Najnovija Diskusija na Forumu

Author: MaaLoo
Date: 12.02.17, 17:36

Author: Fiuman
Date: 08.02.17, 22:28

Author: Sokrefuncut
Date: 04.02.17, 13:55

Author: Silencer
Date: 29.01.17, 10:41

Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Battleground Win Ratios (Source)
Player feedback is an essential part of our development process, but this kind of thread helps illustrate the value and the pitfalls of anecdotal feedback.

What makes it useful? It's personal and emotional. It tells us about what it feels like to play World of Warcraft from an individual's perspective, where the big picture might seem pretty remote and unimportant.

The pitfall? It's personal and emotional, which is good, but very subjective. It's a tiny (though important) sample when compared against the whole of every battleground game happening everywhere. We have a duty to objectively look at the big picture. For example, our stats tell us that the ratios for various battlegrounds are pretty close to 50% win/loss for each faction, though that might not matter much to you when you're in the heat of the action.

So, when we're looking at what a quest feels like anecdotally, if it's too frustrating, then we can probably adjust that. When it comes to a system like the Battlegrounds, where the dynamic is almost exclusively player driven, but is working really well, it's not a good idea to mess with it because the big picture looks great.

Speaking personally, I've found that my mindset plays a huge role in how much fun I'm having. In the midst of a losing streak, I try to remember my winning streaks and landslide wins, or I adopt a philosophical approach and do what I can, where I can. If I get too frustrated, I do a different, more relaxing in-game activity for awhile or step away entirely. My bottom line is that how I think and feel about what I'm doing in-game can mean the difference between having a great time (even if I'm on a losing team), and table-flipping frustration.

As we've said elsewhere, battlegrounds require a ton of effort to create, and modifying them even slightly is extremely labor intensive. It will probably be more worthwhile to create new and better battlegrounds in the future, than go back to continually tweak and modify the old ones.

New Character Models (Source)
Updating existing character models isn't something we've been "waffling on." It's something we'd love to do, but the fact is the art team has finite resources. Updating the current playable race models to be more in-line with worgen and goblins requires much more than just increasing the poly count. There are more bone structures on the frames of newer models which allow for more animation options. In order to update older models, the wire frames have to change, which means a large number of existing animations and customizations/hairstyles would have to change.

It's much more of a massive overhaul than many players are anticipating. That isn't to say we don't want to do it, but it's difficult to justify delaying the creation of new art, models, and animations indefinitely to revamp old ones. And we have to make sure to do it in a way that doesn't give some players a feeling of detachment from the look they've had for almost seven years.

Official BlizzCon Twitter, GSL August

Quote from: Zarhym

Every year we jam-pack BlizzCon with as many events, panels, tournaments, contests, and entertainment options as possible. To make sure you’re in the know in the weeks ahead leading up to BlizzCon, and especially during the big weekend itself, be sure to follow our brand-new Twitter feed. Rather than trying to divide our coverage and updates between the @Warcraft, @StarCraft, and @Diablo feeds, there’s now a single destination for all things BlizzCon.

Start following @BlizzCon today for all the latest news and to engage in 140-character conversations with the global BlizzCon audience. We look forward to sharing with you from the show floor!

The Global StarCraft II League has brought us great StarCraft II action all season, and this week will be no exception. Tonight at 2:10 a.m. PDT, tune into to find out who will earn the title of Code A champion.

Be sure to keep your eyes glued to the GSL, as the action heats up when Code S enters the Round of 8 tomorrow!

Monday, August 29 18:10 KST - Code A Finals
SlayerSGanZI (terran) vs. MarineKingPrime.WE (terran)

Tuesday, August 30 18:10 KST - Code S Round of 8, Day 1
OptimusPrime.WE (terran) vs. MVP_Keen (terran)
oGsTOP (terran) vs. MVPGenius (protoss)

Wednesday, August 31 18:10 KST - Code S Round of 8, Day 2
IMMvp (terran) vs. EG_HuK (protoss)
SlayerSRyung (terran) vs. StarTaleJuly (zerg)

If you'd like to watch the GSL live in high-quality video or be able to watch all of the VODs available on their site, you can sign up for their premium service here:

Blizzard slavi dvadeset godina postojanja

Ažurirana Blizzard Fan Art Galerija

Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Plans for Alliance Leadership (Source)
Yes, there are plans. There are always plans. But, don't worry. I think you're going to see some things happen "in the future" for the Alliance and their leadership. We are trying to do what we can to make sure that it will all be as accessible as possible too (storyline wise.)

