrade first.
  • Evolution requires hero level 30 not 40 now.
  • Replace Dispell Magic from Succubus with Incite Unholy Frenzy.
  • Add all spells to tooltips from Succubus and Eredar Sorcerer.
  • Add Draenei quest 1 to the "-ping" chat command.
  • Add a second Outland portal to Northrend East.
  • Add boss quest markers to all bosses.
  • Replace reward item for Draenei quest 2 (Legion Doom-Horn) with a Claws +12 since the horn is available in the Black Market.
  • Increase hero level of Magtheridon and give him Demon Master.
  • Add Forsaken quest 4 Legendary Items.
  • Tranquility restores trees.
  • Add Attribute Bonus to Magtheridon.
  • Murloc Sorcerer has Crushing Wave now.
  • Bonus hero Illidan causes splash damage in alternate form and has Attribute Bonus and unit abilities.
  • Rokhan's Voodoo Spirits has 9 levels now.
  • Increase cooldown of Monsoon.
  • Use standard hero abilities for Chen and Rexxar.
  • Automatically haunt all goldmines in range when recreating the town hall for the Undead AI.
  • Change the hotkey of Breath of Fire to G for Anasterian Sunstrider.
  • Fix the required hero level in the info quest for Evolution.
  • Remove buff of Weaponsmithing - Novice.
  • Rename map to World of Warcraft Reforged.
  • Allow HD graphics.
  • Add Guards to Kil'Jaeden and move old creeps to Orc base.
  • Add weather effect to Kil'Jaeden.
  • Rename Kil'Jaeden from Warlock to The Deceiver.
  • Release 1.7.

2021-06-19, Version 1.6:
  • Draenei Haven can be upgraded to Demigod temples and has Reward Freelancer and Give Units to Another Allied Player now.
  • Prevent creating buildings on Theramore.
  • Increase cooldown of healing Paladin and restoring Jaina to 60 seconds.
  • Add new bonus heroes: Illidan Evil, Drek'Thar, Rexxar, Rokhan, Chen, Anasterian Sunstrider, Magtheridon and Murloc Sorcerer.
  • Kill summoned Mount below hero level 20, so other hero abilities won't summon it.
  • Replace Summon Nether Mount base ability to prevent summoning with Feral Spirit.
  • Tichondrius has a Frost Wyrm mount now instead of a Nether mount.
  • Dark Ranger has a Frost Wyrm mount now instead of a Nether mount.
  • Beastmaster, Brewmaster and Tinker have Wyvern mounts now instead of Nether mounts.
  • Add Invisibility to Akama.
  • Improve Earthquake: Reduce Area of Effect to reduce lagging, increase damage per second to buildings, slowdown percentage and duration with each level, make trees a target for each level, keep mana cost at 125.
  • Add research Evolution.
  • Give bonus heroes Berserk or Invisibility.
  • Remove two unit abilities from Admiral Proudmoore.
  • Translate Monsoon from German into English.
  • Give Admiral Proudmoore Monsoon as ulti with only 9 levels.
  • Add initial info for bonus heroes.
  • Remove Hide from Akama.
  • Add Evolution to unit types.
  • Make Evolution available at hero level 40.
  • Increase costs of Evolution, do not increase time and decrease HP bonus.
  • Add unit and item types with 1 initial charge to the marketplace on Theramore.
  • Add quest explaining the marketplace on Theramore.
  • Limit Housings to 4.
  • Limit Towers to 15.
  • Add unit type Nether Drake to Draenei to give them a flying unit type.
  • Fix number in quest update message for Orc quest 4.
  • Try to fix not summoning Mounts.

2021-06-13, Version 1.5:
  • Demigod heroes gain XP bonus from tiers.
  • Drop Maghteridon's Heart from killed heroes.
  • Reduce life regeneration from 20 % to 10 % for the quest reward item of Night Elf quest 2.
  • Turn global distribution of hero XP on.
  • Add tiny town hall items to Warlords in the beginning.
  • Translate tooltips of Death and Decay into English.
  • Reduce the percentage of Death and Decay.
  • Do not reduce the cooldown for Avatar for higher levels.
  • Cold Arrows has 12 levels now instead of 3.
  • Fix the tooltips of Unholy Spirits.
  • Increase the cooldown of Impale with each level to avoid permanent hero stuns.
  • Increase the cooldown of Hex with each level to avoid permanent hero hex.
  • Do not create profession items for AI.
  • Increase the boss unit levels to prevent AI from attacking them as creep camps.
  • Change color of Archimonde to boss colors.
  • Add Outland boss Kil'jaeden with legendary artifact Skull of Gul'dan.
  • Add name Archimonde to the victory condition text.
  • Add initial Demon AI with either Dreadlord of Pit Lord as starting heroes.
  • Remove Forgotten One building and Demon Monster unit from race Demon.
  • Add Blood Elf Lieutenant to Blood Elves.
  • Add unit Wagon to Blood Elves.
  • Fix hero selection info for Akama.
  • Add Draenei AI with Akama as hero and with a 50 % chance to be used by Orc players.
  • Release 1.6.

2021-06-06, Version 1.5:
  • Fix giving profession items to Warlord AI instead of creating the item at the map's center.
  • Store player profession and race as integer variable.
  • Prevent picking up a profession and race item which does not belong to the player by checking the integer variable.
  • Remove profession and race item on repick from the backpack correctly.
  • Paladin´s Head (Trophy) can be dropped.
  • Only summon 2 permanent Sappers for Engineering - Adept instead of 2 permanent and 2 limited.
  • Disable Charm for summoned units to prevent taking over other workers and building a base.
  • Do not allow becoming a Demigod when controlling Illidan.
  • Give feedback which Dragons are missing when becoming a Demigod.
  • Add note about +10 fire damage bonus to the tooltip of Mithril Long Sword.
  • Add note about +12 lightning damage bonus to the tooltip of Blessed Dragon Lance.
  • Change the hotkey of Light of Righteousness to U to avoid collision with the hotkey of Gate.
  • Use a custom unit type for the Bonus Hero Sylvanas to avoid sold unit types.
  • Fix Akama hero type when selecting him as hero.
  • Change number of centaurs in tooltip of item Totem of Thunder Buff to 7.

2021-06-05, Version 1.5:
  • Add links to Discord and Hive to the quest log.
  • Fix setting summoned Mount correctly.
  • Fix disabling Illidan for the repick block when completing the quest.
  • Make Undead Head (Trophy) droppable and invulnerable.
  • Translate item Heart of the Harpy Queen into English.
  • Heart of Aszune can heal now.
  • Fix wait in final attack wave of Naga AI.
  • Add Blood Elf AI.
  • Remove Chaos damage from Naga units.
  • Add Hideouts to the requirement tooltips for tiers.
  • Fix creep respawn rect of group 141 which removes creeps from the center of the Maelstrom.
  • Move some Dragons away from the goldmine in Azeroth.
  • Remove some trees at the entry of the goldmine at the Tree of Life.
  • Dragonhawk Rider does not cause Chaos damage anymore.
  • Mention upgrade "Blood Elf Animal War Training" in the tooltip of Dragonhawk Riders.
  • All heroes have now Any Tier 2/3 Hall as requirement and no Altar which fixes the tier XP bonus.
  • Make Spell Breakers and Control Magic unavailable to Human.
  • Translate Cleaving Attack tooltip into English.
  • Translate Howl of Terror tooltip into English.
  • Massively reduce the percentage of Cleaving Attack to a maximum of 150 % instead of 300 %.
  • Add many more upgrades to the Human, Orc Blood Elf and Naga AI.
  • Let Orc AI train Spirit Walkers.
  • Reduce the number of attacking units of the final wave for Human and Orc AI.
  • Add Sorceress to Blood Elves.
  • Update game information.
  • Add Akama as selectable hero.
  • Add initial Draenei race.
  • Fix hero skill levels of Akama.
  • Fix removing quest effect from Illidan after completing the 4th quest in Outland.
  • Fix storing Illidan's owner to prevent repicks.
  • Add more upgrades to the Undead and Night Elf AI and reduce the number of units for the final wave.
  • Fix some upgrade levels for other AIs.
  • Replace the ability of the item Shield of the Undercity Forge with a Death Coil based ability instead of a Holy Light based ability.
  • Fix Hideout gold cost to 1000 gold (makes Fortified Hideout cheaper).
  • Fix gold repair costs of all hideout tiers.
  • Fix requirement of Sorceress Master Training to any tier 3 to make it work for Blood Elf.
  • Human and Blood Elf AI upgrades Masonry to level 3 now instead of only level 2.
  • Increase the cooldown of Demon Master.
  • Fix icon dependency of Animal War Training for Blood Elf.

