Notes de version d’Azeroth Survivors : ce que chaque version a changé
Chaque version publiée par le jeu, de 0.20.0 à 0.140.0, avec ce que chacune a changé, le jour où elle est arrivée et la note du développeur.
Les 30 dernières versions
0.140.0 2026-11-04
A new zone opens after Blackrock Mountain: Scholomance, fought in Rattlegore's Great Ossuary. Five new bosses bring twenty new mechanics with exact warnings on the ground, and they drop the Tier 0.5 sets and a weapon for every class. New zone: Scholomance, between Blackrock Mountain and the Gates of Ahn'Qiraj. Anyone who has already passed that point keeps everything they have opened.
Five bosses, at 4, 8, 12, 16 and 20 minutes: Kirtonos the Herald, Ras Frostwhisper, Doctor Theolen Krastinov, Lord Alexei Barov and Darkmaster Gandling. If one still stands when the next is due, the next waits for it.
Kirtonos changes form at 65% health, then alternates on a set rhythm below 30%. Each form has its own attacks.
Ras strikes half the floor at a time with a checkerboard, and at 60% health armors himself: touch one of his two runes to break the armor and make him vulnerable.
Krastinov dashes, cleaves a half circle to one side and then the other, spins through the room in Butcher's Bladestorm as he walks after a distant hero, and hooks whoever stands farthest away.
Barov strikes in rings rolling outward, each shown just before the last lands, burns the ground, marks an X and only then a +, and sends a moving wall of shadow with a gap to run through.
Gandling calls you to Headmaster's Office, then the whole floor burns but for one small square in the middle: run for it when he speaks. He also fills the room with four bands and three safe gaps in Class Dismissed, marks whoever stands farthest with Pop Quiz, and at 35% health calls The Last Examination: get to the line, then cross it as one half of the room burns and then the other.
Four Guardians hold the corners of the room: Risen Construct, Necrofiend, Spectral Tutor and Scholomance Dark Summoner, with two moves each.
Every class gets its Tier 0.5 set, eight pieces with their own stats and new 4-piece, 8-piece and five-star bonuses: Heroism, Soulforge, Beastmaster (with a permanent Devilsaur Matriarch), Darkmantle, Virtuous, The Five Thunders, Sorcerer's, Deathmist and Feralheart.
Loot: each of the first four bosses has one 25% roll for one of two armor slots. Gandling has one 25% roll for your class's weapon, and Rogues and Shamans get both of theirs together.
New achievements: Stormstrike Graduation, Straight A's, You Are Not Prepared! and Yes, I am prepared!: a solo Heroic V clear with each of the nine classes, each in its full Tier 0.5 set at 3 stars and its matching talents. It opens the Lifestealing weapon glow.
On Heroic II and up, Relentless speeds up these bosses' moves as it does every other boss's, apart from Ras's Frozen Checkmate and Kirtonos's last phase, which keep their rhythm.
Armor counts for less against these five bosses' mechanics: past 40% damage reduction, only half of the rest applies, so a failed mechanic still costs a well-armored hero.
Scholomance's new text is translated into every language.
Sweeping Storm, rank 3: Stormstrike and Windfury now deal 20% more damage, in place of 10% more Stormstrike critical damage. It still adds 2 targets.
Heroism: Shield Slam no longer strikes again. The 8-piece now gives it 20% more damage and the 5-star 30%, beside its damage from your maximum health.
Consecration deals 50% more damage for every Paladin. The Amulet of the Inferno no longer adds its own 50% damage; it keeps its area, duration and explosions.
New Hunter spell: Kill Command replaces Explosive Trap. Each of your pets charges its own target, bosses and elites first: the Wolf bites, the Raptor strikes three times and the Devilsaur Matriarch lands a crushing blow. It is offered once you have a pet. Counterattack still sets off its free Explosive Trap.
Heart of the Earthshaker: Explosive Trap becomes Heart of the Packlord: the Wolf's howl makes 6 nearby enemies take 15% more from you (at most 20% as the necklace grows), the Raptor's strikes bleed nearby enemies, and the Matriarch's bite sends out a shockwave.
Giantstalker's 8-piece now makes Kill Command's cooldown 20% shorter and its damage 30% higher.
Beastmaster: the Devilsaur Matriarch's bites fall from 200% to 150% of the Wolf's, and from double to 50% more against Hunter's Mark targets. The 5-star bonus raises that to 100% more, down from 150%, and her bites no longer open a bleeding wound.
Wyvern Sting now sets an Immolation Trap at your feet every 5 seconds, not an Explosive Trap.
Rapid Fire: its free Aimed Shots now come at most twice a second.
Mind Blast's base damage rises from 130 to 184, and Improved Mind Blast also adds 6% damage per rank.
The Eye of the Tempest's first line now reads "Stormstrike: +35% damage to bosses and elites".
Tranquility's strike now counts only healing that restored health or became Tree of Life's shield. Healing that was simply lost no longer fuels it.
Seed of Life's two hits on a boss or elite now roll their critical strikes separately.
Critical hits from Tranquility and Seed of Life now trigger Blood Frenzy and The Eye of Hakkar.
Power Word: Shield now holds at most 100% of its target's maximum health, and never more than 200%. The Eternal Talisman's +26% absorb becomes +50% to that cap, growing with its rank.
Headmaster's Office: the purple now visibly closes in on the safe square until it strikes.
Companions with Rune-hound now fetch runes inside your pickup radius too.
Fixed: pressing Enter to confirm an amulet also opened chat, so WASD typed instead of moving you.
Rockbiter Weapon's base damage is halved.
Windfury Weapon, rank 3: a 25% chance of two extra strikes or a 12.5% chance of three.
Flametongue Weapon, rank 3: the free Fire Nova now deals 50% more damage, up from 30%.
