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Ask the Devs Q&A #1 Answers

Originally Posted by Nethaera (Source)
Q: Will updated textures be applied to the Vanilla and TBC races in the future to coincide with the new Goblin and Worgen race textures? – Tank (Latin America), Welcome (North America/ANZ), Mizah (Europe [English])
A: The art team very much wants to update the older races. We feel like it’s something we owe the game and the players. We’re just looking for the right time to dive into that enormous task, without having to take too much time away from making new creatures or armor. We also have to be very careful to improve the graphics without fundamentally changing the way the models look. Players are quite attached to the look of their character, and they can be pretty sensitive to even small changes. We’re continually reminded of that fact.

Q: Are there any plans to update Outland and TBC zones to facilitate better level flow? – Atreydes (Latin America)
A: We think the flow of the zones works out well. It is true that you can finish the continents before hitting every zone because of the accelerated quest experience (further enhanced by mechanics such as heirlooms) but most players going back through the content on new characters seem perfectly happy to get through it faster than they did with their original character. What we don’t like is the strange way you go back in time when you go to Outland and Northrend and then back to the future (heh) when you go to the level 80-85 zones. That is definitely something we want to fix.


A similar but slightly different question was asked by one of our Russian players:

Q: Will the Outland and Northrend be “renewed”? Will there be new quests? - Мандрэйк (Europe [Russian])
A: Because we did those areas more recently than Eastern Kingdoms and Kalimdor, we don’t feel the same urgency to go update them. They just don’t have the level design and quest flow problems to the same extent as the original content. We recognize though that some players are getting awfully tired of Hellfire Peninsula, and we’d like to come up with a good solution there.


Q: Mastery rating has become the most important attribute for Death Knight tanks, yet there isn’t any Rune Forge for mastery. Will you consider adding a new Rune Forge for Death Knight tanks? - Highlordkahn (Taiwan)
A: We want to do another pass at the Rune Forge enchants. We think we can make some more compelling choices.


Q: What is your favorite escape/distraction when you arent working on WoW? – Danksz (North America/ANZ)
A: We polled the entire World of Warcraft development team and included the most interesting, unusual, and potentially terrifying responses. They included: roasting my own coffee; hiking all over SoCal; gardening with yuccas and bamboo; building my own 3D printer; attempting to turn my living room into a live action scene from Tron using blacklights, stencils and a helluva lot of paint; autocross racing my sweet ride; board games (I have over 450 of them); being spinal tapped to Tumblr, Reddit and 4chan; mastering cooking (duck confit, breads, pastas, more breads); building Star Wars Lego sets; trying to control my computer using brainwaves and an EEG reader; plein air/outdoor watercolor painting; geocaching; hockey; painting miniatures; swing dancing; crafting old-time cocktails; running 5 / 10 Ks / mud runs; motorcycling; go; blending smoothies; skydiving; work on my Jaina/Varian fanfic; baking bread; playing drums; reading sci-fi; comics; playing WoW.


Q: Will we ever see a feature like the Appearance Tab - some way to make use of all the different equipment art for items we already have without having to give up on stats in order to do so? If no, then why not? – Welcome (North America/ANZ), Ферундал (Europe [Russian])
A: Having more ways to customize the appearance of their character is something players often ask for and something we’d love to improve. Seriously. We hear you loud and clear on this one. We do have some ideas we’re discussing, but we’re not ready to share them quite yet. Our concerns have always included making sure that the character art still maintains a level of quality even if extensively customized, and making sure that character silhouettes are easily recognizable. Those aren’t show-stopping concerns that would prevent us from ever taking the plunge, but they are concerns.


Q: Are there any plans to bring new items to Archaeology with each future patch? - Idej (North America/ANZ)
A: We may not make it every patch, but we designed Archaeology specifically with this kind of expandability in mind. Our most immediate plans are to add rare items to the Vrykul and especially Troll races, since they have so few, and add more to Fossils in general since you end up with so many Fossil sites. We also have some plans to make it slightly easier to focus on races upon which you want to focus.


Q: Will the devs consider giving us reason to interact in the new world of cataclysm? We sit in cities waiting on queues. Theres little reason to leave the city gates outside of farming and archeology. The *main* cities feel alive, the world however feels quite dead. - Odiem (North America/ANZ)
A: While you’re leveling up your character and gathering professions, you’re more than likely interacting with the world plenty. World of Warcraft’s endgame has centered on dungeons, raids, Battlegrounds and Arenas for some time, so it’s natural that you spend more time in cities organizing and preparing for those group-based events. We do think there is more that we can do to promote compelling solo gameplay for max level characters, though. The 4.2 patch has a pretty epic questing experience involving the Firelands and we’re really excited to see how players respond to it.

A similar but slightly different question was asked by one of our Korean players.

