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Starcraft 2: Patch 1.3 on SEA! Notes on Page 93 (too long for OP)

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Posts

  • kedinikkedinik Captain of Industry Registered User regular
    edited March 2011

    One of the best moments to come out of the GSL.

    kedinik on
    I made a game! Hotline Maui. Requires mouse and keyboard.
  • LemmingLemming Registered User regular
    edited March 2011
    Maaaaan milestones are stupid. What if you're in a super easy or hard division?

    maaaaaaan.

    Lemming on
  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    edited March 2011
    Dhal what you're asking for to be made shouldn't be too hard. But it is 0130 and I'm going to bed.

    I'd be doing it in a different way. Because I'm weird like that.


    Give the warpgates energy, warp in is free in terms of resources but costs a set amount of energy. Make it so that the warp in cooldown is slightly less than the time it takes the warpgate to regenerate the energy to cast a unit (similar to queen larva inject where if you miss it by 1 second or so you can slowly work your energy back down again). Have it periodically check the warpgate's current energy (or on all however many warpgates you have) and if it gets over a certain threshold have it reset the game.

    Also you could either set up a skill on the unit you're warping in to have it kill itself when it spawns, or just have a trigger wiping all the units from the area you're warping in to every 5 or so seconds.

    E: I'm also pretty sure it is simple enough to set a unit up to spawn at a certain distance from another unit. I haven't touched the editor since beta though.
    I believe you can set a trigger to spawn a unit at a 'point' and you can set a point to the location of a specific unit. So when a marine dies within a certain region, have the point reassign its location to the stalker, then spawn the marine X units of distance away. Either in a regular direction or I'm sure you can screw around a little and get it to spawn at an angle.

    Earliest I'm going to get a chance to look at it is Wednesday night. But I might.

    I would love you forever if you could take a serious look at it. More than willing to sit down with you and work out design kinks once we have a playable version :)

    Dhalphir on
  • iowaiowa Registered User regular
    edited March 2011
    so the patch is gunna have an amulet nerf most likely

    still wish something would be changed with forcefield. i dont know what but really come on blizz

    iowa on
  • kedinikkedinik Captain of Industry Registered User regular
    edited March 2011
    I like in the milestone announcement where Blizzard is like, yeah, and at some point in the future we plan to allow you to publicly display these icons, too!

    whooooa there, slow down Blizzard.

    Good thing you didn't wear yourselves out, drawing icons AND making them displayable at the same time.

    kedinik on
    I made a game! Hotline Maui. Requires mouse and keyboard.
  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    edited March 2011
    i've said this before but still no one gets it

    without forcefield as it is, Protoss just straight up dies to a lot of things that Zerg and Terran can do early on. I agree that as a spell, forcefield is overpowered, but it doesn't make the Protoss race overpowered, it just makes it necessary. A given Protoss army fighting with good forcefields looks unbelievably dominant. Without good forcefields it gets slaughtered. Forcefield does need some changes. But a lot of other stuff has to change at the same time if they do that, which is probably why they're hesitant.

    Dhalphir on
  • iowaiowa Registered User regular
    edited March 2011
    i agree

    iowa on
  • undeinPiratundeinPirat Registered User regular
    edited March 2011
    iowa just wants to snap the necks of all of the protoss children before they wake up for elementary school

    undeinPirat on
    [SIGPIC][/SIGPIC] steam: undeinpirat
  • SeguerSeguer of the Void Sydney, AustraliaRegistered User regular
    edited March 2011
    Well those icons look awful nice.

    Seguer on
  • Bruce ForsythBruce Forsyth Registered User regular
    edited March 2011
    Lemming wrote: »
    Maaaaan milestones are stupid. What if you're in a super easy or hard division?

    maaaaaaan.

    Are you suggesting the milestones may be as completely arbitrary as the ladder themselves?

    Bruce Forsyth on
  • redraptorredraptor Registered User regular
    edited March 2011
    Lemming wrote: »
    Maaaaan milestones are stupid. What if you're in a super easy or hard division?

    maaaaaaan.

    Are you suggesting the milestones may be as completely arbitrary as life itself?

    fixed

    redraptor on
  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    edited March 2011
    whoa

    deep

    Dhalphir on
  • redraptorredraptor Registered User regular
    edited March 2011
    deeper than the xelnaga cavern

    redraptor on
  • PoolCuePoolCue Registered User regular
    edited March 2011
    you guys suck

    get hyped on the stars that get placed on your league icon

    GET HYPED

    PoolCue on
  • kedinikkedinik Captain of Industry Registered User regular
    edited March 2011
    I wonder how many people will tank into a lower league for the sake of getting an easy top-8 icon instead of a bland "well you didn't even really rank" icon.