The Eye of the Tempest now also gives +35% damage to bosses, elites and Guardians.
The Eternal Talisman, Paladin: Divine Shield lasts twice as long, 12 seconds at the base necklace, with at least 4 seconds between shields.
The Eternal Talisman, Mage: in place of its absorb bonuses, Ice Barrier's absorb cap doubles to 200% of your max health. A barrier starts smaller, and damage and talents fill the room.
The White Devilsaur look now shows two white devilsaurs, one for your wolf and one for your raptor, each biting as that pet does.
The Insane now needs no deaths at all: everyone in a party of three or more must survive 40 minutes of Heroic V Naxxramas without one falling.
The Whole Armory now counts the Tier 0.5 pieces too, and what you already own counts. Heroic Across Azeroth now says which zones you still have to beat.
The damage meter shows Windfury's extra strikes under Windfury Weapon for addons too, and gives the Tier 0.5 sets' own damage its own lines.
Fixed shields growing without limit when something else kept soaking damage between casts, such as Dwarf Stoneform with Soul Link or Fortified. Two friends' shields of the same spell no longer add up: the stronger one holds.
Darkmantle: Gouge and Kidney Shot no longer hide Marked for Death's icon. The mark itself was never lost.
Rogues reach at least 8 yards with their melee attacks and auto-attack.
A run now starts only when you press a movement key, not when your hero settles onto the floor.
Enemies that stop to fight on a slope no longer stand inside the hill.
notes: huge thanks !!! for @DK Waiting Room for help !!! and also thanks to @cheeya and @Rogue Egirl Person for helping with tests
0.139.2 2026-11-02
Addons can now find and mark what is in the world: friends who are down, enemies, caches, guardians, bosses and lairs, in dungeons and raids too. New for addons: AZS_GetDownedPartyMembers gives where each downed friend can be brought back, on every map, so an addon can point you to them.
New for addons: AZS_GetWorldAnchors and AZS_ProjectWorldAnchors put a marker on any enemy, on the spot it fell, or on a cache, guardian, boss or lair, without selecting it or showing its nameplate, and lift it any number of yards above that spot.
New for addons: combat text and world markers now tell the distance from your hero, so an addon can size text by how far the enemy is whatever the camera does.
0.139.1 2026-11-02
Fixes the old WoW menu opening behind the pause menu, where a click could hit its Exit Game and close the game. Menus and windows now stop your clicks and scrolling from reaching what's behind them. The Windows version no longer crashes after alt-tabbing when run on Linux through Proton or Wine. The Windows version run on Linux (Proton, Wine, Steam, Lutris and the like) no longer crashes after alt-tabbing.
Escape no longer opens the old WoW game menu behind the pause menu, so clicking Options or the space between the buttons can't press Exit Game.
Clicks and the mouse wheel on any menu or window stay on it: nothing behind it gets clicked, and the camera no longer zooms while you scroll over the pause menu.
Moving the HUD or the damage meter no longer clicks what's behind them.
Enter on the hero picker no longer reaches the character select behind it.
Binding a key in the options no longer also runs that key's old action.
Gamepad: Back opens the character pane again.
Chinese, Japanese and Korean input methods in the downloaded game: finished text reaches the chat box again, and Enter or Space choosing a character no longer also acts on the chat line or your key bindings.
notes: live in 20 minutes
0.139.0 2026-11-02
Engine update: the game now runs on a newer version of the client it is built on. Everything should play as it did before. Addons can now tell a proc's hit from the spell it borrows. Under-the-hood engine improvements from the client the game is built on.
For addon authors: combat text events now say which damage meter line each hit counts toward, as meterSource (the line's name) and meterSourceKey (its sourceKey in AZS_GetMeterSnapshot). A Shadow Weaving strike that floats as Shadow Word: Pain says Shadow Weaving, and a pet's or a summon's swing says whose it is.
notes: game can be fucky wucky after engine update i didnt test it fully
0.138.0 2026-11-01
Addons that draw their own combat numbers can now keep them fixed in the world: a number stays over the spot where an enemy died as you turn or move, and hides when that spot leaves your view. The game's own numbers are unchanged. For addon authors: AZS_GetCombatTextEvents() gives each of your hits as the game knows it (the exact target, amount, crit, school, spell and source, your pets and totems too), even with the game's own numbers turned off.
For addon authors: AZS_ProjectCombatTextAnchors() turns a hit's anchor into a screen position, over the living enemy and then where it fell, with distance for sizing text. It works even if the enemy never had a nameplate.
For addon authors: AZS_RegisterCombatTextFrameHandler() runs after the camera moves each frame, so numbers placed there don't trail behind when you turn. See "World-anchored combat text" in the addon docs.
0.137.0 2026-11-01
Enhancement Shaman's procs now feed each other: Windfury strikes and Stormbound Echoes repeats count as real Rockbiter and Stormstrike attacks. Flametongue, Frostbrand, Resonant Shocks and three necklaces are remade, with two new talents in Stormguard and Elemental Sunder. Rockbiter Weapon: comes back every 2.2 sec (was 1.9). It now shows in the Shaman's Spell Pool on the hero picker, with a "Learnt from Rockbiter Initiation" line. It still comes only from that talent.
Stormbound Echoes: you now also start every run with Stormstrike, beside your first spell.
Stormguard (replaces Earthen Bulwark; your points carry over): while Lightning Shield is active, you take 3/6/9/12/15% less damage, up to the usual 60% cap. No enemy needs to be near. Lightning Shield's buff and the character pane's Armor tooltip show it.
Elemental Sunder (replaces Unleashed Weapons; your point carries over): enemies hit by Rockbiter Weapon or Stormstrike take 10% more Fire and Nature damage for 4 sec. Later hits refresh it, and it shows as a debuff on them.