Q: PvP realms are getting indistinctive from the PvE realm as players are not engaging into PvP contents, since they are not finding it attractive. The only difference from the PvE realm is that it’s possible to attack opponent around zones in Conflict. Is there any plan to strengthen the difference between PvP and PvE realms? – Soulcube (Korea)
A: We don’t think it’s that world PvP is unattractive, we just think it’s just the cumulative effect of a lot of changes we made to the game to meet other goals. For example, flying mounts are really cool and convenient, but they mean you are much less likely to stumble upon someone from the opposite faction while travelling. We considered teleportation a mandatory feature for Dungeon Finder to succeed, but then you are less likely to bump into an enemy outside of a dungeon. To get world PvP back in some form, we’d have to develop something like the Isle of Quel’danas: a non-flight zone that is not a sanctuary where players congregate to finish quests or earn rewards. We’ll think about ways to do something like that again in the future.


Q: I think a lot of people would like to see some more options for inventory storage are there plans for any of the following? Bank slots/Equipment manager storage/Upgrade backpack/storage for costume, cosmetic, toys/tabard storage. – Shinysparkle (North America/ANZ)
A: We do have some storage solutions in the works. We’d like to convert tabards in particular to something like the current UI to manage titles. We don’t want to just keep giving players larger and larger bags in which to lose items. We’re focusing more on better ways to organize items.


Q: Were hero classes considered a failed experiment, or are there plans for more? – Grozzil (North America/ANZ)
A: No, we still like the concept a lot. The story behind the death knight character was that you were this fallen champion risen by the Lich King, who you eventually turn against (spoiler alert). It wouldn’t have made sense to start you in a forest killing gnolls and boars. You were supposed to feel like a high level character already! We also wanted to make the DK mechanics slightly more complex, so we wanted to make sure only veteran players were exposed to them. In general we want to add classes to the game very selectively because the game can probably only support so many and it’s a lot of new stuff to learn; even if you don’t play the new class yourself, you’ll group with them or fight against them. Introducing the DK was a learning experience for us, to say the least, but we aren’t afraid to try it again when the time is right.


Q: Would you tell me your thoughts about the recent PvP balance? I’m wondering about the future plans that Devs has on PvP balance change. For example, only a few number of Hunter are found in the Arena and this has not been changed for years. - Stormnreaker (Korea)
A: We are pretty happy with PvP balance overall. We think this season may be the best overall in terms of balance. There are definitely some areas where we can improve. Remember that part of our goal with Cataclysm was to encourage more players to try Rated Battlegrounds as an alternative to Arenas. Some classes that struggle in Arena, like hunters and Balance druids, perform very well in Battlegrounds. We recognize that Rated Battlegrounds haven’t yet caught on with players, especially more casual PvP players, as much as we’d like.


Q: While mining and herbalism both supports two other professions (jewel crafting and blacksmith for mining, inscription and alchemy for herbalism), skinning only support leather working and is less viable. Will you consider adding some small advantages for skinning, for example, chances to get more cooking material, to make skinning more attractive? - 柴德洛夫 (Taiwan)
A: Skinning has its own advantages though. For example, you can skin the same targets you are killing for quests or while running a dungeon, while Mining and Herbalism often require you to go out of your way to gather that resource. Sometimes you get lucky and find a field of recently-killed corpses, just waiting to be skinned.


Q: Is the Holy Paladin mastery going to remain as is, or will it see a change in the future? – Judgesyou (North America/ANZ)
A: We like the mechanic. Having a shield complements their potent single-target heals rather than competing against them. As you have probably seen by now, we did increase the duration of the absorb so that it would come into play more often. We believe the Holy mastery, as is the case with some of the other healing masteries, is not an easy thing to simulate or sometimes even determine from logs. It’s hard to put numbers on it in the same way you can assign values to haste and crit. We believe this had led some players to undervalue it. We’ll see how it feels with the longer duration.


Q: Gatherable nodes inside a phase area is really disturbing, especially in Twilight Highland, where nodes often appear on mini-map and vanish upon approach. Could you fix that, or move all the nodes outside of the phasing area? – 補釘 (Taiwan)
A: Yes, this is very frustrating and it happens to us all the time when we’re playing as well. Ultimately we want to fix it in a robust way so that when you see a node on the mini-map, it is something from which you can actually gather. We don’t want to have to just avoid phased areas when placing herb or mining nodes, because some phased areas are quite large and ultimately we don’t want the fact that we thought the questing experience would be enhanced by phasing to spoil the gathering experience down the road.


