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Posted by dOoBiX on February 15th, 2013 at 7:40 pm
Wings of Liberty patch 2.0.4 is coming out in a few days and it will include new features including:
- New menu user interface
- Clans and Groups
- New replay features: “Watch with Others” and “Take Control”
- Map editor improvements
- and more!
Read the official post on Battle.net for more detailed information
Posted by dOoBiX on September 18th, 2012 at 2:10 pm
TwitchTV is doing a giveaway for 1,000 beta copies of StarCraft II: Heart of the Swarm! The sweepstakes runs from now until September 24th, and the winners will receive their beta invite in their emails directly from Blizzard on September 28th. If you want to enter to win a key, click here. Good luck!
Posted by dOoBiX on September 5th, 2012 at 10:40 am
Blizzard has released the Heart of the Swarm beta for selected users to play! If you would like to participate, be sure to opt-in for the StarCraft betas in your Battle.net account. Check out this page for some Q&A from Blizzard.
If you would like to download Heart of the Swarm right now, use the links below!
- PC
http://dist.blizzard.com.edgesuite.net/downloads/sc2-beta-installers/build1-96937bdf/StarCraft-II-Beta-Setup-enUS.exe - Mac
http://dist.blizzard.com.edgesuite.net/downloads/sc2-beta-installers/build1-96937bdf/StarCraft-II-Beta-Setup-enUS.zip
These links are only for people who want to have the game ready to play on their computers. You do need a Battle.net account with the HotS beta to be able to log in. Without the HotS in your account, you’ll only be able to see the log in screen.
Posted by dOoBiX on August 2nd, 2012 at 1:00 am
StarCraft II: Wings of Liberty patch 1.5.0 is now live! This patch features significant user interface changes to Battle.net, including the addition of the entirely new Arcade game menu, A new streaming launcher, QuickNav, graphical improvements, new Editor modules, and a number of bug fixes.
Be sure to check out the full patch notes to learn all about the latest changes.
StarCraft II: Wings of Liberty – Patch 1.5.0 – Show ▼
- New Battle.net UI
- The Battle.net user interface has been completely refreshed with a new look and feel.
- The StarCraft II Arcade has arrived! To make way for this new feature, significant changes have been made to the StarCraft II user interface. Two new buttons have been added: the Arcade button, which will act as a portal to a brand new custom games experience that features dramatic improvements in finding, rating and playing custom games, and the StarCraft II button, which will provide access to classic single player and multiplayer experiences, including the StarCraft II campaign, multiplayer ladder, melee maps and more.
- Arcade Button:
- A new Arcade button has been added to the main Battle.net navigation panel at the top-left of the user interface. Custom games once found in the Custom Games interface will now be found here with an improved interface and tools. Players now have more flexibility to find, play, and review custom games, more quickly and easily than ever before.
- The Spotlight page displays new or up-and-coming games. Players can visit the Spotlight to browse featured games, new games on the rise, and top-rated games as reviewed by the community.
- Players can search for games based on genre, popularity, star ratings, newness, and recent spikes in popularity.
- Each custom game in the Arcade is represented by a game icon. The game icon contains a large game image (provided by the creator), and includes the game’s name and star rating. Hovering over the icon displays the game description.
- Clicking on a game icon brings players into the Game Info page, the main portal for each game in the Arcade. This page contains summarized information about a custom game, including a description, screenshots, play instructions, reviews, and other information. The Game Info page consists of several sections:
- Overview: This contains the game description and a set of screenshots that show off the action.
- How to Play: This is where players will find instructions (basic and advanced) and how to win. There is also space for additional images to supplement the game instructions.
- Patch Notes: This is where the game creator can list updates that have been made to the game, so that players can see how the game is growing and improving.
- Review: After playing, players can give a game a star rating and enter a text review. Once enough ratings have been submitted, the game receives an Average Star Rating that displays on the game icon. Players can also mark other players’ reviews as “Helpful” which will ensure that the best reviews rise to the top.
- Tutorial: Game creators can now publish tutorials for their creations. If a tutorial exists for a game, a “Play Tutorial” button will appear on the Game Info Page, which can be clicked to immediately launch the tutorial.
- There is now a “Join Chat” button on the Game Info Page that allows players to join a channel named after that Arcade game.
- The new Open Games List displays games that have players, but aren’t full and ready to start yet. This should help players identify active games and find partners or opponents more easily.
- A new Arcade button has been added to the main Battle.net navigation panel at the top-left of the user interface. Custom games once found in the Custom Games interface will now be found here with an improved interface and tools. Players now have more flexibility to find, play, and review custom games, more quickly and easily than ever before.
- StarCraft Button
- The StarCraft II multiplayer ladder, melee games and other classic gameplay options have been moved to a separate StarCraft II button.
- The StarCraft button has been reorganized to consolidate all single player and multiplayer StarCraft II play types in one easy-to-navigate screen. Players can now access the following from a single unified StarCraft screen:
- Multiplayer: Quick Match, Coop vs. A.I., Team Games, and Melee Custom Games
- Single Player: Campaign, Challenges, and Versus A.I.
- The StarCraft button has been reorganized to consolidate all single player and multiplayer StarCraft II play types in one easy-to-navigate screen. Players can now access the following from a single unified StarCraft screen:
- The StarCraft II multiplayer ladder, melee games and other classic gameplay options have been moved to a separate StarCraft II button.
- Arcade Button:
- New Streaming Launcher
- A new StarCraft II Launcher will allow game data to stream during play. This should reduce download, install, and patching times. We look forward to your feedback on the new launcher! Please visit the StarCraft II forums to share your thoughts.
- Graphics Improvements
- Many physics optimizations have been made across the entire game.
- Texture and resources management have been greatly improved, and now use less overall memory.
- StarCraft II is now significantly more thorough in pre-loading content, resulting in less in-game stutter.
- Custom games now load shaders during the loading screen rather than in-game, resulting in less stuttering caused by shader generation.
- The fog of war has been reworked to more accurately display units that are positioned near the edge of the fog.
- General
- Maximum selection size has been increased to 500, up from 255.
- Items can now be instantly sold by pressing the Control + Right-Click key combination.
- Instant items can now be used while in targeting mode without canceling targeting in custom games.
- Items can now display range indicators and AoE targeting cursors when in target mode in custom games.
- Inventory commands (Use, Move, and Pawn) are now available as custom hotkeys in custom games.
- Alliance colors have been updated to propagate to the entire UI.
- A new in-game pathing display has been added that shows the path a unit will take on the mini-map.
- Battle.net
- The News & Community and Help Buttons have been removed from the main navigation panel to simplify the display. These can now be accessed from the Home Screen.
- The Player Profile Screen has been reorganized to streamline the overall display of profile information. From this screen, players can access their Profile Summary, Career Summary, Match History, Arcade Reviews, and Rewards.
- New statistics have been added to the Player Profile: Games Played This Season, Most Played Mode, and Total Career games.
- Certain statistics that were previously shown on the Player Profile screen have now been consolidated into the Career Summary screen.