Resonant Shocks: every Shock now strikes 1/2/3 more nearby enemies for 35% damage, with no sequence needed.
Flametongue Weapon: each Rockbiter attack has a 5/10/15% chance to cast a free Fire Nova with 10/20/30% more damage. The every-fourth-cast counter is gone.
Frostbrand Weapon: chance raised to 10/20/30% on each Stormstrike attack, for a free Frost Shock on up to 3 enemies, plus your learned targets.
Windfury Weapon: each extra strike is your full spell again, with all its targets and its own crit roll, and it still goes on if the first target dies. Extra strikes can set off Flametongue, Frostbrand, Ancestral Fortitude, Flurry and Eye of the Tempest, but not another Windfury.
Stormbound Echoes: a repeated Windfury's strikes count the same way. Nothing a repeat sets off can repeat again.
Flurry: now really speeds cooldown recovery by 6/12/18% for 4 sec, even on a cooldown already running. Windfury crits start it too. It has a buff icon with a countdown.
Heart of the Earthbreaker: Rockbiter Weapon (new necklace, replaces its old one): +30% damage, and each cast's first hit sends a shockwave for 40% damage to enemies within 6 yd.
Eye of the Tempest: Stormstrike: now a 20% chance on each Stormstrike attack to cast a free Chain Lightning at 100% damage.
Cinderheart Pendant: Fire Nova: +60% area, +30% damage, and Fire Nova instantly deals 40% of the Flame Shock damage left on each enemy it hits, without removing the Flame Shock. The stun is gone.
These three necklaces have no last rank any more: they keep growing like other legendaries.
Damage meter: Windfury's extra strikes stay on Windfury Weapon. Flametongue's Fire Nova, with its Cinderheart damage, is now on Flametongue Weapon, and Frostbrand's Frost Shock on Frostbrand Weapon.
Frost Shock's slow now shows as a debuff on the enemy for as long as it lasts, and Shattering Elements' 6 sec window shows as a buff.
0.136.0 2026-11-01
The local clock under the minimap can now be turned off on its own, in Options or by an addon. Addons can also read its time, so one that draws its own clock no longer leaves two on screen. Options, Interface: new Show Local Clock checkbox. It hides only the clock under the minimap; the minimap and the run clock stay.
For addon authors: AZS_GetLocalTime() gives the clock's text, hour, minute and format, even with the clock or the minimap hidden and out of a run. AZS_SetHudShown("localClock", false) hides the clock.
0.135.1 2026-11-01
Fixes the character pane, which showed an error and none of the run's numbers in 0.135.0. Character pane (C): the "PaperDollFrame.lua: unfinished string" error is gone, and the pane shows your Health, Damage, Armor and the rest again, with Earthen Bulwark's line under Armor.
notes:
0.135.0 2026-11-01
Enhancement Shaman fights from farther and more often: Rockbiter Weapon and Stormstrike reach 10 yards and come back sooner, and Rockbiter hits harder. Earthen Bulwark is now plain damage reduction, and the character pane shows when it is working. Rockbiter Weapon: reaches 10 yards (was 5), comes back every 1.9 sec (was 2.5) and deals 10% more damage.
Stormstrike: reaches 10 yards (was 6) and comes back every 8.5 sec (was 9.8). Its damage is unchanged.
Earthen Bulwark: gives 2/4/6/8/10% Damage Reduction while an enemy is within 7 yards, adding to your Armor up to the usual 60% cap (before, it was a separate 1-5% that went past the cap). Already at 60%, it adds nothing more.
Character pane: while you have Earthen Bulwark, the Armor tooltip says whether it is active (an enemy within 7 yards) or inactive, and the Armor value includes it while active.
0.134.0 2026-10-31
Enhancement Shaman is reworked into a melee spec with Stormstrike, Rockbiter Weapon and a new talent tree, and the Shaman's Shock and Fire Nova necklaces are new. Ice Barrier can no longer hold more than your maximum health, and the hero picker gets a Check for Updates button. Shaman: new spell Stormstrike, a Nature strike on the nearest enemy, bosses and elites first. Call of Flame is gone from the Shaman's spells.
Shaman: Rockbiter Weapon, a quick melee swing at two enemies, is only learned through the Enhancement talent Rockbiter Initiation, which starts every run with it in place of Lightning Bolt.
Enhancement's talents are all new: Thundering Strikes, Earthen Bulwark, Resonant Shocks, Shattering Elements, Rockbiter Initiation, Windfury Weapon (a chance for two more strikes), Flametongue Weapon (every fourth Rockbiter casts a free Fire Nova), Frostbrand Weapon (Stormstrike can cast Frost Shock), Unleashed Weapons, Ancestral Fortitude (free Healing Waves from Stormstrikes), Flurry, Sweeping Storm and the capstone Stormbound Echoes (a chance for every Enhancement proc to trigger again, and 1% of all damage you deal heals you). Talent points spent in the old Enhancement tree are given back.
New Shaman necklaces: Eye of the Tempest (Stormstrike: every fourth Stormstrike strikes again), Cinderheart Pendant (Fire Nova: more area and damage, its hits stun), Winter's Embrace (Frost Shock: a strong slow, more damage against chilled enemies), Earthshatter Seal (Earth Shock: more damage against wounded enemies, a kill halves its cooldown) and Emberwake Pendant (Flame Shock: more periodic damage, each tick splashes two nearby enemies). They replace the Shaman's old Shock and Fire Nova necklaces, and the Shaman no longer gets The Eternal Talisman.
The damage meter lists the Shocks that Resonant Shocks and Frostbrand Weapon cast under those Shocks.
Mage: Ice Barrier can hold at most your maximum health, however much it is raised, and a new Ice Barrier replaces what was left of the old one instead of adding to it. Ice Barriers from party friends count toward the same limit.
Seal of the Damned now speeds up only damage over time that you lay on enemies.