2021-06-04, Version 1.5:
  • Fix tooltip of Murloc Hut.
  • Add Naga AI.
  • Add some more information to the README.md file.
  • Reduce the number of units from the final waves for all AIs.

2021-06-03, Version 1.5:
  • Use fixed races set in the lobby for computer player Warlords.
  • Add portal to Theramore.
  • Improve Warlord AIs: Remove spell breakers, add more upgrades, reduce the number of buildings and units.
  • Remove ability Invisibility from AI heroes.
  • Add lever to enable/disable the bridge at Khaz Modan.
  • Do not use Town Hall Outland 4 position for AI.
  • Add note to item Tiny Hideout that it can only be used by Freelancers.
  • Add more notes to the quest log about repicking.
  • Do not allow repicking while having control over Illidan.
  • Translate the tooltip from German to English of the Demon building "Dungeon of Pain".
2021-06-02, Version 1.5:
  • Use variables for races in the trigger editor.
  • Remove the Fountain of Life on Theramore for AI which is Warlord.
  • Recreate Undead town hall for AI.
  • Remove Goldmines, citizens and housings from Night Elf and Undead AI to fix progressing.
  • Rename some variables into English.
  • Undead AI starts with 3 Acolytes and 1 Ghoul.
  • Move start locations of AI closer to goldmines.
  • Fix completing Night Elf quest 4.
  • Increase cooldown of War Stomp with higher levels to avoid permanent stuns.
  • Night Elf AI creates less Trees of Life.
2021-05-22, Version 1.5:
  • Change the game data set to the latest patch.
  • Add Attribute Bonus to all bonus heroes.
  • Add mount abilities to all bonus heroes.
  • Change damage and defense type of all bonus heroes to Hero.
  • Show the player leaves message to all players.
  • Fix translations and tooltips of Guardian and Destroyer hero abilities.
  • Lord Garithos' Avatar has 9 levels.
  • Lord Garithos' Shockwave has 12 levels.
  • Archimonde has his original Dark Portal ability with 12 levels.
  • Gul'Dan has Hero damage.
  • Change Finger of Death of Lich King.
  • Mannoroth's Reincarnation has 9 levels.
  • Replace Mannoroth's Earthquake with Demon Master.
  • Kill existing Mount when summoning a new one.
  • Berserk does not require any upgrade anymore.
  • Fix setting udg_Hero for computer-controlled heroes.
  • Hideout buildings work as Tier 1 - 3 now which increases the XP rate for the hero.
  • Change hero abilities of Admiral Proudmoore to the ones from the campaign.
  • Let computer players revive their hero automatically in a random Altar every 15 seconds.

  • Baradé: Creator.
  • Deranor: Tests.
  • Runeblade14: Tests.
  • EvilPitlord: Original map.
  • DeMoNiKuS: Original map.
  • World of Warcraft logo
Contents

World of Warcraft Reforged 1.8 (Map)

Reviews
deepstrasz
I see no reason why an enhanced version (especially 24 players) wouldn't be approved too. I has not gotten any updates since 2007. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules Map...
Level 7
Joined
Jul 13, 2019
Messages
43
Draenei Demolishers aren't affected by Draenei damage/armor upgrades.
Salamanders don't get Devour even though they have to research for it.
Thorium Ranged Weapons and Thorium Unit Armor need a Stronghold to upgrade.

Draenei Seers start with Brilliance Aura.
Draenei Harbinger starts with Bloodlust and Ray of Disruption, and doesn't require the researches.
Draenei Harbringer's only have 2 spells.

Draenei Shop starts with only 125 hp.
Demon Fire doesn't require research on Nether Drakes/Tamed Nether Drakes.
The AI rebuilds the town hall after it gets destroyed in Hardcore mode.
 
Level 16
Joined
Feb 2, 2006
Messages
992
Update:
  • Disable town hall recreation for AI in hardcore game type.
  • Add custom minimap preview.
  • Draenei Demolishers are affected by Draenei damage/armor upgrades.
  • Salamanders get Devour even though they have to research for it.
  • Draenei Thorium Ranged Weapons and Thorium Unit Armor have no requirements anymore.
  • Fix the trained unit types of Draenei.
  • Increase HP of Draenei shops.

I will have to test Draenei again.
 
Level 5
Joined
Jun 7, 2016
Messages
19
After you make more space to Sunstrider Isle, the Northrend right side AI having a problem going back to base.
WC3ScrnShot_070421_083023_01.png
WC3ScrnShot_070421_083151_02.png
Similar to this.
The AI from left side Northrend have a hard time going back to base after its units or hero goes to the portal barrens. See the image.
Left side AI from Northrend still doing this. They both just gives the other AI free exp.

The Burning Legion AI only revive one of their hero.
 
Last edited:
Level 16
Joined
Feb 2, 2006
Messages
992
After you make more space to Sunstrider Isle, the Northrend right side AI having a problem going back to base.
Similar to this.

Left side AI from Northrend still doing this. They both just gives the other AI free exp.

The Burning Legion AI only revive one of their hero.
Hmm are the Portals blocked somehow which lead to Northrend (from Outland) or the Portals in Ashenvale/Lordearon? Sometimes when the portals are blocked, they cannot go back.

I will look at the Burning Legion revival.

edit:
2021-07-04:
  • Decrease the handicap of creeps in hardcore gametype from 500 % to 200 %.
  • Fix setting the rect for creep spawns which are based on existing units which fixes not respawning them when buildings are around.
  • AI revives all dead heroes at random altars which should help the Burning Legion to revive their heroes.
  • Try to fix alliance chat commands by setting all aspects.
  • Move the portal to Archimonde to Outland.
  • Add a portal description to the Archimonde Portal.
  • Move the lever on Sunstrider Isle.
  • Remove a Doodad on Sunstrider Isle to make more space.
 
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Level 5
Joined
Jun 7, 2016
Messages
19
I think there is a problem with AI, I don't know which race because I use all the race, look at my FPS turning to SPF.
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This happens to me around 20mins of playing.

Rexxar's quest said the first player to kill the Ogre Lord in the arena, but in reality it's the first person to get Mask of Death. I'm too unlucky of not getting the Mask of Death in killing two Ogre Lord.

The Fast mode become like very fast leveling after the creeps start getting "evolution" or upgrade (Maybe Evolution is bugged). I level like 200. I exploit the mechanics by letting the Kil'Jaeden boss summon creeps and let it attack me. After getting like lvl 70 creeps in there. The exp it gives fill my exp bar like over 50%. I don't know if this is intentional or not but this just too much.


Firelord first and ultimate skill is in another language.
I think you should somehow buff the Firelord, because it unable to use mask of death due to its passive skill, because of this it's hard to gain survivability.

Hero Eredar Warlock's Finger of Death can target friendly units. Its bash's tooltip still say 20% when it's supposed to be 15%.

Dreadlord's Inferno skill is in different language inside the "Hero Abilities".
Max inferno skill is basically just level 1 inferno skill.

Draenei AI dominates easily at early game. Top reason why is because Its units are high damage and they train spell caster "Draenei Seer" in early game which most of the AI don't have in early game.
 
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Level 16
Joined
Feb 2, 2006
Messages
992
Is the problem related to the new Burning Legion? Can you use cheats? I try to revive heroes every 15 seconds by picking all altars and all dead heroes etc. Maybe this is too much. Or some AI gets stuck.

I can enable Mask of Death by default during the quest is enabled. Maybe I disabled it to prevent players from getting too much gold, I cannot remember.

Evolution for creeps might increase the damage a bit. I have the feeling that it simply helps leveling instead of being useful to make your army stronger without damage or defense. The fast mode is for players who want to level fast, so it is okay to level like that :D

Draenei must be balanced but note that Naga also have all units from the start since they both have only one town hall for tier 1-3. Maybe I could add some kind of Tier upgrades or add two tier buildings.

I will look into the Inferno skill. It should have some improvements with higher levels.

Thanks for the feedback, I will try to fix it as soon as possible.
 
Level 16
Joined
Feb 2, 2006
Messages
992
What do you mean?

