Patch 1.3

Page 1 of 1

Forum Index -> StarCraft 2

Australia February 25 2011 17:51Posts: 305
Spoiler
Patch notes!

General:

Leagues & Ladders

- A new Grandmaster League has been added for 1v1 ladders. This league represents the Top 200 players in each region.
- Players are automatically drafted into Grandmaster League shortly after a new season starts, and will remain in the Grandmaster league until the end of the season. If a Grandmaster player’s available bonus points get too high due to inactivity, they will be automatically removed from the league and a replacement player will be drafted in.
- The Grandmaster League can be viewed by all players through the new Leagues & Ladders > Grandmaster tab
- The bonus pool has been reduced for arranged teams.
- Leagues will now be locked during the final weeks of the season. As a result players will not accumulate additional bonus points and will not be promoted or demoted out of their current division during this period.
- This will allow players to focus on moving up in their current league without being promoted during the final weeks of a season, and having to fight their way up from the bottom ranks of their new higher league.
- Players can still utilize any points they previously accumulated.
- Ladder data from the prior season can be viewed through the new Leagues & Ladders > Last Season tab.
- New league icons have been introduced to indicate division rank. These will indicate the Top 8, 25 and 50 players in each division.
- Loss counts are no longer displayed in Profile and Ladder pages for players below Master League.

Join Custom Game

- Several improvements have been made to the Join Custom Game section:
- The Details panel has been removed from this page. Map details are now shown inside a tooltip for each game.
- Players can now bookmark their favorite custom games! The number of times a game has been bookmarked will be shown in that game's tooltip.
- Games are now organized into several pages to make finding your desired game type easier:
- Featured: Our team is always on the lookout for new games that are lots of fun. Our latest favorites are shown on this page.
- Most Popular: Shows all game types, with the most played games sorted to the top.
- By Category: This page allows you to browse through Custom Games based on Category.
- Up & Coming: This page highlights games that other players are recommending, but haven't yet become popular.
- Fun or Not: From this page you can automatically join a random new Custom Game. After the game, players using Fun or Not are asked to recommend the map (or not). Recommending maps helps get them onto the Up & Coming page.
- Recently Played: The last several games you’ve played are shown here. Use this to quickly get back into games you play often, or to easily bookmark a game you enjoyed playing.
- Bookmarks: Use this page to view your Bookmarked maps.
- A search option has been added to the Join Custom Game interface.

Observer and Replay UI

- New panels are now available when observing or viewing a replay of 1v1 games. These panels can be toggled via hotkeys which are shown under the Leader Panel drop-down.
- Player Name Panel: Displays the players' name, team color, race, and supply count.
- Stat Comparison Panels: Shows a head-to-head comparison of players' Resources, Army Supply, Units Killed, or APM.
- In 1v1 observed games, both players’ resource rows are shown in the upper right at the same time.
- You can now toggle between player unit colors and team unit colors when watching a replay or observing.


Achievements

- All achievements in the "Wings Of Liberty: Hard" and "Wings Of Liberty: Brutal" series now show a checklist of what missions you have completed and no longer display a progress bar.
- "Liberty Completionist Hard" and "Liberty Completionist Brutal" achievements are now the final achievements in the "Wings Of Liberty: Hard" and "Wings Of Liberty: Brutal" series.


Game Options

- A new Control tab is available from the Options Menu. You'll find Mouse, Keyboard and Scrolling options within this new menu.
- A new menu option is available in the Gameplay tab to change the behavior of Control Group Buttons. These can now be set to ignore mouse clicks or be hidden completely.
- The existing menu option under the Gameplay tab for Menu Bar Clickable now also supports hiding the Menu Bar.


Balance

GENERAL
- Players can no longer hide units by setting them in a close proximity patrol (Viking flower).


PROTOSS

Mothership
- Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.

High Templar
- Khaydarin Amulet upgrade (+25 starting energy) has been removed.

Zealot
- Charging Zealots will now hit fleeing targets at least once.


TERRAN

Battlecruiser
- Movement speed increased from 1.406 to 1.875.

Bunker
- Build time increased from 35 to 40 seconds.

Tech Lab
- Stimpack upgrade research time increased from 140 to 170 seconds.


ZERG

Infestor
- Health increased from 90 to 110.

Fungal Growth
- Stun duration decreased from 8 to 4 seconds.
- Damage increased by +30% vs. armored units.
- Now fires a missile instead of being instant cast.