The hero picker has a Check for Updates button next to Options.
changelog: thanks @DK Waiting Room for rework
0.133.0 2026-10-31
Co-op parties now get a Ready Check before the run starts, so nobody gets pulled into a zone while still away from the keyboard. Players who joined can leave a run with End Run: the run gets easier for the rest, and ends once only one player is left. Co-op: when the host presses Enter the zone, everyone in the party is asked "Are you ready?" with Ready and Not Ready buttons. The run starts as soon as all say Ready.
The Ready Check window lists every party member with their answer and a 30-second countdown. If anyone says Not Ready or the time runs out, the party stays in the lobby and the chat says who was not ready or did not answer. The host can cancel it.
Co-op: a player who joined can now leave a run in progress with End Run in the pause menu. They go back to the hero picker and out of the party, and the run goes on for the others, made easier for one fewer player: enemies have less health and fewer come.
Co-op: when everyone else has left and only one player is still in the run, the run ends, with its end screen and rewards as after a defeat.
notes: 20 minutado
0.132.0 2026-10-31
Arcane Power keeps its echoes going past 100% Echo, co-op guests now earn their achievements and take the same damage as the host, and Divine Shield no longer wastes Will of the Forsaken. Set tooltips show which bonuses are really on. Arcane Power: once your Echo chance reaches 100% or more, echoes keep cascading. Before, reaching 100% dropped your casts from nearly 5 per spell to 2.
Co-op: in a party of two, the player who joined now earns co-op achievements (United Front, the cloaks and the rest) just like the host. Earlier wins in a party cannot be counted back, so win them again together.
Co-op: in a party of two, the player who joined no longer takes more damage than the host.
Divine Shield, Will of the Forsaken and Shadowmeld no longer go off at the same moment. While one keeps you safe, the other waits, ready for the next time you are in danger.
Gear tooltips now light up only the set bonuses that are really active. A bonus whose pieces do not have enough stars yet, such as an 8-piece bonus at 2 stars, shows in grey.
Your healing meter now counts the heals your party friends land on you.
For addon makers: your hero's live position now works in dungeons and raids too, so minimap markers for caches and guardians move smoothly instead of jumping. Addons can also read full damage and healing breakdowns for you and your party, by source, pet and player, and these survive a /reload.
notes: live in 20 min
0.131.0 2026-10-31
Choose how enemy nameplates sit in a crowd, skip a level-up or a cache with a key, and see your own time of day under the minimap. Options -> Combat has a new Nameplate Layout setting. Stacking (as before) moves nameplates apart so each one can be read; Overlapping keeps every plate right over its enemy. The change shows at once, even mid-run.
When a hand of cards can be skipped, the X key now does the same as the Skip button, and the button shows its key. Rebind it under Key Bindings -> Azeroth Survivors -> Skip. It only acts on the cards, so X still makes your hero sit or stand everywhere else.
A small clock under the minimap shows your computer's or phone's local time: 10:42 PM in English, 22:42 in the other languages. It moves and hides with the minimap and follows the HUD Scale setting.
notes: thanks @DK Waiting Room
0.130.1 2026-10-30
Dwarves and Humans are stronger: Stoneform shields you more and more often, and Humans level up faster. Stoneform (Dwarf) now comes every 30 sec instead of 45, and its shield absorbs 45% of your max health instead of 30%.
The Human Spirit (Human) now gives +20% experience instead of +10%.
notes: changes will go live in 20 minutes
0.130.0 2026-10-30
When you fall, the end screen now shows a Death Recap: what killed you, who dealt it and how hard it hit, with a full breakdown of your last seconds one click away. Under "You have fallen" you now see the killing blow: its icon and name, the enemy or boss who dealt it, the damage and any overkill.
The new Death Recap button opens your final blows, oldest to last, each with how long before your death it landed, how much it hit for, what your shields absorbed and how much health it left you.
Repeated hits from the same enemy are grouped (Melee x6) so a crowd does not drown out the blow that mattered.
A Damage by Source section ranks everything that hurt you in your last seconds, with each one's share.
Boss mechanics you could have stepped out of (telegraphed blasts, pools, orbs) are marked Avoidable, and the recap tells you how much of the damage came from them.
Works in co-op too: each player gets their own recap of their own fall. Close it with its button or Escape.
Amulets no longer promise one last extra target at a far-off rank (95, 106 or 109). That target came from a rounding quirk rather than real growth, and it is gone from the game as well as the tooltip. Every other target milestone is unchanged.
0.129.0 2026-10-29
Companion perks and companion looks now have their own tabs, amulets that add targets tell you at which ranks they gain more, and the Warlock's Pit Lord is now a Dread Lord with its own Nathrezim model. The Armory's Rewards -> Companions page now has two tabs: Companion Perks for upgrading your companions, and Companions for choosing their looks. Each scrolls on its own, and switching tabs never changes your companions or your perks.
The Companions tab shows both companion slots at the top and every look, locked or not, without perk cards pushing it down the page.
Amulets that add spell targets now list, at the bottom of their tooltip, the amulet ranks where they gain another target. Each spell has its own schedule.
Your worn amulet's tooltip shows only the target ranks still ahead, and says "Target upgrades complete." once you have them all.
Warlock: Pact of the Annihilan is now Pact of the Nathrezim, and its summon is a Dread Lord instead of a Pit Lord. It fights exactly as before.
The Dread Lord uses the real Nathrezim model (Varimathras's) instead of a borrowed Lord Kazzak, a fifth smaller on screen than the old one.
Seal of the Damned now speeds your damage over time spells up to 100% (twice the ticks, twice the damage over the same time), up from 40%.
