Version 2.0.3 PTR Notes

PTR Version 2.0.3

General

  • Added a countdown timer to the UI for construction and training
  • Fixed an issue where map music would sometimes continue playing at the end of a map, or during a cinematic
  • Fixed an issue where some triggers would sometimes not be saved correctly
    • Existing saved games may still have this issue, but any new ones should now be saved correctly
  • Fixed an issue where going into a single player custom game would sometimes put you into a multiplayer lobby

Performance

  • Optimized AI functions for finding build locations
    • Please watch for and report unexpected behavior changes
  • Optimized heavy particle counts of some Reforged VFX

Visuals

  • Updated Reforged shaders. Players should see improved intensity of shadows and lighting
  • Added options for ambient occlusion and bloom in the options menu
    • Note that these settings will lower performance when enabled in 4K resolution
  • Fixed an issue where units with transparency were less transparent than intended when on water
  • Fixed an issue where custom unit portraits were incorrectly inheriting a portrait from their base units
  • Fixed an issue where icons for custom skins would sometimes show their base icons
  • Fixed an issue where units would sometimes be invisible after loading a saved game
    • Existing saved games may still have this issue, but any new ones should now be saved correctly

World Editor

  • Fixed an issue with weather effect [RAhr] triggering permanent rain
  • Fixed an issue with the model viewer window being incorrectly scaled
  • Fixed an issue with the Summoned Units window being incorrectly scaled
  • Fixed an issue where [AIsb] was not respecting the cooldown of its attached ability when used on an item
  • Fixed an issue where [AIf2] had hidden bonus damage and attack index data fields
  • Fixed the following natives:
    • The following changes affect many natives and fields, and are an attempt to fix some broader systems instead of individual bugs. Please report any bugs (or new fixes) related to these changes:
      • Fixed dozens of broken BlzSetAbility____Field natives
      • BlzSetAbility____LevelField natives now attempt to forcibly refresh the ability’s data so changes are reflected. For example, orb of fire (AIf2) now has its damage bonus properly updated due to this change
    • BlzSetUnitIntegerField now supports UNIT_IF_PRIMARY_ATTRIBUTE
    • BlzSetUnitWeaponIntegerField now supports UNIT_WEAPON_IF_ATTACK_WEAPON_TYPE
    • BlzSetUnitWeaponIntegerField no longer causes a crash when trying to set a field related to an attack type the unit didn’t originally have
    • BlzSetUnitWeaponIntegerField now works properly with the following fields:
      • UNIT_WEAPON_IF_ATTACK_MAXIMUM_NUMBER_OF_TARGETS
      • UNIT_WEAPON_IF_ATTACK_DAMAGE_NUMBER_OF_DICE
      • UNIT_WEAPON_IF_ATTACK_DAMAGE_SIDES_PER_DIE
      • UNIT_WEAPON_IF_ATTACK_DAMAGE_BASE
    • BlzSetUnitIntegerField(unit, UNIT_IF_MOVE_TYPE, 2) now properly allows a ground unit to fly
    • Added a new field UNIT_RF_FLY_MAX_HEIGHT (ufmh)
    • BlzSetUnitBooleanField now properly sets UNIT_BF_HIDE_MINIMAP_DISPLAY
    • BlzSetUnitStringField now immediately updates the unit’s shadow when using UNIT_SF_SHADOW_IMAGE
    • BlzSetUnitRealField now correctly sets UNIT_RF_CAST_POINT and UNIT_RF_CAST_BACK_SWING regardless of when you spend your first skill point
  • The following features can now be found under Map Options
    • Added the ability to force players to use a specific zoom level
    • Added the ability to remove the ‘!’ from denying appearing

Hotkeys

  • Significantly increased the amount of bindable keys
  • Added new bindable commands for Menu, Game, Replay, and Observer commands
  • Added a Conflicts section in the hotkey menu to display any key conflicts
    • Clicking on a conflict will bring you the relevant hotkey
  • Added support for non QWERTY, non English keyboard layouts while using grid keys

Multiplayer

  • Fixed an issue with Arranged Team badges not displaying correct info
  • Fixed an issue with MMR and level not being displayed on loading screens
  • Added MMR data to Solo and Arranged Team Badges
  • Adjustments were made to how MMR gains and losses are calculated

Balance

General

  • All weapons with a ground area of effect attack have the Ward unit type added to their list of area of effect targets.

