Patch 2.0.10 is going live this week. Blizzard released the following highlight video:
Full Changes:
GENERAL
A new Color Blind Mode has been added and can be enabled in the Gameplay options menu. When enabled, the following changes take effect:
Alternate colors are used to show the build grid when “Display Build Grid” is enabled.
Alternate colors are used to designate player colors when playing in teams.
Placement grid textures indicating unbuildable locations have been updated to display an “X” rather than changing from green to red.
Minimap terrain is darkened to provide more visual contrast between units and terrain.
A notification message is now broadcast to every player in the game when a player, spectator, or referee changes the game speed.
Destructible rocks now appear on the minimap.
Icon art for all three Protoss Ground Weapon upgrade levels have been updated to make them more visually distinct.
Friendly fire information is now stored in the PlayerStats events for replay tracker events.
BATTLE.NET
A “Ladder Maps” option has been added to the Browse dropdown menu in Custom Games. Selecting this option will filter the map list to display only the melee maps that are being used in the current season of the ladder. The map pool from each matchmaking queue can be displayed by selecting 1v1, 2v2, 3v3, or 4v4 from the “Category” dropdown menu.
A Technology column has been added to the Score Summary tab on the Score Screen.
USER INTERFACE
Two new custom observer UIs called “Split 1v1” and “Streamlined” have been added to StarCraft II and can be accessed by default from the Observer Interface dropdown in the Gameplay options menu:
Split 1v1: A slightly more graphic-intensive interface that reorganizes player names, supply counts, and resources across the top portion of the screen.
Streamlined: A lightweight interface that only displays resource counts in the top-right corner of the UI. This UI (or community variations of it) is commonly used for WCS broadcasts.
A “Units Lost” overlay has been added to both UIs. This can be toggled by pressing Shift + L and is currently only available in the Split 1v1 and Streamlined UIs, but modders can add this overlay to their own custom UIs.
Both UIs are .SC2Interface files that reside in the StarCraft II\Mods folder.
The game now reads .SC2Interface files from both the StarCraft II\Mods folder as well as the original My Documents\StarCraft II\Interfaces folder. It is recommended that modders continue to use the “My Documents” location.
Improved Replay Scrubbing
When watching a replay, it is now possible to drag the slider to any point in the replay timeline. When dragging the slider to a point beyond what has been watched, the screen will black out, pop out the minimap, and quickly fast forward to the specified time.
Clicking the Play button cancels fast forwarding and resumes replay playback.
Dragging the replay slider backward now begins playback at the exact time specified.
Two new zoom levels have been added to the observer camera which let observers zoom out much further than what was allowed prior to Patch 2.0.10:
Zoom Level 1 Hotkey: Z
Zoom Level 2 Hotkey: Shift + Z
While zoomed out at either of these levels, the mouse wheel will not change the zoom level. Only pressing the hotkey again will zoom the camera back in.
EDITOR
General
Multi-Region Publishing
The publish dialog now includes checkboxes for all available regions.
The publish configuration is still based on the current login region, but is now used identically for all selected regions.
A window has been added to display progress when publishing to multiple regions, and may be canceled at any point if desired.
Added an “Always Use Latest Version” option for Battle.net dependencies published by the active user. This is only available when using the “My Documents” source.
Added File > Export Balance Data functionality. These commands will download the latest balance data from Battle.net and export them to web-friendly XML and image files.
Added command line support for exporting balance data associated with a specific replay.
Use syntax: “-exportreplay <replay file> -exportreplaydir <output directory>”
Terrain Module
Support for Map Symmetry has been added:
Define symmetry for a map using Map > Map Symmetry. This includes rectangular, diagonal, or rotational configurations.
Toggle the symmetry line overlay display with View > Show Terrain > Show Symmetry.
Toggle symmetry mode with Tools > Use Symmetry. When enabled, most brush and selection operations will be automatically duplicated in corresponding symmetrical locations.
Use Edit > Select All Symmetrical to select all symmetrical objects corresponding to the current selection.
Symmetry applies to everything except for regions, cameras, and roads.
Note: Due to grid alignment requirements, not every operation will be exactly symmetrical for every configuration (especially odd-numbered rotational segments.)
Doodads now support Pitch and Roll properties for three-dimensional rotation.
The HDR Multiplier property can now be modified independently from Custom Color.
Data Module
The “Effects” array in Effects Sets is now upgradable.
The “Duration” field in Apply Behavior Effect is now upgradable.
There is now a “Filter Players” field in Actor to limit visibility per specific player, which is similar to limiting visibility based on alliances. There is also a new set of actor messages to manipulate both fields at run time:
Clear Filter: Sets all filter flags to unchecked.
Clear Filter Players: Sets all “filter players” flags to unchecked.
Set Filter: Set, clear, or toggle specific filter flags.
Set Filter Players: Set, clear, or toggle specific “filter players” flags.
Text Module
IDs for manually added text entries can now be changed using Data > Change Text ID.
Trigger Module
Compile errors can now be double-clicked to view the corresponding element within the editor UI.
BUG FIXES
General
Fixed a number of sound and music issues relating to ambiance, screen transitions, and overlapping music tracks.
Miscellaneous tweaks and fixes were made for melee AI.
Fixed many text, hotkey, and localization issues for StarCraft II across all languages.
Fixed an issue in which XP reward values did not match certain unit and upgrade costs.
The camera now properly centers on units after using Recover Game.
Lighting in the game world and UI no longer appears brighter than normal after using Recover Game.
