Using unused difficulty flags (10H/25H) to create custom Heroic modes in WotLK raids that don’t support them #22575
Ouranos1984
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Ideas
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I tried adding a heroic difficulty to Naxxramas by directly reusing its monsters and adding difficulty levels 2 and 3 in the mapDiffiulty.dbc and dungeon_access_template tables. However, the problem is that the newly added dungeon difficulty cannot be recognized by the client. In the window for dungeon progress cooldown, the difficulty text is empty, and the difficulty icon cannot be displayed next to the mini-map. |
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Hi everyone,
I’m exploring the feasibility of using existing Heroic difficulty flags (10H/25H) in WotLK to create new difficulty variants for raids that do not natively use them — without modifying boss AI scripts.
This would allow us to give new life to legacy raids while maintaining a blizzlike feel.
🔧 Goal
To implement a new Heroic version of existing raids using spawnmask and difficulty flags, but without changing scripted behaviors. Specifically:
creature_template
entries with increased stats (HP, damage…)spawnmask = 2
(used only for 10H/25H)creature_loot_template
entries.cpp
boss scripts or hardmode logic📜 Raids that don’t use 10H/25H
These WotLK raids do not leverage the Heroic flag and are eligible for this approach:
🧩 For Ulduar and Sartharion, adding 10H/25H would effectively unlock 4 difficulty variants:
This results in extra content combinations without modifying script logic.
💠 Loot Concept
To make these new modes attractive while keeping balance:
Rewards could be cosmetic only
Or 284 ilvl loot that is:
This would allow us to offer high-end rewards while avoiding ICC-style stat inflation.
❓ Questions
spawnmask
+difficulty_entry
handling reliable/stable in TC 3.3.5 for this use case?Thanks for reading — I'm just exploring this idea before committing development time.
Any feedback or experience from similar systems would be appreciated.
(Post originally written in French, translated with ChatGPT.)
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