StarCraft II Editor Improvements

- Improved loading times for some custom maps with complex tech restrictions.
- The compiled script memory has been split into a separate block from the global/local stack block. Additional improvements will be made to provide more memory space in the future.
- Command card editor and actor event editor will now be less vulnerable to data errors from changes made in future patches.
- The game cursor now remains visible while loading maps.
- Additional options can now be configured using the command card editor.
- Additional cheats are now available in-game when using Test Document.
- Additional data is now saved out by the data editor to overrides made in arrays of structures to try to prevent unintended changes made to the original data from breaking it.
- Debug outputs are now displayed in the editor and in-game when using Test Document.
- Reworked Game Variants dialog to be more user-friendly:
- General tab has been removed. This text did not appear anywhere in game.
- Attributes tab has been split into Game Attributes and Player Attributes.
- Attribute UI now more closely reflects the game lobby.
- Default values are now enforced as necessary based on Player Properties.
New trigger actions have been added:
- Set Camera Data: Changes the active camera data settings, as defined in the Data module.
- Show/Hide Resource: Shows or hides the specified resource in the UI.
- Lock/Unlock Status Bar: Forces or resets all status bars for a player to a specified state.
- Set Random Seed: Sets the random game seed to the requested value.
- Enable/Disable Selection Type: A new UI Editor action to disable the various ways that players can change their selected unit.
- New trigger functions have been added:
- Convert Game Hotkey: Looks up hotkey as text.
- Convert Game Asset: Looks up asset path as text.
- Add On Child: Returns the child unit attached to the specified parent.
- Add On Parent: Returns the parent unit attached to the specified child.
- Catalog Entry Is Default: Returns if the specified entry is a default.
- Catalog Field Value Get As Integer: Converts the requested field data into an integer, if possible.
- Test Document preferences can now configure an explicit random seed value.
- Automatic backup feature (Preferences > Documents) now includes a User Folder location option, which corresponds to a folder named EditorBackup within your StarCraft II documents folder.
- Units can now specify a revive cost that will override an ability specific cost. Revive cooldowns & charges located on the unit will now be attached to the unit being revived.
- Instant larva-style training will now charge resources properly.
- Upgrades modifying units produced by Arm Magazine, Build, Merge, Morph, Train, and Warp Train abilities are now fully supported.
- The Chance field in effects is now upgradeable.
- Support for browsing Battle.net "Featured" and "Up And Coming" maps in the Open Document window has been added.
- Added a text preview pane to the text editing controls.
- Added additional states to behaviors, Set Unit State, and Unit Classification Check triggers to determine if a unit is detectable or shown by a radar.
- Added armor to the Unit Property and Unit Type Property triggers.
- Added Weapon Damage and Weapon Speed Multiplier triggers.
- Added support to refresh all buffs of the same type when adding a new instance by using the new "Refresh Stack" flag.
- Added a "Wait to Spend" flag, which is enabled by default, to effect abilities so configure whether orders wait until a cooldown or charge becomes available before they create their effect.
- Added an "Offset Area by Angle" flag to search effects to adjust the angle of the search based on the locations involved.
- Added an Idle Command to unit data to configure what order the unit performs when idle.
- Added an actor message to allow models to change their hit-testable status.
- The Player Property and Modify Player Property triggers can now disable the cost for each resource type.

Bug Fixes

Battle.net
- Fixed a bug where some Bronze players weren't gaining enough points for wins and were losing too many points for losses.

Gameplay
- StarCraft II will continue running if corrupt textures/models/sounds are encountered.
- Conversation skipping and trigger skipping now share the same hotkey.
- The notification that a player left the game during a paused game is no longer delayed until the game is unpaused.
- Cheat codes now only accept official names.
- Unit response sounds are now updated immediately when the selection changes.
- Unit death will no longer show units on the other side of line of sight blockers that weren’t already visible.
- Units now follow a transport if the transport fills up and they have no other orders.
- Units inside a bunker no longer disappear if the bunker is destroyed and surrounded by force fields.
- Units can now be revived multiple times.
- Hero buttons are now displayed while a hero is dead if they are revivable. Clicking on the button while a hero is dead will either select the building reviving it or cycle between buildings that can.
- Revivable abilities now show revivable units all the time. If they cannot currently be revived, the buttons are shown disabled.
- The revive ability now works with multiple dead units.
- Revived units now properly dispatch a trigger event when killed again.
- Added additional information to unit tooltips in the tech trees.
- An alert has been added when MULEs expire.
- An alert has been added when the Chrono Boost buff expires.
- An alert has been added when the Spawn Larva buff expires.
- Fixed an issue with not being able to land where you just lifted off if there was a nearby unit.
- Fixed an issue where you could push hold position units by move/hold position spamming.
- Fixed an issue to prevent force fields from pushing units during construction.
- Fixed an issue with Creep destroying more foliage than it should, and made foliage destruction by creep faster.
- Fixed an issue with custom global hotkeys in grid profiles overlapping with unit command buttons.
- Fixed an issue placing Terran add-on buildings when multiple buildings were selected.
- The stalemate timer will now reset when any player gathers resources, researches an upgrade, produces a unit, constructs a building, or destroys an enemy building.
- Additional stalemate warnings are no longer displayed when the game ends in a stalemate.
- Flying cloaked units are no longer revealed as detected when shown through the fog of war.
- Vespene Geysers that are taken by your opponent and are under the fog of war no longer randomly flash on and off on the mini-map.
- Enemy buildings completed while being revealed due to friendly unit death will now properly create snapshots in the fog of war.
- Casting Neural Parasite on a Zerg Egg will not cancel the spell until after the egg completes its transformation.
- Changes made to autocast abilities while a unit is under the affects of Neural Parasite are now reset to their default state when Neural Parasite ends.
- Queuing multiple targets with 250mm Strike Cannons will no longer result in the Thor being stuck until the cooldown ends.
- SCVs can no longer resume construction on buildings while inside bunkers.
- Workers gathering minerals can no longer continue to harvest minerals if they are pushed away by a force field.
- Orders issued to unload units from a Medivac onto itself can now be canceled if the Medivac is scanning for units to heal.
- The Harvester count in the income leader panel now updates correctly.
- Bi-directional transformations (i.e. those used by Vikings, Siege Tanks, and burrowing units) are no longer shown in the production leader panel.
- The resources from salvaged bunkers are no longer counted towards the resources lost in the units lost leader panel.
- The Mute OS Microphone button has been removed from the voice options page.
- Tech trees now show icons for units that are produced by a building and display the names for units that are unlocked by a building.
- Using Edit Box Trigger Dialogs should no longer generate trigger errors.
- Media keys can no longer be bound to a custom hotkey.
- Hotkeys configured in a mod are now loaded properly without having to open the Hotkeys menu.
- Mouse-based hotkeys are now handled properly when the cursor is over the mini-map.
- Mouse-based hotkeys bound with modifiers are now displayed correctly in the Hotkeys page.
- The hotkey for the Cancel button is now displayed when targeting with an ability if the Command Hotkey Text option is enabled.