    There has to be a non-zero number of people thinking "Well dammit at least I can be the king of the bronze."

    kedinik on
    I made a game! Hotline Maui. Requires mouse and keyboard.
  • redraptorredraptor Registered User regular
    edited March 2011
    I think your ladder finish should also award you a set number of points that you can spend on the portraits you will never unlock because you don't play 500 team games as an offrace or random.

    A good finish in diamond could give you enough to trade for a 250 win level portrait, while like a top 8 bronze would be enough for a 50 win level, or one of the singleplayer portraits. A couple good seasons and you could buy that decal or something you would have had no conceivable shot at otherwise.

    It would get rid of league tanking for sure.

    I also like how the top 16 grandmaster decal is like, I heard you like stars so we put a star on your star so you can star while you star.

    redraptor on
  • Joe KJoe K Registered User regular
    edited March 2011
    kedinik wrote: »
    I wonder how many people will tank into a lower league for the sake of getting an easy top-8 icon instead of a bland "well you didn't even really rank" icon.

    There has to be a non-zero number of people thinking "Well dammit at least I can be the king of the bronze."

    title taken.

    Joe K on
  • SeguerSeguer of the Void Sydney, AustraliaRegistered User regular
    edited March 2011
    Goddamnit photobucket let me rehost an image on you.

    Everything imagine a <highlander picture.jpg> RIGHT HERE

    Seguer on
  • GraviijaGraviija Registered User regular
    edited March 2011
    kedinik wrote: »
    I wonder how many people will tank into a lower league for the sake of getting an easy top-8 icon instead of a bland "well you didn't even really rank" icon.

    There has to be a non-zero number of people thinking "Well dammit at least I can be the king of the bronze."
    Hey, I'm already #4 in my bronze division that I purposely tanked toward with the intent of getting back up to gold but then I just kind stopped playing for no reason. Being rewarded for my laziness/fear of laddering sounds like a sweet deal.

    Graviija on
  • PoolCuePoolCue Registered User regular
    edited March 2011
    for anyone who doesn't know, SEA region has 1.3 up right now

    or at least, i'm patching to it right now

    don't know if I cant enter the NA server anymore because of it though

    PoolCue on
  • undeinPiratundeinPirat Registered User regular
    edited March 2011
    PoolCue wrote: »
    for anyone who doesn't know, SEA region has 1.3 up right now

    or at least, i'm patching to it right now

    don't know if I cant enter the NA server anymore because of it though

    tell us the juicy deets asap girl

    undeinPirat on
    [SIGPIC][/SIGPIC] steam: undeinpirat
  • TopiaTopia Registered User regular
    edited March 2011
    I'm pretty sure the milestones are the best you've ever been. if you tank your way down you'll still be stuck with your 75-50 silver icon as opposed to allstar bronze icon.

    Thats what milestones are.

    edit: now that i read more carefully probably not. In that case milestone is a stupid name for them.

    Topia on
  • EntriechEntriech ? ? ? ? ? Ontario, CanadaRegistered User regular
    edited March 2011
    What's the best method for just killing your rating? Does it work to just join/leave games as rapidly as possible?

    After a 4 month hiatus from SC2, I am most definitely not diamond caliber any more, and perpetually trying and failing is making me too angry to stick with it. I'm holding out some hope that the ladder reset will do something.

    Entriech on
  • kedinikkedinik Captain of Industry Registered User regular
    edited March 2011
    PoolCue wrote: »
    for anyone who doesn't know, SEA region has 1.3 up right now

    or at least, i'm patching to it right now

    don't know if I cant enter the NA server anymore because of it though

    tell us the juicy deets asap girl

    Yeah really man, any interesting changes in the patch notes compared to the PTR?

    kedinik on
    I made a game! Hotline Maui. Requires mouse and keyboard.
  • SeguerSeguer of the Void Sydney, AustraliaRegistered User regular
    edited March 2011
    They really need to be more on the ball with these patch notes

    Seguer on
  • kedinikkedinik Captain of Industry Registered User regular
    edited March 2011
    Entriech wrote: »
    What's the best method for just killing your rating? Does it work to just join/leave games as rapidly as possible?

    Yes.

    kedinik on
    I made a game! Hotline Maui. Requires mouse and keyboard.
  • PoolCuePoolCue Registered User regular
    edited March 2011
    kedinik wrote: »
    PoolCue wrote: »
    for anyone who doesn't know, SEA region has 1.3 up right now

    or at least, i'm patching to it right now

    don't know if I cant enter the NA server anymore because of it though

    tell us the juicy deets asap girl

    Yeah really man, any interesting changes in the patch notes compared to the PTR?

    yeah so SEA is still under maintenance but I could patch it is all

    except i've locked myself out of the NA server since they havent updated to 1.3 yet

    didn't see any additional changes to the patch notes except for the ones we already knew(fungal being instant again etc)

    PoolCue on
  • wakkawawakkawa Registered User regular
    edited March 2011
    TvTs have come full circle again. Nothing but tank and vikings in the most boring fucking games ever.