The Reduced Violence option now functions correctly after a client restart.
Fixed an issue that could cause red blood to appear in rare situations with Reduced Violence enabled.
Clicking Overseer and Broodlord cocoons in the Observer Mode Units tab now properly jumps the camera to those units.
Fixed an issue that could cause players to be unable to trade resources with the AI in certain situations during melee games.
Various performance improvements have been made when certain structures like the Cybernetics Core and Spawning Pool have completed construction.
The TerribleTerribleDamage cheat no longer occasionally becomes disabled after watching campaign cutscenes.
Clarified the criteria for the Auto-Kill achievement.
Fixed a rare issue that could cause players to unlock achievements they did not earn while playing Challenge missions.
Units can no longer become stuck in Challenge mission repulsion fields before rounds start.
Using Take Command from a Challenge mission replay no longer breaks UI elements.
Reapers can now be properly trained in HotS Training Stage 2.
Heart of the Swarm Campaign
General
Fixed an issue where Kerrigan’s ability hotkeys could not be rebound to a custom profile in certain situations.
Fixed a number of streaming errors that could occur while playing the HotS Swarm Campaign.
Fixed many issues which caused 3D portraits to display improperly throughout the HotS campaign.
Fixed an issue in which completing the campaign and starting a new one could cause certain conversations to no longer play.
Units grouped with Kerrigan can now be issued hotkey commands while she is burrowed.
Hotkeys can now be properly assigned to evolution split strains.
Players are no longer prompted to mutate an Infestation Pit in order to morph Aberrations rather than the required Evolution Chamber.
Pressing Escape to skip certain campaign cutscenes no longer results in a black screen.
Fixed a rare issue which could cause hotspot conversations to stop working in certain situations.
Fixed a display issue that could occur when rapidly clicking on hotspot conversations.
Izsha no longer explains Kerrigan’s third ability column before it is unlocked.
Torrasque Strain Ultralisk eggs can no longer be Abducted.
Roachlings spawned by Corpser Roaches now properly receive melee attack upgrades.
Burrowed Aberrations now properly benefit from armor upgrades.
Vikings under the effect of Parasitic Domination no longer use Drone error sounds.
The StarTours achievement no longer lists incorrect criteria.
Clarified criteria for the Endangered Species achievement.
The Missing Link achievement can now be properly earned.
Fixed an issue in which bonus objective completion could count more than once toward Kerrigan Power achievement progress.
The Kerrigan Power achievement progress now tracks properly from levels gained through the Master Archives.
Shortcut keys now work properly on the Swarm Upgrades page in the Master Archives.
Evolution missions launched through the Master Archives now properly count toward achievement progress.
Missions
Completing the “Lab Rat” mission no longer occasionally blocks progression to the next mission.
Fixed a number of terrain and graphical issues that could appear throughout the “Back in the Saddle” mission.
The victory screen for the “Domination” mission now properly counts the number of rescued Baneling Nests.
Fixed an issue on the “Old Soldiers” mission in which an allied Swarm Queen could fail to place a Creep Tumor.
Fixed an issue on “Waking the Ancient” where mission progression could become blocked in certain situations.
Fixed a number of transparency issues with trees on the “Supreme” mission.
Fixed a hole in the terrain on the “Hydralisk Evolution” mission.
Fixed a number of pathing issues on the “Hand of Darkness” mission that could occur when attempting to kite Hybrids away from their spawn points.
Fixed an issue that could cause terrain to appear transparent during the “Conviction” mission.
Ravens under the effects of Parasitic Domination can no longer be used to bypass large sections of the “Conviction” mission.
Dominion Vikings on the “Death from Above” mission no longer grant vision to the player.
Using Parasitic Domination on Alpha Squadron units during “The Reckoning” mission no longer causes minimap pings to persist.
Battle.net
General
Fixed an issue that could cause matchmaking buttons to become disabled and display an “Unavailable” tooltip.
Fixed an issue in which 4v4 matchmaking games could occasionally result in a loss for both teams.
Fixed a rare issue that could cause a player’s MMR to decrease after winning a matchmaking game.
Custom Game lobbies now remember a player’s previously played race rather than defaulting to Terran.
Blocking or unblocking a player now displays a toast notification.
Fixed an issue that could prevent some Arcade maps from being played.
Fixed an Offline Mode issue which could cause the Heart of the Swarm Campaign button to go missing in certain situations.
Fixed an issue in which the Friends list would not update properly when adding or removing friends in certain situations.
Fixed an issue that could cause old achievements to be pushed off the Recent Achievements window prematurely.
Right-click context menus now open properly when right-clicking player portraits in game lobbies.
Non-member players connected to a Group’s chat channel can now be banned while they are in a game.
Maps in the Custom Games menu that are dependent on either the Liberty or Swarm mods are now properly displayed and sorted based on a player’s currently selected expansion level.
The Achievement page now properly displays the Tier 3 Arcade achievement icon for accounts that have earned the required number of points.
Many typos and tooltip fixes have been made across the entirety of Battle.net.
Gameplay and Races
General
Collapsible Debris now displays properly for players that did not witness the tower collapse.
Fixed an issue that occasionally caused the game camera to pop after using drag scroll to disengage the follow unit feature.
Fixed an issue that could cause waypoint indicators to remain visible on burrowed or cloaked enemy units in certain situations.
Units can no longer walk up the edges of certain cliff intersections on the StarShip tileset.