Death Knight Starting Gear for Transmogrification (Source)
Okay, so, for clarification's sake, they'll be sold in Acherus, but, like most of its denizens, the vendor doesn't like non-DKs.

We've been pretty relaxed and playful about staying on topic in this thread, but I'm kind of reluctant to flip the serious switch and make this all about Blood tanking. There are changes coming, but I'm not in a position to discuss them just yet.

So, while I don't have a lot in the way of specifics to report, a little more information should be coming soon (likely in the form of a blog) regarding changes to Blood tanking, as well as tanking in general, and that information should hit before the patch arrives.

Character Model Updates (Source)
As I said previously, we're aware. Just remember, being aware neither means that we don't want to do it, nor does it mean it's a sure thing. It just means we know. We agree (as I mentioned before) that it would be great to do. We just need to figure out how and when we can do it.

Replica armors from new Darkmoon Faire (Source)
We haven't fully solidified the list of old items/sets that will make a return via the Darkmoon Faire carnies. We'll let you know once we've locked down what's for sale there in patch 4.3, but yes, we're likely to expand the vendor list in future updates.

"Replica" does mean that these items may very well just be art skins made available specifically for use with Transmogrification, devoid of their original stats. Once you copy those skins onto another item though, I don't know that one would be able to tell the difference between whether you earned the look back in the day, or from the Darkmoon Faire. Only the name of the item from which you're pulling art will be shown in the tooltip of the item you have equipped. So if the names of the items aren't changed when placed on Darkmoon Faire vendors, a player inspecting you wouldn't know the difference once you've mogged your look.

[...] we're implementing this feature in a more conservative manner than some would even like. Ultimately, Transmogrification gives folks a wide array of new customization options, but we do want to have some restrictions in place to keep character looks from getting too ridiculous, and to make sure all previous sets in the game aren't absolutely free for all.

I'd still caution you to avoid drawing very distinct and speculative conclusions at this stage about all of the Transmogrification rule sets, features, and limitations. It's great to hear feedback on what players hope this system will (or will not) be, but it's not really worth it for anyone to spend too much time laying out concerns about details that haven't yet been provided in full.

We are in constant discussion with our developers in order that we compile a comprehensive article of the various item rules, features, and restrictions coming with Transmogrification in patch 4.3.

"I got this item a long time ago and because I did, I should be unique and special and nobody else should ever be able to get it again".
And one of the problems I personally have with anyone who might state this hypothetical, is that I did earn several cool sets back in the day which I'd love to sport once again. But as we didn't plan for this feature all along, I deleted sets I knew I'd never wear for stat benefits in order to save inventory space. I told myself, "yes, you look cool in this, but don't be a pack rat if you're not going to wander around towns in outmoded sets." I wager a lot of long-time WoW players are in the same boat. And a deleted/sold item is only kept in our database logs for so long before the record of one having owned that item is erased.

The majority of the gear sets in this game are still possible to obtain, so that's awesome. To me it's a cool side effect of this feature to encourage people to return to some old places, filled with nostalgia, to collect gear just for the look -- not the power.

There are, however, some sets or items which can no longer be found in the game. So we're keeping track of some of the items and sets players are really wanting to see make a return in some fashion. The Darkmoon Faire revamp in patch 4.3 provides but one new way players can slip into familiar looks from the past.

Transmogrification rather than content? (Source)
I've seen a lot of these sorts of overstatements or oversimplifications of the work that we're doing on our end of things and I have to honestly say that it can get a bit tiring to see repeated as fact when it's opinion. While we greatly appreciate constructive feedback and opinion, we also want to make sure to encourage people to pause and make sure that what they're sharing with us and the rest of the community is constructive to begin with.

Let's start off first by clarifying that Transmogrification is a feature we felt would benefit the community in many ways. It should open up the opportunity for people to feel as if they have the ability to customize how their character looks while still retaining the stats they really like, want, or need. It is as of yet, untested on the PTR, but it will be. The "rules" of what can and can't be used are still in development, and even after the rules are set at the live release, we may well add additional options into the system. This system should lend itself well to long term use and enjoyment for many people.

