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Metalkon

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http://www.teamliquid.net/forum/viewmessag...topic_id=162815

 

Q. What kind of things do you take in consideration for balancing?

 

A. We take teamplay seriously as well as 1v1. Recent 1.1.2 patch changed Reapers. While Reapers had no problem in 1:1, if you look at the top of the 2:2 team ranks, almost half of them are Terran+Zerg, and they all use Reaperling. This problem is same in NA as well as in Korea. This means that you can't succeed all that well in teamplay unless you play a Terran+Zerg combination, so we try to fix it if the problem is as big as that. If not, then we try to balance around 1:1.

 

Also, forward proxy gate Zealot rush was popular for a bit after release. This didn't get much use among the top players, but it was near impossible to stop at silver-level play. So we pondered how to fix this balance issue without affecting top players, and in the end, we decided to increase the time required to build Zealots to get it balanced.

 

fucking blizz

 

theyre basically balancing the game for lower-level players and team play rather tahn 1v1s

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  • 2 weeks later...

Fake Boxer vs KyrixZenith:

 

This is the first time I've felt as if I was watching a seasoned proleague match from Brood War. First of all, the marine micro-- out of this world. Second, a couple of those games were truly like Brood War. Even though SC2 gets off to a much faster start than Brood War, and your supply tends to jump higher earlier in the game, a select few of those games demonstrated Brood War-esque dynamism and tension within the game. The supply of both players never really jumped over 100, even when 20 minutes into the game. It makes me feel so good that we get to start seeing matches like this, only a couple months into SC2, something that Starcraft1 could never have done. Hell, Brood war would have still been a good 6 months away.

Edited by TMRaven
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Sorry for being a slowpoke about it, but I agree heartily. I never thought I'd see Foxer's Marine micro that could outsmart those banelings. How much APM did he have? 400-500? And I'll be damned if he wasn't using control groups either.

 

After that match, people were crying soooo hard that Marines were imbalanced. It was funny and sad at the same time.

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  • 4 weeks later...

I got some more possible patch notes, ripped directly from Team Liquid.

 

StarCraft II Patch 1.2.0 - PTR Notes

 

General

 

Battle.net

 

 

• Battle.net Chat Channels have been added:

 

-- Players can now join others in both public and private channels.

 

-- Added in-game chat bar command to whisper to other players. Using the /w command will pop up an auto-complete list which includes: friends, party members, chat channels, and other players within your current game.

 

 

• Added a Battle.net option to auto-join previous private channels.

 

• Added a Battle.net option to prevent chat channel text from appearing in the in-game chat display.

 

 

Custom Maps

 

 

• Map makers can now use custom UI layout files to create new UI or override existing game UI.

 

 

Gameplay

 

 

• Stalemate Detection has been added:

 

-- The game will end in a tie for all remaining players if no players have income, production, or destroyed any structures for three consecutive minutes.

 

-- A countdown timer will now appear when the game detects this scenario.

 

 

• Several help dialogue and tech tree improvements have been made:

 

-- In-game help is now available in Battle.net.

 

-- The help dialog’s tech tree has been improved.

 

-- Unit information in the help dialog now displays abilities and upgrades.

 

 

• Selecting different units in quick succession will now fade out existing replies to play the most recent reply.

 

• When selecting a Vespene Geyser, the number of current harvesters will be displayed in the info panel.

 

 

 

Graphics

 

 

• An Extreme graphics option has been added:

 

-- Players can now configure screen space ambient occlusion.

 

-- Unit information in the help dialog now displays abilities and upgrades.

 

 

 

Interface

 

 

• Customizable Hotkey Support has been added.

 

• Mouse buttons can now be bound to the Push-To-Talk hotkey.

 

• System Alert panel has been moved to the top of the screen – duration of most system alerts has been reduced.

 

Added a hotkey to Pause/Resume game for both single-player and multiplayer (Pause/Break key).

 

• Added a toggle button to the in-game replay panel to show or hide duration information.

 

• Added a hotkey indicator option to show the primary hotkey on top of command buttons.

 

• Added an option to disable any error sounds. The Response Sounds checkbox now controls whether unit-specific audio is used for error sounds instead of a generic buzz.

 

 

 

Leagues and Ladders

 

 

• A new Master League has been added.

 

-- This league now represents the highest tier of ladder players.

 

 

 

Replays

 

 

• Several Save/Replay File dialogue improvements have been made:

 

-- Prints current directory name above file list.

 

-- Added sort order icons to Name and Date columns.

 

-- Added the ability to rename.

 

-- Added filters for Autosave and Unsaved.

 

-- Added an option to permanently save all replays. Checking this option will mark all unsaved replays as being saved.

 

 

• Camera following behavior for observers and replays has been improved.

 

 

 

Balance

 

• PROTOSS

 

 

-- Hallucination research time decreased from 110 to 80.

 

-- Observer

 

Cost decreased from 50/100 to 25/75.

 

-- Phoenix

Build time decreased from 45 to 35.

 

-- Void Ray

 

Now deals 20% more damage to massive targets.

 

Flux Vanes speed upgrade removed.