Terran
Burrowing a Widow Mine can no longer cancel Graviton Beam.
The “[Player] no longer has any forces!” message is no longer displayed if the player still has Widow Mines.
Widow Mines no longer convert excess shield damage to hull damage against shielded targets affected by Corruption.
Flying a Command Center or Orbital Command over Mineral Fields no longer causes the worker counter in the observer leader board to change.
The SCV and MULE now share the same Repair command and will both repair when either unit is the subgroup priority.
Fixed a rare issue that could cause a Thor’s transit model to become stuck to a Medivac.
SCVs can no longer hold position in the center of a Vespene Geyser after being lifted by Graviton Beam.
Floating text now displays only the amount of minerals refunded after Salvaging a Bunker.
Protoss
Colossi that attack a revealed opponent’s structures no longer become visible for that opponent through the fog of war.
The Oracle’s Activate and Deactivate Pulsar Beam abilities can now be properly set to share the same hotkey using the Allow Toggle Conflicts option in the Hotkey menu.
Zerg
The Mutalisk’s Glave Wurm attack can no longer bounce to disguised enemy Changelings.
Locusts now properly follow waypoints set while they are eggs.
Thor morph animations are now paused rather than cancelled while under the effects of Abduct. The morph will resume once Abduct completes.
Fighter Mode Vikings that come under the effects of Abduct while transforming to Assault Mode are now properly classified as ground units once transformation completes.
Siege Tanks on Creep and in Siege Mode that are Abducted to a lower cliff level that is covered with Creep no longer become completely covered by Creep textures.
An attack alert is now properly triggered when Abduct is used on targets that are off screen.
Air units that are Abducted across flight pathing blockers over different terrain levels can no longer pop to incorrect height levels.
Fixed an issue in which workers under the effects of Neural Parasite could cause issues with the worker count when used to harvest Vespene Gas.
It is now possible to modify the Overlord’s Stop Generate Creep ability hotkey.
Graphics
General
Fixed a number display issues with Hellbat impact effects on Low graphic settings.
Raised Supply Depots in HotS Campaign now properly play a sound when destroyed while models are set to Low.
Destructible Debris barriers now properly play an explosion sound when models are set to Low.
Widow Mine impact effects can no longer play twice on shielded targets.
Impact effects on Destructible Rocks now appear on the appropriate side of the rocks based on the direction of attack.
Zerglings with the Metabolic Boost upgrade can no longer appear floating over cliff edges or zero level terrain.
Editor
General
Dependency reference checking now looks for missing references within newly added dependencies.
Computer players are now properly locked in the Battle.net lobby when using default game variants.
Interface mods may now be saved as component list folders.
AI Module
Deleting a wave link no longer deletes all other links.
Terrain Module
Fixed object group commands in the palette context menu for points and cameras.
The editor no longer prevents creep from displaying on unpathable terrain.
Trigger Module
Blank comments no longer revert to “Comment” after reloading.
Pasting multiple items into an empty list no longer reverses the original order.
Pasting a category containing multiple items no longer uses the same name for all items.
The Set Dialog Item Color action now supports the Automatic preset.
Data Module
User Types: Fields used as an editor column with multiple values now shows all values in the instance list.
Pasting XML data now supports larger amounts of text (16 MB, up from 65 KB).
Improved Replay Scrubbing When watching a replay, it is now possible to drag the slider to any point in the replay timeline. When dragging the slider to a point beyond what has been watched, the screen will black out, pop out the minimap, and quickly fast forward to the specified time.
Improved Replay Scrubbing When watching a replay, it is now possible to drag the slider to any point in the replay timeline. When dragging the slider to a point beyond what has been watched, the screen will black out, pop out the minimap, and quickly fast forward to the specified time.
A “Units Lost” overlay has been added to both UIs. This can be toggled by pressing Shift + L and is currently only available in the Split 1v1 and Streamlined UIs, but modders can add this overlay to their own custom UIs.
This is awesome! I hope all tournaments update their Observer UI to add this in. Also, for visibility:
On July 30 2013 10:27 Nerevar wrote: Hmmm, I don't see the new Hellbat transformation upgrade icon in these patch notes even though it technically has already been data-mined out.
On July 30 2013 17:54 Existor wrote: Color Blind mode differences:
• instead green/yellow/red scheme you got blue/cyan/orange color scheme • circle around selected units/buildings now match player's color • red X'es in unbuildable blocks • a bit darker minimap • brighter minerals/neutral objects
Improved Replay Scrubbing When watching a replay, it is now possible to drag the slider to any point in the replay timeline. When dragging the slider to a point beyond what has been watched, the screen will black out, pop out the minimap, and quickly fast forward to the specified time.
How fast is "quickly" ?
As fast as your CPU can manage. It still has to run the full simulation, so definitely not instant. I was hoping they imlpemented sync points to make this much faster and also allow resume from replay to benefit too, but it looks like they copied how resume from replay fast forward works and added it to the replay bar.
Improved Replay Scrubbing When watching a replay, it is now possible to drag the slider to any point in the replay timeline. When dragging the slider to a point beyond what has been watched, the screen will black out, pop out the minimap, and quickly fast forward to the specified time.
How fast is "quickly" ?
You can see in the little video
The video is edited, it still has to fast forward the entire time it seems.
Improved Replay Scrubbing When watching a replay, it is now possible to drag the slider to any point in the replay timeline. When dragging the slider to a point beyond what has been watched, the screen will black out, pop out the minimap, and quickly fast forward to the specified time.
