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News - Details
Blizzard testet Patch 1.3.0
26.02.2011 um 13:09 Uhr - Alex

StarCraft II: Wings of Liberty testet aktuell einen neuen Patch 1.3.0 auf dem US-PTR-Server. Dieser Patch verspricht einige größere Verbesserungen in hinsicht auf Balance, Fehlerbehebung und vieles mehr. Ob das die Spieler genauso sehen ist abzuwarten.

 

Getestet werden im groben folgende Änderungen:

Protoss

Khaydarin Amulet Upgrade für die High Templar wird entfernt. Chargende Zealots treffen fliehende Gegner mindestens einmal.  Einheiten, die das Vortex des Motherships verlassen sind für 1,5 Sekunden immun gegen Schaden. Damit will man verhindern, dass Flächenschaden zu diesem Zeitpunkt zu verheerend ist, beispielsweise die Baneling-Explosion.

Terraner

Das Erforschung von Stimpack dauert nun 30 Ingamesekunden länger. Bunker brauchen nun  5 Sekunden länger zur Fertigstellung.  Kreuzer werden  jetzt wesentlich schneller sein.

Zerg

Infestor hat nun mehr Lebenspunkte, sein Fungal Growth wirkt jedoch nur noch halb so lange. Fungal Growth erhält eine neue Animation.

Allgemein

Observer undReplay-Betrachter verfügen nun über neue Optionen. APM, Armee, Ressourcen und Anzahl der Kills kann zwischen den Spielern direkt verglichen werden. Zudem gibt es eine neue Alarm-Funktion beim Auslaufen der ökonomischen Spezialfähigkeit der Rassen. Diese schlägt Alarm, wenn ein neuer Mule, Chronoboost oderSpawn Larva eingesetzt werden kann. Der Map Pool wurde angepasst.Blistering Sands, Steppes of War undShakuras Plateau wurden entfernt. Lost Temple wurde wesentlich verändert und nennt sich jetzt Shattered Temple. In der neuen Map-Version wurden die Klippen in den Ecken entfernt, was die Inseln vom Land aus zugänglich macht. Die Xel’Naga Tower in der Mitte wurden auf einen reduziert. Die KartenTyphon Peaks, Slag Pits undBackwater Gulch kommen neu hinzu. Es wird eine Master-League für 2on2, 3on3 und 4on4 eingeführt. Zusätzlich wird für 1on1 die Grandmaster-League kommen. Dort werden die besten 200 Spieler einer Region spielen.

Hier die ausführlichen Patch Notes:



 

StarCraft II: Wings of Liberty - Patch 1.3.0 PTR Notes

General

  • Leagues & Ladders
    • A new Grandmaster League has been added for 1v1 ladders. This league represents the Top 200 players in each region.
      • Players are automatically drafted into 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 tab
    • 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 points they previously accumulated.
    • Ladder data from the prior season can be viewed through the new Leagues & Ladders > Last Season tab.
    • 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.
    • You can now toggle between player unit colors and team unit colors when watching a replay or observing.
  • Achievements
    • All achievements in the "Wings Of Liberty: Hard" and "Wings Of Liberty: Brutal" series now show a checklist of what missions you have completed and no longer display a progress bar.
    • "Liberty Completionist Hard" and "Liberty Completionist Brutal" achievements are now the final achievements in the "Wings Of Liberty: Hard" and "Wings Of Liberty: Brutal" series.
  • Game Options
    • A new Control tab is available from the Options Menu. You'll find Mouse, Keyboard and Scrolling options within this new menu.
    • A new menu option is available in the Gameplay tab 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 tab for Menu Bar Clickable now also supports hiding the Menu Bar.

 

Balance

  • GENERAL
    • Players can no longer hide units by setting them in a close proximity patrol (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.
    • Tech Lab
      • Stimpack upgrade research time increased from 140 to 170 seconds.
  • ZERG
    • Infestor
      • Health increased from 90 to 110.
      • Fungal Growth
        • Stun duration decreased from 8 to 4 seconds.
        • Damage increased by +30% vs. armored units.
        • Now fires a missile instead of being instant cast.

 

StarCraft II Editor Improvements

  • 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.
  • Additional options can now be configured using the command card editor.
  • Additional cheats are now available in-game when using Test Document.
  • 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.
  • Debug outputs are now displayed in the editor and in-game when using Test Document.
  • 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.
  • 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.
  • 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.
  • The Player Property and Modify Player Property triggers can now disable the cost for each resource type.

 

Bug Fixes

  • 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 now follow a 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 Larva 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 Egg will not cancel the spell until after the egg completes its transformation.
    • Changes made to autocast abilities while a unit is under the affects 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.
    • SCVs can no longer resume construction on buildings while inside bunkers.
    • 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 voice options 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 menu.
    • 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.
Link: Quelle: US-Battle.Net-Webseite

Kommentare: 17
Seite [1]
Bunni

30.06.2012

Ort: Zellerberg
Beiträge: 1089
# 1 - 26.02.2011 um 13:13 Uhr
Fungal Growth gehört aber zu den Zergs , nicht zu Terra
JoTy

12.01.2012

Ort: -
Beiträge: 192
# 2 - 26.02.2011 um 13:29 Uhr
Fungal grwoth 30% mehr gegen armored <3
Terra nerv yah

Das mit der grandmaster league find ich fürn arsch.. wie viele leagues soll es denn noch geben :X
Azer

06.06.2013

Ort: Beverungen
Beiträge: 903
# 3 - 26.02.2011 um 16:31 Uhr
Das mit Fungal Growth ist so scheiße jz , das kann man jetzt dodgen das ist so ähnlich wien Storm