It is the version of the map for Warcraft III: Reforged and at the same time a Reforged version itself. The previous version was called World of Warcraft Reborn, so Reforged fits perfectly for the name. It uses features from the World Editor which are only present in Reforged such as the boss markers and changing unit levels etc. so it can only be played with Reforged. I have also added instructions to the the map description on Hive how to enable the HD graphics if you are confused why it is called Reforged and has no HD graphics by default. They are disabled by default because from my experience when hosting with HD and SD enabled, there will ALWAYS be players with HD graphics enabled for whom the map will lag and the loading will take forever. Hence, it is disabled by default to prevent unexpected lags from other palyers. It is really easy to enable them again. I can add some screenshots to the instructions. I had several games hosted with HD and SD enabled and there were always players lagging/loading forever, so we had to wait like 5 minutes which is really annoying.
 
Level 7
Joined
Jul 13, 2019
Messages
43
Evolution for the creeps is bugged rn, as the formula is ''Player - Set the current research level of Evolution to ((Current research level of Evolution for Neutral Hostile) + ((Hero level of (Triggering unit)) - 29)) for Neutral Hostile'' which means that it adds on each other instead of just being ''Player - Set the current research level of Evolution to ((Hero level of (Triggering unit)) - 29) for Neutral Hostile''.
I feel a better system then this would be every 5 levels an evolution increase, and every 10 (maybe 5) a damage upgrade for them.

I've been looking for the reasons the Pit Lord/Tauren Chieftain AI don't skill their abilities past level 1, here's a couple things I found.
The Tauren Chieftain uses AOw2(War Stomp) instead of the base in the AI script list AOws(War Stomp) which may be the cause of the TC AI not skilling it, as it may not recognize it. Also the Pit Lord's Rain of Fire in the Demon.ai script says Anrf instead of ANrf.
Do note that I do not know if the capital letters matter on this, but I thought I'd mention it.
The Death Knight has Animate Dead in his skill list, even though he actually has Shadow Word Death.
(Edit) it is possible to make the AI skill abilities via triggers, if the TC/PL abilities don't work out that could be an option.

For damage upgrades, dice damage increase could work but it would definitely need to be a separate upgrade from Evolution with a low limit, as it can get really high. The other option would be direct dmg upgrades, with a low amount per upgrade which would affect cheaper units more then stronger units.

I've tested the AI's a bit with some more workers added, with lumber workers for each race to 6/7/8 from 3/4/5 is a big improvement for AI research speed, as with the current amount the AI have tons of gold saved up with barely any lumber for upgrades.
The total amount of workers would need to be increased a bit, but the AI is way faster with those extra lumber workers.

Undead and Night Elf AI have a lot less gold then the other AI, as they do not have extra goldmines.
Would it be possible to increase the gold gained from those 2 AI via triggers/upgrades?
20 instead of 10 gold would be fair imo, as the AI can't use their housings.

The last couple updates I haven't been able to find the changelog for them, could you add them when you have time?
I've posted a lot of the AI checking in the discord, has some screenshot examples of the high gold to lumber from the normal AI and the AI speed being way faster with more lumber workers.
One thing I've been wondering, does it matter if the corpses are there for the creeps to respawn?
 
Level 16
Joined
Feb 2, 2006
Messages
992
I can't get the Temple of Gods Blueprints, it says I requires Keep.
For which race??

@Runeblade14 thx for all the feedback again. I can try to fix the abilities in the AI scripts to fix AI skilling and yes increased gold for AI for NE and UD is required now since they have no housings and yes more lumber workers would be better. AI balancing is a risky thing since I might destroy the AI again and I have not the time to test every bit I want to. Can you make lists on Hive from the Discord stuff? It is a lot and a small list is always better to improve stuff.

The corpses do not matter for respawn. The latest version should actually NOT respawn creeps around buildings anymore. There was a bug in the old version for creep spots in Ashenvale.

Some changes require more work/testing than others like the Evolution/damage increase stuff and I would like to add some Demon quests as well and some stuff with the Burning Legion to make the map more interesting.

Please keep reporting all bugs. It improves the quality of the map :)
 
Level 7
Joined
Jul 13, 2019
Messages
43
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Here are 2 of the screenshots I took in some of the testing, the left side is the current AI and the right side with 6/7/8 lumber workers instead of 3/4/5.
7/8/9 might work a bit better as both have a bit of excess gold compared to lumber, but both would probably work.

Regarding the corpses not mattering for creeps respawning, what would you think of replacing Dark Portal(replacement Dark Ranger ability) and Shadow Word Death(Death Knight ultimate replacement) with their original abilities? Black Arrow and Animate Dead.
I think in the old map the creeps wouldn't respawn if you used the corpses, not sure about that though.
Charm would probably still have issues though, if creeps would be charmed they wouldn't be replaced.
As can be seen on the screenshots below the creeps by the left outland base aggro pretty easily when a player/the AI build their base their, could the creeps either be moved a bit/aggro range be reduced?
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Level 5
Joined
Jun 7, 2016
Messages
19
Looks like even the hostile units don't even know how to get back to Northrend.
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The Burning Legion AI got the Town Hall in Night Elf base after the Altar of Hell got destroyed by Big Infernal Juggernant, but somehow the town hall don't spawn when I didn't create any AI.
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You should move the Big Infernal Juggernant, it attacks the Burning Legion AI building at the beginning.

I think you should replace all the hostile units in Archimonde's place to weaker units because the Burning Legion AI heroes can't kill anything without Archimonde's summoning, and their heroes are just suicidal resulting Archimonde the only one who gained exp. Or Maybe remove all the hostile units in there,as it doesn't make any sense why would Burning Legion kill another units of Burning Legion who are just guarding Archimonde.

Alchemist's Chemical Rage skill turn into another language in level 2+, and when you used it, the invisibility ability disappear and appear again after the skill ended.

Beastmaster's skills except ultimate, are all in different language. Hero Rexxar's Storm Bolt max lvl is 4 and unlike Mountain King's Storm Bolt can stun up to 12 sec.

Hero Eredar Warlock's Firebolt and Finger of Death letter hotkey isn't highlighted. B to firebolt, F to Finger of Death.
The Mount hotkey is conflicted with "Hero Abilities" hotkey.

As the evolution increase the level of units. How will you address those skills that cannot be target on higher level? Like Doom and "Summon Transmute". Also if you make evolution increase damage of units, towers should too. The only problem would be is that the tower will be weak as the hp of it don't increase with evolution.

Staff of Teleportation doesn't work on allied AI, even though I used the ally command.
I don't see any item from the shop from the AI if I allied them.
 
Level 16
Joined
Feb 2, 2006
Messages
992
Thx for the feedback. Yes Evolution might affect buildings too. Then the building HP would increase and the tower damage as well. That would be useful. The level requirements are a bit of a problem. I could give them like level 500 or something for the ulti version.

Friendly spell targeting was not enabled with the last version using the ally command. It will be fixed. This might have been the problem with the shops, too since it is an ability.

Infernal ulti had some improvements like the duration of the Infernal and a reduced cooldown. The duration stayed at 300 for the last 3 levels. However, it always stays 1 Infernal.

I will fix the Burning Legion stuff. Their town hall respawned at the wrong location with the wrong race.

Can you be more precise on why the creeps cannot return to Northrend? The portals should work. Are they blocked?

I will add gold and lumber upgrades to AI to increase gold for UD and NE and lumber in general, so I don't have to increase the number of lumber workers.

edit:
Update (Version 1.7):
  • Fix Pit Lord Rain of Fire ability code for AI.
  • Fix Tauren Chieftain War Stomp ability for AI and change the ability in object data.
  • Give Undead and Night Elf AI a gold harvesting bonus of 10.
  • Always drop the Mask of Death when Orc quest 3 is enabled and not completed.
  • Translate tooltips of Volcano back into English.
  • Finger of Death of Eredar Warlock can only target enemy and neutral but no allies anymore.
  • Fix the chance in the Bash tooltip of Eredar Warlock.
  • Translate tooltip of ability Infernal back into English.
  • Fix formula for Evolution level.
  • Increase attack dices by 1 per Evolution level.
  • Fix skilling of hero ability Shadow Word Death for Death Knight in Undead AI.
  • Give all races a lumber harvest bonus of 10 for AI.
  • Move Outland creeps away from the Naga base.
  • Fix automatic recreation of the town hall of the Burning Legion.
  • Move the creeps away from the base of the Burning Legion.
  • Translate Chemical Rage back into English.
  • Add Summon Wyvern Mount to Alchemist.
  • Add Summon Wyvern Mount, Invisibility and Attribute Bonus to Alchemist morph form.
  • Give Rexxar Storm Bolt of Mountain King.
  • Translate tooltip of Summon Bear back into English.
  • Fix the duration for the last 3 levels of Inferno.
  • Translate tooltips of Summon Hawk back into English.
  • Translate tooltips of Summon Quilbeast back into English.

edit2:
Played a game with AI and one human player and increasing the dices is too unfair. I will probably increase the base damage by 1 per level of Evolution and it seemed like the creeps did respawn with a too high level although Evolution should not have been available for creeps. The lumber is still to low witha bonus of 10. Maybe I increase both: the number of workers and the bonus itself. Draenei are far too strong in the beginning. I will reduce their stats.
Evolution should affect buildings as well. It can help you to make a really strong base then without having a high level hero. Towers are limited anyway. However, playing as Engineer profession is a bit unfair then! He can build extra towers. I might limit the towers of the Engineer.