How fast is "quickly" ?
You can see in the little video
The video is edited, it still has to fast forward the entire time it seems.
Yeah,seems pretty fast,not instant but at least it's faster than watching it at max speed
wonder if the friendly fire also counts units in medivacs, guess that one is thanks to forgg. And to bad they fixed the Viking when abducted and the Widow mine while lifted thing, it was quiet funny from time to time.
What about an ingame research tab which shows players what is currently being researched / produced? The amount of times I have seen pros miss upgrades...
I like the units lost feature. Wouldn't it be cool to have a units created tab as well? Would love you see how many marines Innovation has produced over a long macro game :D.
Collapsible Debris now displays properly for players that did not witness the tower collapse.
Oh thank god. I dont play much and when this happened to me on akilon this confused the crap out of me. I lost like half my army trying to go in through the invisible wall to hit his 3rd.
Color blind mode finally in. Now I wish they would do something similar to what the Stronger Team Colors mod did to make units of different teams stand out more.
Improved Replay Scrubbing When watching a replay, it is now possible to drag the slider to any point in the replay timeline. When dragging the slider to a point beyond what has been watched, the screen will black out, pop out the minimap, and quickly fast forward to the specified time.
How fast is "quickly" ?
You can see in the little video
The video is edited, it still has to fast forward the entire time it seems.
Yeah... I figured this was how it was going to be. Over-hyping this stuff again imho... If they're going to satisfy the players they need to go beyond our expectations instead of right under them.
I'd say for how long it took them to get around to another patch this is actually quite a let down. Nothing on balance and everything else is incredibly minor. I could care less about overlays if waiting for them makes the release of new content/balance slower. -sigh- :/ One day they'll learn...
Improved Replay Scrubbing When watching a replay, it is now possible to drag the slider to any point in the replay timeline. When dragging the slider to a point beyond what has been watched, the screen will black out, pop out the minimap, and quickly fast forward to the specified time.
How fast is "quickly" ?
You can see in the little video
The video is edited, it still has to fast forward the entire time it seems.
Yeah... I figured this was how it was going to be. Over-hyping this stuff again imho... If they're going to satisfy the players they need to go beyond our expectations instead of right under them.
I'd say for how long it took them to get around to another patch this is actually quite a let down. Nothing on balance and everything else is incredibly minor. I could care less about overlays if waiting for them makes the release of new content/balance slower. -sigh- :/ One day they'll learn...
They have been doing balance changes as sub-patches rather than major patches.
Improved Replay Scrubbing When watching a replay, it is now possible to drag the slider to any point in the replay timeline. When dragging the slider to a point beyond what has been watched, the screen will black out, pop out the minimap, and quickly fast forward to the specified time.
How fast is "quickly" ?
You can see in the little video
The video is edited, it still has to fast forward the entire time it seems.
Yeah... I figured this was how it was going to be. Over-hyping this stuff again imho... If they're going to satisfy the players they need to go beyond our expectations instead of right under them.
I'd say for how long it took them to get around to another patch this is actually quite a let down. Nothing on balance and everything else is incredibly minor. I could care less about overlays if waiting for them makes the release of new content/balance slower. -sigh- :/ One day they'll learn...
Yeah, so the replay catchup speed is probably lower than many hoped.... but on the other hand we get new overlays and observers UIs and zoom-out levels and protoss upgrade icons and tons of bug fixes... we need to stop being so negative. If this is below your expectations, it's your expectations that need adjusting.
On July 30 2013 09:13 e4e5nf3 wrote: Color blind mode finally in. Now I wish they would do something similar to what the Stronger Team Colors mod did to make units of different teams stand out more.
Yeah, I was hopeful when I saw this also but from reading the information on color blind mode it doesn't seem relevant at all. We can only hope they patch this in at some point. I really have no idea why they purposely made it so we cannot use it when it has no adverse affect on the game at all... It seems like they just want to get rid of any other party with a good idea and make it their own. (features in gameheart for example) I am really hopeful, even after 2 years, that they allow for stronger team colors at some point though...
to the above: Hi, i play the game a large fraction more than I observe it. The features they added are already in gameheart, or could have been customized on your own, they just allow you to use them as a default UI now since they created 2 for you. How are my expectations too high or negative in that regard? Like literally, half of this patch means absolutely nothing to the LARGE majority of players or viewers, especially those who spectate GSL/OSL.
Improved Replay Scrubbing When watching a replay, it is now possible to drag the slider to any point in the replay timeline. When dragging the slider to a point beyond what has been watched, the screen will black out, pop out the minimap, and quickly fast forward to the specified time.
How fast is "quickly" ?
You can see in the little video
The video is edited, it still has to fast forward the entire time it seems.
Yeah... I figured this was how it was going to be. Over-hyping this stuff again imho... If they're going to satisfy the players they need to go beyond our expectations instead of right under them.
I'd say for how long it took them to get around to another patch this is actually quite a let down. Nothing on balance and everything else is incredibly minor. I could care less about overlays if waiting for them makes the release of new content/balance slower. -sigh- :/ One day they'll learn...
Yeah, so the replay catchup speed is probably lower than many hoped.... but on the other hand we get new overlays and observers UIs and zoom-out levels and protoss upgrade icons and tons of bug fixes... we need to stop being so negative. If this is below your expectations, it's your expectations that need adjusting.