Q: Considering how often changes meant to balance PVE performance for certain classes then creates imbalance in their performance in PVP, and vice verse, have the developers ever considered completely separating the two? – Azunya (North America/ANZ)
A: That’s a common solution proposed by our active forum participants for whom balance may be the single most important concern when they play. You have to put yourself in the mind of a new player just trying to pick up the game though. Already there are a bewildering array of class abilities and talents, many with their own idiosyncrasies or special rules. Now you have to virtually double that if you want all of the player spells to have a PvE and a PvP tooltip. We prefer solutions like resilience and diminishing returns on crowd control that are more global rules rather than virtually every ability having a PvE vs. a PvP coefficient. We want it to feel like one game with a unified set of rules.


Q: Daily Battlegrounds only reward 25 conquest points, which is really low (considering the fact that daily heroic dungeon rewards 70 valor points). Would you consider to adjust that, as Battlegrounds attracts PvP beginner more than Arena does. –賽君 (Taiwan)
A: I think it’s fair to say that Rated Battlegrounds aren’t yet offering rewards commensurate with the logistical and time commitments that they ask. We really wanted Rated Battlegrounds to be attractive to players who loved PvP but weren’t huge fans of Arenas. We don’t think we’re quite there yet and Arenas continue to be very popular just because they take fewer players and can be completed quickly. If you love Arenas, great. But we want there to be alternatives.


Q: Moonkins lack the “execution” phase spell or talent, is that an intended design and why? –輕體小子 (Taiwan)
A: While it’s true that a lot of character classes have a special ability they can use at the 20% health mark, we didn’t set out to make sure everyone had one. Balance druids have changed a lot in the last two expansions and went from a pretty simple rotation (spam Wrath or Starfire) to a pretty complex one. We’re not sure at this time they need yet another mechanic to manage, but it’s a potential design direction to explore for the future.


Q: During the expansions released since vanilla, the specialities of the different classes were watered down more and more. By now, many classes can do almost everything and almost none is still special. Are there any steps planned to give the classes more “charisma”, so that they are more distinguished from each other and regain their special flair? – Blades (Europe [German])
A: Sometimes when players say “special flair” what they really mean is “something so awesome that everyone will have to take me.” We really don’t want to go back to that model, which just isn’t tenable in a game with 10-player raids and 30 different talent trees. We have no problem spreading around buffs and utility that we consider more-or-less mandatory, such as the battle rezes and raid buffs. At the same time, we think there are enough unique abilities out there to make the various talent trees shine. Shaman have a great interrupt with Wind Shear. Warlocks can get out of danger with Demonic Portal. Discipline priests can mitigate a lot of damage with Power Word: Barrier, but Unholy death knights have their own version in Anti-Magic Zone. We struggle a lot with how much homogenization is good for the game, largely so that you can play with your friends, and how much is bad for the game, because then your character feels less special. It’s something we’ll continue to work on in an attempt to strike that perfect balance.


Q: What do the developers think of the current state of hunters? (PVP balance) – Albevil (Europe [Spanish])
A: Hunters are good for very skilled players and particularly in Rated Battlegrounds. Our challenge has always been to make the class a little more forgiving to play in PvP at the medium level without making them unbeatable in the hands of a truly talented player. We think the recent changes, such as Auto Shot on the move and allowing Deterrence to prevent attacks that typically always hit, will help bridge that gap. We’re starting to discuss more whether hunters need the opportunity to do some damage in melee range instead of always focusing on escape. While the hunter is ultimately a ranged class, it is true that other casters can make the decision to keep casting while in melee range, even if they suffer consequences for doing so.


Q: Players don’t use the client-implemented Voice Chat feature because third party applications are much betters. Can I expect improvements in the voice quality and a fix in the delay issue in the future? – 밥상의달인 (Korea)
A: We aren’t at all happy with the quality and feature set of Voice Chat. We think we can do a lot better. While we aren’t working on it right this moment, the next time we revisit Voice Chat, we want it to be an epic improvement, the same way Dungeon Finder redefined Looking for Group.


Q: Healers cannot get Flask of Flowing Water from Guild Cauldron, which means Guild Cauldron is useless to healers. Can I expect any improvement for this? –꼬꼬마샷다 (Korea)
A: We couldn’t figure out an elegant way to determine if healers wanted the Spirit flask or the Intellect flask, so we erred on the side of throughput and gave them Intellect. Healers who would prefer Spirit can just get the normal flasks. We’ll think about another way to handle this. Spirit is obviously very popular among healers, but we don’t want to have a system that pops up a window asking you which flask you want.


Q: Could we see more dynamic events in WoW? For example something like sand storms in Uldum that would blind everyone affecting the agro of the mobs. – Dagoûu (Europe ([French])
A: We would like to ultimately have the world feel more dynamic and a bit less predictable. We would want for these events to feel epic though and not just annoying. We’re going to test the waters here a little in a future patch and see what feels good.

The Daily Blink - But Really, I’m Number One

Ažurirana Blizzard Art Galerija

World of Warcraft: Wrath of the Lich King Art Galerija ažurirana je sa četri nova radova koji predstavljaju Warcraft univerzum.
 