- Career Summary has been moved from the Leagues & Ladders screen into the Player Profile screen.
- The Help Screen is now accessible from the Home Screen instead of the navigation panel.
- Tutorials are now more appropriately accessible from the StarCraft menu.
- A new Join Chat button has been added.
- A new “Quick Nav” tab has been added to the bottom-left corner of the Battle.net UI. This is a customizable dashboard that allows players to bind up to five Battle.net screens to the F1-F5 keyboard shortcuts for speedier navigation.
- The following new slash commands have been added:
- Available anywhere on Battle.net:
- /afk – puts the player into AFK status
- /close – closes the focused chat window
- /help – displays available /slash commands
- /min – minimizes the focused chat window
- /max – maximizes the focused chat window
- /restore – returns the focused chat window to default position and size
- Available only in private chat with another player:
- /dnd – puts the players into DND status
- /partyinvite – invites the targeted player to a party
- /partykick – removes the targeted player from party
- /block – blocks the targeted player
- /unblock – unblocks the targeted player
- /addfriend – adds the targeted player as a character friend
- /removefriend – removes the targeted player as a friend
- /profile – opens the profile page for targeted player
- /report – opens the Report Player dialog for targeted player
- /friendnote – opens the Friend Note dialog for targeted player
- Available anywhere on Battle.net:
- Players who have enabled the “Only allow friends to send me chat messages” option can now receive responses back from non-friends if they initiate the chat. The ability to chat with non-friended players will end if either player logs out, or if no conversation occurs for five minutes.
- General
- New support has been added for control over frames, portraits, status bars, text, Trigger Dialogs, and more. Full details, tips, and tutorials are in the process of being created to help game creators take full advantage of these tools. Some of these changes are:
- New “Nineslice” Border Method for additional image border support.
- Support has been added for custom unit status bars.
- Support has been added to allow mod makers to control the UI for observers, and to control the behavior of individual dialog items when observing.
- Support has been added for bulleted lists for use in Trigger Dialogs
- New word wrapping tags for use in Trigger Dialogs have been added.
- Frames in the standard UI can now be hooked up as Trigger Dialogs.
- Editor users can now use LastCreatedHelpItem to store tips, and the DestroyHelpItem trigger function has been added to destroy tips individually instead of destroying tips all at once.
- New Trigger Dialog item types have been added: Tooltip, Unit Status, Unit Status Bar, Unit Status Duration Bar, Portrait, Unit Model, Offscreen Unit, Unit Target.
- New Trigger Dialog item properties have been added: Behavior, Actor, Unit, Unit Link, Model, Paused, Light, Team Color, Team Color Index, Camera, Paused.
- Various improvements have been made to the Overview Manager:
- The Game Data component now displays all objects used by the document, even if they are defined in dependencies.
- The folder hierarchy has been simplified, and view options for folder and type display have been added.
- The usage count for each object is now displayed in the item text.
- The tree view state is now preserved after reloading data.
- Support has been added for custom, high-resolution mini-map images.
- Support has been added for a self-cast hotkey.
- Support has been added to allow for item stacking.
- Support has been added to define multiple lighting regions in the game world.
- Mini-map icons can now be adjusted by scale, background, background scale, and color.
- The editor has been updated to use Visual Styles.
- Font Style editing has been added to the Text Module.
- Optimizations have been made to improve dependency loading.
- Additional Test Document preferences have been added for editor and game window minimization behavior.
- A new map option called Static Shadow Intensity has been added, which is used during static shadow generation. This option is found in the Map Options section of the Map menu.
- A new map option called Stagger Periodic Trigger Events has been added. This option is found in the Map Options section of the Map menu.
- The New Document dialog has been improved to make it easier to configure starting document types and dependencies.
- Preliminary support has been added to allow for better configuration of new physics FX, such as ragdoll deaths, combat-driven impulses, water ripples, and collision-based water splashes. Future updates will include additional editor support, documentation, and physics-enabled assets for creators to use in their maps.
- Inventory commands (Use, Move, and Pawn) are now available as custom hotkeys.
- Font Glow support has been added.
- A new InlineJustification font flag has been added.
- Red text has been improved to now filter into different error type groups.
- Pressing Control + Alt + F11 now allows mod makers to reload the UI. This allows changes made to layout files to be reflected immediately without having to quit and restart the game.
- Frames now have a field called AlphaMaskTexture that can mask out the rendering of their children. This can be used primarily to mask out the hard edges of Portrait Frames.
- New support has been added for control over frames, portraits, status bars, text, Trigger Dialogs, and more. Full details, tips, and tutorials are in the process of being created to help game creators take full advantage of these tools. Some of these changes are:
- New Editor Modules
- A new Cutscene Module has been added, replacing the Previewer Window. The Cutscene Module allows mod makers to visually create cinematic sequences that can be played back in-game. Cutscenes can range from simple camera, light, or animation control to epic story moments suitable for a campaign. Several new native functions have also been added to control cutscene playback.
- A new AI Module has been added for user-friendly management and visualization of attack wave timing and unit composition for computer players. Further customization is possible by attaching triggers to attack waves. Several new trigger functions have been added for working with attack waves defined in this module.
- A new UI Module has been added. It allows modification of the UI layout files that control most aspects of the in-game UI. The initial release of this module focuses on exposing a simple XML editing interface for SC2Layout files, and further improvements are planned for the future.
- Data Module
- Support has been added for effect, behavior, and learn ability tooltip images.
- Support has been added for the Launch Missile effect to validate placement at the targeted location.
- Support has been added for missile reflection effects.
- A unit flag has been added to specify that a unit’s vision test should only occur from its center (and not include its radius).
- A Stunned flag for Behaviors has been added that allows the queuing of commands.
- A new flag has been added to button data to disable showing an ability level in the tooltip.
- Effects can now be executed when an attribute, power, or veterancy level changes.
- Behavior modifications can now be upgraded.
- Effect abilities can now specify a custom tooltip, icon, and name for the learn ability to use.
- Doodads can now be configured to change their opacity when the local player has vision of them.
- Occluded model opacity can now be customized.
- The launch offset on missile effects is now supported.
- Existing units may be launched as missiles with the launch missile effect.
- “Unified” movement and attack speed factors have been added which add the most positive and negative factors together to get the actual adjustment. This factor will be multiplied by the existing cumulative modifiers.
- “Supported filters” have been added to the attack ability to control what types of units are allowable targets and which units are simply ignored.
- “Follow filters” and “move filters” have been added to the move ability to control what types of units can be followed or moved to.
- Charges now maintain their existing count when the max count increases.
- A new power alliance state has been added.
- A “pre-emptable” flag has been added to effect abilities to indicate that the ability should not be canceled when pre-empted (i.e. due to a stun).
- A separate camera height map has been added. This height map is much smoother than the flyer height map, and the camera data can now choose which height map to use.
- The “Override Colors” associated with Game UI data can now be upgraded.
- Conjoined behaviors can now customize what properties are shared by each unit in the group (including visibility and specific vitals).
- Effect ability times are now upgradeable.
