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Patch 1.2.0 - PTR Notes - ALL DISCUSSION HERE

  • 04-12-2010 11:59am
    #1
    Closed Accounts Posts: 5,824 ✭✭✭


    StarCraft II Patch 1.2.0 - PTR Notes



    General



    * Battle.net




    o • Battle.net Chat Channels have been added:


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


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




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


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




    * Custom Maps




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




    * Gameplay




    o • Stalemate Detection has been added:


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


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




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


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


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


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




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


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






    * Graphics




    o • An Extreme graphics option has been added:


    + -- Players can now configure screen space ambient occlusion.


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






    * Interface




    o • Customizable Hotkey Support has been added.


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


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


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


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


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


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






    * Leagues and Ladders




    o • A new Master League has been added.


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






    * Replays




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


    + -- Prints current directory name above file list.


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


    + -- Added the ability to rename.


    + -- Added filters for Autosave and Unsaved.


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




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







    Balance



    * • PROTOSS




    o -- Hallucination research time decreased from 110 to 80.


    o -- Observer



    + Cost decreased from 50/100 to 25/75.


    o -- Phoenix

    + Build time decreased from 45 to 35.


    o -- Void Ray



    + Now deals 20% more damage to massive targets.


    + Flux Vanes speed upgrade removed.




    * • TERRAN




    o -- Bunker


    + Build time decreased from 35 to 30.


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




    * -- SCV


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


    + SCV construction movement made more consistent.




    * • ZERG




    o -- Infestor



    + Fungal Growth no longer affects air units.







    StarCraft II Editor



    * • Map locale management has been added.


    * • Further editor tips and hints have been added.


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


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


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


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


    * • Maps can now depend on even more mods.


    * • Mod Info dialog is now available from the Mod menu for more easily changing mod name and description text.
    * • Change Focus commands are now available in the Trigger module View menu for switching input focus directly to different areas.


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


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


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


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


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


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


    * • The water editor layout has been improved.


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


    * • Copied doodads now retain their height offset.


    * • Effect offsets can now optionally contain a Z component.


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


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


    * • Edit boxes are now available for trigger dialogs.


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


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


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


    * • New trigger action have been added:


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


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


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


    * • New unit properties have been added:


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


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


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


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


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


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


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


    * • Added a behavior flag to suppress fidgeting.


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


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


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


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


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


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





    Bug Fixes



    * General




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


    o • Harvesting units no longer avoid enemy units.


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


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


    o • Fixed an issue with harvesting units bypassing force fields.


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


    o • Fixed an issue where larva would not wander around.


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


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


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


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


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


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


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


    o • Missiles are no longer affected by Vortex.


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


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


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


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


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




    * Protoss




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


    o • Mass Recall can no longer target larva or eggs.


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


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




    * Terran




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


    o • Fixed nuke dot not being visible all the time.


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


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


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


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




    * Zerg




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


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


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


    o • Creep will now spread evenly in all directions.


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




    * StarCraft II Editor




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


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


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


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


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


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


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


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


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


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


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


    o • Fixed text truncation with Set Text actor message.


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


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


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


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


    o • Veterancy experience share filters have been fixed.


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


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


    o • Fixed a crash when destroying a persistent effect.


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


Comments

  • Closed Accounts Posts: 5,824 ✭✭✭RoyalMarine


    wow my 3,000 post went to that :p


  • Registered Users, Registered Users 2 Posts: 1,668 ✭✭✭String


    Looking forward to the bnet additions.

    Harsh for zerg..
    * • ZERG




    o -- Infestor



    + Fungal Growth no longer affects air units.


  • Registered Users, Registered Users 2 Posts: 216 ✭✭The_Keeper


    Really liking the balance changes, some of them make a lot of sense.

    Good to see void ray get a buff.

    Fungal Growth nerf was necessary, was too powerful vs drops, phoenixs, vikings.