    If you even try anything different then you lose.

    wakkawa on
  • undeinPiratundeinPirat Registered User regular
    edited March 2011
    PoolCue wrote: »
    kedinik wrote: »
    PoolCue wrote: »
    for anyone who doesn't know, SEA region has 1.3 up right now

    or at least, i'm patching to it right now

    don't know if I cant enter the NA server anymore because of it though

    tell us the juicy deets asap girl

    Yeah really man, any interesting changes in the patch notes compared to the PTR?

    yeah so SEA is still under maintenance but I could patch it is all

    except i've locked myself out of the NA server since they havent updated to 1.3 yet

    didn't see any additional changes to the patch notes except for the ones we already knew(fungal being instant again etc)

    just for completeness sake, if you could copy-paste those in a spoiler in a post

    i would be mucho appreciado

    undeinPirat on
    [SIGPIC][/SIGPIC] steam: undeinpirat
  • SeguerSeguer of the Void Sydney, AustraliaRegistered User regular
    edited March 2011
    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.

    Seguer on
  • wakkawawakkawa Registered User regular
    edited March 2011
    I seriously do not understand the terran nerfs.

    wakkawa on
  • undeinPiratundeinPirat Registered User regular
    edited March 2011
    gentlemen

    i present to you

    the future!!!

    200px-Colossus_SC2_Game2.png&sa=X&ei=jeiHTZbzCs33gAf-r6DBDQ&ved=0CAQQ8wc&usg=AFQjCNEAhixygQMbSlavlgATFQDTc3ukEA

    undeinPirat on
    [SIGPIC][/SIGPIC] steam: undeinpirat
  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    edited March 2011
    Well its not that big a deal. I already completely stopped using high templar and have no intention of going back to them.

    Dhalphir on
  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    edited March 2011
    gentlemen

    i present to you

    the future!!!

    200px-Colossus_SC2_Game2.png&sa=X&ei=jeiHTZbzCs33gAf-r6DBDQ&ved=0CAQQ8wc&usg=AFQjCNEAhixygQMbSlavlgATFQDTc3ukEA

    Dhalphir on
  • undeinPiratundeinPirat Registered User regular
    edited March 2011
    Dhalphir wrote: »
    Well its not that big a deal. I already completely stopped using high templar and have no intention of going back to them.

    well its a damn good thing we made absolutely sure no one ever will want to use a unit

    undeinPirat on
    [SIGPIC][/SIGPIC] steam: undeinpirat
  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    edited March 2011
    note to all terrans you can now pretty much just go bio every game vs Protoss. You don't need ghosts. Just make 2 starports with a reactor and start making vikings out of one and medivacs out of the other. Doesn't matter if you haven't scouted Colossus. If they go Colossus your vikings win. If they don't go Colossus they have nothing to deal with your massive bio and you win.

    gg

    Dhalphir on
  • kedinikkedinik Captain of Industry Registered User regular
    edited March 2011
    I'm wondering if it has just become viable to dump absolutely all of your gas into infestors, forever.

    kedinik on
    I made a game! Hotline Maui. Requires mouse and keyboard.
  • Raiden333Raiden333 Registered User regular
    edited March 2011
    Well hey, high templar will still be worth getting for feedb--oh god I can't finish that with a straight face.

    Raiden333 on
    There was a steam sig here. It's gone now.
  • TheBogTheBog Registered User regular
    edited March 2011
    wakkawa wrote: »
    I seriously do not understand the terran nerfs.

    Well, from what I understand, terran bio with stim rolls everything 24/7 until you get colossi or storms, or speedling/baneling. It's questionable. But later stim definitely don't nerf terran all that much. It just means you won't be being so insanely aggressive early on. Nothing wrong with sitting back an extra 30 seconds or whatever. You didn't NEED stim to do anything particular. It was just an extremely powerful ability to have. Now you have it 30 seconds later.

    Bunker build time? Come on. Bunker rushes are dumb. And they're free anyways. And they built faster than any other defensive structure.

    TheBog on
  • SeguerSeguer of the Void Sydney, AustraliaRegistered User regular
    edited March 2011
    Dhalphir wrote: »
    gentlemen

    i present to you

    the future!!!

    200px-Colossus_SC2_Game2.png&sa=X&ei=jeiHTZbzCs33gAf-r6DBDQ&ved=0CAQQ8wc&usg=AFQjCNEAhixygQMbSlavlgATFQDTc3ukEA


    I wish I could lime this harder


    EDIT: Still never change, undies

    Seguer on
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