- A new User-Defined Data System has been added. This can be accessed through the new User type in the Data module, as well as its corresponding functions in the trigger library.
- The Data Module has been updated to use a horizontal auto-layout to better utilize available screen space.
- New data types have been added:
- Army Categories
- Army Units
- Army Upgrades
- Bank Conditions
- Characters
- Heroes
- Hero Abilities
- Hero Statistics
- Locations
- Maps
- Objectives
- Physics Materials
- Preload
- Tactical AI Cooldowns
- User Types
- Terrain Module
- Two new brushes have been added to the Terrain Module:
- Preplaced Creep brush
- Lighting Regions brush
- Support has been added for multiple layer selection operations (see Layer >> Select From).
- A new distance measuring tool has been added, which measures both straight-line and pathing distances (see Tools >> Measure Distance).
- New terrain copy/paste options have been added to include or exclude textures, geometry, and water (see Edit >> Copy Options).
- Placed units and doodads may now be named and shown/hidden on an individual basis (see View >> Show UI >> Show Palette Existing Objects).
- Custom tags may now be defined and assigned to placed objects to help categorize and display them (see View >> Show Tags).
- A new option has been added for diagonal grid display (see View >> Show Grid >> Diagonal Grid).
- New map image export options have been added for using minimap dimensions and importing directly into the map (see Data >> Export Map Image).
- Preplaced units and doodads can now be configured to adjust the height map.
- Two new brushes have been added to the Terrain Module:
- Trigger Module
- When a player now pings the mini-map or game world, a new event called Player Ping is dispatched which contains the location of the ping and the unit that was pinged (if any).
- The mini-map now updates when water changes through triggers.
- A new player property has been added to disallow resource splitting when players drop from a game.
- Functionality has been added to the script test window to show overall memory usage within the script system.
- Array sizes may now be defined using constant integer variables.
- An Expression value source has been added for more easily defining complex mathematical expressions or text concatenations.
- Many new Library functions have been added! Please visit our Custom Maps forum for a complete list of these additions.
- Actor
- A new ActorInfoDisplay cheat has been added for live actor debugging.
- Support has been added for Line and Arc targeting cursor support.
- Terrain squib support has been added for tileset-specific dust or snow clouds FX.
- Attach, AttachModel, AttachModelOffset, and AttachOffset messages have been added for dynamically adding, positioning, and rotating attached actors more easily. This will makes it easier to arbitrarily cobble together units made out of multiple models and attachments.
- New messages have been added for configuring strobe selection on actors (such as halos and strobe pulses). Associated messages have also been added for setting halo, strobe color, width, and more.
- Initial support has been added for Serpent Actors, which allows for creation of serpent units by driving attachment points within a model or by stringing together multiple models. This functionality will continue to change and improve with future updates.
- Additional custom death support has been added for making situational unit fatalities. There is now built-in support for triggering fatalities from X damage over Y intervals, and by “overkilling” a unit by X damage or more.
- Added CActorSiteOpMotionDirection to enable unit death models to continue forward with the velocity the unit had at the time of death, enabling corpses to skid to a stop.
- Added a number of minimap icon customization options in CActorUnit, both via field and several new messages.
- CActorRegions can now be filtered based on an associated ability if configured. Region queries can now send a unique response to the closest unit if configured. Regions can now also be rotated.
- CActorRange can now restrict the icons drawn to relative cliff levels.
- CActorDoodad now has a number of new fields for customizing opacity, imposing no-fly zones, and boosting terrain levels underneath the doodad, so that creep can show up on bridges.
- Added SetTextSize message for changing text size on CActorText.
- Added CActorSiteOpIncoming, which makes it easier to configure attachk FX to match the incoming direction of an attack (regardless of whether it is a ranged direct attack or a missile attack).
- Added CActorSiteOpRotator for spinning actor around arbitrary axes at arbitrary rate. Propellers can be made with this.
- Added CActorSiteOpRotationRandom for randomly positioning actors within a given yaw and/or pitch angle.
- Added CActorTermKilledByEffect for customizing deaths to particular abilities.
- Added CActorTermIsKnownAs for testing whether actors have a particular alias.
- Added CActorTermUnitWalking for testing when CActorUnits are walking.
- Added CActorSiteOpHigherOfTerrainAndWater for positioning actors on the terrain or the water above it (if any).
- Added CActorTermMissileTentacle and CActorTermMissileTentacleIsReturning to allow for better configuration of customized tentacles, particularly for units with multiple tentacles.
- Added CActorPropertyCurveSet to animate properties like TintColor, Position, and Rotation with splines.
- Added a GameInitialize message for creating actors at game initialization.
- Added a message for showing all power circles at once.
- Added a term to check the level of an ability for ability messages.
- Added a new ScenePowerShowAll actor message that will show/hide power for all allied power sources.
- It is now very easy to add terrain-specific launch and impact FX, such as a snow burst on a Siege Tank impact.
- It is now possible to send actor messages to portraits in the glue screens.
- It is now possible to swap a CActorModel’s model, a CActorSplat’s splat, and a CActorSound’s sound before they initialize to avoid the performance hit of first creating one model and replacing it with another.
- Compose portraits from multiple CActorModels can now be used more easily. FaceFX and animations can now be redirected to models other than the one in the main CActorPortrait.
- A new Camera Actor has been added for controlling the camera through actor events.
- A new Scene Actor has been added for controlling global actor settings (Halo settings, Power visual hiding).
- A new Light Actor has been added to allow for easier light creation in data. Many new messages for configuring light in this manner have also been added.
- A new Creep Actor has been added for higher performance creep effects, such as creep engulfment.
- Galaxy
- New support has been added to the Trigger Debug Window for breakpoints, stepping through functions, and variable inspection.
- Galaxy script code memory limit has been increased: 4x-10x more memory can now be utilized depending on how scripts are being used.
- New support has been added for passing structure, array, and function references as function parameters.
- Galaxy error message output has been improved.
- Graphics
- Anti-aliasing support has been added to smooth out edges in the game. This can be toggled on or off in the Graphics section of the Options Menu.
- New support has been added to define multiple lighting regions in the game world.
- Lighting can now be changed per player via triggers.
- Unit-specific Halo support has been added for pre-targeting.
- A new Scaled Baked Ambient Occlusion option has been added.
- It is now possible to customize the intensity of a map’s pre-generated static shadows.
- Publishing
- The Game Variants dialog now includes a Genre setting which determines a fixed category for Arcade maps.
- Arcade support has been added to the Editor for mod creators to fill out their Arcade game info page.
- General
- Many improvements and fixes have been made to the terrain avoidance subsystem when missiles pass cliff edges.
- Many improvements and fixes have been made for combat reveal relating to tentacles and long-range beam attacks.
- The BlizzCon 2011 Fist of Furry decal is now displaying properly in-game again.
- The Free For All Gladiator achievement is now properly awarding points for Free For All kills on Nerazim Crypt.
- Mothership shields now properly count towards the Frugal Fighter achievement.