Your Discord status now shows the difficulty you are playing with the zone, like Naxxramas (Heroic III).
notes: thanks @DK Waiting Room for help, update will go live in 20 minutes
0.128.0 2026-10-29
In the co-op lobby you can now click any player in your party to inspect their hero: their character, the gear they wear with its stars, their talent trees and their achievements. It updates as they change things. Host and guests all need this version. Click a player's row in the co-op party window to open their armory: their hero to turn around, every piece they wear with its stars and any look over it, and what their gear adds up to with the set bonuses they have on.
Point at a piece to read it: what it adds at its stars, the set it belongs to and how much of that set they wear.
The Talents tab shows their three talent trees as they spent them; point at a talent to read it.
The Achievements tab shows what their account has earned and when, by category.
The window updates on its own when they change race, looks, gear, stars or talents in the lobby.
0.127.0 2026-10-28
The level cap rises from 99 to 120. The ping in the co-op lobby now shows your real connection: it used to read 25 to 50 ms too high. The level cap is now 120, up from 99.
The ping next to each guest in the co-op lobby is now the true round trip to the host. It used to include up to 50 ms of the game's own waiting, so guests looked slower than they were and could show gold or red on a good connection. A guest on an older version still shows the old number.
The co-op lobby's chat no longer flickers and jumps when many messages come in, and scrolled up to read, it stays where you are while new lines arrive.
In the armory, the glow under your hero is now a soft oval right under their feet, not a box below them.
notes: loool it took me 127 updates (not counting minor ones) to fix that thang in armory xdddddddddd (已编辑) 2026年10月29日星期四 06:08
0.126.0 2026-10-28
Names and chat now take Chinese, Japanese and Korean, typed with your input method, and Chinese text no longer swaps letters for other characters. Highlord Mograine's Mark can be outrun, the Major Soulstone keeps you alive after a one-shot, and Naxxramas enemies no longer sink into the floor. Host and guests all need this version. Hero names can be written in Chinese, Japanese, Korean, Cyrillic and accented Latin letters, and so can lobby names, lobby chat and chat in a run.
Typing with a Chinese, Japanese or Korean input method works in every text box, in the game and in the browser: what you're composing shows as you type, and pressing Enter to pick a character no longer sends the line or starts the run.
Fixed Chinese (and Japanese and Korean) text mixing up letters with characters: "empty slot" showed as "e克pty slot" and Rhahk'Zor as "拉m佐".
Names and chat in another language's writing now show in every language: a Korean name in a Chinese game no longer shows as boxes.
Highlord Mograine's Mark stops following you sooner on Heroic, so you can always run out of it, and it hits as hard as the other Horsemen's Marks instead of one-shotting you on Heroic I.
Getting out of any circle on the ground now counts as soon as you're out on your screen: you're no longer hit by attacks you had already left.
Scarlet Commander Mograine's second Mark gives you enough time to run out of it.
The Major Soulstone now protects you for 2 seconds after it brings you back, so the next hit landing at the same moment no longer kills you again.
Shamans can have at most 30 totems out (was 40).
Fixed co-op guests seeing no stats on rings, trinkets and amulets.
Fixed enemies in Naxxramas sometimes sinking into the floor or dropping beneath it.
The co-op party window shows each player's country next to their ping.
New option on the Graphics page: Level-Up Rays, to turn off the spinning rays behind the level-up cards.
Taking an amulet that would replace the one you wear now asks first, showing both side by side with their stats.
Addons can keep their frames above the level-up and new-item cards with AZS_SetOnTopOfScreens.
Resized creatures that were far bigger or smaller than the rest: Smaller: Guardian of Icecrown, Ironbark Protector, Doomguard.
Bigger: Soul Weaver, Flesh Eating Abomination, Ravasaur Hunter, Rumbling Exile, Ravasaur Matriarch, General Rajaxx, Arcanist Doan, Houndmaster Loksey, Lar'korwi, Herod, Kovork, Immol'thar, Ossirian the Unscarred and Mannoroth's Herald.
Bigger bosses reach further with their melee, and the smaller elites reach less far.
0.125.0 2026-10-28
Co-op lobbies get a party chat and show each player's ping, and a co-op run now needs at least two players. Co-op is easier: fewer extra enemies per player, enemies 20% weaker in a party, and revives faster with more helpers. Lower sets at +5 now gain Tier 3's stats, Tier 3 armor's echo is halved, and host and guests all need this version. Party chat: the co-op window now has a chat beside the party, open while you wait in the lobby (it closes when the run begins). Names show in their class colour with the class icon, staff names in their shimmering purple, and the chat notes who joins and who leaves. Type and press Enter, or click Send. Messages are up to 160 characters, and the Co-op button shows how many came in while the window was closed.
Each guest's ping to the host shows next to their name in the lobby: green when quick, gold when fair, red when slow.
A co-op run needs at least two players: a host alone sees "Waiting for players" until someone joins.
The co-op window is wider in a party, with bigger class icons, and each player's race and class on their own line.
Co-op is easier: each extra player brings 35% fewer extra enemies than before, and in a party every enemy (mobs, elites, guardians, bosses) has 20% less health and hits 20% softer. Playing alone is unchanged.
Reviving together is faster: each extra ally reviving the same fallen friend speeds it up by 20% (two allies 1.2x, three 1.4x, four 1.6x).
Mages now heal for 0.5% of all the damage they deal.
Tier 3 armor's echo is halved (at +5: 6.7% to 3.4% a piece). Tier 3 weapons are unchanged.
Lower sets at +5 come close to Tier 3: the last star now gives their armor the stats Tier 3 has and they lack (echo on every set; common pieces also get Tier 3's extra stat). A +5 set is 90% of a +5 Tier 3 for common, 92% uncommon, 94% rare, 96% epic and 98% PvP (PvP was 94%; the others were 95%).
The armory no longer shows a set bonus when a weapon is selected: weapons don't have one.