@kyo also its not a subscriber, cash shop based game, there cant be a major content every month. The content and patches are basically free
Improved Replay Scrubbing When watching a replay, it is now possible to drag the slider to any point in the replay timeline. When dragging the slider to a point beyond what has been watched, the screen will black out, pop out the minimap, and quickly fast forward to the specified time.
How fast is "quickly" ?
You can see in the little video
The video is edited, it still has to fast forward the entire time it seems.
Yeah... I figured this was how it was going to be. Over-hyping this stuff again imho... If they're going to satisfy the players they need to go beyond our expectations instead of right under them.
I'd say for how long it took them to get around to another patch this is actually quite a let down. Nothing on balance and everything else is incredibly minor. I could care less about overlays if waiting for them makes the release of new content/balance slower. -sigh- :/ One day they'll learn...
Yeah, so the replay catchup speed is probably lower than many hoped.... but on the other hand we get new overlays and observers UIs and zoom-out levels and protoss upgrade icons and tons of bug fixes... we need to stop being so negative. If this is below your expectations, it's your expectations that need adjusting.
@kyo also its not a subscriber, cash shop based game, there cant be a major content every month
Uh, well my comment in regards to content is more for THEM than us. From a business perspective you have to realize they need to worry about player retention and a substantial carry over of sales from one expansion to the next. How much stuff has been released since HotS has been out? Again, I'm not angry, frustrated or outraged at blizzard for this patch. Any patch is good; however, nothing in here really addresses the problem with where the game is 'at' in terms of eSports or its longevity yet people are rejoicing or saying not to be 'negative'. It's sort of confusing to me. It seems clear there are blatant marketing issues, as well as administrative issues(such as wcs) and this does nothing to remedy them.
"The Oracle’s Activate and Deactivate Pulsar Beam abilities can now be properly set to share the same hotkey using the Allow Toggle Conflicts option in the Hotkey menu."
On July 30 2013 09:13 e4e5nf3 wrote: Color blind mode finally in. Now I wish they would do something similar to what the Stronger Team Colors mod did to make units of different teams stand out more.
Yeah, I was hopeful when I saw this also but from reading the information on color blind mode it doesn't seem relevant at all. We can only hope they patch this in at some point. I really have no idea why they purposely made it so we cannot use it when it has no adverse affect on the game at all... It seems like they just want to get rid of any other party with a good idea and make it their own. (features in gameheart for example) I am really hopeful, even after 2 years, that they allow for stronger team colors at some point though...
to the above: Hi, i play the game a large fraction more than I observe it. The features they added are already in gameheart, or could have been customized on your own, they just allow you to use them as a default UI now since they created 2 for you. How are my expectations too high or negative in that regard? Like literally, half of this patch means absolutely nothing to the LARGE majority of players or viewers, especially those who spectate GSL/OSL.
They are features that independent people would find use for. I imagine day9 will like a lot of them for example.
I am curious though, what features do you want to see that arent already in?
Unfortunately, after deploying Patch 2.0.10 to the Southeast Asia region of Battle.net today we've discovered an issue that's going to require us to delay the patching process in all other regions by a day or so. We're hard at work resolving the issue and will be getting the patch rolled out to everyone worldwide as soon as possible!
Sit tight! We'll have more news on this as the issue is resolved.
On July 30 2013 10:27 Nerevar wrote: Hmmm, I don't see the new Hellbat transformation upgrade icon in these patch notes even though it technically has already been data-mined out.
Am I the only one who really wants them to add the new HotS physics to WoL campaign ><. I thought it would be a given that it would change because game was upgraded, so lame. Nice to finally see a new client update though
Wow excited for all the changes. Certainly a lot coming out in this one. The protoss upgrade art upgrade is long overdue and the colorblind support is nice
It took over 3 years to add some very needed features. seems like Blizzard is a great company once they're starting to lose position, doing its job... finally!
I wish we could have those new overlays in a normal ass game!
Widow Mines no longer convert excess shield damage to hull damage against shielded targets affected by Corruption.
Wait what does this even mean o_0
Means that when Widow Mine deals +35 damage to shields, when affected by Corruption it now longer deals +35 damage to "shield units," but instead as it should be, damages the shield in a way where the +35 cannot excess the shield amount. So it should be a 7 damage nerf to units that have less than or equal to 35 shield.
I hope the Protoss ground damage upgrade does not come in the order that is displayed, +3 upgrade should be green to match the air upgrades.
Awesome patch notes, no longer will I get owned by collapsible rocks, because I cannot see the damn rocks and my units freak out, when I want to go there, while a battle is going on and I lose my entire army to Force fields and this loses me the game and results in a movie scene, where I damn everything to hell, raising my fists... This actually happened...
On July 30 2013 15:51 cpuser999 wrote: Right now connecting to the SEA server requires the patch. Will installing it then allow logging in on other servers with 2.0.10? Like NA?
On July 30 2013 15:57 graNite wrote: the replay seek ahead feature is at the same speed as 8x speed, what a disappointment //edit first bug: army value not showing on game summary screen
Oh really? :'( I thought it would at least go at 16x speed, much faster than having to watch the whole thing
On July 30 2013 15:57 graNite wrote: the replay seek ahead feature is at the same speed as 8x speed, what a disappointment //edit first bug: army value not showing on game summary screen
Oh really? :'( I thought it would at least go at 16x speed, much faster than having to watch the whole thing
yeah, the only thing you can do with this is clicking on the timeline ahead of were you already were and it will go there. not that great
On July 30 2013 16:05 Littlesheep wrote: Is the scroll ahead feature for replays backwards compatible with older replays?
jsut tested: no. zoomout also not available because older patch replays requires the whole client to go back to the old patch and its observer/replay tools.