- The EPM and APM observer overlays have been reversed and are now displaying their proper values.
- Pre-placement images now persist through saved games.
- The “CPM” observer shortcut is no longer cut-off in the observer dropdown UI.
- The Stat Panel bar will no longer show up as grey when rapidly pressing their hotkeys.
- Unbinding universal hotkeys no longer causes them to appear as structures.
- Canceling out of the Hotkey Menu via the escape key no longer causes temporary hotkeys to be saved.
- Loading a saved game during a transmission no longer results in an empty transmission frame.
- It is no longer possible to rename saved game files that are currently in use.
- It is no longer possible to add AI players to a game of Aiur Chef.
- Entering cinematic mode while holding the Alt key no longer causes unit status bars to persist after releasing it.
- Queuing a Move, Hold, then Patrol command no longer causes the display of the Patrol rally point to appear at an incorrect location.
- Auto-Turrets and Infested Terrans that have been killed no longer count as Units Lost in the Leader Panel.
- Fire and smoke particles no longer generate at an awkward angle from damaged Perdition Turrets.
- Rewinding a replay with a unit selected no longer causes its portrait to disappear.
- Alt + tabbing while loading a melee map no longer causes the camera to scroll to the top of the map when re-entering SC2.
- The Hero Icon no longer displays as a purple square for zerg players.
- Fixed various compatibility issues with ATI Radeon X800 series video cards.
- Fixed a crash that could occur when compiling a galaxy script.
- Fixed an issue where galaxy scripts would parse decimal numbers incorrectly in some cases.
- Fixed an issue where Spectators and Referees would see an extraneous Requirements header in various tooltips that did not have any upgrade options.
- Fixed an issue where sending a transmission could cause in-game portraits to freeze.
- Fixed an issue where units could display an inconsistent tint color to an observer when switching between viewing modes.
- Fixed an issue where numbers in the Stat Panel would occasionally display as all zeroes.
- Fixed some string inconsistencies in the Observer Hotkey options.
- Fixed an issue where doodads were not properly drawing under the Black Mask until the map was revealed near them.
- Fixed an actor error that occurred when upgrading Viking attacks while Vikings were in Fighter Mode.
- Fixed some missing textures with certain Char doodads.
- Fixed various references to Sentries being available in the Wings of Liberty campaign.
- Fixed an issue where the protoss player slot UI would disappear in a loading screen with 11 or more players.
- Fixed an issue where 6 and 8-player fortress maps allowed teams to be placed next to enemies in uneven team formats.
- Fixed an issue where restarting Round 20 of StarCraft Master would cause the info panel to display incorrectly.
- Fixed an issue where terrain deformations could allow units to be hidden under the terrain.
- Fixed an issue where it was possible to crash the AI on certain custom maps if the AI chose to nuke close to the edge of the map.
- Battle.net
- A player who logs out of the game during a match countdown now receives a point loss. The other player now receives a message that the opposing player has canceled the queue and neither receives a point bonus nor penalty.
- Addressed performance issues that could occur over time when navigating between various Battle.net pages.
- StarCraft II players can no longer send party invites to RealID friends playing World of Warcraft.
- The Score Screen for Versus AI and Cooperative matches now displays the correct victory or defeat message after completing a game.
- Friend status icons now update properly when a player joins a single-player game while Away or Busy.
- Achievements will now be properly awarded when logging onto Battle.net from offline mode.
- Players no longer lose progress with streak achievements when other players leave the automated matchmaking queue while being matched.
- The Invite button no longer stays lit after inviting all friends to a conversation chat.
- The Skip button in the Welcome to Multiplayer screen now has a sound effect.
- Pressing Esc on the Starter Edition offer screen no longer prevents subsequent logging-on attempts on accounts with valid SC2 licenses.
- The News & Community pages now process HTML characters properly.
- The Invite to Party button can no longer be spammed repeatedly.
- Maps can no longer be published if they begin or end with whitespace, contain consecutive whitespace, or contain non-printable characters.
- Custom game lobbies now properly default your race to the last race played.
- Chat no longer scrolls to the bottom of a chat window when a new message is added if a player has previously scrolled up in the chat window.
- It is no longer possible to select “Block Communication” for RealID friends.
- Fixed an issue where the Battle.net UI would overlap the game world if a replay was launched too quickly.
- Fixed an issue where the “You have voice chat disabled” message would occasionally display in-game despite having voice chat enabled.
- Fixed an issue where matches would occasionally fail to appear in a player’s match history.
- Fixed an issue where the Current Team State Box would occasionally update to display inaccurate data.
- Fixed an issue where the multiplayer game mode would switch to 2v2 when reaching the Battle.net input limit.
- Fixed an issue in custom games with AI where the score screen would improperly list AI players as zerg regardless of their actual race played.
- Fixed an issue where the Bonus Pool would occasionally display an incorrect value.
- Fixed an issue where players would lose points for wins and gain points for losses on very rare occasions.
- Fixed an issue where the Start/Skip Practice League dialogue could appear blank when spam-clicking the Multiplayer button.
- Fixed an issue where maps with custom dependencies would not appear in the Versus AI screen when playing offline.
- Fixed an issue where certain words could pass through the profanity filter by appending other characters.
- Fixed an issue where players could sometimes temporarily lose license-based achievements.
- Fixed an issue where player race would default to terran when changing a custom game lobby to Co-Op vs. AI.
- Fixed an issue where bookmarks could disappear when navigating between certain screens.
- Fixed an issue where pausing a game and surrendering would occasionally cause the Score Screen to display an error message.
- Fixed a crash that could occur when loading a map that has six or more dependencies.
- Races
- Protoss
- The Pylon power radius now displays up cliff levels properly on Low graphic settings.
- Fixed an issue where certain protoss structures would sometimes continue to display a warp-in animation if they became unpowered.
- Terran
- The Medivac_HealLoop sound now plays properly when a player manually heals a unit with a Medivac.
- It is no longer possible to stack a large number of units into tight spaces using Medivacs.
- The Command Center’s Load ability will no longer reserve a cargo slot for nearby SCVs that are busy constructing buildings.
- Siege Tanks no longer use an SCV voiceover when they fail to enter Siege Mode.
- Fixed an issue where flying terran structures would sometimes use their ground death animations when killed.
- Fixed an issue where the Hellion’s flame attack would only hit burrowed units despite other units also being in its line of fire behind the burrowed unit.
- Fixed an issue where a Bunker could be made to look empty despite being loaded with units by using queued Rally commands.
- Fixed an issue where the Seeker Missile’s explosion would not display if a save was loaded while the missile was in flight.
- Zerg
- Banelings will now auto-cast Unburrow if a Colossus comes within their attack range.
- Banelings lifted by phoenixes now use proper visual indication when detonating and damaging units below them.
- It is no longer possible to queue up multiple build commands using a single Drone.
- Morphing units no longer become stuck in their cocoon state if they are underneath a Hatchery.
- The Nydus Network and Nydus Worm no longer glow if they are holding Drones that are carrying minerals.