That said though, (and yes we did have to spend time on the technical end of things to make sure it is going to work well), we are also working on other things including the Void Storage, but more importantly, are working on some pretty amazing content for patch 4.3 which includes new dungeons and the Raid on Deathwing. We're not quite ready to give you all the details on these as of yet, but I can tell you that we're looking at some pretty great storylines and events to be played out. I can assure you that despite what your perception may be, Firelands was not designed by simply plopping down bosses in a field of fire, nor is anything we design quite so simple. If it was, we'd probably all get more sleep and spend more time on the company yacht. Right?

I'm sure your perception is that our only focus is Transmogrification because you've only seen us really getting into the details on it recently and it's been a hot topic for the community overall. But don't be fooled into thinking that the content to come is going to be a simple paper cut out puppet show in a cardboard box.

Again, please don't take this as me disregarding your opinion or thoughts. Just be reassured though that we're not "just" doing anything in regard to the upcoming content. There has been many many hours of work put into what is coming: many meetings, many strategy sessions, much design work, coding, artwork, music, animation, etc. If we make it look "easy" then I guess there's not much we can do about that. We have some truly talented and amazing people working on these things, so I guess we just can't help making it look that way.

[...] Unfortunately, we can't just put out foggers to kill bugs, but I can assure you that we don't choose to not fix bugs just for the heck of it. Some bugs are just harder to kill/fix than others or rely on even new technology to sort them out. Sometimes a bug is even darn near impossible to reproduce even if we've seen it ourselves. Thus why we're always very appreciative of the community taking time to report these to us (with as much detail as possible) so we can find and fix them.

That said though, that quest is never ending. World of Warcraft is a very complex game and what was fixed one moment could get glitched out again the next if a build changes or code changes. We do what we can do stay on top of it, but unfortunately, we have human limitations that get in the way despite the introduction of our new cyber-enhancement program. (It's fledgling yet so there may be bugs in that system too... (Ok, I'm kidding about cyber-enhancements)).

[...] I'll continue it and say, it's also tiring hearing that we're not addressing things in a 'satisfactory manner'. Not because we don't want to put in the effort or that we're giving up on trying, it's just that when the effort is put in, it's not enough for select people. Of course it's that way because we have such a diverse population (which is great) so we're never going to address everything to everyone's satisfaction.

That said though, I wanted to make sure you know that I appreciate you taking the time to write your post. I appreciate the constructive feedback and also wanted to acknowledge that we are well aware of the feeling that we're not delivering content fast enough. We are continuing to find ways to do just this. Just keep in mind that we do not want (nor are choosing to) deliver anything that isn't up to our standards. So, we still will hold to the idea that if we feel something isn't good enough or isn't working how we wanted it to, we will not put it out there just so we can say we did.

Patch 4.3 Preview - The All New Darkmoon Faire

Originally Posted by Blizzard (Source)
Hurry! Hurry! Hurry! Step right up and prepare to be amazed!

It’s incredible! It’s unbelievable! You’ll be dazzled. You’ll be amazed! You aren’t prepared for the Darkmoon Faire, ‘cause it’s like nothing you’ve seen before! Don’t be shy now, don’t be bashful, step right up for a tantalizing glimpse of what we’ve got in store for you when patch 4.3 arrives!

That old thing?

No, no, no, Clem. The Darkmoon Faire isn’t what it used to be and it isn’t where it used to be. The management hasn’t changed but the Faire certainly has. It’s a whole new animal. Tickets? You don’t need those old tickets, just rip ‘em right up, ‘cause we’ve got new tickets! Out with the old, in with the new -- new quests, that is! Things have changed ‘round here: we’ve got an island all to ourselves now, and what an island it is. Mist-shrouded Darkmoon Island is a conundrum wrapped in an enigma. It’s a place of mystery and wonder, and you wouldn’t believe the deals we made to get it… or who we made ‘em with. But never mind that, just follow me right through here and I’ll show you what the Darkmoon Faire is all about.

All new! All spectacular!

Catch a show at the marvelous main stage or witness a dazzling fireworks display. But don’t stare too long or you might miss the stunning spectacles that surround you. Gaze in awe of our magical menagerie, get your fortune told by the amazing Sayge, go on a pony ride, experience the healthful effects of carnival food, and more!

Of course, there’s more to the Darkmoon Faire than just fantastic shows and culinary delights. You can still turn in your Darkmoon Cards, but you wouldn’t just come here for measly ol’ cards when there’s so much more to see, experience, and win. Yes, win! You like dancing bears, right? Everybody likes dancing bears. Even bears like dancing bears. How about a dancing bear… you can ride!