StarCraft II Editor
- Fixed an issue where editor control files could not be loaded in all languages.
- Fixed an issue with pasting text values in the editor.
- Fixed an issue where certain data fields would not list all possible values.
- Fixed an issue where the editor would crash after pasting a placed unit.
- Fixed a crash using the Unit Weapon Firing validator.
- Player Properties will no longer allow all 16 players to be User/Computer, which is not supported.
- Animations in the previewer will now display using localized text.
- Game and player versions of the cooldown & charge triggers now interpret time values correctly.
- Sounds played simultaneously for multiple players via the Play Sound trigger can now be heard properly.
- Increasing the maximum number of charges with an upgrade no longer increases the current number of charges.
- Setting a unit’s training progress to 100% will no longer cancel the training.
from a terran point of view - seems good for tvp but might make tvz a bit harder.
I think the templar nerf is nice, but the stim research time increase may screw up some timings a little, battlecruiser speed will make them a little more viable perhaps.
infester buff apparently is insane.

just noticed this also
- An alert has been added when MULEs expire.
- An alert has been added when the Chrono Boost buff expires.
- An alert has been added when the Spawn Larva buff expires.
interesting.

looks good on the whole! - ladder changes are really nice.
United States Rostered Member for Proxiteam February 25 2011 22:14Posts: 619
I believe that the templar buff is good, although I hate to see it being removed seeing that the amulet dates back to brood war :(.

I really think that the terran buffs are good as well... the increased bunker building time will make the 2 rax a lot less dangerous, but now with the new maps and seeing their size(with the exception of Slag Pits), it seems to me that with the increased bunker build time will make 2 rax pretty much worthless against a good Zerg.

The infestor buff I think is good with the exception making it a missile. I think that's a little overkill.
http://sc2sig.com/s/us/1614629-1.png NEWSWRITER
Australia Rostered Member for Proxiteam February 25 2011 23:32Posts: 427

Bobotastic wrote:

I believe that the templar buff is good, although I hate to see it being removed seeing that the amulet dates back to brood war :(.

Yeah, but the amulet in brood war didn't give insant storms and you couldn't warp them in wherever you wanted.
Timmy - "Making carriers really is a useful talent toi have!"
Australia February 26 2011 01:39Posts: 99
What's with the removal of the viking flower? I wasn't aware that there was a problem with it...
Charity, if you have the means, is a personal choice, but charity which is expected or compelled is simply a polite word for slavery. ADMIN
United States Rostered Member for Proxiteam February 26 2011 10:35Posts: 619

FighT wrote:

Bobotastic wrote:

I believe that the templar buff is good, although I hate to see it being removed seeing that the amulet dates back to brood war :(.

Yeah, but the amulet in brood war didn't give insant storms and you couldn't warp them in wherever you wanted.

Yeah definitely agree about being removed, but just saying, maybe they can just nerf the Templar Starting energy so that even with the amulet they can't warp in and do insta-storm. I believe the amulet in Brood War made Templars start with 65 energy(?).

With the viking flower, its pretty much impossible to get an accurate count of how many vikings your opponent has. Although I've never encountered that problem(rarely do I see vikings in ZvT), I know that its pretty relevant to the other Terran match-ups.
http://sc2sig.com/s/us/1614629-1.png NEWSWRITER
Australia Rostered Member for Proxiteam March 09 2011 16:19Posts: 274

Ratfink wrote:

What's with the removal of the viking flower? I wasn't aware that there was a problem with it...