- Active Creep Tumors no longer display as dormant if their Spawn Tumor action was canceled during the spawn animation.
- Brood Lord and Overseer Cocoons now have a Rally command instead of Move, Hold Position, and Patrol commands.
- Protoss
- Editor
- General
- Many UI fixes have been made across all areas of the editor, including overlapping issues, resizing issues, and missing panes.
- Imported objects are now immediately available for browsing upon saving a map.
- The time of day now consistently matches the actual set day length when cycling through a 24-hour time period.
- Maps saved as components now properly report external files as changed.
- Playing over 512 trigger sounds for an inactive player no longer causes trigger sounds to stop functioning for all players.
- Resizing the Publish Document Pane to its smallest size no longer causes hit box issues with the Config Options.
- Fixed some issues where the editor would display inconsistent file sizes for published documents.
- Fixed an issue where exporting editor preferences would not properly save all values.
- Fixed a display issue that could occur when selecting units with different inventory slot configurations.
- Fixed an issue where adding a large number of dependencies to map would cause the editor to stop responding.
- Fixed an issue where the “At” term for an Actor Event would persist after changing the Actor Event to something that shouldn’t have the “At” term available.
- Fixed a crash that could occur when using a Chinese Phonetic IME.
- Resolved various situations where the editor could run out of memory too easily.
- Data Module
- The HDR Multiplier parameter in the “Send Actor Message – Set Team Color” action now accepts a value of 1.
- Data now links up properly to duplicated objects.
- Resetting objects to their parent value now properly resets the previously entered values.
- Changes to the Background of a map in the Data Module now immediately updates the map in the Terrain Module.
- Augmented abilities now properly show linked objects inside the object explorer.
- Behaviors that have Requirement Nodes now properly display those nodes in the behavior’s “Used By” dropdown field.
- Objects that share their Name and Text Key now duplicate properly in the editor.
- Modifying specific fields of a pre-existing object now properly colors the object green to indicate that changes have been made.
- Duplicating a unit’s abilities in the editor while duplicating the unit itself will no longer prevent the new unit from being usable in-game.
- Editing sub-fields of an expanded parent field will no longer remove the data from similarly named sub-fields when using raw data view.
- Duplicating models no longer point the models to non-existent assets.
- Fixed an issue where style controls could become disabled when highlighting text too quickly.
- Fixed an issue where units with rotation animations would no longer rotate after being revived.
- Fixed an issue where duplicated units would not be referenced properly in their documented fields.
- Fixed an issue where multiple fields of a duplicated object incorrectly referenced the original object rather than the duplicate.
- Fixed an issue where objects without field categories displayed improperly.
- Terrain Module
- Painted pathing now shows properly in the Terrain Editor when a new map is opened while viewing the Pathing layer.
- Holding down shift when moving a doodad now properly ignores placement requirements until after the doodad is moved to a valid location.
- Doodads now properly adjust their height when using “Modify Height Field”.
- Removing water in the editor now properly shows the green boxes of where water is placed.
- Filling a 256×256 map with water no longer causes the water on the bottom half of the map to display incorrectly.
- Fixed an issue where textures could occasionally become corrupted when opening maps in the terrain module.
- Fixed an issue when generating static shadows where the progress bar would not fill up completely.
- Fixed an issue where replacing doodads would reset the doodad height to zero.
- Fixed a crash that could occur when placing and then undoing terrain objects.
- Trigger Module
- The Cinematic Mode trigger now has more detailed help text.
- It is now possible to copy and paste the Ability Command parameter in trigger functions.
- The ability parameter for the Unit Uses Ability event now has a preset to choose “Any Ability Command”.
- The “Set Portrait Tint Color” action is now working properly.
- Using a Play Sound Scene trigger no longer causes unit actors to display improperly.
- The “Show/Hide All Leaderboards” action is now working properly.
- Fixed an issue where fade calls would be ignored if another fade was already in progress.
- Fixed an issue where only boolean variables could be referenced from a record as the first value in a comparison condition.
- Fixed a crash that could occur when passing an invalid player to the DialogControlGetPropertyAsString trigger function.
- Fixed an issue where the “Chat Message” event would not trigger if chat was not said in All chat.
- General
- Mac
- Imported images now display correctly.
- It is now possible to view objects through the Overview Manager by using the Return hotkey.
- Saving and reloading a game will no longer generate a prompt saying that your graphic settings have changed.
- Fixed a crash that could occur when relogging into Battle.net after playing a multiplayer map.
- Fixed an issue in Windowed Mode where the client’s presence would remain as Away despite being in focus.
- Fixed an issue where the Text Controls in the Text Editor would not apply until the text was re-edited.
- Fixed an issue where repeating labels would display in the Trigger Module if a map was loaded before opening the Trigger Module.
Source: Battle.net
Posted by dOoBiX on April 27th, 2012 at 11:03 am
Google released an entertaining StarCraft-related easter egg today, for reasons unknown yet. To see it, just go to google.com and search “zerg rush”. Your search results will be attacked by a bunch of “zerglings” which will group up at the end to spell out GG.
Update: There are several sites now saying that a Google spokesperson gave out this quote:
“For n00bs who aren’t as familiar with real-time strategy games, there’s been a zerg rush on your search results page. Because there should always be time to practice your gaming skills, click on the zerg units to defend the results page and try not to get pwned. Then you can share you APM score on Google+. GLHF!”
So apparently you can kill those “zerglings” by clicking on them to get a high score and post on Google+. I read somewhere that this whole thing might have been created to be a promotion for Google+. Anyway, I think it’s pretty cool that Google made something for us StarCraft fans.
Posted by dOoBiX on February 21st, 2012 at 9:46 pm
A new SC2 patch is out today that fixes a bunch of bugs, and also includes a few balance changes. Check out the spoiler below for all the changes.
StarCraft II: Wings of Liberty – Patch 1.4.3 – Show ▼
General
- APM values displayed on the Leader Board are now calculated by counting every click and command that has been issued by the player.
- EPM values displayed on the Leader Board are calculated by counting only actual commands issued by the player (Effective Actions Per Minute).
- Zerg Larvae are now displayed in the unit panel of the Leader Board.
Balance
- PROTOSS
- Phoenix
- A new upgrade has been added to the Fleet Beacon: Anion Pulse-Crystals. This upgrade increases Phoenix weapon range by +2.
- TERRAN
- Ghost
- Snipe damage changed from 45 to 25 (+25 vs Psionic).
- Orbital Command Center
- MULE now always returns 30 minerals per trip, regardless of mineral type.
Bug Fixes
- The “Try the Next Patch” button now properly launches the PTR client when a PTR is available.
- Unread chat notifications no longer reset when entering or leaving a game.
- Map information now loads immediately in the Match History screen after logging onto Battle.net.
- In the Korean version, the Reduced Violence option now remains checked when restoring gameplay defaults.
- Fixed a display issue that could occur when binding certain keys on a French keyboard.
- Fixed a crash that could occur when exiting StarCraft II on systems with Geforce FX 5700 graphics cards.