I will also remove the creeps at the Burning Legion/replace them with normal creeps like Draenei who are the enemies of the Burning Legion and make more sense here. The Burning Legion will raid the whole world then (hopefully).

I want to add an item which allows cutting down trees since they have so much HP now and block areas where you might want to build structures.

Changing the alliance with the Burning Legion should be prevented. It could change with some Demon quest later.

AI should somehow at least get some profession items for balancing. The human heroes always have a big advantage of having better items from quests and professions. I am not sure how the AI works when buying items and how they pick which item. Some stuff might be hardcoded or they choose it from the item level. If I can figure it out, I could think of a way how to give them profession items. Maybe through a shop or just a trigger which gives the item to the hero. If it is too complicated, I can think about different ways to give them a bonus.

Right now it is a bit too easy to ally with AI and have the full shared control and then you can use everything and you can take items etc. Maybe full shared control should only be allowed in certain situations or alliances should cost resources. For example, you give the AI 1000 gold and lumber, then they will ally you. You give them more and then they will ally you with full shared control.

Besides, it is hard to have AI teams right now with the new player The Burning Legion. If players still want to have some teams, there must be something like an admin command to set teams.
 
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Level 5
Joined
Jun 7, 2016
Messages
19
Infernal ulti had some improvements like the duration of the Infernal and a reduced cooldown. The duration stayed at 300 for the last 3 levels. However, it always stays 1 Infernal.
Just like force of nature it's bad and it's so very bad when you realize this is ultimate. All max level damaging summon units except treants and phoenix can kill level 1 infernal.
Can you be more precise on why the creeps cannot return to Northrend? The portals should work. Are they blocked?
No, they're not blocked. The two "Arachnatid Earth-boner" just used the barrens portal, Somehow the "Overlord Arachnathid" used the Northrend portal. So Weird, I can't identify the problem here since Overlord just got back in Northrend without a problem.
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Level 16
Joined
Feb 2, 2006
Messages
992
Then maybe the first unit blocked the space at the portal in Northrend, so the next ones had to go somewhere else. I could move the portals a bit or make more space. When ground units are standing around, the target will be blocked.

Make some suggestions for Infernal and Force of Nature. I can improve the abilities. I can make a stronger version of the Infernal per level. The default Infernal has no number of units. Usually I just increase the number of units. I could give the Dreadlord Rain of Chaos as ulti and add more infernals per level or make the single unit stronger. The reduced cooldown should have helped to summon several. Most summoned units will be weak against upgraded units, so some hero abilities will simply be much better in the late game except you upgrade Evolution very high.

I can just try to improve some skills by increasing the number of units summoned.
 
Level 7
Joined
Jul 13, 2019
Messages
43
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The gold increase for the Undead/Night Elf AI doesn't work currently, as does the lumber bonus for every AI.
For Infernal imo 1 stronger Infernal would be good rather then it just being replaced with Rain of Chaos.
For summons I feel lower numbers but stronger would be good, for mass summons like Dark Portal and Rain of Chaos more units does fit but others more of a strong unit with 1/a couple at a time, like Misha.
Also believe I've talked about this before, increasing the AOE a bit per level of AOE spells like Blizzard/Flame Strike/Frost Nova/Healing Spray/Cluster Rockets to name a few, some spells like Earthquake and Fan of Knives have it but those mentioned before stay at 200 AOE with damage/waves increasing, which is a really small area.
If you want I can make a full list of every 200 AOE ability.
 
Level 16
Joined
Feb 2, 2006
Messages
992
2021-07-09, Release 1.8:
  • Fix Eredar Warlock Bash tooltips.
  • Increase attack damage and not dices with Evolution.
  • Increase target levels by 1 and make the final level 100 for Transmute and Doom.
  • Improve the Infernal unit for the ability Inferno and increase AOE and stun duration.
  • Make AI upgrades for lumber and gold harvesting affect workers.
  • Increase AOE of Blizzard, Flame Strike, Frost Nova, Healing Spray and Cluster Rockets with every level.
  • Translate tooltips of Healing Spray back into English.
  • Move the Northrend portals and increase their area to avoid blocking.
  • Replace strong Demon creeps at The Burning Legion's base with Draenei creeps.
  • Goblin Laboratory sells Magical Cutter to cut down trees.
  • Increase the Evolution attack damage bonus from 1 to 2 and increase the maximum mana as well.
  • Increase Evolution for creeps only every 5 hero levels to keep the creep levels lower and the creeps a bit weaker.
  • Increase collected resources with game type fast.
  • Add game type descriptions to the dialog.
  • Show the game type in the quest title.
  • Change number of players to 23 in the map description.
  • Add delay to game type fast to finish the construction of a building.
  • Increase the hero revival speed in game type fast.
  • Fix portals.

2021-07-10, Release 1.8:
  • Replace creep Akama with hero who is not invulnerable.
  • Respawn level 22 Dreadlord in Azeroth.
  • Revive creep heroes instead of recreating them to keep their XP.
  • Respawn creep bosses.
  • Reduce the chance of dropping items for creeps.
  • Disable wrong Evolution available message.
  • When a player leaves make him ally with full shared control to all players and drop all of his items on Theramore, so quest items from the backpack won't ever get lost.
  • Replace mount on summoning it.
  • Show some feedback as game message when using the alliance chat commands.
  • Profession books use shared cooldown again to prevent cooldown reset.
  • Add function GetPlayerNameColored and use it for the player name of the killing player for bosses and leaving players.
  • Fix tooltip of Shadow Word Death.
  • Add AI resources bonus to Blood Elf workers.
  • Fix gold AI bonus for Night Elf.
  • Magical Cutter has 1 charge but is 3 times in stock.
  • Increase the map size to make it equal width as height again and fill the areas with water.
  • Use custom unit type for Undead non-AI goldmines to add gold bonus to the regular ones.
  • Do not enable Demon Fire by default to fix technology requirement.
  • Add missing technologies to Blood Elf AI.
  • Blood Elf Archer, Worker and Swordsmen is affected by Evolution now.
  • Make more space on Sunstrider Isle.

Reviving the bosses makes the game more interesting in late game. They can level too. Keeping the heroes lets you see their final resources etc. Maybe I will stop their XP gain. The mount bug was pretty annoying as well as the craft bug.

Comparison to WoW Reanimated

Someone suggested to me to look at Download map "WoW Reanimated" [Role Play Game (RPG)] | 39 different versions available | Warcraft 3: Reforged - Map database I could not find it on Hive but it is also a version based on the Reborn version but has no AI but more custom heroes/dungeons.
Made a quick comparison to the map:
  • It has additional races: Dwarves, Worgen and Goblin. Draenei are also present with some different units and buildings.
  • It has additional professions: Golemcrafter, Jewelcrafter, Enchanter and you can have no profession (guess to not use the book).
  • It has additional custom heroes: ...
  • It has the location Hellfire Keep. That might be the Outland stuff from WoW. I have never played WoW, so I made Outland based on the wc3 campaign.
  • The biggest disadvantage for me was that it looked really confusing. It is a big map with so many dungeons and I did not know how to enter a city or how to get quests. There are some bases with heroes which are really confusing and there is not much space to build a base. Some locations look better or might look more similar to WoW but the places aren't really connected with each other. I think you need to use ships to go anywhere.
  • Another big disadvantages are the missing features from my version: No AI, only 4 slots in the inventory, no repick, less players, no backpack, less hero level, no portals etc.
  • I would like to add more races, professions, heroes and quests to my version but the rest is fine how it is for me. It would get too confusing.