If you have an advanced position in the tank battles, a viking flower makes it near on impossible from them to win a viking battle (esp with raven). Because all the vikings attack at once (in the flower) on the same target, while on the opponents side, its not quite so predictable. Theres nothing wrong with it IMO, i think blizz just wants you to micro a bit more with the vikings
Australia March 11 2011 02:50Posts: 3
Spoiler
PROTOSS

Mothership
- Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.

High Templar
- Khaydarin Amulet upgrade (+25 starting energy) has been removed.

Zealot
- Charging Zealots will now hit fleeing targets at least once.


TERRAN

Battlecruiser
- Movement speed increased from 1.406 to 1.875.

Bunker
- Build time increased from 35 to 40 seconds.

Tech Lab
- Stimpack upgrade research time increased from 140 to 170 seconds.


ZERG

Infestor
- Health increased from 90 to 110.

Fungal Growth
- Stun duration decreased from 8 to 4 seconds.
- Damage increased by +30% vs. armored units.
- Now fires a missile instead of being instant cast.
The mothership change was a necessity. The archon toilet was just too powerful and easy to pull off. Similar things could be done with storms and mass collosi. A lot of people argued that it was a tactic that should be left open, given the tech tree you need to climb just to get a mothership, but a max food army can instantly become ineffective to an archon toilet.

This does, however, make me wonder how vortex will be used outside of the obvious 'vortex and retreat' or vortexing an army to kill buildings. Even the former, it's often easier and safer to recall your units back home. I'd really like to see the mothership being able to use vortex offensively, not necessarily to the offensive level of a nuke, but something that enhances the offensive capabilities of the army it's supporting, because at the moment, it's just an expensive meatshield at the frontline (i'm assuming here that your opponent will have some sort of detection, since MS is a tier 3 unit)

The change in Khaydarin amulet was pretty cool as a T. I didn't think they were overpowered (maybe just slightly favouring toss) when they existed, since medivac mobility was so common and potentially dangerous. I sense feedback will be used a lot more to defend medivac drops

Zcharge change is cool, dunno what to say about BC speed cause i rarely use them. I've never been on the receiving end of a bunker rush so i don't know how valid the build time change is

Stimpack rs is the one that throws me off. There's too many timing pushes that rely on the stim timing. I don't think it's an unjustified change, im just annoyed cause i now have to refine so many of my aggressive openings

There's also a change to EMP that wasn't listed here. It now only depletes 100 energy 100 shield max. Eh, i don't know about this, the storm vs emp battle was on such a fine balance : /

So how much damage does FG actually do now?

Another thing i wanted to ask was, is this sort of post too long? TLDR? I generally tend to think a lot about the strategic implications of patches, cause i don't want to fall into the trap of qqing about a nerf or buff and then finding out it's okay to play with. This long mental process means i tend to ramble a lot about a small change : p. Also, i like to address counter arguments beforehand so there isn't a string of posts about one topic. So give us a yell if you want me to cut down these sorts of posts
Australia Rostered Member for Proxiteam March 13 2011 22:58Posts: 1000
Apparently we get these observer features with 1.3.0 aswell :D

aka swAMi. Melbourne! ADMIN
Australia Rostered Member for Proxiteam March 22 2011 03:00Posts: 117
Yay for 1.3, lame that it wouldnt promote me out of silver before the lock, but i guess the aim is diamond for next season :D the obs modes look cool, dislike that reduced stun effect of infestors >_<
and its interesting that EMP has now been reduced to 100 energy rather then all.
United States Rostered Member for Proxiteam March 22 2011 10:20Posts: 619
New patch is out. Here are the official patch notes. I included everything and by that mean I mean bug fixes, campaign editor changes, etc. etc.
Spoiler
StarCraft II: Wings of Liberty - Patch 1.3.0

General


Leagues & Ladders
A new Grandmaster League has been added for 1v1 ladders. This league represents the Top 200 players in each region.
Players are automatically drafted into the Grandmaster League shortly after a new season starts, and will remain in the Grandmaster League until the end of the season. If a Grandmaster player’s available bonus points get too high due to inactivity, they will be automatically removed from the league and a replacement player will be drafted in.
The Grandmaster League can be viewed by all players through the new Leagues & Ladders > Grandmaster page.
The bonus pool has been reduced for arranged teams.
Leagues will now be locked during the final weeks of the season. As a result players will not accumulate additional bonus points and will not be promoted or demoted out of their current division during this period.
This will allow players to focus on moving up in their current league without being promoted during the final weeks of a season, and having to fight their way up from the bottom ranks of their new higher league.
Players can still utilize any bonus points they previously accumulated.
Ladder data from the prior season can be viewed through the new Leagues & Ladders > Last Season page.
New league icons have been introduced to indicate division rank. These will indicate the Top 8, 25 and 50 players in each division.
Loss counts are no longer displayed in Profile and Ladder pages for players below Master League.