- Fixed a crash that could occur when saving and loading games between High and Low video settings.
- Fixed an issue that could cause some players to be dropped from custom games after spending an extended time in the lobby.
- Fixed an issue which was causing some players with a full version of SC2 to be stuck in Starter Edition.
- Fixed an issue that could cause ladder matches to sometimes start three seconds late.
- Fixed an issue where overlapping units could sometimes traverse cliff levels.
- Fixed an issue which prevented some players from receiving credit for Top X achievements after Season 3.
- Fixed an issue which caused FFA games to reset the progress of the Team Hot Streak achievement.
- Fixed an issue where the Restart button was incorrectly showing up when loading Vs. AI saved games from previous versions of StarCraft II.
Mac Bug Fixes
- Fixed an issue where the cursor would disappear when using the middle mouse button.
- Fixed an issue which caused performance to drop significantly during large battles.
- Fixed an issue that was causing certain mod maps to crash after loading.
- The Reduce Mouse Lag option now works properly on Macs.
Posted by dOoBiX on November 8th, 2011 at 1:45 pm
This patch includes some bug fixes, decreased costs to everything in the Protoss Forge, and the Terran Ghost has a small nerf to its EMP radius.
StarCraft II: Wings of Liberty – Patch 1.4.2 – Show ▼
General
- “Alert Fade” under Sound Options has been renamed to Game Volume During Alerts. Its tooltips have also been changed for clarification.
- The fade-in for game sound during alerts changed from .5 seconds to 2 seconds.
- • Play-Time Schedule under Parental Controls now applies World of Warcraft settings to StarCraft II
Bug Fixes
- Fixed a truncation on specific resolution if the current and maximum supplies are 3 digits.
- Fixed an issue which prevented footprints from being edited in the Footprint Editor.
- Fixed an issue that caused the game to have missing icons and images on low end graphics cards.
Balance
- PROTOSS
- Forge
- The cost of Upgrade Shields Level 1 has been decreased to 150/150, down from 200/200
- The cost of Upgrade Shields Level 2 has been decreased to 225/225, down from 300/300
- The cost of Upgrade Shields Level 3 has been decreased to 300/300, down from 400/400
- The cost of Upgrade Ground Weapons Level 2 has been decreased to 150/150, down from 175/175
- The cost of Upgrade Ground Weapons Level 3 has been decreased to 200/200, down from 250/250
- The cost of Upgrade Ground Armor Level 2 has been decreased to 150/150, down from 175/175
- The cost of Upgrade Ground Armor Level 3 has been decreased to 200/200, down from 250/250
- TERRAN
- Ghost
- EMP radius has been decreased from 2 to 1.5
Posted by dOoBiX on September 30th, 2011 at 1:23 pm
New SC2 patch came out yesterday, which fixes some bugs:
StarCraft II: Wings of Liberty – Patch 1.4.1
Bug Fixes
- Fixed an issue where loading certain DXT textures on custom maps could cause a crash.
- Fixed an issue where loading corrupted texture files could cause a crash.
- Fixed an issue where video drivers that do not support certain texture formats could cause a crash.
- Fixed an issue where a crash could occur when Windows resumes from hibernation mode while the game is running.
- Fixed an issue which could cause incorrect campaign progression when loading saved campaign made prior to 1.4.0.
- Fixed slowdowns which could occur when using Razer Spectre mouse.
StarCraft II Editor Bug Fixes
- Fixed an issue where destroying a Dialog Item of type Edit Box while text is being entered could cause a crash.
- Fixed an issue where camera rotation behaved improperly when rotation was modified by positive values.
Posted by dOoBiX on September 20th, 2011 at 11:35 am
Blizzard has released a new patch (v1.4.0) for StarCraft 2 today. This update contains a huge list of changes which include user interface changes, unit balancing, bug fixes, and map editor improvements. You can read the whole patch in the spoiler below.
StarCraft II: Wings of Liberty – Patch 1.4.0
General
- A new Career page displaying placement in past seasons has been added to the League & Ladders section of the Profile.
- A new “View Ladder” button has been added to the league display at the bottom of the Quick Match screen. Clicking this button will take you directly to your ladder page.
- The post-game score screen for ranked ladder games will now show icons next to each player’s name indicating his or her league.
- The upload timeout period for publishing custom maps has been increased significantly.
- SLI performance has been improved.
- When file corruption is detected in un-repairable files (replays, saved games, or downloaded maps), a prompt to run the Repair Tool will no longer occur.
- Game Options
- Added three privacy settings to the Options menu under the Battle.net section.
- Only allow friends to send me invites.
- Only allow friends to send me chat messages.
- Set status to Busy when playing a game.
- Added the FPS Toggle hotkey to the hotkey dialog.
- Added Display Game Tooltips setting to the Options under Gameplay that can be turned off to prevent tooltips from appearing when playing a game.
- Added a new setting to the Options under Controls which allows a player to enable or disable the ability to adjust in-game mouse sensitivity.
- UI and Display
- A Launch PTR button will now appear on the login screen when the PTR is available. Clicking this button will close the retail client and launch the PTR client.
- Improved error messages when a unit is required but none is targeted to provide required target information.
- UI Frame used in .SC2Layout files has more anchoring flexibility.
- Loading an old saved game will now give an option to restart the mission in the new version of StarCraft II instead of loading it in the old version without access to achievements.
- Player names in the Name Panel in observer or replay mode will now be based off the player’s locations on the minimap. For example the player closer to the left side of the minimap will appear on the left side of the name panel.
- When a building is canceled or salvaged the minerals returned will be displayed at the building location for the owner, for enemy players a floating text will be displayed.
- Toggle Team Colors in 1v1 and Free-for-All when observing and during a replay will not change player colors.
- Sound
- An error notification sound is now played if a placement location cannot be found when unit training completes.
- Most existing alert sounds are now reduced in volume when a new alert sound plays.
- Transmissions without a valid sound file will now display a subtitle during cinematics even if the player has turned off subtitles.
- Added a new Alert Fade option to control how much existing alert sounds fade when new alert sounds are played.
Balance
- General
- Unit vision up ramps has been reduced by 1.
- PROTOSS
- Immortal
- Attack range increased from 5 to 6.
- Mothership
- Acceleration increased from 0.3 to 1.375.
- The Mothership’s Cloaking Field no longer cloaks all units instantaneously, but rather adds units to the cloak field over time (maximum of 25 per second). This should alleviate “Mothership Lag” issue when a Mothership comes online.
- Stalker
- Blink research time increased from 110 to 140.
- Warp Prism
- Shields increased from 40 to 100.
- TERRAN
- Barracks
- Build time increased from 60 to 65.
- Hellion
- Infernal Pre-Igniter damage upgrade decreased from 10 to 5.
- Raven
- Seeker missile movement speed increased from 2.5 to 2.953.
- ZERG
- Infestor
- Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).
- Neural Parasite range decreased from 9 to 7.
- Overseer
- Morph cost decreased from 50/100 to 50/50.
- Contaminate energy cost increased from 75 to 125.