That’s not all! We have adorable companion pets includin’ a fez-wearing monkey, a plethora of profession recipes, toys, balloons, souvenirs, delectable carnival snacks and beverages, heirlooms for the little ones, and even replicas of long-lost suits of armor that we’re offering for your Transmogrification needs. You can also make your mark with new achievements and titles. All it takes to earn these fabulous rewards is a few Darkmoon Faire Prize Tickets and a good reputation with the carnies. How do ya get your grubby mitts on some tickets? I’m glad you asked!

Step right up! Try your luck! Everyone’s a winner!

Have we got games? You bet we’ve got games, and they’re so easy to play an orc could do it. Just head on over to the midway, buy some Darkmoon Game Tokens, and get ready to play. Easy to learn, difficult to master, anyone can play and everyone can win. Just lay your tokens down for a chance at winning Darkmoon Prize Tickets playing games like Whack-a-Gnoll, the Tonk Battle Royale, the Cannon, Ring Toss, the Shooting Gallery, and more! Five games are there to test your skills at any one time. The better you play, the easier it is to win a bucket of Darkmoon Faire Prize Tickets! Once a month, you’ve got a shot at tickets, and the fun never stops ‘cause you can play as many times as you like. But that’s not the only way to win big!

The Darkmoon Faire Field Guide

It’s your passport to riches, my friend. Y’see, we need a few things -- just some junk, nothing valuable to a big hero like you. We call ‘em Darkmoon Artifacts, and there’s all different kinds to be found all over Azeroth. The Darkmoon Field Guide helps you discover artifacts while you’re explorin’ dungeons, slayin’ monsters, and fightin’ in Battlegrounds. Without a guide, you’d never notice ‘em, and it’ll help keep you focused on the stuff we want. Whether you just reached level 10, or you’ve crushed the biggest baddies in the land, we need somethin’ from nearly everybody. You won’t have to go too far out of your way to get ‘em and each month you’ll get a new opportunity to seek out an Artifact for us. What do you get out of the deal? Don’t you worry, you’ll get your cut. When you bring a Darkmoon Artifact back to us, you’ll get valuable experience (it builds character, you know!), earn a better reputation, and possibly earn precious Darkmoon Faire Prize Tickets too!

Oh, did I mention that you can use the Field Guide to get to Darkmoon Island whenever the Darkmoon Faire’s monthly extravaganza is up and running?

So, you want to work in show business?

Maybe you’d like a little peek behind the scenes, eh? Want to see what it takes to run the greatest show on Azeroth? Well, it’s not all sunshine and cotton candy, my friend. There are beasts to heal, food to cook, and buildings to fix. If you’re willing help keep the show going and put your skills to work, you’ll not only impress us, but you can get experience, Darkmoon Prize Tickets, and even polish up your skills -- up to five skill points per profession, per Faire week, if you’re good at what you do!

Darkmoon Deathmatch!

Like any good carnival, the Darkmoon Faire has a shady side. You can leave the skilled labor to the suckers and go for a faster score instead. If you’ve got the minerals, the Darkmoon Deathmatch offers an experience unparalleled since the Gurubashi Arena. Pitmaster Pei has a big old treasure chest just brimming with goodies and Darkmoon Faire Prize Tickets that he’ll drag out into the Darkmoon Deathmatch Pit every three hours or so. Everybody wants it, so if you want a piece of the action you’ll just have to jump in and prove that you’re the toughest one in the Pit.

Oh, the Faire is perfectly safe, Clem. Just don’t wander into the woods.

Now, now, don’t panic. Darkmoon Isle might be a bit spooky, but except for the Deathmatch Pit, the Faire itself is completely safe, I guarantee it. It’s a sanctuary even, and we won’t let anybody’s beef ruin the fun. The shadowy woods surroundin’ the fair are another thing entirely, though. I wouldn’t say that people have disappeared into those woods never to return, but, well… people disappear into those woods never to return. So watch your step , and your back, when you leave the Faire. Don’t say I didn’t warn ya!

Mark your calendar

Now that you know how amazing the new Darkmoon Faire is, you won’t want to miss it. Just take a look at your in-game calendar, and the Darkmoon Faire dates will show up there on the first week of every month. Darkmoon Faire barkers and displays will also pop up in every capital city to herald the arrival of the Faire. Silas Darkmoon himself has even started up a mailer to make sure that no one misses out!