Plenty of fixes wow! I do feel like alot of these should have already been included at launch. I still dream for more viable esports features like an in game tournament watching addon like the one present in Dota2
There are so many great things in this patch! It makes me really happy. All the things frequently talked about in the community were addressed like the color blindness and the sound bug. Even though I have played and watched tons and tons of starcraft since the beginning of WoL, I have never been able to understand how to spot a difference between the different levels of protoss upgrades, great change! So much great stuff. Changelings got a major buff in muta vs muta. Too bad I didn't get to see the siege tank covered in creep thing. Is there a youtube video of that?
As a spectator I'm most thrilled with the Zoom Out and the visual on the Units Lost tab. It's easy to wonder who's ahead when the resource values involved are similar, but if you can Shift+L and see that the Zerg player has lost 32 Drones (Snute vs HuK Red Bull Training Grounds anybody?) then you have a much clearer understanding of the game state.
Being able to Zoom Out is going to make spectating much easier and enjoyable ^_^
I'd like to give an enormous THANK YOU to Blizzard for the time, energy, and speed with which we received this promised minor major patch as well as for the improvements themselves Keep doing what you're doing Blizzard and we're behind you all the way!
Pretty epic patch. I especially like the zoom out feature and the fact they build in two of their custom UIs so everybody can use them (and the zoom feature with it).
I wonder if they fixed the ability to change the build keys for the new evolution units in the campaign. I remember being frrustrated with that as I use the core hotkey system.
I'm definitely a fan of this kind of patch. We don't see them often, but that feels like the game is way more stable, and details have been taken care of.
Overall, nothing really big, just convenience/support for color blind/overall stability. Like it ! ^_^
On July 30 2013 07:35 R1CH wrote: Placement grid textures indicating unbuildable locations have been updated to display an “X” rather than changing from green to red.
I know these are the official patch notes by blizzard by "rather" should be replaced by "in addition to".
Thanks. Thanks a lot. Thanks a mega lot for the color blind mode ! At last I will be able to play with my color blind girlfriend. Color blind people are about 10% of "gamer" ans lot of friend has to stop playing because in a mirror match they can't see which one are their own units.
Also good news for the change of upgrade Protoss weapon icons. Although I play Protoss since 3 years, I still have difficulty to clearly see what is the upgrade when I watch games
"Fixed an issue in which workers under the effects of Neural Parasite could cause issues with the worker count when used to harvest Vespene Gas."
I love this bugfix. Everytime i neural my enemies workes to gather gas for me, the people watching never understands where i get all that ga from becuase it dosn't show up in the worker count!! Really Really anoying
• instead green/yellow/red scheme you got blue/cyan/orange color scheme • circle around selected units/buildings now match player's color • red X'es in unbuildable blocks • a bit darker minimap • brighter minerals/neutral objects
On July 30 2013 17:53 badeanden wrote: "Fixed an issue in which workers under the effects of Neural Parasite could cause issues with the worker count when used to harvest Vespene Gas."
I love this bugfix. Everytime i neural my enemies workes to gather gas for me, the people watching never understands where i get all that ga from becuase it dosn't show up in the worker count!! Really Really anoying
Okay.. so I tried the new patch in SEA server right now.
-Does the seek feature in replays really like that? If you click at a particular time you want to watch, it just auto fast forward to it. (faster than x8 tho) . Shouldn't it be instant?
-Both Split 1v1 and Streamlined is okay. But the seeker above the minimap blocks too much space from the screen (Though iirc you can modify it)
On July 30 2013 21:28 shin_toss wrote: Okay.. so I tried the new patch in SEA server right now.
-Does the seek feature in replays really like that? If you click at a particular time you want to watch, it just auto fast forward to it. (faster than x8 tho) . Shouldn't it be instant?
-Both Split 1v1 and Streamlined is okay. But the seeker above the minimap blocks too much space from the screen (Though iirc you can modify it)
It will never be instant because the whole game still hsa to be played. The current game state is not stored in the replays, only every single action is. That is why every action has to be played before. But the seeking feature is not even faster than x8 speed although it doesnt show everything on the screen very disappointing
A “Units Lost” overlay has been added to both UIs. This can be toggled by pressing Shift + L and is currently only available in the Split 1v1 and Streamlined UIs, but modders can add this overlay to their own custom UIs.
This is awesome! I hope all tournaments update their Observer UI to add this in.
On July 30 2013 17:54 Existor wrote: Color Blind mode differences:
• instead green/yellow/red scheme you got blue/cyan/orange color scheme • circle around selected units/buildings now match player's color • red X'es in unbuildable blocks • a bit darker minimap • brighter minerals/neutral objects
Improved Replay Scrubbing When watching a replay, it is now possible to drag the slider to any point in the replay timeline. When dragging the slider to a point beyond what has been watched, the screen will black out, pop out the minimap, and quickly fast forward to the specified time.
How fast is "quickly" ?
As fast as your CPU can manage. It still has to run the full simulation, so definitely not instant. I was hoping they imlpemented sync points to make this much faster and also allow resume from replay to benefit too, but it looks like they copied how resume from replay fast forward works and added it to the replay bar.
It'll be interesting to see how this scales with CPU speed
On July 30 2013 21:28 shin_toss wrote: Okay.. so I tried the new patch in SEA server right now.