Orc

  • Pulverize can now target Wards
  • Burning Oil can now target Wards

Night Elf

  • Pick up Archer, Mount Hippogryph, and Dismount cooldowns decreased from 30 to 5

Undead

  • Units resurrected by Raise Dead now have access to their abilities they had when they were alive
  • Lich Frost Nova range increased from 700/700/700 to 750/750/750

Neutral

  • Pitlord Cleave can now target Wards
  • Dark Ranger Drain Life mana cost decreased from 50/50/50 to 25/25/25
  • Dark Ranger Drain Life self damage type changed from Magic to Universal. This will allow Life Drain to continue to transfer while the caster is magic immune
  • Tinker Pocket Factory spawn interval decreased from 5/4.5/3.5/3 to 4.5/4/3.5/3 per Engineering level
  • Tinker Cluster Rockets max damage per interval increased from 105/195/300 to 200/250/300
  • Brewmaster Breath of Fire damage increased from 65/125/170 to 80/130/180
  • Brewmaster Breath of Fire max damage increased from 480/800/1200 to 600/900/1200
  • Brewmaster Breath of Fire area of effect from 125/125/125 to 25/25/25
  • Brewmaster Breath of Fire final area of effect from 300/300/300 to 125/125/125
    • Previously, Breath of Fire could hit units that were significantly farther away than the visuals of the spell suggested. These changes make it so that the area of effect are brought in line with the visuals. The area of effect parameter controls the initial width of the Breath, while the final area of effect controls the radius at the tail end of the spell. To compensate for the nerf to range, overall damage of the spell has been increased.

Creeps

  • Removed Vampiric Aura and Death Coil from Level 3 Skeletal Orc

Bug Fixes

  • Fixed an issue with Tinker stacking the effects of regeneration from items when killed in Robo-form
  • Fixed an issue where Demon Hunter Immolation would continue to drain mana when turned off if Immolation is leveled during Hex
  • Units that are hexed will no longer have a short window where their items bonuses do not apply to them
  • Orb effects will now properly proc when units auto acquire targets.
  • Orb of Slow and Orb of Lightning will now function properly if bought while silenced
15 Likes

Great changes overall, especially the Orb fixes—those are long overdue and very appreciated. It’s fantastic to see meaningful progress on both the editor and game systems.

That said, it would mean a lot to see the Critical Lobby Bug addressed as well. With lobbies breaking after 15–17 minutes, it’s currently very difficult to test or enjoy custom maps reliably, even with these new features. Without a fix, many of these awesome changes may sadly go unseen in the custom game scene.

Warcraft III has such a creative community behind it, and these updates show real promise—we just need stable lobbies to help bring it all to life.

Thanks again for the continued work. Hoping for more good news soon.

13 Likes

please revert panda breath of fire nerf just increase fire animation size
the size nerf will have major negative implications for fighting against certain builds

love most everything else

1 Like

awesome changes to hotkeys
awesome to display production in seconds
awesome to see work improve overall
awesome to see world editor getting love
awesome to see explanations from you for certain changes

so far big win
(drag scroll didnt work anymore while i was testing, would love to get that fixed)

7 Likes

WC3 Reforged is coming to Gamepass in less than a week, so I hope Blizzard fixes/addresses this. Seems like a missed opportunity for such a large influx of potential new players to be met with bugged custom game lobbies, which helped popularize massive modern genres like MOBAs. I’m happy to see updates, but I would be happier to be able to reliably play/create custom games. I like to hope for a world where we can do both! :smiley:

1 Like

Please make a minor fix for the Editor: It would be nice if we don’t have to resize the columns of the Variable window every time we open it. This was also broken not too long ago.

1 Like

It’s not mentioned in the patch notes but I noticed after logging into the menu on Mac (M1 Pro Macbook Pro), the menu is no longer extremely laggy. The performance is actually acceptable now.

Whatever you guys did to improve Mac’s menu performance, please keep it.