Join Custom Game
Several improvements have been made to the Join Custom Game section:
The Details panel has been removed from this page. Map details are now shown inside a tooltip for each game.
Players can now bookmark their favorite custom games! The number of times a game has been bookmarked will be shown in that game's tooltip.
Games are now organized into several pages to make finding your desired game type easier:
Featured: Our team is always on the lookout for new games that are lots of fun. Our latest favorites are shown on this page.
Most Popular: Shows all game types, with the most played games sorted to the top.
By Category: This page allows you to browse through Custom Games based on Category.
Up & Coming: This page highlights games that other players are recommending, but haven't yet become popular.
Fun or Not: From this page you can automatically join a random new Custom Game. After the game, players using Fun or Not are asked to recommend the map (or not). Recommending maps helps get them onto the Up & Coming page.
Recently Played: The last several games you’ve played are shown here. Use this to quickly get back into games you play often, or to easily bookmark a game you enjoyed playing.
Bookmarks: Use this page to view your Bookmarked maps.
A search option has been added to the Join Custom Game interface.


Observer and Replay UI
New panels are now available when observing or viewing a replay of 1v1 games. These panels can be toggled via hotkeys which are shown under the Leader Panel drop-down.
Player Name Panel: Displays the players' name, team color, race, and supply count.
Stat Comparison Panels: Shows a head-to-head comparison of players' resources, army supply, units killed, or APM.
In 1v1 observed games, both players’ resource rows are shown in the upper right at the same time.
The main game UI can now be hidden/shown via hotkey.
You can now toggle between player unit colors and team unit colors when watching a replay or observing.


Game Options
A new Control page is available from the Options menu. You'll find Mouse, Keyboard and Scrolling options within this new page.
A new menu option is available in the Gameplay page to change the behavior of Control Group Buttons. These can now be set to ignore mouse clicks or be hidden completely.
The existing menu option under the Gameplay page for Menu Bar Buttons now also supports hiding the Menu Bar.




Balance


GENERAL
Players can no longer hide units by setting them in a close proximity patrol (ex: Viking flower).


PROTOSS
Mothership
Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.
High Templar
Khaydarin Amulet upgrade (+25 starting energy) has been removed.
Zealot
Charging Zealots will now hit fleeing targets at least once.


TERRAN
Battlecruiser
Movement speed increased from 1.406 to 1.875.
Bunker
Build time increased from 35 to 40 seconds.
Ghost
EMP now drains up to 100 energy instead of all available energy. The effect on Protoss shields remains unchanged.
Tech Lab
Stimpack upgrade research time increased from 140 to 170 seconds.


ZERG
Infestor
Fungal Growth
Stun duration decreased from 8 to 4 seconds.
Damage increased by +30% vs. armored units.