Hitch a ride

During the first week of each month, convenient Darkmoon Faire outposts with Darkmoon Portals will appear in Elwynn Forest and Mulgore, offering free rides to Darkmoon Island and the Faire!

Darkmoon Mages in capital cities and on Darkmoon Island will also be around to help you get between the Faire and various capital cities. There’s no such thing as a free lunch, so naturally you’re obliged to compensate them for their services.

The all new Darkmoon Faire is coming to Darkmoon Island in patch 4.3. Don’t miss it!

(Massive) StarCraft II: Wings of Liberty Patch 1.4 is coming!

StarCraft II: Wings of Liberty patch 1.4 is currently in development. This patch contains some balance changes, as well as a number of bug fixes, interface changes, and StarCraft II Editor improvements.

Be sure to check out the full patch notes below to learn all about the latest changes.

StarCraft II: Wings of Liberty - Patch 1.4.0


  • A new Career page displaying placement in past seasons has been added to the League & Ladders section of the Profile.
  • The upload timeout period for publishing custom maps has been increased significantly.
  • SLI performance has been improved.
  • D3D memory management has been improved.
  • When file corruption is detected in un-repairable files (replays, saved games, or downloaded maps), a prompt to run the Repair Tool will no longer occur.


  • Game Options
    • Added three privacy settings to the Options menu under the section.
      • Only allow friends to send me invites.
      • Only allow friends to send me chat messages.
      • Set status to Busy when playing a game.
    • Added the FPS Toggle hotkey to the hotkey dialog.
    • Added Display Game Tooltips setting to the Options under Gameplay that can be turned off to prevent tooltips from appearing when playing a game.


  • UI and Display
    • A Launch PTR button will now appear on the login screen when the PTR is available. Clicking this button will close the retail client and launch the PTR client.
    • Improved error messages when a unit is required but none is targeted to provide required target information.
    • UI Stiven used in .SC2Layout files has more anchoring flexibility.
    • Loading an old saved game will now give an option to restart the mission in the new version of StarCraft II instead of loading it in the old version without access to achievements.
    • Player names in the Name Panel in observer or replay mode will now be based off the player’s locations on the minimap. For example the player closer to the left side of the minimap will appear on the left side of the name panel.
    • When a building is canceled or salvaged the minerals returned will be displayed at the building location for the owner, for enemy players a floating text will be displayed.
    • Toggle Team Colors in 1v1 and Free-for-All when observing and during a replay will not change player colors.


  • Sound
    • An error notification sound is now played if a placement location cannot be found when unit training completes.
    • Most existing alert sounds are now reduced in volume when a new alert sound plays.
    • Transmissions without a valid sound file will now display a subtitle during cinematics even if the player has turned off subtitles.
    • Added a new Alert Fade option to control how much existing alert sounds fade when new alert sounds are played.



  • General
    • Unit vision up ramps has been reduced by 1.


    • Immortal
      • Attack range increased from 5 to 6.
    • Mothership
      • Acceleration increased from 0.3 to 1.375.
      • The Mothership’s Cloaking Field no longer cloaks all units instantaneously, but rather adds units to the cloak field over time (maximum of 25 per second). This should alleviate “Mothership Lag” issue when a Mothership comes online.
    • Stalker
      • Blink research time increased from 110 to 140.
    • Warp Prism
      • Shields increased from 40 to 100.


    • Barracks
      • Build time increased from 60 to 65.
    • Hellion
      • Infernal Pre-Igniter damage upgrade decreased from 10 to 5.
    • Raven
      • Seeker missile movement speed increased from 2.5 to 2.953.


  • ZERG
    • Infestor
      • Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).
    • Overseer
      • Morph cost decreased from 50/100 to 50/50.
      • Contaminate energy cost increased from 75 to 125.
    • Ultralisk
      • Build time decreased from 70 to 55.


StarCraft II Editor Improvements

  • Editor General
    • Map Status and Publish dialogs indicate if the lighting map is out of date or not.
    • Creating Cycles in UI Stiven anchoring will no longer crash the game, instead it will output an error message.
    • Added alignment option when using the IMG tag in text. Values are top, bottom, middle, absolute middle.
    • Syntax highlighting for galaxy script and XML data can now be disabled.
    • Actor cheats are now available to map creators when testing their map from the editor.
    • Actor dump messages are now available to map creators. Includes AliasDump, AnimDumpDB, AttachDump, HostedPropDump, HostedPropDumpAll, RefDump, RefTableDump, TextureDumpDB, TextureDump.
    • Portrait Stivens now have their own desc to use in .SC2Layout files. Currently supported fields are: BackgroundImage, BorderImage, MovieStiven, ModelLink, UseTransition.
    • Added Disable Observers map option, which prevents players from becoming observers in the game lobby.
    • Added two fields to MovieStiven Descs : Loop, LockAspectRatio.


