Сегодня вечером для Warcraft III: Reforged вышло ранее
тестировавшееся на PTR обновление 2.0.3, в котором разработчики внесли большое число изменений в баланс расовых и нейтральных юнитов, улучшили стабильность и производительность игры и редактора карт и исправили различные неполадки.

Warcraft III: Reforged Patch Notes - Version 2.0.3Warcraft III: Reforged Patch Notes
Version 2.0.3
July 17, 2025Game Servers- Custom Game lobby advertisements now properly timeout 15 minutes after the most recent player has joined or left
- This timer resets every time a player joins or leaves
- Fixed an issue where some players with classic keys were having licensing problems
- Fixed an issue where custom game invites were not working properly
General- Added a countdown timer to the UI for construction and training
- Ctrl + C now camera tracks a selected unit instead of just snapping to location
- 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
- This should optimize how AI players look for places to build structures, resulting in better performance in games with a high number of AI players
- Please watch for and report unexpected behavior changes
- Optimized heavy particle counts of some Reforged VFX
- Improved performance for rendering terrain
Visuals- Updated Reforged shaders. Players should see improved intensity of shadows and lighting
- Based on feedback, we’ve lowered the brightness of units and portraits in Classic HD graphics
- Replaced the classic main menu and campaign .webm backgrounds with .mdl renders
- Environment Classic HD/Reforged toggles no longer control gold mines and fountains. The Buildings toggle now controls these
- Fixed certain VFX appearing as white squares in Classic HD mode
- Tree idle animation now enabled in Reforged environment
- 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
- Fixed a few model files which were not correctly being included with the game
Audio- Fixed an issue where map music would sometimes continue playing at the end of a map, or during a cinematic
- Fixed an issue where music would overlap with music from a saved game
World Editor- Custom campaigns may now use MDL files for mission select backgrounds
- Increased doodad limit from 30000 to 130000. Use with caution!
- Increased the draw distance in the 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 with Variables window column width not saving after closing the window
- 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 an issue where Barrage upgrade was overwriting the projectile art of the primary attack
- Fixed an issue where a unit that had a health upgrade and spellbook ability would die upon creation
- 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
- ABILITY_RLF_CASTING_TIME now properly updates an ability’s casting time
- 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
- Added a new ability [Amgi]. This ability prevents bouncing missile attacks from bouncing to and from structures
- Users will be able to modify the Targets Allowed field in this ability to modify which unit type will stop the bounces.
- Added a new ability [AUa2]. This ability is the new version of Animate Dead that allows units to carry over their abilities
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
- Removed hotkeys for passive abilities
- Hotkeys for learning passive abilities still exists
- Unlinked Peasant and Militia hotkey conflict detection
- Changed the ordering of mercenaries so that it is possible to assign QWER to every camp without conflict
- Removed Pocket Factory from the list of Neutral Buildings
- Removed Select Unit ability from the Tavern
- Fixed an issue where Hero Select and Inventory keys were not detecting conflicts
- Added Nether Dragon Roost to Neutral Buildings
- Added Entangled Gold Mine to Night Elf Buildings
Multiplayer- Added a Makrura Snapper portrait
- Fixed an issue with Arranged Team badges not displaying correct info
- Fixed an issue with MMR and level not being displayed on loading screens
- Fixed an issue with placement matches displaying incorrectly in the post-game screen
- Added MMR data to Solo and Arranged Team Badges
- Adjustments were made to how MMR gains and losses are calculated
- Players have a hidden stat that is called variance. The higher the variance, the bigger the MMR swings (When a player starts their placement matches they have high variance, after many games, the variance bottoms out). In team games, the current system adds every players MMR and variance together. For example, in a 2v2 game, where one side is a 4500 arranged team, and the other side is a 4000 and 4200 rated random team, the system views it as a 9000 MMR side against a 8200 MMR side. We are changing this so that instead of taking the sum, the system now takes the average MMR and variance, so now the system will view the match as 4500 vs 4100
- In addition to the above change, we are also doubling all MMR gains and losses
- We are hoping these changes reduce the occurrence of extreme MMR gains and losses in some situations, while also spreading out the distribution of MMR. The team will continue to monitor this and make adjustments as necessary
Balance
General- All attacks with a ground area of effect attack have the Ward unit type added to their list of area of effect targets
- Piercing damage against Heavy armor decreased from 100% to 90%
Human- Mountain King Bash will now be able to stun magic immune air units when attacking with an orb
Orc- Pulverize can now target Wards
- Burning Oil can now target Wards
Night Elf- Wisp Lumber Gather rate decreased from 7 to 7.5 seconds
- Archer health increased from 255 to 275
- Pick up Archer, Mount Hippogryph, and Dismount cooldowns decreased from 30 to 5
- Hippogryph Rider health increased from 780 to 800
- Huntress glaives will no longer bounce to and from structures
- Moon Glaives upgrade time decreased from 60 to 50
Undead- Units resurrected by Animate 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
- Gargoyle Prioritize now toggles properly when in a group
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
- Cluster Rockets contains 4 damage intervals, so if a unit stays in the area for the whole duration of the spell, it will take 4 instances of damage. This change increases the max damage that can be spread across multiple units per interval.
- 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 initial area of effect increased from 25/25/25 to 60/60/60
- Brewmaster Breath of Fire final area of effect increased from 125/125/125 to 175/175/175
- 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.
- Brewmaster Breath of Fire damage over time from 7/14/21 to 10/15/25
- Removed Vampiric Aura and Death Coil from Level 3 Skeletal Orc
- Fixed an issue where the neutral variant of Brilliance Aura was not displaying decimal values in the tooltip
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
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