- Ultralisk
- Build time decreased from 70 to 55.
StarCraft II Editor Improvements
- General
- Custom maps with dependencies containing trigger libraries will now load significantly faster in the editor.
- Map Status and Publish dialogs indicate if the lighting map is out of date or not.
- Syntax highlighting for galaxy script and XML data can now be disabled.
- Actor cheats are now available to map creators when testing their map from the editor.
- Actor dump messages are now available to map creators. Includes AliasDump, AnimDumpDB, AttachDump, HostedPropDump, HostedPropDumpAll, RefDump, RefTableDump, TextureDumpDB, TextureDump.
- Portrait Frames now have their own desc to use in .SC2Layout files. Currently supported fields are: BackgroundImage, BorderImage, MovieFrame, ModelLink, UseTransition.
- Creating Cycles in UI frame anchoring will no longer crash the game, instead it will output an error message.
- Added alignment option when using the IMG tag in text. Values are top, bottom, middle, absolute middle.
- Added Disable Observers map option, which prevents players from becoming observers in the game lobby.
- Added two fields to MovieFrame Descs : Loop, LockAspectRatio.
- Data Editor
- Data Editor UI has been reorganized for a better workflow.
- Complex fields in the Data Editor can now be expanded by double clicking on the plus sign.
- Increased maximum number of unit command card buttons per card from 32 to 64.
- If a teleport effect’s range is greater than 500, it will now ignore placement.
- Revive orders can now automatically choose the hero to revive based on the command selected and the order they were created.
- Map creators can now set time scale on bracket anims.
- An attack can now be specified to cause no shield flash at all via the ‘None’ Shield Flash Type value on CActorAction.
- Actor now makes a distinction between actors that are created via the ActorCopy message and through all the other creation mechanisms.
- Actors that are copied now get an ActorCopy message upon construction rather than an ActorCreation message, so that client data can distinguish between the two scenarios.
- Added raw XML editing mode to Data Editor.
- Added default parents for new objects in the Data Editor.
- Added a “Transient” flag to the Arm Magazine, Learn, Research, Revive, Specialize, and Train abilities to indicate that the orders should not be added to either the unit’s main order queue or to a queue ability. These orders will complete immediately.
- Added a “Use Unit Order Queue” flag to the Arm Magazine, Learn, Research, Revive, Specialize, and Train abilities to indicate that the unit’s main order queue rather than a queue ability should be used for those orders.
- Added support for Unit Weapon Validators to check any weapon on the unit if no weapon is specified.
- Added a flag to units called “Built On Optional” to indicate units can now be built on the terrain if they are not placed on another unit.
- Added a “Turn Button Highlight On/Off” trigger to highlight buttons by button link. This will support highlighting buttons regardless of how the button is used (i.e. Select Larva, Select Worker, and Submenus).
- Added support for items with abilities to display AoE cursors, show progress, and use the minimap for targeting.
- Added support for the Revive ability to issue targeted commands.
- Added support for persistent effects to attach revealers to units.
- Added AnimSetTimeScaleAbsolute message for forcing animation time scale to a particular value, regardless of prior scales.
- Added boosted cliff level support for units and doodads. Placed objects can specify the boosted cliff level amount. Units and doodads will then boost the cliff level of any cells in their footprints that are marked to ‘Boost Cliff’.
- Terrain Editor
- Added view setting for displaying terrain object names.
- Trigger Editor
- Timer Expires events can now match Any Timer.
- Trigger Dialogs can now be attached to a unit.
- Attempting to create or hookup a trigger dialog of the wrong type will now result in an error message.
- Dialog Items of type Image can now have their image property set as an entry into the Assets.txt file in addition to a raw file name.
- Added De-saturated and Desaturation Color properties to Dialog Items.
- Added Mouse Enter and Mouse Exit Event Types for the Dialog Item is Used event.
- Added Handle of Player trigger to query a player’s Battle.net handle.
- Added “Unit Learn Progress” and “Unit Revive Progress” triggers to get the progress of Learn and Revive abilities.
- Added a “Lock Unit Status Bar Display” and ‘Unlock Unit Status Bar Display’ triggers. These are intended to replace the “Set Unit Status Bar State” trigger.
- Added a “Show/Hide Alert Type” trigger to turn on/off specific alerts for a player group.
- Added a “Enable/Disable Command Type” trigger to allow/disallow submenus, select larva, and select worker commands.
- Added a “Pause Sound” trigger to pause/unpause a sound.
- Added an “XP Gain Disabled” option usable with the “Player Melee Option” and “Enable/Disable Melee Option For Player” triggers. This option defaults to on.
Bug Fixes
- Gameplay
- Hitting Escape when using the Options menu while playing a game will now properly revert any changes made.
- Loading a saved game with a game speed different than the minimum game speed now works correctly.
- Failing to load a saved game from a previous build will now show the proper error message.
- Reduced Violence no longer prevents custom death models from working.
- Repeated control group and selection commands will no longer count as unique actions for APM calculation purposes.
- In the Load Game Panel it is no longer possible to delete a saved game while playing it.
- In the Load Game Panel, choosing to keep\save an unsaved file in the Recent Tab now properly saves the file.
- Switching between a control group hotkey and selecting a unit no longer registers as a double-click.
- The Base Camera and Jump to Location hotkeys can no longer be used while the game is paused.
- Escape and F12 can no longer be used for custom grid hotkey profiles.
- Default key display will not show up when Custom Observer hotkey has been set.
- The range for structures hitting other structures is now consistent with non-structure units.
- Units with movement suppressed can now issue an order to board a transport instead of just follow it.
- A full refund will now be issued for any training requests that cannot complete because unit placement fails.
- Commands that have no charges left will display a 0 instead of just hiding the number.
- Resources spent repairing are now reported as resources lost when the repaired unit dies.
- Fixed an issue with the Camera Follow mode not turning off when scrolling away from a unit being followed.
- Fixed an issue with cycling chat recipients while in a party and watching a replay.
- Fixed an issue in the Load Game Panel that sometimes caused the wrong map preview image to display.
- Fixed an issue where the Hotkey dialog sometimes displayed inaccurate unit commands.
- Fixed an issue where units would seem to pop when travelling along cliffs.
- Fixed an issue where flyers may not decelerate in some cases.
- Fixed issues displaying some hotkeys for non-US keyboard layouts.
- Fixed issues with cursors when using NVidia 3DVision.
- Fixed issues where an ally unit’s command card was visible without shared control enabled.
- Fixed some issues with DVORAK keyboards not working correctly with Grid hotkey profiles.
- Fixed several issues with the Units Lost tab not tracking resources correctly.
- Fixed erroneous hotkey conflict detections with some observer commands.
- Fixed an issue where voice chat audio may have repeatedly played if voice chat was disabled while someone was chatting with you.
- Protoss
- Sentry Guardian Shield now correctly reduces damage from Hellion, Void ray, and Colossus attacks as well as the Siege Tank’s sieged attack.
- Fixed an issue where Colossus thermal lance beams would track a unit much further than the range of the weapon.