  • Data Editor
    • Data Editor UI has been reorganized for a better workflow.
    • Complex fields in the Data Editor can now be expanded by double clicking on the plus sign.
    • Increased maximum number of unit command card buttons per card from 32 to 64.
    • If a teleport effect’s range is greater than 500, it will now ignore placement.
    • Revive orders can now automatically choose the hero to revive based on the command selected and the order they were created.
    • Map creators can now set time scale on bracket anims.
    • An attack can now be specified to cause no shield flash at all via the “None” Shield Flash Type value on CActorAction.
    • Actor now makes a distinction between actors that are created via the ActorCopy message and through all the other creation mechanisms.
    • Actors that are copied now get an ActorCopy message upon construction rather than an ActorCreation message, so that client data can distinguish between the two scenarios.
    • Added raw XML editing mode to Data Editor.
    • Added default parents for new objects in the Data Editor.
    • Added a “Transient” flag to the Arm Magazine, Learn, Research, Revive, Specialize, and Train abilities to indicate that the orders should not be added to either the unit’s main order queue or to a queue ability. These orders will complete immediately.
    • Added a “Use Unit Order Queue” flag to the Arm Magazine, Learn, Research, Revive, Specialize, and Train abilities to indicate that the unit’s main order queue rather than a queue ability should be used for those orders.
    • Added support for Unit Weapon Validators to check any weapon on the unit if no weapon is specified.
    • Added a flag to units called “Built On Optional” to indicate units can now be built on the terrain if they are not placed on another unit.
    • Added a “Turn Button Highlight On/Off” trigger to highlight buttons by button link. This will support highlighting buttons regardless of how the button is used (i.e. Select Larva, Select Worker, and Submenus).
    • Added support for items with abilities to display AoE cursors, show progress, and use the minimap for targeting.
    • Added support for the Revive ability to issue targeted commands.
    • Added support for persistent effects to attach revealers to units.
    • Added AnimSetTimeScaleAbsolute message for forcing animation time scale to a particular value, regardless of prior scales.
    • Added boosted cliff level support for units and doodads. Placed objects can specify the boosted cliff level amount. Units and doodads will then boost the cliff level of any cells in their footprints that are marked to “Boost Cliff”.


  • Terrain Editor
    • Added view setting for displaying terrain object names.


  • Trigger Editor
    • Timer Expires events can now match Any Timer.
    • Trigger Dialogs can now be attached to a unit.
    • Attempting to create or hookup a trigger dialog of the wrong type will now result in an error message.
    • Dialog Items of type Image can now have their image property set as an entry into the Assets.txt file in addition to a raw file name.
    • Added De-saturated and Desaturation Color properties to Dialog Items.
    • Added Mouse Enter and Mouse Exit Event Types for the Dialog Item is Used event.
    • Added Handle of Player trigger to query a player’s handle.
    • Added “Unit Learn Progress” and “Unit Revive Progress” triggers to get the progress of Learn and Revive abilities.
    • Added a “Lock Unit Status Bar Display” and “Unlock Unit Status Bar Display” triggers. These are intended to replace the “Set Unit Status Bar State” trigger.
    • Added a “Show/Hide Alert Type” trigger to turn on/off specific alerts for a player group.
    • Added a “Enable/Disable Command Type” trigger to allow/disallow submenus, select larva, and select worker commands.
    • Added a “Pause Sound” trigger to pause/unpause a sound.
    • Added an “XP Gain Disabled” option usable with the “Player Melee Option” and “Enable/Disable Melee Option For Player” triggers. This option defaults to on.