0.124.0 2026-10-28
Danger Money and Hazard Pay unlock as they should, and a new co-op achievement, The Insane, opens the Unholy Weapon glow. Stuns, roots, fears and polymorph now wear off when used over and over, casters can no longer shoot you through walls, and Divine Shield can no longer stay up forever. Co-op parties of three to five stay in sync, and host and guests all need this version. Co-op parties stay in sync: when the co-op servers were at their busiest, a little of what your host sent you could get lost on the way, and each lost piece put your game further out of step with your host's. That is why it got worse the longer a run went and the bigger the party was. Nothing gets lost now: anything that goes missing is sent again, and at worst you see a short hitch.
Fixed guests who got stuck as if "immortal": they couldn't attack, enemies ignored them, no level-up cards came and the end-of-run window never showed. The host was still waiting for them to pick cards they never received. If the cards don't arrive, your game now asks the host for them again.
Fixed guests seeing enemies that were already gone, missing enemies that were there, and chests that wouldn't open after the connection had lost something along the way.
Joining a party on a bad connection no longer leaves you waiting forever for the host to bring you in.
Level-up cards no longer pop back up after you picked one when the connection stalls for a few seconds.
Danger Money now counts everything one boss pays you, including the marks from its duplicate drops. Hazard Pay counts every mark you earn in the run, duplicates too, even ones you've already spent.
Rest in Photosynthesis now needs Heroic III: Kel'Thuzad on any other difficulty doesn't count.
New co-op achievement, The Insane: survive for 40 minutes or longer in Naxxramas on Heroic V with at least two other players, still standing at 40:00. It opens the Unholy Weapon glow, which shows in the armory's Weapon glow choices, locked until you earn it.
Crowd control wears off: each enemy takes stuns, roots, fears and polymorph at full length the first time, then 80%, 60%, 40% and 20%, and is then immune to all of them for 8 seconds before it starts over. Every player's crowd control counts toward the same enemy, whatever its kind. Elites and bosses are held at most 1 second before that. Slows are unchanged. This replaces the old limit of 3 seconds in a row.
Casters no longer shoot you through walls and buildings, such as Arathi Basin's: they walk around to a clear line first, and a bolt already in the air hits the wall if you get behind one.
Divine Shield lasts at most 6 seconds and comes at most once every 10 seconds, whatever lowers its cooldown or casts it again (its legendary, echoes, Divine Intervention), so you are always unshielded for at least 4 seconds in between. Its tooltip shows the real numbers.
Warrior shouts in co-op: Improved Demoralizing Shout now makes enemies take more damage from your allies too, as its tooltip now says. The strongest Demoralizing Shout and Battle Shout always win: a weaker one cast later never replaces, shortens or stacks with a stronger one, and takes over for the rest of its own time when the stronger ends. Your Battle Shout tooltip shows what you really get, even from a friend's shout. Improved Demoralizing Shout no longer wipes a paladin's Judgement of the Crusader: both count.
Warlock: Soul Link's shield holds at most 10% of your max health (was 25%), all your Voidwalkers together. Legion Gate keeps at most 4 Voidwalkers and 6 Felhunters out at once, rolling another demon instead.
The armory's set progress counts a set's eight armor pieces only: weapons and their stars no longer count toward it, as they never counted toward its bonuses.
Addons: AZSZONE now has the run's Heroic affixes (affixes=sanguine,explosive, always in English), and the new AZSTOTEMS (AZS_TOTEMS, AZS_GetTotems, AZS_GetTotemCount) tells how many totems of each kind you have up, their cap and when the next one goes.
0.123.0 2026-10-27
Co-op holds together on a laggy connection: enemies no longer freeze and jump, the game no longer teleports you back during lag, and level-up cards no longer come back or pick the wrong card. Host and guests all need this version. Enemies keep moving smoothly when the connection to your host hiccups. They used to stand still for a moment and then jump to where they really were; now they catch up quickly instead.
Other players jump much less after a lag spike. Their position is carried on to where they really are now, not where they were when the delay started.
Guests are no longer teleported back on their own during lag ("stuck" indoors, or snapping back after the game corrected your position), and other players no longer see you jump for it.
Level-up cards no longer reappear after you picked, or keep coming back over and over, on a slow connection. A pick that arrives late can no longer take a card from a newer offer you haven't seen yet.
0.122.0 2026-10-27
Co-op improvements, and its window shows every lobby's difficulty, with a filter for it. Heroic clears in co-op always count, updates survive a dropped connection, and Again after a run no longer leaves a ghost chest or your rune buffs behind. Co-op lag improvements: with many parties playing at once, the co-op servers fell behind. Enemies stood still, level-ups repeated and didn't go through, and guests ran seconds to minutes behind their host. The servers now keep up. This works as soon as the servers are updated, whatever version you play.
Co-op lobbies show their difficulty (Normal, or the Heroic level in red) next to the zone, the host's class, the party's classes and the open seats. A new Difficulty filter sits beside the zone filter, and "Can join" hides every lobby whose zone or Heroic level your class hasn't opened yet. A lobby you can't join says which of the two you're missing.
Hosting shows the run you'll host (hero, zone, difficulty), with a Change difficulty button.
In a party, everyone sees the zone and difficulty the host has picked, updated the moment the host changes them. Anyone who hasn't opened that zone or Heroic level with their class is marked in red and stays behind when the host enters.
Fire Nova shows its ring of fire and plays its own sound. It used to show nothing and play the sound of dropping a totem.
Sanguine pools no longer heal bosses or lair guardians, only the horde.
A download that loses its connection ("connection closed by the remote host" and the like) now picks up where it stopped instead of failing the whole update.
Co-op: beating a zone on Heroic now counts the moment the final boss falls. Leaving before everyone had picked their level-up cards lost the clear, so the next Heroic level and your set's stars stayed closed. If that happened to you, beat that Heroic level again to open them.