    Bunker build time decreased is nice, although I'm not sure what they mean by temporary change.

    Great to see Blizzard working on the many bugs that are still in the game.


  • Closed Accounts Posts: 5,824 ✭✭✭RoyalMarine


    The_Keeper wrote: »
    Good to see void ray get a buff.

    .


    although they get a buff from killing massive units faster, the speed upgrade removed kinda makes them easy targets no?


  • Moderators, Motoring & Transport Moderators Posts: 10,005 Mod ✭✭✭✭Tenger


    The_Keeper wrote: »
    Bunker build time decreased is nice, although I'm not sure what they mean by temporary change.
    That is welcome but a bit strange.....


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  • Moderators, Category Moderators, Entertainment Moderators Posts: 36,711 CMod ✭✭✭✭pixelburp


    I note the phoenix gets its build time reduced; interesting because I've been seeing a lot of Phoenix harrassment builds against me (zerg), so I guess they're going to become more popular. They're damned irritating & very hard to counter early-mid I find. 3/4 of them & suddenly my queens are gone along with half my overlords

    Good to see the introduction of Chat Channels. Now all we need is cross-region games & I'm happy


  • Registered Users, Registered Users 2 Posts: 2,327 ✭✭✭NeoSlicerZ


    Another void ray nerf, sigh.


  • Registered Users, Registered Users 2 Posts: 3,462 ✭✭✭cardio,shoot me


    infestor nerf is bull****....


  • Registered Users, Registered Users 2 Posts: 945 ✭✭✭gearoidof


    LOBBY BOOM!


  • Registered Users, Registered Users 2 Posts: 23,140 ✭✭✭✭TheDoc


    Idra has a whinge about infestors and seemingly the world things the game is ruined ( geuine if you follow him on twitter btw)

    Infestors were bull****

    Every race has the same units in terms of ground melee, anti air, full on air etc, considering that Zerg can pump units ( and should do with expansions and double hatch) infestors were a load of cock. I think it was bull**** that one cast can take out Marines in one cast, which is ****ing bollox, but I'm happy they got a nerf, cause they are a ridiculous unit.

    I can't believe people thought Reapers were the biggest Bs unit in this game, infestors my friends, the ultimate proper, genuine OP unit.

    Thankfully at my level players just arnt using them, but infestors are a big part of korean zerg play so typical with trends, give it about 2 weeks and every Zerg in europe will be rokcing infestors, and then the matchup, TvZ, that I was just really getting back to grips with, will be bull****.

    You only have to check the last replay I threw up with my TvZ to see how BS infestors are.

    I like the patch, alot of good ****, boards sc2 channel, make it happen, immediatly! :P


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  • Registered Users, Registered Users 2 Posts: 580 ✭✭✭puzl


    As a toss player I have no problem with the void ray nerf. All it does is make mass voids a viable hit and run strategy that can melt buldings in 3-4 seconds. In 1v1 the upgrade is very rare and isn't really necessary if you use a few voids with ground support.

    I'm loving the infestor change.... it'll make phoenix a viable counter to muta now.. muta is my single biggest problem in sc2, so maybe I'm being selfish.


  • Registered Users, Registered Users 2 Posts: 27,644 ✭✭✭✭nesf


    puzl wrote: »
    I'm loving the infestor change.... it'll make phoenix a viable counter to muta now.. muta is my single biggest problem in sc2, so maybe I'm being selfish.

    Phoenix were already a viable counter to muta. The problem wasn't infestors but that you needed 2 Stargates to have enough production to keep up with muta numbers. With the change to Phoenix build speed this shouldn't be the case any longer.

    Infestors weren't really that big a problem for Phoenix, you just couldn't engage his mutas over his army but this wasn't really an issue because your problem with mutas were them harassing you not them sitting over an army.


  • Closed Accounts Posts: 25,848 ✭✭✭✭Zombrex


    o • Stalemate Detection has been added:


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


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

    Perhaps I'm reading this wrong, but does that mean that if there is a space of 3 minutes where no one destroys a building a count down to a draw will start?