{yoogallery src=[/images/stories/news/2011/Mar/12/gallery/] width=[180] height=[360]}

Novi World of Warcraft Fan Radovi

Blizzard Fan Art sekcija ažurirana je sa 10 nova radova, koji predstavljaju Warcraft univerzum.
{yoogallery src=[/images/stories/news/2011/Mar/12/fanart] width=[180] height=[160]}

Patch 1.3.0 Now Available on PTR - Updated 03/09




UPDATE: The patch 1.3.0 PTR is once again available for testing.

 


 

StarCraft II: Wings of Liberty patch 1.3.0 is currently in development and now available for testing on the PTR. This patch contains notable improvements to the Join Custom Game interface, a preview of the new Grandmaster League, several balance adjustments, bug fixes, and more. By participating in the PTR, you'll be among the first to test out the latest changes and help us ensure that when the patch is released it's of the highest quality possible.

To participate in the public test you must have a full North America product license. Further details on how to access the PTR can be found in the FAQ. Once you've had the chance to try things out, be sure to visit the Public Test forum to discuss the patch.

 

StarCraft II: Wings of Liberty - Patch 1.3.0 PTR 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 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
      • [i]Health increased from 90 to 110[/i]. -- This change has been revoked.
    • Fungal Growth
      • Stun duration decreased from 8 to 4 seconds.
      • Damage increased by +30% vs. armored units.
      • [i]Now fires a missle instead of being instant cast.[/i]
      • -- This change has been revoked.


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.

One Million Swarm Facebook, StarCraft II Demo Now Available

Na žalost, nije toliko originalan wallpaper kao što je bilo za Warcraft, ali nije ni tako loše! Samo još da dobijemo više rezolucija i biće odlično!

Over one million people have "liked" our StarCraft Facebook page! We've had the pleasure of sharing thousands of news stories, images, and movies with a thriving Facebook community, but we're not done yet! To celebrate this milestone, StarCraft II Senior Art Director Samwise Didier whipped up this image:

We'd like to thank you for helping make that community great, so we’re releasing a new desktop wallpaper image depicting the Hyperion's daring escape as featured in the Zero Hour mission cinematic. You can capture it for yourself on our wallpaper gallery, where you can find other inspiring StarCraft themed wallpapers as well.

 

If you aren't already following us on Facebook, be sure to visit the official Warcraft, StarCraft, Diablo, and Blizzard pages.




If you haven’t yet experienced the intense strategic combat of StarCraft II: Wings of Liberty, you can get into the action today with the newly released demo edition. Featuring full access to the first three missions of the single-player campaign, as well as unlimited access to skirmish mode as the terrans versus an A.I. opponent, the free demo gives you an introduction to the cinematic storytelling and fast-paced gameplay of StarCraft II.

Begin your demo experience here. You don’t need a Battle.net account or Internet connection to play once you’ve downloaded the demo, but you will need both if you are ready to upgrade to the full version of StarCraft II: Wings of Liberty. For more information on the demo, read the FAQ.

Ažurirane Patch 4.1 PTR Informacije - 9 Mart

Originally Posted by Blizzard (Source)
General
  • A dead player can now be resurrected by targeting them using the Party or Raid Frame even if they have released. No more hunting for corpses.

Dungeon Finder
  • The Dungeon Finder now attempts to avoid putting damage-dealing classes with the same armor type in a group.

PvP
Druid
Restoration
Druid Bug Fixes
Hunter
Pets
  • Bloodthirsty no longer generates Happiness.
  • Carrion Feeder no longer restores Happiness.
  • The Feed Pet ability now instantly heals 50% of the pet's health. Cannot be used in combat. Requires diet-appropriate food.
  • Guard Dog no longer causes Growl to generate additional Happiness.
  • The Happiness/Pet Loyalty System has been removed. Hunters will no longer have to manage Happiness for their pets, and the previous damage bonus for pets being happy will now be baseline for all tamed pets.

Glyphs
  • Glyph of Mend Pet is now Glyph of Greater Proportion, which increases the size of the pet slightly.

Hunter Bug Fixes
Mage
  • Arcane Blast damage has been increased by 13%. In addition, the stacking effect of Arcane Blast now increases the damage done by Arcane Explosion, and Arcane Explosion does not consume that effect.
  • Arcane Explosion damage has been increased by 13%.
  • Arcane Missiles damage has been increased by 13%.
  • Blizzard damage has been increased by 70%.

Arcane
Fire
Priest
Discipline
Holy
Warlock
Pets
  • Lash of Pain (Succubus) damage now scales with level, reducing the damage done at lower levels such that it will deal 50% damage at level 20, and 100% damage at level 80 and above.

Warrior
Arms
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