2 Likes
  • Added a countdown timer to the UI for construction and training
  • Fixed an issue with the model viewer window being incorrectly scaled
  • Fixed an issue where custom unit portraits were incorrectly inheriting a portrait from their base units
  • Fixed an issue where units would sometimes be invisible after loading a saved game
  • Fixed an issue where map music would sometimes continue playing at the end of a map, or during a cinematic
  • Fixed an issue where going into a single player custom game would sometimes put you into a multiplayer lobby
  • Significantly increased the amount of bindable keys
  • Orb effects will now properly proc when units auto acquire targets

YEEEES!
Thank you!

Pretty much the only things I could ask for now are a toggle to bring back the legacy Main Menu and a fix for lobbies disappearing

4 Likes

Highlights here:

Love seeing things like this that shake up the meta. I am concerned that Brewmaster changes are too much. Shaking up the meta is good but I’m not happy to see a nerf to the AoE size. We will have to see PTR games to see how they shake out.

Blizzard, patches and bug fixes like this give players like me some hope, bit by bit, that you do care about the game. Whatever company-related issues that are stopping you from providing fixes to the biggest issues I hope are overcome and more people keep learning about this awesome game.

My #1 thing that I hope you all fix one day is the Drop Bug, where games fail to launch after matchmaking finds a game. If that’s fixed I feel it would go a long way to make Reforged feel like a product that’s ready to be big.

1 Like

finally orb fix. bindable keys very good. panda change feels weird and is gonna stress people out unnecessarily, could just make bigger animation? Also there’s no way a small increase in damage makes up for the amount of units you can’t hit any more this doesn’t seem right at first glance.

2 Likes
  • Adjustments were made to how MMR gains and losses are calculated

Can you elaborate on how this is going to affect 4v4 MMR?

Because right now 4v4 MMR system is quite bad. Players start off at 4k MMR and it’s almost impossible to break even 5k MMR unless you’re extremely good. I got 90%+ win rate in 4v4 after 150+ games in the new season and my MMR is only just 4800 right now. This MMR system is supposed to go up to 10k MMR

1 Like

Hello!
Are you planning to fix the creation of closed lobbies?
Currently whenever a lobby is created (open or closed), all players in the multiplayer will see it in the lobby list.

Pretty nice changes!

Will 3v3 and 4v4 AT’s be mixed with RT’s?

My friends and I can’t find games and we have to take turns playing 2v2’s.

4 Likes

Pandaren is one of the most overtuned and oppressive heroes in the game for 1v1.

So many low-hp unit strategies are completely not worth investing in simply because the enemy can instantly counter it by getting the pandaren.

Not to mention that the Pandaren is one of the best AOE damage heroes, one of the tankiest heroes, one of the best auto-attack heroes and one of the best item scaling heroes in the game - while also having a phenomenal AOE debuff and the scariest ultimate for 1v1 matches in the entire game.

All that from a neutral hero that you can instantly buy from a tavern.
Ridiculous balancing.

6 Likes

I haven’t tested anything yet but judging by notes alone this is a massive W. Would love to see the tileset limit removed next!

Currently you are still unable to remap inventory items with ALT keys.
I’ve been using AutoHotkey for over a decade, and it would be nice in 2025 to at last be able to remap the top-left inventory slot from Numpad7 to ALT+Q directly from the game.

1 Like

Actually great patch notes, I love that you guys gave map makers the option to select zoom level on a map level, to prevent unintended bugs and or gameplay design that does not work on higher zoom levels.

Now if we only could get toggles for other graphical options being added (like classic HD vs Reforged graphics).

Right now it’s hard to make a map for classic HD because players can have reforged on and the map would look messed up.

Great changes though! good job

EDIT: Just checked the CASC, apparently you guys brought back 3d models to the menu (SD) they’re just not webms anymore, great job!

2 Likes

Please fix the war3mapMap.blp/Map Preview image bug.
Currently, the file does not work as intended — we have to manually re-import it into the map archive after every save to make it function properly.
Also, another welcomed change would be Doodads and Tilesets limit removals.

3 Likes

3D MENUS ARE BACK IN THE GAME

I REPEAT: 3D MENUS ARE BACK IN THE GAME

YES! YES! YES!

No caps allowed, but oh my goodness! I’m so happy!

3 Likes

After patch 2.0.2, where HU were the big (BIG) losers, we now get a patch with small buffs for everyone (and the lich buff not so small)… except HU. Give HU a small buff, even if it’s inconsequential — just for our mental health.