    Or is there a condition that has to be met first, like bases being destroyed?


  • Banned (with Prison Access) Posts: 23,556 ✭✭✭✭Sir Digby Chicken Caesar


    if there is no income or production in that time too
    seems a bit stupid


  • Registered Users, Registered Users 2 Posts: 14,012 ✭✭✭✭Cuddlesworth


    if there is no income or production in that time too
    seems a bit stupid

    Seems perfect. If nobody is building, killing or getting income then there is nothing happening.


  • Registered Users, Registered Users 2 Posts: 23,140 ✭✭✭✭TheDoc


    Seems perfect. If nobody is building, killing or getting income then there is nothing happening.

    Id imagine it kicks in during that point where people just fly command centres around to avoid losing.

    It will be a rare instance, at what point are both players not mining minerals in fairness?

    After a 60 minute long game mining all expansions??

    Unlikely scenario, but nice to know its there


  • Registered Users, Registered Users 2 Posts: 2,798 ✭✭✭Funky


    I dunno about this stalemate thing. I guess something's needed since in general people can be assholes and will do anything not to lose. But with this change the situation that happened in a game ages ago between TT1 & MasterAsia would have been called a tie without the epic ending it had. That said, I dunno what the alternative could be.

    Balance changes are alright, the fungal growth nerf may be a little too much but we'll see. I'm really happy with the hallucination research time reduction though, alot of the time I either scout the spire 50% done or the hydra den just finished so those 30 seconds could be pretty awesome.


  • Registered Users, Registered Users 2 Posts: 2,327 ✭✭✭NeoSlicerZ


    Flux vanes, NOOO. I'd like a carrier buff to 2 armour so they do better vs marines. The double pylon block not working hurts a fair bit since I used it in conjunction with a dual stalker opening on some maps.


  • Closed Accounts Posts: 5,824 ✭✭✭RoyalMarine


    We would like to thank everyone for their participation thus far in the first StarCraft 2 public test. We’re in the process of temporarily taking down the PTR in order to apply changes based on your feedback and testing.



    Some of the changes we’re working on implementing:

    Bunker build time reduction removed as previously noted



    Fungal Growth’s terrestrial limitation has been removed and the ability once again affects air units



    It will once again be possible to hold down a key to repeat a hotkey command





    This down time is expected to start tomorrow at noon, 12:01 p.m. PST and last for approximately 2-3 days. Keep an eye on this forum for updates on when you can rejoin the Public Test Region and begin testing the newest changes.



    Thanks for your help!


  • Moderators, Category Moderators, Entertainment Moderators Posts: 36,711 CMod ✭✭✭✭pixelburp


    Having spent the last few Terran matchups fighting aggressive bunker pushes with my drones, I am very happy to hear the build time is staying where it is.


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  • Closed Accounts Posts: 5,824 ✭✭✭RoyalMarine


    pixelburp wrote: »
    Having spent the last few Terran matchups fighting aggressive bunker pushes with my drones, I am very happy to hear the build time is staying where it is.

    the bunker build time and this

    It will once again be possible to hold down a key to repeat a hotkey command


    made my day!


  • Registered Users, Registered Users 2 Posts: 6,696 ✭✭✭Jonny7


    People were just complaining about not wanting to loose points in diamond games or wherever when they mined out of minerals .. terran has flown to island, protoss just left with dts, immortals, zealots type thing

    Basically neither side wanting to conceed so turns into a stand-off. Last guy to quit the game wins.. read on TL forums these standoffs can last over a day.. I mean these are compeititive little 16 yr olds what do you expect

    Anyway yah is a bit ridiculous - but maybe is taken more seriously in Korea who knows

    Other changes are fine - the faster phoenixs and cheap sc1 observers are great for Protoss - pretty huge actually


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