Again after a run: no more ghost chest from the last run (one you could see but not open), and a speed rune you had no longer keeps you fast in the new run.
Again after a run also clears away the last run's companions and the light pillars along the edge.
0.121.0 2026-10-27
Heroic difficulty and gear upgrades: beat zones on Heroic I to V, earn marks from every boss, and upgrade your gear with stars. Full sets change how one of your class's spells plays, and any set can stay viable at the end. Heroic I to V replaces Run Options: pick it with the Difficulty button beside Play, which shows each level's enemy health and damage, rewards and twists. Each level makes the horde and bosses tougher and adds two twists: elite packs, relentless bosses, stronger guardians, a leaner purse, horde affixes, the old tower and gaze mechanics, harsher failed mechanics, halved healing, and a final boss that brings a friend.
Heroic I of a zone opens once any of your classes beats it, and beating Heroic N there opens the next level for every class. A class can play a zone's Heroic once it has beaten that zone itself.
Horde affixes from Heroic III, changing every week (Heroic V has two at once): Bolstering: each death makes the enemies within 12 yards 20% tougher and stronger, stacking up to triple.
Sanguine: slain elites leave wide pools that heal the horde 10% a second.
Explosive: an orb every 15 seconds that bursts for 40% of your health unless destroyed. Area spells pass through it: it takes five direct hits (aimed spells and weapon swings).
Bosses aim a little ahead of where you are running: blasts, breaths, charges, beams, volleys and rains lead you, and further on each Heroic level. Change direction instead of running in a straight line.
Boss drop chances and talent experience rise with the Heroic level. Against the Odds and the co-op feats that asked for maxed Run Options now ask for Heroic III or harder.
Marks: every boss pays your class marks, more in harder zones and on higher Heroic levels (normal pays half), and bosses that return in endless pay more each time. A piece you already own pays marks instead of nothing.
Bad luck protection: each boss kill that misses a piece makes that piece likelier to drop next time.
Star upgrades: spend marks in the armory to raise a piece from 0 to 5 stars. A set's stars open as your class beats Heroic levels in the set's zones (Heroic II opens 2 stars, and so on). Lower sets are cheaper, and every other class that has a set's armor at a star rank makes that rank 5% cheaper for yours, up to 40%.
Each star adds to the piece's own bonuses: 5 stars make tier 3 gear 60% stronger. Lower sets gain more from each star, and their 5th star is a big one that lifts them to 95% of 5-star tier 3, so your favourite set stays viable at the end. That last star costs what tier 3's does (30 marks).
4-piece bonuses: four armor pieces of one set at 1 star or more give its bonus, from more gold and pickup range on the common set to more critical damage on the legendary one.
8-piece bonuses: all eight armor pieces of one set at 3 stars or more change how one of your class's spells plays, a different one for each set. Fireball splits, Aimed Shot pierces, Execute strikes more of the most wounded enemies and its kills cut your cooldowns, Consecration, Blizzard and Volley move with you, and so on: check each set in the armory. At 5 stars on all eight, the bonus is empowered: half again as strong.
The PvP sets are built around crowd control: your stun, root, slow or fear spell (Hammer of Justice, Concussive Shot, Kidney Shot, Psychic Scream, Frost Nova, Death Coil, Shred) hits more enemies, harder and more often, and all your damage is higher against enemies you stun, root, slow or fear.
Armor tooltips show their set, as in the original game: its name with how many pieces you wear, the pieces, and its 4-piece and 8-piece bonuses with the stars they need (character pane, C).
Weapon glows: weapons at 5 stars glow with Icy Chill, and two achievements open Crusader (Champion of Naxxramas) and Fiery Weapon (Radiant Armory). Pick your class's glow, or none, on any weapon in the armory; a picked glow also replaces a legendary weapon's own.
Armory collection: pieces still to find in your zones show as tiles with their boss and drop chance. Once you have them all, star progress takes their place: each set's stars per piece, its 4 and 8-piece bonuses and how many stars are open. Small gear bonuses show their tenths (+0.3% critical strike instead of +0%).
New achievements for stars, set bonuses, full and empowered sets, marks, endless bosses and Heroic, with a new Heroic tab.
In co-op, the host picks the Heroic level and every player needs it open. Everyone earns their own marks, drops and clears.
Co-op is easier: each extra player adds 20% less enemy health, horde size and damage than before.
0.120.5 2026-10-27
Co-op works on more networks: players whose home, school or work network blocked the co-op server can join and host again. Some players could find a lobby but never get into it ("Joining..." then "the host left"), or could not host at all ("the co-op relay cannot be reached"), because their network blocked the port the co-op server uses. The game now tries again on the usual web port by itself.
When the co-op server really cannot be reached, you are told so, instead of being told the host left.
0.120.4 2026-10-27
Co-op lag fix: parties of three or more play smoothly again, all the way to the end of a run. Since 0.120.2, parties of 3 to 5 lagged more and more as the run went on: rubber-banding, mobs running in place, card picks not going through, and guests hit by enemies they could not see. The host's updates were being held back once a run got busy; they now go out at once, as before.
A single update lost on a busy co-op server no longer holds up everything after it.
Co-op sends the servers less of its own bookkeeping, easing the load at busy hours.
Reconnecting after a dropped connection still works as in 0.120.2.
0.120.2 2026-10-27
Co-op runs survive connection drops: a player whose connection blips reconnects on their own and the run goes on. If your connection to the co-op server drops mid-run (a Wi-Fi hiccup, a network switch, a server-side hiccup), the game reconnects by itself within a few seconds and nothing that happened meanwhile is lost. Before, any drop ended the run for that player, and for the whole party when it was the host.
While a player reconnects, the others may see the game pause for them for a moment. A player gone for good (no reconnect within about a minute) leaves the party as before.