StarCraft II Editor Improvements

Reworked Game Variants dialog to be more user-friendly:
General tab has been removed. This text did not appear anywhere in game.
Attributes tab has been split into Game Attributes and Player Attributes.
Attribute UI now more closely reflects the game lobby.
Default values are now enforced as necessary based on Player Properties.
In some cases, variants defined in previous versions will no longer be compatible and may cause problems during publishing or within the game lobby. If you are planning to republish a map that uses custom game variants, it is highly recommended that you use the new Game Variants dialog to delete and recreate them.
Improved loading times for some custom maps with complex tech restrictions.
The compiled script memory has been split into a separate block from the global/local stack block. Additional improvements will be made to provide more memory space in the future.
Command card editor and actor event editor will now be less vulnerable to data errors from changes made in future patches.
The game cursor now remains visible while loading maps.
Debug outputs are now displayed in the editor and in-game when using Test Document.
New trigger actions have been added:
Set Camera Data: Changes the active camera data settings, as defined in the Data module.
Show/Hide Resource: Shows or hides the specified resource in the UI.
Lock/Unlock Status Bar: Forces or resets all status bars for a player to a specified state.
Set Random Seed: Sets the random game seed to the requested value.
Enable/Disable Selection Type: A new UI Editor action to disable the various ways that players can change their selected unit.
New trigger functions have been added:
Convert Game Hotkey: Looks up hotkey as text.
Convert Game Asset: Looks up asset path as text.
Add On Child: Returns the child unit attached to the specified parent.
Add On Parent: Returns the parent unit attached to the specified child.
Catalog Entry Is Default: Returns if the specified entry is a default.
Catalog Field Value Get As Integer: Converts the requested field data into an integer, if possible.
Test Document preferences can now configure an explicit random seed value.
Automatic backup feature (Preferences > Documents) now includes a User Folder location option, which corresponds to a folder named EditorBackup within your StarCraft II documents folder.
Units can now specify a revive cost that will override an ability specific cost. Revive cooldowns & charges located on the unit will now be attached to the unit being revived.
Instant larva-style training will now charge resources properly.
Upgrades modifying units produced by Arm Magazine, Build, Merge, Morph, Train, and Warp Train abilities are now fully supported.
The Chance field in effects is now upgradeable.
Support for browsing Battle.net "Featured" and "Up And Coming" maps in the Open Document window has been added.
The Player Property and Modify Player Property triggers can now disable the cost for each resource type.
Added a text preview pane to the text editing controls.
Added additional states to behaviors, Set Unit State, and Unit Classification Check triggers to determine if a unit is detectable or shown by a radar.
Added armor to the Unit Property and Unit Type Property triggers.
Added Weapon Damage and Weapon Speed Multiplier triggers.
Added support to refresh all buffs of the same type when adding a new instance by using the new "Refresh Stack" flag.
Added a "Wait to Spend" flag, which is enabled by default, to effect abilities so configure whether orders wait until a cooldown or charge becomes available before they create their effect.
Added an "Offset Area by Angle" flag to search effects to adjust the angle of the search based on the locations involved.
Added an Idle Command to unit data to configure what order the unit performs when idle.
Added an actor message to allow models to change their hit-testable status.
Additional options can now be configured using the command card editor.
Additional data is now saved out by the data editor to overrides made in arrays of structures to try to prevent unintended changes made to the original data from breaking it.
Additional cheats are now available in-game when using Test Document.
Ally - Changes all alliance states between the selected players. By default, if you just type Ally, then all players share all alliance states with you.
AllianceDefeat - Changes the Defeat alliance state between the selected players. By default, if you just type AllianceDefeat, all players will share defeat with you.
AllianceControl - Changes the Control alliance state between the selected players. By default, if you just type AllianceControl, then all players share control with you.
AllianceGiveHelp - Changes the GiveHelp alliance state between the selected players. By default, if you just type AllianceGiveHelp, all players will respond to calls for help from your units.
AlliancePassive - Changes the Passive alliance state between the selected players. Players that you are not passive with will be considered hostile for attacking purposes.
AlliancePushable - Changes the Pushable alliance state between the selected players. This controls whether a player’s units will move through another player’s units, pushing them out of the way.
AllianceSeekHelp - Changes the SeekHelp alliance state between the selected players. Controls whether a player’s units call for help to the specified target player. The target player can choose to respond or not, depending on its GiveHelp alliance setting.
AllianceSpend - Changes the Spend alliance state between the selected players. Players that you are sharing resources with are allowed to spend your money to purchase things.
AllianceTrade - Changes the Trade alliance state between the selected players. Players that you are trading with can be sent resources.
AllianceVision - Changes the Vision alliance state between the selected players.
BehaviorAdd - Adds the requested behavior to the selected units.
BehaviorDuration - Sets the duration of the requested behavior.
BehaviorRemove - Removes the requested behavior from the selected units.
Charges - Toggles spell charge validation.
Cooldown - Toggles spell cooldown validation.
Creep - Adds creep at the cursor position given the requested radius.
DamageDealt - Multiplies the amount of damage dealt by a player's units by the specified value. By default, this will multiply the damage dealt by 10 for the cheating player.
DamageTaken - Multiplies the amount of damage taken by a player's units by the specified value. By default, this will reduce all damage taken to 0 for the cheating player.
DeathAll – Kills all units on the map.
DeathExcept - Kills all units on the map except the selected units.
DeathSide - Kills all units owned by the selected player.
DeathUnit - Kills the selected units. The type of death can be specified as a parameter.
Defeat - Ends the game in defeat for the selected player.
DestroyPersistent - Destroys all persistent effects within the specified radius of the cursor.
Effect - Executes the requested effect from the selected units.
FastBuild - Toggles fast building, research, and training times.
FastHeal - Toggles fast healing times.
Fidget - Forces selected units to perform the specified fidget type.
Food - Toggles food usage validation.
Free - Toggles resource cost validation and expenditure.
God - Turns on god mode for the selected player. Units owned by players that are in god mode will deal amplified damage, and take no damage.
Loot - Drops a type of loot for the specified player.
MakeUnit - Creates N units for the specified player. Units will be created around the cursor position, or in the center of the map if the cursor position is invalid.
Minerals - Adds the specified amount of minerals to the selected player.
Move - Moves the selected units to the cursor position.
NoDefeat - Disables defeat conditions.
NoVictory - Disables victory conditions.
Order - Orders the selected units to use an ability.
Owner - Changes ownership for the selected units to the selected player.
ResourceCustom - Adds the specified amount of a custom resource to the selected player.
SetAll - Sets the life, shields, and energy of the selected units to the specified value. By default, this will set these values to the maximum amount.
SetLife – Sets the life of the selected units to the specified value.
SetEnergy - Sets the energy of the selected units to the specified value.
SetLife - Sets the life of the selected units to the specified value.
SetShields - Sets the shields of the selected units to the specified value.
SetResource - Sets the harvestable resources contained by the selected units to the specified value.
ShowMap - Toggles fog of war display and validation.
TechTree - Toggles tech tree dependency validation.
Terrazine - Adds the specified amount of terrazine to the specified player.
Tie - Marks all undecided players with the tie result.
TimeOfDay - Sets the time of day to the specified time.
TimeOfDayRate – Sets the rate that the time of day changes to the specified value.
TrigDebug - Opens the trigger debug window.
TrigRun - Runs the specified trigger.
Uncreep - Removes creep at the cursor position given the requested radius.
Undecided - Marks the selected player's result as undecided.
Upgrade - Applies the selected upgrade to the selected player.
Vespene - Adds the specified amount of vespene gas to the specified player.
Victory - Ends the game in defeat for all players that don't share the defeat alliance state with the selected player.
XP - Adds a relative amount of XP to the selected units. This can be used to change veterancy levels.