 

 

• TERRAN

 

 

-- Bunker

 

Build time decreased from 35 to 30.

 

This is only a temporary change for the patch 1.2.0 PTR.

 

 

-- SCV

 

Repairing SCVs now assume the same threat priority as the unit they’re repairing.

 

SCV construction movement made more consistent.

 

 

• ZERG

 

 

-- Infestor

 

Fungal Growth no longer affects air units.

 

 

 

StarCraft II Editor

 

• Map locale management has been added.

 

• Further editor tips and hints have been added.

 

• Copy/Paste support has been added to the upgrade editor.

 

• Modifed the Locales dialog (also in the Locale sub-menu) for adding or removing text locales.

 

• Locale sub-menu is now available in Map/Mod menu for changing the active text locale for the current document.

 

• The game will now properly find custom imported files within mods.

 

• Maps can now depend on even more mods.

 

• Mod Info dialog is now available from the Mod menu for more easily changing mod name and description text.

• Change Focus commands are now available in the Trigger module View menu for switching input focus directly to different areas.

 

• Font Style Files can now be added to Mods and Maps using the FontStyleFileArray field in GameUIData. Existing styles can have their individual attributes overridden or entirely new styles can be added.

 

• UI Layout files can now be added to Mods and Maps using the CustomLayoutFileArray filed in GameUIData. Most existing frames can be modified or overridden and entirely new templates can be added, which can be created from the Dialog system within the Editor.

 

• Dialog Items can now be hooked up from already existing frames within a created Panel.

 

• Attributes and values can now be hidden in the game lobby, configured through Game Variants.

 

• Editor Tips dialog in the Help menu (and optionally on start up) improved with tips for using the editor effectively.

 

• Created a new type of Dialog Item called Panel. Panels are containers for other dialog items to help with grouping and hierarchy.

 

• The water editor layout has been improved.

 

• The mouse wheel now scrolls the control under the cursor.

 

• Copied doodads now retain their height offset.

 

• Effect offsets can now optionally contain a Z component.

 

• Attribute and Veterancy behaviors now normalize vitals when new levels are applied.

 

• Mouse clicks and highlights are now allowed while in relative camera mode.

 

• Edit boxes are now available for trigger dialogs.

 

• Right clicking an item in an inventory will now have the icon appear immediately next to the cursor.

 

• Behaviors can now be replaced by either the shortest duration (the original method) or by farthest distance.

 

• Behavior abilities can now properly charge the player using the ability instead of always charging the owner.

 

• New trigger action have been added:

 

-- Set Visibility Type Of Text Tag, used to control whether fog or black mask hides the tag.

 

-- Remove Inventory Item, used to instantly remove a requested item from an inventory.

 

-- Bank Option, used to change options for banks including adding a signature

 

• New unit properties have been added:

 

-- Carried Minerals, Carried Vespene, Carried Terrazine, and Carried Custom Resource.

 

-- Bounty (XP), used to grant experience when a unit is killed.

 

• New trigger function: Verify Bank, used to verify that a bank’s signature is intact.

 

• New trigger event: Mouse Moved, sent in response to the mouse being moved in the game world.

 

• New Effect Used event property: Life, Shields, and Energy changed.

 

• Added new UI to insert text tags for data references, unit info, and hotkeys.

 

• Added an effect range to the effect ability to restrict how far away the effect can be placed. This will allow effects to behave like the Stalker Blink effect.

 

• Added a behavior flag to suppress fidgeting.

 

• Added a new stalemate melee option to determine whether the stalemate detection checking is enforced.

 

• Added a new “Creator” player to effects. It will be set to the player issuing an order if available.

 

• Added a new type of item that can use an effect ability.

 

• Added a validator that checks to see if a unit can path to a point.

 

• Added a validator that checks if there is a cliff between two points.

 

• Added MinimapRenderPriority to CActorUnit and MinimapRenderPriorityList to CActorGlobalConfig. This allows custom map makers to define the render priorities of units on the minimap.

 

 

Bug Fixes

 

General

 

 

• Harvest orders will no longer end if an order is queued while waiting to return cargo.

 

• Harvesting units no longer avoid enemy units.

 

• Fixed an issue with units trying to get out of the way so buildings can be constructed.

 

• Hold position units no longer automatically move out of the way when placing a building.

 

• Fixed an issue with harvesting units bypassing force fields.

 

• Fixed an issue where melee units were unable to attack a colossus when it was on a cliff.

 

• Fixed an issue where larva would not wander around.

 

• Fixed an issue where loading a saved challenge could improperly overwrite the best score.

 

• Fixed an issue where animation stutters when flying units are separating.

 

• Added “Detector” text to the info panel for units which can detect cloaked or burrowed units.

 

• Added combat reveal tinting to help show that combat reveal units cannot be hit. All diagonal ramps are now the same with regards to unbuildable locations at the bottom of the ramps.

 

• Enemy units no longer show passive buttons in the command card.

 

• Critter health bars are now hidden unless highlighted or selected (if status bars are set to show when units are selected).