The chat tells everyone when a player's connection drops ("Grom lost connection, reconnecting...") and when they are back, and the player is greyed out in the party frames meanwhile. You are told too when it is your own connection.
Closing the game or leaving on purpose still ends things at once.
0.120.3 Co-op fix: joining another party after your last one ended works again. After your host left, you were kicked, or a lobby closed on you, the next party you joined could stay out of sync with its host (nothing arriving, the run never starting for you, or the host not seeing you). Each new party now starts fresh.
0.120.1 2026-10-26
Co-op achievements fixed: a boss's killing blow now counts for the whole party, not just the player who landed it. Whoever lands a boss's killing blow, every player still in the run earns the achievements it gives (like no u, You're Fired or Bad Dragon!).
Every boss the party slays now counts toward Boss Hunter for everyone.
0.120.0 2026-10-26
Play any race with any class: open a race to every class for 100 achievement points on the armory's Rewards tab. New Races section on the Rewards tab: buy a race for 100 points and every class can be that race, its racial and passives with it. A Tauren Paladin, a Gnome Druid, an Undead Shaman: it's up to you.
Races are bought for good: a perk reset keeps them.
A druid of a Horde race takes the Tauren's cat and bear forms, an Alliance one the Night Elf's.
Hovering a race your class can't be yet says where to open it.
0.119.1 2026-10-26
Fewer co-op disconnects: a party's run no longer ends when one player's connection to the co-op lobby drops for a moment. A co-op run now keeps going as long as the party's own co-op server connection holds. Before, a short drop of the separate lobby connection (on the host's side or a guest's) ended the run for everyone, often with "the host left" or a kick back to the lobby.
A guest who really leaves or loses their game still drops out of the host's party as before.
Toutes les versions d’avant
Ces versions gardent ici leur numéro et leur jour, et leur note est dans le canal.
0.119.0
0.118.0
0.117.0
0.116.0
0.115.0
0.114.2
0.114.1
0.114.0
0.113.3
0.113.2
0.113.1
0.113.0
0.112.5
0.112.2
0.112.0
0.111.0
0.110.0
0.109.1
0.109.0
0.108.0
0.107.0
0.106.0
0.105.0
0.104.0
0.103.1
0.103.0
0.102.3
0.102.2
0.102.1
0.102.0
0.101.0
0.100.0
0.99.0
0.98.0
0.97.2
0.97.1
0.97.0
0.96.0
0.95.1
0.95.0
0.94.2
0.94.0
0.93.1
0.93.0
0.92.0
0.91.4
0.91.3
0.91.2
0.91.1
0.91.0
0.90.1
0.90.0
0.89.1
0.89.0
0.88.1
0.88.0
0.87.0
0.86.0
0.85.0
0.84.5
0.84.4
0.84.3
0.84.2
0.84.1
0.84.0
0.83.1
0.83.0
0.82.0
0.81.0
0.80.0
0.79.0
0.78.4
0.78.2
0.78.1
0.78.0
0.77.6
0.77.5
0.77.4
0.77.3
0.77.2
0.77.1
0.77.0
0.76.0
0.75.1
0.75.0
0.74.2
0.74.1
0.74.0
0.73.1
0.73.0
0.72.4
0.72.3
0.72.2
0.72.0
0.71.4
0.71.3
0.71.2
0.71.1
0.71.0
0.70.0
0.69.1
0.69.0
0.68.0
0.67.0
0.66.0
0.65.0
0.64.2
0.64.1
0.64.0
0.63.0
0.62.1
0.62.0
0.61.4
0.61.3
0.61.2
0.61.1
0.61.0
0.60.0
0.59.1
0.59.0
0.58.0
0.57.0
0.56.1
0.56.0
0.55.1
0.55.0
0.54.2
0.54.1
0.54.0
0.51.1
0.50.1
0.50.0
0.49.1
0.49.0
0.48.0
0.47.0
0.46.0
0.45.0
0.44.1
0.44.0
0.43.0
0.42.0
0.41.0
0.40.0
0.39.3
0.39.2
0.39.1
0.39.0
0.38.2
0.38.1
0.38.0
0.37.1
0.37.0
0.36.0
0.35.3
0.35.2
0.35.1
0.35.0
0.34.0
0.32.0
0.31.0
0.30.0
0.29.1
0.29.0
0.28.4
0.28.1
0.27.0
0.26.0
0.25.0
0.24.1
0.24.0
0.22.0
0.21.0
0.20.0
Questions
Qu’est-ce qui a changé dans la dernière mise à jour d’Azeroth Survivors ?
La note la plus récente est 0.140.0, publiée le 2026-11-04. C’est la première entrée ci-dessus ; la liste entière compte 204 versions, de 0.20.0 le 2026-10-08 à 0.140.0.
À quelle fréquence Azeroth Survivors est-il mis à jour ?
Il n’y a pas de calendrier : 204 versions ont été publiées en 27 jours, du 2026-10-08 au 2026-11-04. Une zone entière et une correction d’une ligne ont chacune une entrée, et le numéro de version dit l’ampleur du changement.
S’agit-il des notes du développeur ?
Oui. Elles viennent du canal #changelog du Discord du jeu, telles quelles, en anglais, lues le 2026-11-04. La page autour est écrite dans votre langue.
Le classement suit-il chaque mise à jour ?
Seulement quand les chiffres derrière lui sont relus. Une note dit ce qui a changé ; chaque page donne le jour où ses propres chiffres ont été lus, et la page à propos porte le plus récent.
D’où vient cette liste
Les notes sont celles du jeu, publiées dans son Discord à https://discord.gg/azerothsurvivors, canal #changelog, lues le 2026-11-04. Elles sont citées telles quelles, en anglais, dans l’ordre du canal.