Bug Fixes


Achievements
Fixed a bug where players were not receiving "Wings Of Liberty: Hard" and "Wings Of Liberty: Brutal" achievements after completing the appropriate number of missions.


Battle.net
Fixed a bug where some Bronze players weren't gaining enough points for wins and were losing too many points for losses.


Gameplay
StarCraft II will continue running if corrupt textures/models/sounds are encountered.
Conversation skipping and trigger skipping now share the same hotkey.
The notification that a player left the game during a paused game is no longer delayed until the game is unpaused.
Cheat codes now only accept official names.
Unit response sounds are now updated immediately when the selection changes.
Unit death will no longer show units on the other side of line of sight blockers that weren’t already visible.
Units ordered to load into a transport now follow the transport if the transport fills up and they have no other orders.
Units inside a Bunker no longer disappear if the bunker is destroyed and surrounded by Force Fields.
Units can now be revived multiple times.
Hero buttons are now displayed while a hero is dead if they are revivable. Clicking on the button while a hero is dead will either select the building reviving it or cycle between buildings that can.
Revivable abilities now show revivable units all the time. If they cannot currently be revived, the buttons are shown disabled.
The revive ability now works with multiple dead units.
Revived units now properly dispatch a trigger event when killed again.
Added additional information to unit tooltips in the tech trees.
An alert has been added when MULEs expire.
An alert has been added when the Chrono Boost buff expires.
An alert has been added when the Spawn Larvae buff expires.
Fixed an issue with not being able to land where you just lifted off if there was a nearby unit.
Fixed an issue where you could push Hold Position units by Move/Hold Position spamming.
Fixed an issue to prevent Force Fields from pushing units during construction.
Fixed an issue with creep destroying more foliage than it should, and made foliage destruction by creep faster.
Fixed an issue with custom global hotkeys in grid profiles overlapping with unit command buttons.
Fixed an issue placing Terran add-on buildings when multiple buildings were selected.
The stalemate timer will now reset when any player gathers resources, researches an upgrade, produces a unit, constructs a building, or destroys an enemy building.
Additional stalemate warnings are no longer displayed when the game ends in a stalemate.
Flying cloaked units are no longer revealed as detected when shown through the fog of war.
Vespene Geysers that are taken by your opponent and are under the fog of war no longer randomly flash on and off on the mini-map.
Enemy buildings completed while being revealed due to friendly unit death will now properly create snapshots in the fog of war.
Casting Neural Parasite on a Zerg Cocoon will not cancel the spell until after the cocoon completes its transformation.
Changes made to autocast abilities while a unit is under the effects of Neural Parasite are now reset to their default state when Neural Parasite ends.
Queuing multiple targets with 250mm Strike Cannons will no longer result in the Thor being stuck until the cooldown ends.
Workers gathering minerals can no longer continue to harvest minerals if they are pushed away by a Force Field.
Orders issued to unload units from a Medivac onto itself can now be canceled if the Medivac is scanning for units to heal.
The Harvester count in the income leader panel now updates correctly.
Bi-directional transformations (i.e. those used by Vikings, Siege Tanks, and burrowing units) are no longer shown in the production leader panel.
The resources from salvaged Bunkers are no longer counted towards the resources lost in the units lost leader panel.
The Mute OS Microphone button has been removed from the Options' Voice page.
Tech trees now show icons for units that are produced by a building and display the names for units that are unlocked by a building.
Using Edit Box Trigger Dialogs should no longer generate trigger errors.
Media keys can no longer be bound to a custom hotkey.
Hotkeys configured in a mod are now loaded properly without having to open the Hotkeys page.
Mouse-based hotkeys are now handled properly when the cursor is over the mini-map.
Mouse-based hotkeys bound with modifiers are now displayed correctly in the Hotkeys page.
The hotkey for the Cancel button is now displayed when targeting with an ability if the Command Hotkey Text option is enabled.