 

• Orders can no longer be canceled by clicking on the info panel in challenges before the challenge begins.

 

• Missiles are no longer affected by Vortex.

 

• Autocast repair will now charge the player requesting autocast functionality.

 

• Autocast state for abilities is reset to the default state when unit ownership is permanently changed.

 

• Repair will now clear its autocast state if the owning player leaves the game.

 

• Actors with a large number of create events no longer crash the map.

 

• Text tags are now paused when the game is paused.

 

 

Protoss

 

 

• Protoss structures can no longer be powered without a power source if constructed while powered by a Warp Prism under the effects of Neural Parasite.

 

• Mass Recall can no longer target larva or eggs.

 

• Fixed an issue where units that were picked up by a Graviton Beam would still block pathing on the ground.

 

• Fixed an issue where a Zealot could burn his Charge cooldown without actually moving.

 

 

Terran

 

 

• Changed the position of the Select Builder button on Terran buildings, and changed the hotkey to Q.

 

• Fixed nuke dot not being visible all the time.

 

• Fixed an issue where you could see an enemy MULE drop pod in some cases where you didn’t have vision of the target location.

 

• Fixed an issue where a Medivac would be able to continue healing a unit that was stuck in a Graviton Beam if the Medivac had started healing the unit before it was picked up by the Graviton Beam.

 

• Fixed an issue where a Thor would continue to channel 250mm Strike Cannons on an uplifted terran building if it lifted off at just the right time.

 

• Fixed an issue where a Thor could get stuck channeling if a player queued up multiple targets for 250mm Strike Cannons.

 

 

Zerg

 

 

• The Ultralisk’s arc-shaped damage area is now centered at the front of the Ultralisk instead of at its center.

 

• Fixed an issue with the Ultralisk being unable to attack a row of sensor towers.

 

• The Burrow and Cancel Neural Parasite buttons have been moved on the command card.

 

• Creep will now spread evenly in all directions.

 

• Fixed an issue where Larva could produce units by holding down hotkeys.

 

 

StarCraft II Editor

 

 

• The "For Each Real" and "For Each Integer" actions will now correctly execute once when the starting and ending bounds are equal while the increment is also zero.

 

• Standard dependencies can no longer be modified in the Dependencies dialog (only added or removed).

 

• Publish dialog now updates storage information after removing a published file in the Managed Published window.

 

• The View Script command will now view library scripts if the library list has focus.

 

• Dropdowns now correctly select items as you type using partial matching.

 

• Fixed an issue with editing stylized text values when using system locales other than English.

 

• Fixed an issue when editing mover data where values were not being saved correctly.

 

• Fixed an issue that prevented certain changes to angle values.

 

• Fixed an issue where the scroll bar for tree views could disappear.

 

• Fixed an issue where triggers setting the mouse relative could result in the mouse being stuck in relative move mode.

 

• Fixed an issue where setting the color of a dialog item of type label wasn’t working.

 

• Fixed text truncation with Set Text actor message.

 

• Fixed a crash that could occur while editing upgrade values.

 

• Fixed display of ability command links in the Overview Manager.

 

• Fixed many areas where English text was displayed instead of localized text.

 

• Fixed an issue where selection circles would drop when a flying unit was over a cliff.

 

• Veterancy experience share filters have been fixed.

 

• Carried and equipped item behaviors and weapons are now restored properly when a unit is revived.

 

• Items dropped from an inventory will now use their default height when dropped.

 

• Fixed a crash when destroying a persistent effect.

 

• Camera following can no longer be disabled via hotkeys if it was requested via triggers.

 

 

Note that these are probably incomplete patch notes, with the wrong numbering and whatnot. But it's directly from TL, right from this page in fact. fresh off the presses. : http://www.teamliquid.net/forum/viewmessag...topic_id=174036

 

These supposed changes seem very interesting. A stalemate timer, priority adjustments, alot of buffs to protoss, and some bug fixes.

 

Also, lol at the fungal growth adjustment. Whoever here plays zerg is gonna be pissed.

 

Edit: Apparently these are TESTING patches. It's likely that some-most of them won't be implemented. But the bug fixes are happening, and they're serious about the stalemate timer and other general things.

Edited by Pendragon
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  • 3 weeks later...

The current state of the patch being worked on is going through rather vigorous testing.

 

The fungal nerf has been reverted, as has been the bunker time.

 

However, the Battlenet forums are EXPLODING with hate from Protoss and Zerg players. Now that Blizzard is asking for nerf suggestions, they're going crazy trying to nerf every unit Terrans use.

 

Normally I expect this, but I see 2-3 threads complaining about tanks and reapers. TANKS. AND REAPERS. Oh yes, because those units didn't get nerfed enough.

 

There should be a rule barring comments from Bronze Leaguers on that site. :/

Edited by Pendragon
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  • 2 months later...

Patch 1.3 Online.

 

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.

 

Blizz is crazy with that Mothership nerf.

Edited by NlJl
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Mech was not hit at all with the infestor change. In fact, bio balls and vikings are the only things really affected by it in the way that they die really fast and can't be healed well enough to keep up with fungal.
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