Bug Fixes

  • Gameplay
    • Hitting Escape when using the Options menu while playing a game will now properly revert any changes made.
    • Loading a saved game with a game speed different than the minimum game speed now works correctly.
    • Failing to load a saved game from a previous build will now show the proper error message.
    • Reduced Violence no longer prevents custom death models from working.
    • Repeated control group and selection commands will no longer count as unique actions for APM calculation purposes.
    • In the Load Game Panel it is no longer possible to delete a saved game while playing it.
    • In the Load Game Panel, choosing to keep\save an unsaved file in the Recent Tab now properly saves the file.
    • Switching between a control group hotkey and selecting a unit no longer registers as a double-click.
    • The Base Camera and Jump to Location hotkeys can no longer be used while the game is paused.
    • Escape and F12 can no longer be used for custom grid hotkey profiles.
    • Default key display will not show up when Custom Observer hotkey has been set.
    • The range for structures hitting other structures is now consistent with non-structure units.
    • Units with movement suppressed can now issue an order to board a transport instead of just follow it.
    • Transports can no longer unload units into a dense area if the original order was issued on a fogged location.
    • A full refund will now be issued for any training requests that cannot complete because unit placement fails.
    • Commands that have no charges left will display a 0 instead of just hiding the number.
    • Resources spent repairing are now reported as resources lost when the repaired unit dies.
    • Fixed an issue with the Camera Follow mode not turning off when scrolling away from a unit being followed.
    • Fixed an issue with cycling chat recipients while in a party and watching a replay.
    • Fixed an issue in the Load Game Panel that sometimes caused the wrong map preview image to display.
    • Fixed an issue where the Hotkey dialog sometimes displayed inaccurate unit commands.
    • Fixed an issue where units would seem to pop when travelling along cliffs.
    • Fixed an issue where flyers may not decelerate in some cases.
    • Fixed an issue where flying unit separation wasn’t consistent.
    • Fixed issues displaying some hotkeys for non-US keyboard layouts.
    • Fixed issues with cursors when using NVidia 3DVision.
    • Fixed issues where an ally unit’s command card was visible without shared control enabled.
    • Fixed some issues with DVORAK keyboards not working correctly with Grid hotkey profiles.
    • Fixed several issues with the Units Lost tab not tracking resources correctly.
    • Fixed erroneous hotkey conflict detections with some observer commands.


  • Protoss
    • Issuing new orders to charging zealots will cause them to lose the charge buff.
    • Sentry Guardian Shield now correctly reduces damage from Hellion, Void ray, and Colossus attacks as well as the Siege Tank’s sieged attack.
    • Fixed an issue where Colossus thermal lance beams would track a unit much further than the range of the weapon.
    • Fixed an issue where workers would not path around Force Field while harvesting.
    • Fixed an animation bug that would occur when Graviton Beam was used on unburrowing Zerg units.


  • Terran
    • The Command Center Load SCV command will now only ask to load as many SCVs as it can contain.
    • SCVs will now always face the building when resuming construction.
    • SCVs can no longer repair themselves while inside a Bunker or Medivac.
    • Fixed an issue where the Reaper could get stuck in some cases.


  • Zerg
    • Overseer & Brood Lord cocoons can now display waypoint lines when issuing queued patrol orders.
    • Baneling's Attack Structure ability is now a toggle to Enable/Disable Attack Structure. The toggle will determine whether structures are valid targets for auto-attack. This change fixes an issue which caused Banelings to prioritize buildings over hostile units.
    • Burrowed units are no longer cloaked by the Mothership, as this is redundant.
    • Attack upgrades are now retained by units controlled by Neural Parasite.
    • If a unit provides power, that power is temporarily transferred to a player using Neural Parasite.
    • Canceling more than one of the same structure at the same time as Zerg will add all Drones to the selection.
    • Improved Larva placement when the bottom edge of a hatchery is on a cliff edge to prevent Larva from getting killed.
    • Spore Crawlers and Spine Crawlers now disable their Stop button when rooting.
    • Fixed an issue where Drone attacks could be more easily dodged than SCV or Probes.