Another update (still version 1.8)
  • Reduce gold bonus for Undead and Night Elf AI from 10 to 5.
  • Start with full number of lumber workers for AI.
  • Add chat commands like "-friends".
  • Change icon of the Magical Cutter.
  • Add item Magical Creep Summoner to respawn dead creeps.
  • Add new profession "Sorcerer".
  • Add second profession selection at hero level 25.
  • Decrease the cooldown of Blink with every level.
  • Fix the number of Avatars in the tooltip of Vengance.
  • Fix registering dialog button events for higher player numbers.
  • Translate tooltips of Frost Armor back into English.

Two professions make the the game more interesting and your hero stronger. You can change the second profession when repicking. The new profession Sorcerer allows you to craft wands.
 
Last edited:
Level 7
Joined
Jul 13, 2019
Messages
43
The Alchemist and Sorcerer professions both have wand of mana stealing in the craft list.
The Undead AI doesn't get the gold increase in fast mode.
Blood Elf doesn't have Hand of God in their main hall.
The Blood Elf Castle requires the lumber mill instead of the altar, is there a specific reason for that?
Wand of the Wind is droppable by some creeps, while usually Profession items are not available otherwise.
The map closes in fast mode sometimes, it looks like it happens the the AI's hero is dead and try to revive it.
Played a 1 AI game where I killed their hero in a couple of minutes, the game crashed a short time after.
(Edit) Update about the crashing, it happens when any hero is attempted to be revived in fast mode.
 
Level 16
Joined
Feb 2, 2006
Messages
992
Small update:
  • Add new profession "Runeforger".
  • Add new profession "Dragon Breeder".
  • Sorcerer crafts now a Wand of Reanimation.
  • The Illusion summoned by the Sorcerer's Wand of Illusion causes 10 % damage.
  • Fix resources bonus upgrade for game type fast.
  • Add checks before changing the construction and upgrade progress in game type fast.
  • Disable fast hero revival in game mode fast to avoid game crashes.
  • Add new hero "Furbolg Ursa Warrior".
  • Make Akama hero in hero selection invulnerable.
  • Add custom hero glow to Eredar Warlock and Furbolg Ursa Warrior.
  • Blood Elf Castle requires Altar of Kings now instead of of Blood Elf Lumber Mill.
  • Add Hand of God to Blood Elf Castle.

edit:
Another small update:
  • Green Dragon Egg summons a Green Dragon now instead of a Green Drake.
  • A leaving player is still hostile to Neutral Hostile, The Burning Legion and Bosses players.
  • Add new building "Power Generator" to protect your main base.
  • Add percentage of damage bonus to the tooltip of Command Aura.
  • Add new race "Furbolg".

The new race Furbolg is in an alpha state. Just like Draenei they need to receive some upgrades and weaker base units. For the Draenei I only have to make the base units a bit weaker than they are now. Otherwise, they player is too strong. Furbolg has no AI support yet. It would be another race for Night Elf next to Naga and Night Elf. I am trying to figure out what the Furbolg benefit might be. Maybe strong ground and melee units no air support. Of course they would get the new Furbolg hero for the AI.

The Power Generator helps to protect your one initial base from being overrun. It might be too strong for the moment. I might decrease the defense bonus. My main issue is that some AI bases are overrun in the beginning or if some player starts as Warlord and gets his base completely destroyed early in the beginning. It is some alphas stuff I just want to try.

To make sure you can still ally the AI with each other etc. I might add some voting chat commands. Any player can initiate some voting to change AI alliances. Maybe also to replace the race but that would be much work when the stuff is already built.

The new professions seem okay and summoning dragons early helps to kill creeps but they are not that strong later maybe although the green dragon is pretty strong. Maybe he needs some balancing.

I am also thinking about adding a second race at a later hero level just like I have added a second profession. That would make the game more interesting. You can combine two races but maybe that would be too much.

From my experience online players get a bit confused in the beginning especially when the AI joins the fights. They leave early when their hero dies. Maybe I need to add a noob beginner area with weak creeps and without AI reaching it?

There is also much space now due to the water boundaries of the map. I could add more islands (which cannot be reached by the AI) but I have no idea how the map of WoW looks. This map looks like there are some islands on the left: https://i.redd.it/cp54dlegl1w21.jpg

I might have to readd some messages like "Entering now" or feedback messages when choosing stuff from the original map. It helped for orientation.

Some important TODOS for myself:
  • Finally fix splash damage affecting levers and blocking AI.
  • Finally fix town halls and towers not being replaced by AI when being upgraded.
  • Add zoom chat commands.
  • Add chat commands to start votings about changing alliances of AI.
  • Balance Furbolg and add upgrades and then add AI.
  • Make Draenei units much weaker.
  • Add suicide chat command. Sometimes your hero might get stuck (when another player destroys the bridge, you are lost in the water).
  • Add a new line of quests for Demon. Maybe in Outland or all over the map.
  • Add upgrades for ships and maybe submarines and buildings/towers on the sea. Encourage to attack somehow over the water when the portals are blocked by players using towers/buildings.
  • Make it easier for Freelancers to at least buy an army of mercenaries. Currently, if they spend their gold on mercenaries they won't really last long. They might spend their gold on different stuff. If they have no allied Warlord, the game might become really hard for them. I have the feeling they need some more improvement than fast leveling/attributes and completing quests.
 
Last edited:
Level 7
Joined
Jul 13, 2019
Messages
43
Furbolg's Polar Hut, Cage, Hut, Barracks and Defiled Fountain have 125 health.
Furbolg only has tier 1 items available in their shop, the tier requiring items can't be bought due to not being classified as a tier 3 hall, which also makes it so Portals and Power Generators can't be build.
Furbolg's Defiled Fountain has Replenish Mana and Health but has no mana to use.

Rune of Restoration and Rune of Dispel Magic are swapped in the Runeforger proffesion.
Naga and Furbolgs don't have the Backpack upgrade.
The Furbolg Ursa Warrior's abilites can be leveled up at level 3, then level 6 to 9 etc.
The Furbolg Ursa Warrior's ultimate(Corruption) doesn't make the hero change skin immediately when you use it, it only changes the skin after it expires.
 
Level 16
Joined
Feb 2, 2006
Messages
992
Update:
  • Make Furbolg Tribal Center a tier 1-3 and altar equivalent.
  • Furbolg Huts produce 20 food now.
  • Add more heroes to the hero equivalent in the gameplay constants.
  • Reset hero ability skip level from 3 to 2.
  • Remove spiders from the Furbolg Cage to reduce the number of possible units.
  • Increase defense and hitpoints of Furbolg buildings.
  • Change classification of the Furbolg Tribal Center to town hall.
  • Add Furbolg Backpack upgrade.
  • Add Naga Backpack upgrade.
  • Swap crafted items for Advanced and Adept for profession Runeforger.
  • Increase collision and pathing of the Furbolg Tribal Center.
  • Add Battle Stations to Furbolg Huts.
  • Add warrior upgrades to Furbolg Barracks.
  • Reduce the number of Polar Furbolgs to be available for the race Furbolg.
  • Rename Furbolg Cage to Wolves Cage.
  • Replace abilities of Furbolg Ursa Warrior and remove Chaos damage.
  • Add ability Ensnare to the Furbolg Trackers against air units.
  • Remove Chaos damage from Furbolg Elder Shaman.
  • Add Devour to Giant Wolf of Furbolg.
  • Add upgrades for Furbolg Shamans.
  • Massively reduce the range of the Power Generator.
  • Reduce the defense bonus of the Power Generator to 7.
  • Reduce the damage of Draenei units.

It will take some time to finish the Furbolg race. Then I will add AI support. Units must become weaker, buildings need hotkeys and custom icons/correct icon positions. I think the spiders were too much but I like them having tamed wolves and having their polar versions. All abilities will get researches etc. I am not sure if I should add 3 tiers. The Power Generator was far too strong and had a big radius. Maybe it is still too strong. It could also have some repair aura or speed aura for repair/build abilities.

Update 2:
  • Add Book of Mercenaries for Freelancers to summon units depending on the current area.
  • Add hotkeys and fix icon positions for Furbolg buildings.
  • Fix tooltips of Furbolg upgrades.
  • Increase the priority of the Power Generator.
  • Change icon of Corruption.
  • Change unit skin of Corruption.
  • Add inventory ability to more Furbolg units.
  • Add chat commands "-far", "-close" and "-camdist X".
  • Add Lumber Camp to Furbolg.
  • Add upgrades for abilities to Furbolg.
  • Remove Chaos damage from Furbolg Champion.
  • Add Corruption to Furbolg Shamans.
  • Add Shadow Meld to Furbolg buildings.
  • Add Auto Repair aura to Power Generators.
  • Add two more abilities to the Freelancer book.
  • Add neutral passive buildings to Archimonde's area.
  • Add chat command for hero suicide.
  • Add Give Units to another Player and Reward Freelancer to Furbolg Tribal Center.
  • Add tower limit to Furbolg towers.
  • Fix some icons and requirements for the Furbolg race.
  • Add housing limit to Furbolg housings.
The Book of Mercenaries should give the Freelancers a push. I have the feeling that after a while Warlords will always level faster due to their army. Freelancers need some love. The AI levels pretty fast as well.