StarCraft II Editor
Fixed an issue where editor control files could not be loaded in all languages.
Fixed an issue with pasting text values in the editor.
Fixed an issue where certain data fields would not list all possible values.
Fixed an issue where the editor would crash after pasting a placed unit.
Fixed a crash using the Unit Weapon Firing validator.
Player Properties will no longer allow all 16 players to be User/Computer, which is not supported.
Animations in the previewer will now display using localized text.
Game and player versions of the cooldown & charge triggers now interpret time values correctly.
Sounds played simultaneously for multiple players via the Play Sound trigger can now be heard properly.
Increasing the maximum number of charges with an upgrade no longer increases the current number of charges.
Setting a unit’s training progress to 100% will no longer cancel the training.
http://sc2sig.com/s/us/1614629-1.png NEWSWRITER
Australia March 22 2011 13:51Posts: 18
With the infestor buff I think ZvP will be really different.. Might even replace the corruptor. People were calling this a nerf because of the duration, pfft. I think we will be seeing players with at least 5-6 infestors in the late game in all match-ups.
United States Rostered Member for Proxiteam March 22 2011 16:17Posts: 619
I don't think so. I still think it's going to take a while for Zergs to get the right timings and so forth on infestors. It will make the death ball a lot easier to deal with but colossus still out range infestors with their range upgrade and stalkers can still blink and own infestors. The buff will make infestors a more viable support unit in ZvP but it won't substitute corruptors imo :P.
http://sc2sig.com/s/us/1614629-1.png NEWSWRITER
Australia Rostered Member for Proxiteam March 22 2011 17:14Posts: 274
Fucking stim and bunker changes.... I swear their balance team doesn't actually understand the game, or how match ups play out. I feel sorry for toss, and the removal of the amulet, I always thought +25 energy was preposterous for templar, but a moderate amount, or a increase in energy regen rate upgrade would have been reasonable...
Australia March 23 2011 07:13Posts: 18
You be jelly when you be seeing my ling/bane/infestor rolling over 2base toss.
Anyway, I'm saying the infestor might replace the corruptor because the dps might be so high that we don't need to hard counter the colossus. Obviously if toss go double robo colossus or start getting a third you'd need to add corruptors. Haven't played the match-up yet, but I'd like to not have to hard counter colossus to have a chance.
United States Rostered Member for Proxiteam March 23 2011 10:02Posts: 619

Pioneer wrote:

Fucking stim and bunker changes.... I swear their balance team doesn't actually understand the game, or how match ups play out. I feel sorry for toss, and the removal of the amulet, I always thought +25 energy was preposterous for templar, but a moderate amount, or a increase in energy regen rate upgrade would have been reasonable...

I can't really explain the reasons for the stim change but from what the discussions on TL.net, there seems to be some timing push in higher level Masters with Stim that is very hard to stop.

The reason for the bunker increase in time is because of the deadly 2 rax opening. If your a Zerg, you will understand why.

And by far the HT nerf is the best one this patch. Although I may not agree that they take out the amulet, I do understand that they had to do something about it. It's pretty pointless to try and harass a Protoss if once you come in with Zerglings or Dropship you have a Templar(s) warp in and insta-cast a storm(s). Beats the whole purpose and idea of 'harass'. If you don't know what I'm talking about, watch oGsMC PvT games.
http://sc2sig.com/s/us/1614629-1.png NEWSWRITER
Australia Rostered Member for Proxiteam March 23 2011 16:11Posts: 274
Yeah thats why I was saying complete removal is the other extremity of the +25 insta-storms. Makes storm play really slow, and that's a shame, because templar are one of my favourite units in SC2. Maybe they should buff the archon, incontrol suggested making it a massive unit on SoTG, and I think that would be a good idea, archons kind of suck lol.

Well the rax bunker rush is strong, but a 5 second increase isn't going to mitigate that, close spawn was always the most favourable time to do it, and with new maps, extremely close spawning positions isn't as likely to happen. Either way the bunker timing doesn't make sense to me, just makes early game Terran weak to all=in toss, (as in immortal all-ins). And compounded with slower bunkers, an extra 30 seconds for stim REALLY makes me think that its going to be hard to do damage, because even with a hard 3rax push early, you're only a couple of cycles of vs protoss being too strong, or just right. So lets review to date what has happened to early game terran pressure; slower bunkers, supply depot before rax, nerfed reapers, stim slowed.... We have to turtle and timing push every game now if we want to damage early game. fyi dont get me wrong nerfs were needed in some aspects, but the stim timing one, no matter the reason, just confuses me, esp cause its a 30second increase...
Australia Rostered Member for Proxiteam March 23 2011 16:12Posts: 274
Also I aint no balance complainer ;) I think changes are needed, but I disagree with everyone of them so far. Esp the latest round of changes...
Australia Rostered Member for Proxiteam March 23 2011 21:57Posts: 427
Stim feels like it takes so long to complete lol. In a recent game I qued up combat shield (coz i suck) behind my stim upgrade. So i go back to check if combat shield is getting close to finishing, I see that bar half way done, so I'm like "oh that felt quick". As it turns out that was my stim only half way done.

True story...
Timmy - "Making carriers really is a useful talent toi have!"
Australia Rostered Member for Proxiteam March 23 2011 22:28Posts: 274
Its like the longest upgrade or whatever now T_T

Not a happy chappy, oh well I'll have to figure something with a later stim push, maybe a +1 and stim timing attack, something I used to do anyway mehhh

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