  • Custom Map
    • Alliance tests for the status bars and the info panel now use the passive and defeat alliance states to determine allies rather than vision and control.
    • Force effects now preserve existing unit velocity.
    • Units with an interact ability now clear the interacting state when killed.
    • Items that cannot be dropped can now be moved in the inventory.
    • Banks are now marked as verified when saved.
    • The Unit Attachment Point trigger now reports the correct height.
    • If more than one unit is selected with the Select Unit Group trigger after units have been deselected by means besides the Clear Unit Selection trigger, the newly selected units will now show up in the info panel.
    • Range indicators are now updated when an upgrade is applied.
    • Alerts will now use the Text field for a name if no Name is defined.
    • Newly created units that gain a weapon via an upgrade will now have that weapon enabled when created.
    • A unit’s height will now be changed immediately via triggers if the duration requested is 0.
    • Quitting out of a map will now cause the player leave trigger event to be dispatched before the player actually exits which will give triggers a chance to change the victory/defeat state.
    • The Enable/Disable Command Type trigger now disables minimap clicks properly.
    • Actors shown or hidden via triggers should now show immediately instead of being delayed by a game loop.
    • The Unit Selection trigger no longer resets the selected submenu if the selection isn’t actually changed.
    • Alerts with the “Self” flag cleared will no longer show the alert to the issuing player.
    • If a unit has a custom revive type configured, it will now use that when reviving via triggers.
    • The maximum value for the real version of the effect amount trigger now reports values correctly.
    • Persistent effects with a period of 0 can now execute at most once per game loop.
    • Revive abilities that only have a per-level cost will now work correctly.
    • The Gain Level trigger event will now dispatch multiple times if the amount of XP gained results in multiple levels being awarded.
    • Filters now work properly for range actors.
    • Issue order effects can now accept a point as a valid target.
    • The requirement validator now also checks shown requirements.
    • The Unit Has Behavior Flag trigger function now allows checking all flags properly.
    • Yaw can now be get/set properly via Camera trigger functions.
    • The Player Effect Used Unit Owner trigger function can now use all expected parameters properly.
    • Abstract data types cannot be used for non-default data.
    • The used number of charges is now clamped properly when modified via triggers.
    • Charges with a fractional used amount are now handled properly.
    • Changing the Kill XP unit property now results in a unit granting a custom amount of XP when killed.
    • Missiles now impact properly when the target filters of the ability or weapon that launched them are upgraded.
    • Behaviors granted by an ability are now replaced when that ability is leveled up.
    • Items with carry or equip behaviors now manage behavior stack counts properly.
    • Item abilities configured as transient will no longer interrupt existing orders.
    • Learn abilities can no longer learn themselves.
    • Behaviors which disable turning no longer disable movement.
    • Units with negative life armor no longer take damage if shields or behaviors absorb damage.
    • Objectives will no longer play sounds for players who cannot see them.
    • If a unit is killed while morphing, it will revert the morph before reviving.
    • Units may be created as “Under Construction” as long as an ability is configured to create it. Previously a unit needed to be able to produce it.
    • Creating and destroying objectives should no longer cause a crash.
    • Added a flag to Warp Train abilities to disable warp-in on ramps.
    • Added checks to prevent circular effect, loot, tactical, and validator data.
    • Fixed an issue where a targeted ability configured to use a teleport effect would fail to enter targeting mode.
    • Fixed an issue using the Set Unit Progress action on Zerg units.
    • Fixed an issue with clicking on an inventory slot while in targeting mode while using an item.
    • Fixed an issue where a force effect location would use a parent effect location instead of its own.
    • Fixed an issue with reviving a unit multiple times.
    • Fixed some issues with life change trigger events being dispatched from behaviors that modify life.
    • Fixed damage display on the hero info panel when the Collapse Buffed option is set.
    • Fixed some lockups during loading due to complicated custom data relationships.


StarCraft II Editor Bug Fixes

  • Data Editor
    • Duplicating a unit with a missile attack now properly duplicates the related actor data.
      • Terrain Editor
        • Terrain paste operations will now fail with a warning if pasted textures do not exist in the map texture set.
        • Assimilators, Extractors and Refineries now properly handle resource amounts defined in the properties dialog.
        • Editor minimap now correctly updates after placing water.
        • Invalid preplaced objects no longer prevent object groups from being initialized and using their patrol data.
        • Terrain objects are now properly snapped to cliff cells during placement and movement.
        • Fixed an issue with copying cameras that have custom colors applied.
        • Fixed an issue with previewing world relative sounds in the editor while the Terrain Editor is open.
      • Trigger Editor
        • The source column will correctly display Local for local elements within libraries.
        • Triggering Player/Unit Property Change event responses now returns the total amount of change if multiple changes occurred.
        • Fixed a potential crash issue that could occur when repeatedly clicking the Array checkbox for variables.
        • Fixed script editor slowdowns related to syntax highlighting.
      • Publishing
        • Fixed an issue that could cause team settings to be reset in the Game Variants in some cases.
        • Fixed a crash when attempting to publish a map with no neutral players defined.
        • Fixed a crash when attempting to publish a map with over 500 custom units or upgrades.
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