-Does the seek feature in replays really like that? If you click at a particular time you want to watch, it just auto fast forward to it. (faster than x8 tho) . Shouldn't it be instant?
-Both Split 1v1 and Streamlined is okay. But the seeker above the minimap blocks too much space from the screen (Though iirc you can modify it)
It will never be instant because the whole game still hsa to be played. The current game state is not stored in the replays, only every single action is. That is why every action has to be played before. But the seeking feature is not even faster than x8 speed although it doesnt show everything on the screen very disappointing
Well, people asked for x16+ etc for a long time, there were discussions/arguments in tech about how it wasn't simple or easy to throw in x16 and x32 speed
It should be pretty much guaranteed that on a really fast system (cpu, memory) that you'll fly through with seek, though. It's just that many system's cant do faster than x4/x8 anyway
Very nice! Now please Blizzard, add hearing impaired-mode. Game is already quite good I think (Nuke warning), I think all it needs would be a little text message "Nydus Worm detected", to give players who are deaf nearly the same possibilites as normal hearing players.
And just as quickly a fix is required.... Also have issues in result screen with graphs not showing, this however I felt was the most interesting. 1v1 ladder match -- my Protoss opponent making Widow Mines.
And just as quickly a fix is required.... Also have issues in result screen with graphs not showing, this however I felt was the most interesting. 1v1 ladder match -- my Protoss opponent making Widow Mines.
On July 30 2013 16:51 pieroog wrote: is Blizzard going to steal goodies, that Game Heart brought to us, or is this a collaboration?
It's not a collaboration in any way, though they did give me a heads up that they would probably be adding this awhile back. But yeah, of course they have every right to improve their game even if it means making GameHeart obsolete. Which I don't think they have done quite yet but they are getting pretty close. It would be ridiculous to expect them not to implement these features, most of which they had probably considered before, just because someone was doing it with a custom map.
On July 30 2013 21:28 shin_toss wrote: -Both Split 1v1 and Streamlined is okay. But the seeker above the minimap blocks too much space from the screen (Though iirc you can modify it)
There is a shortcut to hide it. Just hit Shift+O once the game loads to hide the replay menu and stuff, and shift+o to bring it back.
On July 31 2013 00:37 Lobotomist wrote: Holy bug fixes Batman!
Excited to try colorblind mode, I hope it's as good as the old Stronger Team Colors mod.
Look screenshot above. It's different from Stronger Color, it's just Blue versus Orange instead Green VS Red in 1v1 and allies are cyan now instead yellow in team games.
On July 31 2013 00:50 graNite wrote: It so much easier for me to macro now, look how many workers I built last game
Heh, the Y-axis takes the labels from the X-axis. Probably the curve itself is correct, in that you probably had slightly more than 3x as many workers as your opponent at the end of the game? What about the 'Workers Created' under the Performance tab? I think that number is probably fine. Just a small mistake that caused the wrong labels to be applied to the graph ^_^
On July 30 2013 16:51 pieroog wrote: is Blizzard going to steal goodies, that Game Heart brought to us, or is this a collaboration?
Most likely a collaboration. I remember the Gameheart guy saying somewhere that he was in contact with Blizzard. As awesome as Gameheart is, it's still a custom map in the end, so implementing some of its features for the base game is a win for everyone.
I can't believe people aren't more excited about auto-symmetry in the map editor. I think it's by far the most important change.
Holy crap! I didn't see, I've always wondered why there wasn't such a mechanic in any editor our there.
I recall that some of the third-party BW editors had an auto-symmetry feature. Unfortunately, I didn't try them out during my very brief foray into BW mapping.
On July 31 2013 02:54 larse wrote: They delay the patch because there is bug with the new replay seeking.
You can't go back! If you go back, the replay plays from the beginning. That's a pretty huge bug So they delay the patch.
Sounds like one of those "we have thought about everything. EVERYTHING! wtf is that shit..."-bugs.
There are many other bugs, I think they didnt even test the patch before releasing it. The scorescreen is completely off and the new units lost tab which should show all lost units, not the ressources, shows the current units...
The TerribleTerribleDamage cheat no longer occasionally becomes disabled after watching campaign cutscenes.
It was about time.
Rofl to bad they changed that after I beat the campaign and retyped it all the time. Looks like for LOTV though that I can just type it once and zoom through :D
On July 31 2013 19:19 IMScientist wrote: Hmm i think there is a bug, when i enter a group,chat is get You are not connected to chat, do you guys get this ?
A “Ladder Maps” option has been added to the Browse dropdown menu in Custom Games. Selecting this option will filter the map list to display only the melee maps that are being used in the current season of the ladder. The map pool from each matchmaking queue can be displayed by selecting 1v1, 2v2, 3v3, or 4v4 from the “Category” dropdown menu.
Wow, finally. It took 3 years.
Nice patch, the auto-simetry for the editor is quite interesting !
A “Ladder Maps” option has been added to the Browse dropdown menu in Custom Games. Selecting this option will filter the map list to display only the melee maps that are being used in the current season of the ladder. The map pool from each matchmaking queue can be displayed by selecting 1v1, 2v2, 3v3, or 4v4 from the “Category” dropdown menu.
Wow, finally. It took 3 years.
Nice patch, the auto-simetry for the editor is quite interesting !