Some people tried "-far", so I added chat commands.

Furbolgs got upgrades, fixes and buildings etc. The Corruption spell should be like Hex but create an invulnerable corrupted crazy Furbolg who damages the own units.

The Auto Repair spell helps to avoid wasting resources on repairing the main base and protects it from attacks.

The suicide chat commands helps if your hero gets stuck.

Unfortunately, I had a crash when the Lich King quest 1 was completed. I still heard the sound of KelThuzadPissed4 and then it crashed. Not sure it the crash was really related to the quest :( Any feedback would be nice. Crashes are quite annoying for these long games.

Some more ideas:
  • Do not allow to pick up other profession items. Otherwise you can always repick and then craft different items and pick them up.
  • Short chat commands to repick only the profession or only the race or only the hero.
  • A second race at some point for Warlords.
  • Some upgrades/features for the freelancer mercenaries at certain hero levels.
 
Last edited:
Level 5
Joined
Jun 7, 2016
Messages
19
I tested all the portals seems like five of them are buggy (sometimes) and maybe not recognized by AI or NPC's pathfinding. I tested it by using NPC that are close to the portal.

First is the Theramore portal. I used NPC Jaina and put her inside the portal, when the NPC Jaina tried to get back to her position in Theramore, instead of going to Theramore Portal it goes to the Barrens Portal.

Second is the Night Elf portal, and I used the Naga Royal Guard to go to the Portal, and later it used Barrens Portal instead of Night Elf portal to get back to his position. Tested again with Tyrande NPC and result the same.

Third is the Naga portal. Used the Sea Giant Behemoth, and it looks like it used the Theramore Portal instead of the closest portal which is Naga Portal. I tested this again using non-swimming unit and that's Makrura Prawn and the result is the same. Tested this again for the third time, this time I used the Makrura Snapper and the result is different and weird, the Makrura Snapper was about to come to the Naga portal and later in its head "NOPE! I'm going to the barrens portal." and later got stuck in Stonemaul Arena, and after few seconds it go the Barrens Portal again and was about to come to Naga Portal and "NOPE!" again and it repeats infinitely. I tested this again with different unit, Makrura Deepseer which is close to Makrura Snapper and the result is the same. (So this is why I'm seeing an AI roaming their units in Barrens and Stonemaul Arena like an idiot.)

Fourth and Fifth portal are the Northrend. This time I am pretty sure nobody blocks them because I did not used any AI and I only tested it using one unit. The right Northrend portal, tested it with Arachnathid Earth-boner used the Barrens portal. Left side portal results the same except it used the Portal that is close to Sunstrider.

The AI/NPC are maybe lazy or too stupid, they only go to the five portal I mentioned only when they're close to the portals, I have no idea why the some of the NPC units in Naga base used the Theramore Portal considering they're too far to the Portal of Naga base.

The portal that I didn't mentioned are working with AI without a problem. (Barrens Portal, Portal that's close to Stormwind, Portal to Archimonde, Portal close to Sunstrider.)

The Burning Legion AI only controls Pit Lord because you put "if-elseif-elseif" instead of "if-if-if" in the function InitHero in its Script.
When -nowin enabled and Archimonde died, Burning Legion AI will revive him and later include him in its army, is this intentional?

I found solution regarding to the multiple Town Hall build. The only problem is, after the AI got the tier 3 town hall, it stop following the function BuildingStrategy which means its units will never get maxed and if you destroyed its base, it'll never rebuild. I do not have any idea what is the problem here because I only changed the condition in getting tier 2 town hall and nothing else. So any idea why this is happening? (Maybe the AI really needs all the tiers of town hall, Maybe.) If you add "if" to getting tier 3, the AI will malfunction and never do anything, and again I do not have any idea why.
if GetUnitCount(BLOOD_ELF_TOWN_HALL) == 1 then
call SetBuildUnit( 1, BLOOD_ELF_KEEP )
endif
.....
if GetUnitCount(DEMON_GATE_1) == 1 then
call SetBuildUnit( 1, DEMON_GATE_2 )
endif
Do you mean the actual NPC when he is just standing there or the hero selected as bonus hero?
This is what I meant, the NPC Anub'arak who gives quest, auto-cast the Carrion Beetles, and the ability's Tooltip is in another language.
WC3ScrnShot_071021_145608_03.png
Is this intentional for Burning Legion and Hostile Hero??
WC3ScrnShot_071321_203824_01.png
WC3ScrnShot_071421_220214_03.png
Is this intentional that the Maelstrom don't kill Hostile NPC units?
WC3ScrnShot_071421_193800_01.png
After the update, this starts to appear in Burning Legion's Eredar Warlock hero. What is this status anyway?
WC3ScrnShot_071421_220210_02.png
Can you maybe perhaps max the tech tree of hostile units or in a specific elapsed time?

When there is no AI other than Burning Legion, the Burning Legion attack the boss Kil'jaeden, I thought you added a level required for AI to attack powerful bosses? Maybe it is because of Archimonde.

Hostile hero Akama from Archimonde do not respawn. Right now the hostile hero in the team "Bosses" are respawning.

Goblin Zeppelin in melee hold 8 slots, why did you change it to three? Three is too low, maybe make it five slot atleast. (This benefits the AI a lot.)

Dreadlord's inferno ability only good at early and sucks at late game. Max inferno can't even kill half of Spawned units of max Demon Master from Pit Lord which is very bad considering Infernal from Inferno is timed unit while units from Demon Master is permanent.

I'm trying to learn how JASS works to solve the AI malfunction. It seems like it is going to take me forever to learn this.
 
Level 16
Joined
Feb 2, 2006
Messages
992
I tested all the portals seems like five of them are buggy (sometimes) and maybe not recognized by AI or NPC's pathfinding. I tested it by using NPC that are close to the portal.

First is the Theramore portal. I used NPC Jaina and put her inside the portal, when the NPC Jaina tried to get back to her position in Theramore, instead of going to Theramore Portal it goes to the Barrens Portal.

Second is the Night Elf portal, and I used the Naga Royal Guard to go to the Portal, and later it used Barrens Portal instead of Night Elf portal to get back to his position. Tested again with Tyrande NPC and result the same.

Third is the Naga portal. Used the Sea Giant Behemoth, and it looks like it used the Theramore Portal instead of the closest portal which is Naga Portal. I tested this again using non-swimming unit and that's Makrura Prawn and the result is the same. Tested this again for the third time, this time I used the Makrura Snapper and the result is different and weird, the Makrura Snapper was about to come to the Naga portal and later in its head "NOPE! I'm going to the barrens portal." and later got stuck in Stonemaul Arena, and after few seconds it go the Barrens Portal again and was about to come to Naga Portal and "NOPE!" again and it repeats infinitely. I tested this again with different unit, Makrura Deepseer which is close to Makrura Snapper and the result is the same. (So this is why I'm seeing an AI roaming their units in Barrens and Stonemaul Arena like an idiot.)

Fourth and Fifth portal are the Northrend. This time I am pretty sure nobody blocks them because I did not used any AI and I only tested it using one unit. The right Northrend portal, tested it with Arachnathid Earth-boner used the Barrens portal. Left side portal results the same except it used the Portal that is close to Sunstrider.

The AI/NPC are maybe lazy or too stupid, they only go to the five portal I mentioned only when they're close to the portals, I have no idea why the some of the NPC units in Naga base used the Theramore Portal considering they're too far to the Portal of Naga base.

The portal that I didn't mentioned are working with AI without a problem. (Barrens Portal, Portal that's close to Stormwind, Portal to Archimonde, Portal close to Sunstrider.)

The Burning Legion AI only controls Pit Lord because you put "if-elseif-elseif" instead of "if-if-if" in the function InitHero in its Script.
When -nowin enabled and Archimonde died, Burning Legion AI will revive him and later include him in its army, is this intentional?