Zuletzt editiert von Azer, am 26.02.2011 um 16:31 Uhr (1x Editiert)
Bunni

30.06.2012

Ort: Zellerberg
Beiträge: 1089
# 4 - 26.02.2011 um 17:38 Uhr
Die Patchnotes werden erstmal getestet, das steht alles noch garnicht fest. Deshalb erstmal abwarten und Tee trinken.
JoTy

12.01.2012

Ort: -
Beiträge: 192
# 5 - 26.02.2011 um 17:52 Uhr
Naja der Mappool bleibt Und das ist eine kleine balance für Zergs . Und denke dass sie sich das mit dem Stimp und dem Amulett überlegen werden
DaVe

12.01.2021

Ort: Spiesen
Beiträge: 3132
# 6 - 27.02.2011 um 11:09 Uhr
Ich weiß ned ob jemals ein Patch von Blizzard pro Protoss war... Jedes mal werden die genervt, nächstes mal machen se bestimmt die Thermolanze weg, iwas fällt denen ja immer ein.
Die Imba Rasse Zerg wird nie generft, die können gegen Protoss bauen was se wollen und machen doch alles kaputt ohne nur einen Funken Micro.
Und zu allem Elend wurden jetzt noch meine Lieblingsmaps Steps of War und Lost Temple durch 4 Zergfreundliche Maps ersetzt.

Folgerung: Blizzards Köpfe sind einfach nur ein paar madige Zerglinge -.-
Azer

06.06.2013

Ort: Beverungen
Beiträge: 903
# 7 - 27.02.2011 um 14:23 Uhr
Dem ersten Teil deines Posts stimme ich volkommen zu , Toss wurde bis jetzt bei jedem Patch genervt und frage mich jedes mal wieso.

Zum 2. Teil:
Das ist der Größte Bullshit den ich je gelesen habe , was ist an Z bitte Imba?ZvP ist wohl eher für den Z schwer zu spielen.Was will man gegen den Kack Deathball machen der macht jeden Z fertig.

Z wurde genau so generft wie die anderen Rassen auch.
Fugol Growth kann jetzt gedodgt werden und es hält nur noch halb so lange.
JoTy

12.01.2012

Ort: -
Beiträge: 192
# 8 - 27.02.2011 um 15:46 Uhr
Macht aber 30% mehr dmg vs stalker imm0s ect.

Wenn der protoss Deathball kommt brauch der Zerg min. 2 exen um schnell wieder nach zu pumpen. Und btw zerg brach mikro Curroptor müssen Colossi fokusen die Hydras müssen gemovet werden und die zerglinge müssen gut hinter dem feind kommen und fangol grwoth muss auch richtig sitzen ect. Denke das Fangol grwoth kein nerv is sonderen eher eine balance. Mann kann es zwar dodgen aber wenn es ma trifft macht es enormen schaden


Zuletzt editiert von JoTy, am 27.02.2011 um 15:48 Uhr (1x Editiert)
Ushn0tz

17.02.2017

Ort: -
Beiträge: 4148
# 9 - 27.02.2011 um 19:36 Uhr
Wtf warum lassen die jetzt das Armuett weg??? War das VoidRay Upgrade nicht schon genug? Jetzt kann man nicht mal einen HT reinwarpen um noch einen Storm casten zu können.

Und auch wenn ich das Mutterschiff fast nie baue, ist auch diese Änderung behindert. Damit hat man kurz ne unbesiegbare Armee gegen sich...was soll denn das??
Akuji

30.11.2011

Ort: -
Beiträge: 40
# 10 - 28.02.2011 um 19:14 Uhr
Infestor Buff - Wichtig um mit den Rines klarzukommen im ZvT - richtig BUFF und ist auch gut so
Amulett weg - hmm HT atm zu stark im Deathball ob Amulett da das richtige ist ... glaub eher nicht
Stim 30Sekunden länger zum Upgraden ...

das is mir egal da mit wenig rines das ganze eh nochnetsoschlimm ist ...

Patch insgesamt eigentlich ok auch wen ich einiges nicht so machen würde wäre ich blizz.
omeralva

01.01.1970

Ort: -
Beiträge: 93
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which has a proven record in the fast moving consumer goods industry, while in the luxury goods industry, this is a trend. "In the Hangzhou Tower Museum watches Cheap rolex , Maurice Lacroix relevant responsible person said," This year's Basel tables, popular concern Emmy three-pin line side wheel equipped with a self-made ML153 watch on the movement. "The first Swiss watch industry, many brands of watches from the movement to end all their own independent, but after 1960 the impact of quartz watches bring short shuffle, so many brands taking into account cost and give up the self-produced movement , through the purchase to complete the production. "an industry source said. This Calibre13R0 movement very representative of significance, through three barrels to guarantee this equality can be a smooth operation of eight days, this is very challenging. Especially in this increasingly sizeable market, if the movement is still very easy to be controlled by others through the purchase, the impact on production of goods speed replica watch online . There is a more important factor, extension of industrial chain, but also allows the brand to have more right to speak replica watches replica rolex sea dweller , and eat more profits. consumers clearly feel that this war brought about changes in the movement. Last week, Frederique Constant building in Hangzhou mad show their latest self-produced movement watches. replica breitling air wolf CHANEL in the earlier acquisition of embroidery Square, Square, etc. 7 panache to it has been doing supporting handicraft workshop. 2007 Montblanc has its own movement factory, replica cartier libre after this news seems to have been not broken this year, in January, Hublot acquired BNB Concept factory; May this year, was founded in 1858 formally incorporated into the plant Frederic Piguet movement Blancpain; also through the acquisition of two Bulgari watch brand as its two series, replica watch online also joined the production force. "
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17.09.2014

Ort: -
Beiträge: 21
# 17 - 17.09.2014 um 12:40 Uhr
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