"finally it took 3 years" after every patch or feature is getting kinda old,,,, a thx is enough
- First, and I think I won't be the only one to say that, the replay feature is really underwhelming. It's slower than fast forwarding with x8 on my PC which is reasonably powerful. Even going back in replay has got slower unless you click on the play button to force the replay to restart. I'm quite disappointed to be honest but I'm confident that feature will be enhanced with upcoming patches.
- My graphical options got reset. Nothing too annoying, but I like to play on customized graphic settings (low shaders and high model) and had to toy with the variables.txt file for some time to get the result I'm used to.
- Sometimes you get "score screen" and sometimes "quit" after playing a custom or ladder game, for no apparent reason, and the hotkey for each one is different. It's a problem I don't remember encountering on the previous versions.
The rest is fine. Protoss weapon upgrades being well differenced is a good thing though the +2 upgrade colour isn't exactly beautiful, I'm not a huge fan of the new building grid but I'll get used to it without any problem.
I guess the value of this patch lays more in the editor features and colorblind mode which seem to be excellent, though I can't appreciate fully how good they are since I'm neither a mapmaker neither colorblind.
On July 31 2013 23:47 myRZeth wrote: well i m really dissappointed in that seeking replay feature, it s just incredible slow
Yeah, you basically have to x8 through the whole replay anyhow, the difference now is that the computer does it for you...
Also I noticed that when I (terran) try to land a building, the new landing place cannot overlap with the previous, though it's just basically a new order and the former should have been cancelled... I don't get it
Also I noticed that when I (terran) try to land a building, the new landing place cannot overlap with the previous, though it's just basically a new order and the former should have been cancelled... I don't get it
This is actually a big problem. I didn't check but for instance if you fly your command center one square too high and want to rectify its position you're going to be in trouble. Maybe one should open a thread to list the bugs and problems we encountered so far with this patch, since there seems to be some things to write about.
A “Ladder Maps” option has been added to the Browse dropdown menu in Custom Games. Selecting this option will filter the map list to display only the melee maps that are being used in the current season of the ladder. The map pool from each matchmaking queue can be displayed by selecting 1v1, 2v2, 3v3, or 4v4 from the “Category” dropdown menu.
Wow, finally. It took 3 years.
Nice patch, the auto-simetry for the editor is quite interesting !
"finally it took 3 years" after every patch or feature is getting kinda old,,,, a thx is enough
Also I noticed that when I (terran) try to land a building, the new landing place cannot overlap with the previous, though it's just basically a new order and the former should have been cancelled... I don't get it
This is actually a big problem. I didn't check but for instance if you fly your command center one square too high and want to rectify its position you're going to be in trouble. Maybe one should open a thread to list the bugs and problems we encountered so far with this patch, since there seems to be some things to write about.
You should report it in Blizzard's Bug Report forums:
I'm just curious, does any one else thinks the reason this patch was deployed is because the actual programmers of Blizzard who created SC2 have once more been put to work for the LotV project? A lot of the changes have to do with the lower-level functions of the software and the editor, something a content-creator would not be able to change. (Usually in software development, a piece of software is created by one guy, but maintained by others)
This implies to me a team of software engineers might be working on polishing/updating the core engine of StarCraft 2 and could mean the planned expansion is much more than just a content addition.
If correct, we could even expect to be shown pieces of LotV at the next BlizzCon already (November 8-9).
On August 02 2013 18:58 Bog wrote: I'm just curious, does any one else thinks the reason this patch was deployed is because the actual programmers of Blizzard who created SC2 have once more been put to work for the LotV project? A lot of the changes have to do with the lower-level functions of the software and the editor, something a content-creator would not be able to change. (Usually in software development, a piece of software is created by one guy, but maintained by others)
This implies to me a team of software engineers might be working on polishing/updating the core engine of StarCraft 2 and could mean the planned expansion is much more than just a content addition.
If correct, we could even expect to be shown pieces of LotV at the next BlizzCon already (November 8-9).
They can always patch everything even core files in their games. You should have realised blizz is not really a DLC kinda company.
On August 02 2013 18:58 Bog wrote: I'm just curious, does any one else thinks the reason this patch was deployed is because the actual programmers of Blizzard who created SC2 have once more been put to work for the LotV project? A lot of the changes have to do with the lower-level functions of the software and the editor, something a content-creator would not be able to change. (Usually in software development, a piece of software is created by one guy, but maintained by others)
This implies to me a team of software engineers might be working on polishing/updating the core engine of StarCraft 2 and could mean the planned expansion is much more than just a content addition.
If correct, we could even expect to be shown pieces of LotV at the next BlizzCon already (November 8-9).
Heart of the Swarm was already shown (briefly tho) at BlizzCon 2010. So LotV will definitely show up at BlizzCon this year.
after this patch when i close sc2 or occationally when i switch menus my screen goes black for like 5-10seconds and after that my computer gets laggy and i need to reboot. anyone else get this?
this only happens with starcraft and after this patch came out.
A “Ladder Maps” option has been added to the Browse dropdown menu in Custom Games. Selecting this option will filter the map list to display only the melee maps that are being used in the current season of the ladder. The map pool from each matchmaking queue can be displayed by selecting 1v1, 2v2, 3v3, or 4v4 from the “Category” dropdown menu.
Wow, finally. It took 3 years.
Nice patch, the auto-simetry for the editor is quite interesting !
"finally it took 3 years" after every patch or feature is getting kinda old,,,, a thx is enough
Well it's not the communities fault blizzard keeps not adding features that should have been there since wol launched, and I feel like it should be noted as it's still a giant joke how long it takes them to add the simplest features.