I found solution regarding to the multiple Town Hall build. The only problem is, after the AI got the tier 3 town hall, it stop following the function BuildingStrategy which means its units will never get maxed and if you destroyed its base, it'll never rebuild. I do not have any idea what is the problem here because I only changed the condition in getting tier 2 town hall and nothing else. So any idea why this is happening? (Maybe the AI really needs all the tiers of town hall, Maybe.) If you add "if" to getting tier 3, the AI will malfunction and never do anything, and again I do not have any idea why.
if GetUnitCount(BLOOD_ELF_TOWN_HALL) == 1 then
call SetBuildUnit( 1, BLOOD_ELF_KEEP )
endif
.....
if GetUnitCount(DEMON_GATE_1) == 1 then
call SetBuildUnit( 1, DEMON_GATE_2 )
endif

This is what I meant, the NPC Anub'arak who gives quest, auto-cast the Carrion Beetles, and the ability's Tooltip is in another language.
Is this intentional for Burning Legion and Hostile Hero??
Is this intentional that the Maelstrom don't kill Hostile NPC units?
After the update, this starts to appear in Burning Legion's Eredar Warlock hero. What is this status anyway?
Can you maybe perhaps max the tech tree of hostile units or in a specific elapsed time?

When there is no AI other than Burning Legion, the Burning Legion attack the boss Kil'jaeden, I thought you added a level required for AI to attack powerful bosses? Maybe it is because of Archimonde.

Hostile hero Akama from Archimonde do not respawn. Right now the hostile hero in the team "Bosses" are respawning.

Goblin Zeppelin in melee hold 8 slots, why did you change it to three? Three is too low, maybe make it five slot atleast. (This benefits the AI a lot.)

Dreadlord's inferno ability only good at early and sucks at late game. Max inferno can't even kill half of Spawned units of max Demon Master from Pit Lord which is very bad considering Infernal from Inferno is timed unit while units from Demon Master is permanent.

I'm trying to learn how JASS works to solve the AI malfunction. It seems like it is going to take me forever to learn this.
thx for all the feedback. I will try to fix most of the stuff. Let's see:

My idea for the portals was to add a target location next to the portal back per portal instead of using the center location in outland for all the portals. This might improve the path finding a bit. Warcraft path finding has some issues if the distance is too big.

I will fix the Burning Legion hero bug thx for finding it. Hmm it is not really intentional that he is revived and used but why not. You can continue fighting him. Actually he should be ignored by the AI by default or used as guard to avoid him running around on the map.


I had played around with the tier 1-3 town hall bug a bit and had no satisfying solution. I think I found the issue (see bottom of this post).


I can disable the ability for Anub'arak and translate his ability into English. Did not know that. Did he cast it whenever there were neutral aggressive units? He should not be controlable?

The Akama hero in the creep camp is intentional but he should belong to the Boss players and have the spell. Neutral hostile units should be killed by the Maelstorm. I can fix that.

The hero buff is due to a custom hero glow ability. Not sure how to disable the buff icon. It is intentional that he has a hero glow now as the Furbolg hero.

What do you mean by max out techtree? Evolution? It depends on the highest human hero level I think. Do you want it to be maxed after some time?

They should not attack Kil Jaeden. I have to fix his unit (not hero) level and increase it. They should always go to other creep camps first. However, there are these lines:

Code:
    // Target Priority #7
    if (target == null) then
        set target = GetCreepCamp( 10, 100, true )
    endif
So they consider a high level creep camp last. I could disable that for some AIs and actually since he belongs to the player Bosses now, it should not be considered a creep camp. So maybe they attack it since they think "Bosses" is another AI player. In this case I have to somehow exclude the Bosses player from the AI enemy players or make the Burning Legion allied but then they won't attack the Akama hero. Interesting.

Goblin Zeppelin was not changed by me I think. Probably in the original Reborn map. I can change it back since AI heavily relies on it now.

I would replace Dreadlord's Inferno by Rain of Chaos and increase the number with every level and make the Infernals a bit stronger.

Thx for all the feedback. It is hard to keep track of everything.


The solution for the tier/boulder tower upgrade issue is the following JASS function in the common.ai file from Blizzard:
Code:
//============================================================================
function TownCountEx takes integer unitid, boolean only_done, integer townid returns integer

    local integer have_qty = GetUnitCountEx(unitid,only_done,townid)

    if unitid == TOWN_HALL then
        set have_qty = have_qty + GetUnitCountEx(KEEP,false,townid) + GetUnitCountEx(CASTLE,false,townid)
    elseif unitid == KEEP then
        set have_qty = have_qty  + GetUnitCountEx(CASTLE,false,townid)

    elseif unitid == WATCH_TOWER then
        set have_qty = have_qty + GetUnitCountEx(GUARD_TOWER,false,townid) + GetUnitCountEx(CANNON_TOWER,false,townid) + GetUnitCountEx(ARCANE_TOWER,false,townid)

    elseif unitid == PEASANT then
        set have_qty = have_qty + GetUnitCountEx(MILITIA,false,townid)

    elseif unitid == GREAT_HALL then
        set have_qty = have_qty + GetUnitCountEx(STRONGHOLD,false,townid) + GetUnitCountEx(FORTRESS,false,townid)
    elseif unitid == STRONGHOLD then
        set have_qty = have_qty + GetUnitCountEx(FORTRESS,false,townid)

    elseif unitid == HEAD_HUNTER then
        set have_qty = have_qty + GetUnitCountEx(BERSERKER,false,townid)

    elseif unitid == SPIRIT_WALKER then
        set have_qty = have_qty + GetUnitCountEx(SPIRIT_WALKER_M,false,townid)
    elseif unitid == SPIRIT_WALKER_M then
        set have_qty = have_qty + GetUnitCountEx(SPIRIT_WALKER,only_done,townid)

    elseif unitid == NECROPOLIS_1 then
        set have_qty = have_qty + GetUnitCountEx(NECROPOLIS_2,false,townid) + GetUnitCountEx(NECROPOLIS_3,false,townid)
    elseif unitid == NECROPOLIS_2 then
        set have_qty = have_qty + GetUnitCountEx(NECROPOLIS_3,false,townid)

    elseif unitid == ZIGGURAT_1 then
        set have_qty = have_qty + GetUnitCountEx(ZIGGURAT_2,false,townid) + GetUnitCountEx(ZIGGURAT_FROST,false,townid)

    elseif unitid == GARGOYLE then
        set have_qty = have_qty + GetUnitCountEx(GARGOYLE_MORPH,false,townid)

    elseif unitid == TREE_LIFE then
        set have_qty = have_qty + GetUnitCountEx(TREE_AGES,false,townid) + GetUnitCountEx(TREE_ETERNITY,false,townid)
    elseif unitid == TREE_AGES then
        set have_qty = have_qty + GetUnitCountEx(TREE_ETERNITY,false,townid)

    elseif unitid == DRUID_TALON then
        set have_qty = have_qty + GetUnitCountEx(DRUID_TALON_M,false,townid)
    elseif unitid == DRUID_TALON_M then
        set have_qty = have_qty + GetUnitCountEx(DRUID_TALON,only_done,townid)

    elseif unitid == DRUID_CLAW then
        set have_qty = have_qty + GetUnitCountEx(DRUID_CLAW_M,false,townid)
    elseif unitid == DRUID_CLAW_M then
        set have_qty = have_qty + GetUnitCountEx(DRUID_CLAW,only_done,townid)

    elseif unitid == ILLIDAN then
        set have_qty = have_qty + GetUnitCountEx(ILLIDAN_DEMON,false,townid)

    endif
    return have_qty
endfunction
This function is called by the build loop and used by TownCount which is used by StartUnit to check if the unit should be build at all. As you can see it clearly has some hardcoded unit types for which it counts the upgraded versions.

My map either needs to use a modified common.ai file or use a different custom function instead of SetBuildUnit.
 
Level 5
Joined
Jun 7, 2016
Messages
19
I can disable the ability for Anub'arak and translate his ability into English. Did not know that. Did he cast it whenever there were neutral aggressive units? He should not be controlable?
He is using Carrion Beetle (because of auto-cast) whenever there is a corpse nearby. I controlled him and the hostile units by using cheat pack, very useful for testing and debugging though.

What do you mean by max out techtree? Evolution? It depends on the highest human hero level I think. Do you want it to be maxed after some time?
I meant is, the upgrades like Unholy Strength, Unholy Armor, Iron Forged Swords, etc..
 