- Fixed an issue where workers would not path around Force Field while harvesting.
- Terran
- The Command Center Load SCV command will now only ask to load as many SCVs as it can contain.
- SCVs will now always face the building when resuming construction.
- SCVs can no longer repair themselves while inside a Bunker or Medivac.
- Fixed an issue where the Reaper could get stuck in some cases.
- Zerg
- Overseer & Brood Lord cocoons can now display waypoint lines when issuing queued patrol orders.
- Baneling’s Attack Structure ability is now a toggle to Enable/Disable Attack Structure. The toggle will determine whether structures are valid targets for auto-attack. This change fixes an issue which caused Banelings to prioritize buildings over hostile units.
- Burrowed units are no longer cloaked by the Mothership, as this is redundant.
- Attack upgrades are now retained by units controlled by Neural Parasite.
- If a unit provides power, that power is temporarily transferred to a player using Neural Parasite.
- Canceling more than one of the same structure at the same time as Zerg will add all Drones to the selection.
- Improved Larva placement when the bottom edge of a hatchery is on a cliff edge to prevent Larva from getting killed.
- Spore Crawlers and Spine Crawlers now disable their Stop button when rooting.
- Fixed an issue where Drone attacks could be more easily dodged than SCV or Probes.
- Fixed an issue where Broodlords on the high ground were not revealed when attacking enemy units on the low ground.
- Custom Map
- Alliance tests for the status bars and the info panel now use the passive and defeat alliance states to determine allies rather than vision and control.
- Force effects now preserve existing unit velocity.
- Units with an interact ability now clear the interacting state when killed.
- Items that cannot be dropped can now be moved in the inventory.
- Banks are now marked as verified when saved.
- The Unit Attachment Point trigger now reports the correct height.
- If more than one unit is selected with the Select Unit Group trigger after units have been deselected by means besides the Clear Unit Selection trigger, the newly selected units will now show up in the info panel.
- Range indicators are now updated when an upgrade is applied.
- Alerts will now use the Text field for a name if no Name is defined.
- Newly created units that gain a weapon via an upgrade will now have that weapon enabled when created.
- A unit’s height will now be changed immediately via triggers if the duration requested is 0.
- Quitting out of a map will now cause the player leave trigger event to be dispatched before the player actually exits which will give triggers a chance to change the victory/defeat state.
- The Enable/Disable Command Type trigger now disables minimap clicks properly.
- Actors shown or hidden via triggers should now show immediately instead of being delayed by a game loop.
- The Unit Selection trigger no longer resets the selected submenu if the selection isn’t actually changed.
- Alerts with the “Self” flag cleared will no longer show the alert to the issuing player.
- If a unit has a custom revive type configured, it will now use that when reviving via triggers.
- The maximum value for the real version of the effect amount trigger now reports values correctly.
- Persistent effects with a period of 0 can now execute at most once per game loop.
- Revive abilities that only have a per-level cost will now work correctly.
- The Gain Level trigger event will now dispatch multiple times if the amount of XP gained results in multiple levels being awarded.
- Filters now work properly for range actors.
- Issue order effects can now accept a point as a valid target.
- The requirement validator now also checks shown requirements.
- The Unit Has Behavior Flag trigger function now allows checking all flags properly.
- Yaw can now be get/set properly via Camera trigger functions.
- The Player Effect Used Unit Owner trigger function can now use all expected parameters properly.
- Abstract data types cannot be used for non-default data.
- The used number of charges is now clamped properly when modified via triggers.
- Charges with a fractional used amount are now handled properly.
- Changing the Kill XP unit property now results in a unit granting a custom amount of XP when killed.
- Missiles now impact properly when the target filters of the ability or weapon that launched them are upgraded.
- Behaviors granted by an ability are now replaced when that ability is leveled up.
- Items with carry or equip behaviors now manage behavior stack counts properly.
- Item abilities configured as transient will no longer interrupt existing orders.
- Learn abilities can no longer learn themselves.
- Behaviors which disable turning no longer disable movement.
- Units with negative life armor no longer take damage if shields or behaviors absorb damage.
- Objectives will no longer play sounds for players who cannot see them.
- If a unit is killed while morphing, it will revert the morph before reviving.
- Units may be created as “Under Construction” as long as an ability is configured to create it. Previously a unit needed to be able to produce it.
- Creating and destroying objectives should no longer cause a crash.
- Added a flag to Warp Train abilities to disable warp-in on ramps.
- Added checks to prevent circular effect, loot, tactical, and validator data.
- Fixed an issue where a targeted ability configured to use a teleport effect would fail to enter targeting mode.
- Fixed an issue using the Set Unit Progress action on Zerg units.
- Fixed an issue with clicking on an inventory slot while in targeting mode while using an item.
- Fixed an issue where a force effect location would use a parent effect location instead of its own.
- Fixed an issue with reviving a unit multiple times.
- Fixed some issues with life change trigger events being dispatched from behaviors that modify life.
- Fixed damage display on the hero info panel when the Collapse Buffed option is set.
- Fixed some lockups during loading due to complicated custom data relationships.
StarCraft II Editor Bug Fixes
- Data Editor
- Duplicating a unit with a missile attack now properly duplicates the related actor data.
- Terrain Editor
- Terrain paste operations will now fail with a warning if pasted textures do not exist in the map texture set.
- Assimilators, Extractors and Refineries now properly handle resource amounts defined in the properties dialog.
- Editor minimap now correctly updates after placing water.
- Invalid preplaced objects no longer prevent object groups from being initialized and using their patrol data.
- Terrain objects are now properly snapped to cliff cells during placement and movement.
- Fixed an issue with copying cameras that have custom colors applied.
- Fixed an issue with previewing world relative sounds in the editor while the Terrain Editor is open.
- Fixed an issue where closing the editor while the previewer is recording would crash the Editor.
- Trigger Editor
- The source column will correctly display Local for local elements within libraries.
- Triggering Player/Unit Property Change event responses now returns the total amount of change if multiple changes occurred.
- Fixed a potential crash issue that could occur when repeatedly clicking the Array checkbox for variables.
- Fixed script editor slowdowns related to syntax highlighting.
- Publishing
- Fixed an issue that could cause team settings to be reset in the Game Variants in some cases.
- Fixed a crash when attempting to publish a map with no neutral players defined.
- Fixed a crash when attempting to publish a map with over 500 custom units or upgrades.
Posted by dOoBiX on July 31st, 2011 at 8:32 pm
Sorry, I’m a couple days late posting this, but there is a new patch on SC2 that fixes some bugs.
StarCraft II: Wings of Liberty – Patch 1.3.6
Bug Fixes
- General
- Fixed an issue where using the Fun or Not system would sometimes cause players to be disconnected from the game.
- Fixed an issue with the “Q” key being unusable in Mac’s French Grid keyboard layout.
- StarCraft II Editor
- Fixed an issue that prevents using Value to set Player parameter in the Modify Player Property function.
- Fixed an issue when using Unit Can Attack Unit Type function that could cause the game to become unresponsive.