Level 16
Joined
Feb 2, 2006
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992
The techtree should actually be maxed for all races if you look at the AI scripts. If there is some upgrades which are not maxed or the AI stops at some point please be more specific and I am trying to fix it. In the past Runeblade14 did already find some upgrades which were missing from the AI scripts or specific points where the AI building got stuck.

It takes some time for the AI to do it. If you use the cheats warpten and greedisgood you will see how fast it goes. They build armies and upgrades at the same time.
 
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The techtree should actually be maxed for all races if you look at the AI scripts. If there is some upgrades which are not maxed or the AI stops at some point please be more specific and I am trying to fix it. In the past Runeblade14 did already find some upgrades which were missing from the AI scripts or specific points where the AI building got stuck.

It takes some time for the AI to do it. If you use the cheats warpten and greedisgood you will see how fast it goes. They build armies and upgrades at the same time.
I said the Hostile Units, not the AI.
 
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But they are only affected by Evolution (at least the creeps) or are there any Hostile units belonging to a race or do you mean that creeps should use some of the upgrades except Evolution?!
I meant is, Neutral Hostile Units that is upgradable should be upgraded (Maybe a certain time). Like for example the Draenei units at Outland and Naga units in Night Elf.
...
In WoW reanimated, all hostile units are all maxed upgraded at the beginning.
 
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Level 16
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Hm but why should neutral hostile units be affected by race upgrades. Some of the creeps only have Evolution as affecting upgrade. I can give Neutral Hostile max upgrades but creeps might be too strong and I do not see a real advantage.

Small but important update:
  • Use custom target locations per Outland portal to improve path finding.
  • Fix setting 3 heroes for the Burning Legion AI.
  • Disable Carrion Beetles for Anub'arak NPC.
  • Translate tooltip of Carrion Beetles into English.
  • Kill neutral hostile units in the Maelstrom.
  • Set unit level of Boss Kil'jaeden to 60.
  • Use Archimonde boss as guard of the Burning Legion base.
  • Reset cargo hold number for Gobiln Zeppelins from 3 to 8.
  • Reset level skip requirement for ability Shadow Word Death.
  • Replace Dreadlord Inferno with Rain of Chaos.
  • Change owner of creep spot Akama to Bosses to fix hero revival.
  • Remove buff from custom hero glow ability.
  • Fix counting of Blood Elf and Demon town halls and of Draenei Boulder Towers and Fortified Infernal Juggernauts for AI to reduce the number of buildings.

The last fix helps to give the AI much more space and hopefully fixes the stuck units.
 
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Hm but why should neutral hostile units be affected by race upgrades. Some of the creeps only have Evolution as affecting upgrade. I can give Neutral Hostile max upgrades but creeps might be too strong and I do not see a real advantage.
Well that's why I said maybe in specific time, upgrades are not strong at late game since the AI use a lot units to fight, and it's actually long time to get to level 35 for the creeps to get Evolution upgrades.
  • Fix counting of Blood Elf and Demon town halls and of Draenei Boulder Towers and Fortified Infernal Juggernauts for AI to reduce the number of buildings.
You forgot the BLOOD_ELF_SCOUT_TOWER

Aren't you going to fix the Captain from Mercenary Camp from Suntrider Isle?
The Burning Legion AI getting stuck in building structures when it trying to build it in the middle of Imps working on gold mines.
 
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Forgot about the Captain and thought I had fixed him. Thx for the feedback. I could decrease the limit for Evolution for the creeps like level 25 or something or make it time based. Some Warlords won't level fast with their hero but have a big army so maybe it should not depend on the hero's level alone.
 
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You forgot to remove the following to the Burning Legion AI because of this the AI malfunction.
constant integer DEMON_FORTIFIED_INFERNAL_JUGGERNAUT = 'u00H' // watch tower and farm constant integer DEMON_FORTIFIED_INFERNAL_MACHINE = 'u007' // farm

  • Remove buff from custom hero glow ability.
Did you changed it to Tornado tooltip?
WC3ScrnShot_072221_161458_01.png
  • Use custom target locations per Outland portal to improve path finding.
The NPC path finding still like before, but in the NPC in Northrend if the Night Elf portal or the Barrens Portal is close to the NPC, it will go in there.
Aside from that, everything is the same.

Harpy Queen isn't invulnerable which can be killed and can finish the quest from Cairne without completing Thrall quest nor making the quest active. Harpy Queen is freezed even if the quest is active which is very easy to complete the quest.
 
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Level 16
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thx for the feedback. I changed the Tornado buff back to the original but apparently it is the wrong one. I will experiment around if I find one which is invisible.

I don't think I can do much about the NPC path finding except making the portal rects bigger and maybe move units away from it. Warcraft's path finding sucks if the distance is too big :(
 
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I don't think I can do much about the NPC path finding except making the portal rects bigger and maybe move units away from it. Warcraft's path finding sucks if the distance is too big :(
Good thing the AI uses Zeppelin when stuck, but the problem is most of the time I see AI from Northrend from both sides don't have Zeppelin, I think you should add Goblin Laboratory where most of the AI commonly go.
 
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I can add one to both bases.

edit:
2021-07-23, Version 1.8:
  • Fix counting of Blood Elf Scout Towers.
  • Make more space at the Burning Legion base.
  • Add food cost, increase gold cost and add tooltips to the Captain available in Sunstrider Mercenary camp.
  • Allow Evolution at hero level 20 instead of 30.
  • Make Harpy Queen invulnerable from start.
  • Fix The Burning Legion AI by removing constants for farms and towers.
  • Add Goblin Laboratories to both Northrend bases.
  • Remove repick time limit.
  • Reset buff to Hero for custom hero glows.
 
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The Night Elf and Undead AI don't build a citizen in their build order, which makes them unable to build a power generator and thus proceed.
What would you think for Demon units with chaos damage for the Burning Legion AI?
To make their units be more powerful then the normal Demon race.
 
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Thx for the feedback. They did not train them since they had no housings. I will fix it. I think it is a good idea to make the Burning Legion a bit special and give it more meaning in the game. Especially, in the late game when you get bored after completing quests and building a huge army you should have the option to fight something for a long time.

Maybe I can solve it with a unit upgrade affecting all Demon units.
 
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Upgrades do not allow changing the damage type and I don't know any ability to change only the damage type, so I will have to copy all units and use the chaos ability or something for the Burning Legion :(
Actually, the upgrade can change the damage type by using the Data Effect "Enable Attacks" then "Attacks 2 only"(which is the chaos attack). You need to add "Attack 2" chaos type for every unit of the demon race, you must do it correctly else attack 2 will not show and work. This may not work on units that have two intended attack types like ghouls, peasant, peon, etc.. which is not the case since most units of the demon race do not have two intended attack types. Make an upgrade like that, and make that upgrade already researched to the Burning Legion, and there we go problem solved.
 
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Blood Elves Masonry upgrade doesn't work on some of it's buildings, specifically Blood Elf Arcane Vault, Arcane Tower, Farm, Altar of Kings.
The Burning Legion AI uses the Archimonde defense units(Big Infernal Juggernaut, Lady of Suffering and Magma Giant) sometimes to attack opponents, and they're affected by Evolution which boosts their HP quite a bit. Maybe have Archimonde be under bosses and have them allied, but not the same AI?.
Just noticed that Archimonde moves as well.
The ''Profession2'' command can be used multiple times when you hit level 25, giving an infinite number of professions.

Could an optional permadeath for the AI be added to normal/fast? Right now it's only enabled/available in hardcore mode, with the AI in normal/fast infinitely reviving, would be nice to have it be an option in that.
What would you think of a miniboss per area? Something like a normal hero representing the area, half the level roughly of the normal boss there, kinda like the Dreadlord at Varimathras.
Or if possible a respawning Paladin boss somewhere, to be able to complete the 3rd forsaken quest if no player/AI has a Paladin.
I've posted a few screenshots about it in the discord, basically WoW Reanimated has a final quest only possible if you've completed all the other major quests and killed specific bosses, the quest summons Sargeras as basically a final super boss, what would you think about that for the Burning Legion quests?
(Edit) If you build the Temple of Light/Darkness after getting Demigod of Light/Darkness, when it completes the hideout gets instantly destroyed and when I tried to get another hideout it's destroyed the moment you select it to be build. I tested it, and although I can't explain why, if you have 10 or more masonry upgrades on your hideout and you upgrade it to any level of the hideout, it's automatically destroyed, and if you build another hideout it's destroyed the moment you build it.
 
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do you have any plans of changing the terrain? I like the map and it gives me lots of memories of WoW Reanimated. just feels like the terrain would need to be updated.
 
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