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wc3 1.19 reset "soon" still

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Anti
Profile Joined January 2004
United States1113 Posts
September 19 2005 07:00 GMT
#1
The Warcraft III v1.19 patch is now available for download by connecting to Battle.net with the Warcraft III game client. After patching Warcraft III with the latest patch, some firewalls and security software may no longer recognize the game executable and restrict online access. Players unable to connect to Battle.net after patching Warcraft III may need to remove the game from a firewall or security software's exceptions/permissions list and add it back. Players experiencing any issues with the game during or after patching may visit our Technical Support Site at - (http://www.blizzard.com/support/).

Warcraft III: The Frozen Throne v1.19 Patch Notes:

MAPS

# (2)EchoIsles

* Added range creep to expansion goldmines.
* Replaced both Fountain of Health with Mercenary camps and changed the creep composition so that it’s not all piercing attack.
* Replaced the mana fountain with a Market Place and changed the level 3 perm item drop to level 3 charged items.
* Replaced one Troll Trapper with an equal level Ogre to the all troll trapper green camp next to each start location.



# (2)TirisfalGlade

* Added a tavern to each side of the map, reduced the creep level and item that guard the Mercenary buildings, and reduced two Orange creep camps and level of the item drop.



# (4)TurtleRock

* Opened areas of the map to help alleviate strong choke points that favor ranged unit combat.



# (4)BrokenShard

* Replaced the 4 center orange camps with 4 green camps.
* Replaced two ranged units with two melee units to the creep camps guarding the Goblin Merchants.
* Increase the Orange camps level near each start location and added an additional item to each of those camps.



# (4)Hellfire

* Reduced the creep level on the two middle Red creep camps.
* Reduced the creep level on the East and West Goblin Laboratory creep camps.



# (4)StonecoldMountain

* All creep with the ability to posses units have been removed this map.



# (4)LostTemple

* Added a few trees to all the start locations to ensure better balance of lumber harvesting for all races.



# (4)TwistedMeadows

* Changed the level 4 charged item drops at the Goblin Merchant to level 4 permanent drops.



# (4)SunrockCove

* Added pathing room around Goblin Laboratory and removed the clump of trees in front of the Goblin Laboratory to enhance game play.
* Lowered the goldmine creep camp from Red to Green
* Pushed Blues West ramp further from it’s start location.



# (6)GnollWood

* Removed all Gnoll Assassins from the Goblin Merchant creep camps, replaced with Gnoll Brute’s.



# (6)Typhoon

* Fixed Red and Teal start location to be closer to the goldmines like the other start locations.



# (6)SilverpineForest

* Removed the Tavern from all start locations
* Can now path across the center of the map, added a Tavern to the center of the map.
* Reduced the Item and creep levels of the 4 Red camps in the center of the map.
* The 6 center goldmines have been reduced in difficulty of creep camps.



# (6)Dragonblight

* The two center creep camps have been pushed away from pathable area to prevent accidental attacks.
* The players alliance settings have been changed to favor 2v2.



# (6)Moonglade – New Map File

* Two center creep camps and buildings have been removed.
* Added two tavern to the center of the map.
* Opened up all chokepoints
* Added some tree to all start location to help harvesting.



# (6)Everfrost

* Added a few trees to Yellow and Teal start location to ensure lumber harvesting balance.
* Added ground Anti-Air units to the East and West Red creep camps.



Bonus Maps Added to Battle.net

# (6)Everfrost
# (6)Sunrock Cove
# (8)Full Scale Assault
# (4)Phantom Grove
# (2)Shrine of the Ancients
# (8)Hurricane Isle
# (6)Emerald Shores
# (4)Deathrose
# (6)Duststorm
# (8)Cherryville
# (12)Worm War (this is a trigger map)
# (10)Skibi’sCastleTD
# (2)TerenasStand

BALANCE CHANGES

Items

# Creep-dropped item sell prices have been standardized. Items of the same level will now generally sell for the same amount.
# Wand of Lightning shield now has 2 charges down from 3.

Undead

# Skeletal Mastery research time reduced to 30 seconds from 45 seconds.
# Skeletal Longevity research time reduced to 15 seconds from 30 seconds.
# Exhume Corpses research now costs 75 gold / 50 lumber down from 125 gold/ 100 lumber.
# Destroyer armor reduced to 3 from 4.

Orc

# Spiritwalkers now have the passive Resistant Skin ability. This causes some spells such as Cyclone and Slow to have a much shorter duration when used on a Spiritwalker. Resistant skin also grants immunity to certain other spells such as Polymorph and Possession.
# Ensnare duration reduced from 15 seconds to 12 seconds.
# Batrider hit points reduced to 325 from 400.

Night Elf

# Tree of Life build time increased to 120 seconds from 110 seconds.

Human

# Human Towers (Guard, Cannon, Arcane and Scout) now gain 1 armor per masonry upgrade, down from 2.

WORLD EDITOR CHANGES

Trigger Editor

# The "Image" category and actions now appear after the "Item" category.
# The "Ubersplat" category and actions now appear after the "Unit Group" category.
# Fixed script generation errors when using the "Terrain Pathing Is Off" function. This is now a Boolean function.
# Fixed script generation errors when using variables of the following types:

* Attack Type
* Combat Sound
* Damage Type
* Effect Type
* Pathing Type
* Sound Type


# Sorted lightning type presets.
# Appended "Cliff" to cliff terrain types, to distinguish them from non-cliff terrain types.
# Renamed "Life Drain" and "Mana Drain" to "Drain Life" and "Drain Mana", respectively.
# Cleaned up the name, grammar text, hints and/or sorting order for the following trigger functions/calls:

* (Boolean) Environment - Terrain Pathing Is Off (was Terrain Pathable)
* (Unit) Event Response - Damage Source
* (String) Game - Ability Name
* (String) Game - Ability Effect Art Path (was Ability Effect Art)
* (String) Game - Ability Effect Sound Name (was Ability Sound)
* (String) Hero - Hero Proper Name
* (String) Trigger - Trigger Name
* (Real) Lightning - Red Color of Lightning
* (Real) Lightning - Green Color of Lightning
* (Real) Lightning - Blue Color of Lightning
* (Real) Lightning - Alpha Value of Lightning (was Alpha Color of Lightning)


# Cleaned up the name, grammar text, hints and/or sorting order for the following trigger actions:

* Environment - Change Terrain Type
* Environment - Turn Terrain Pathing On/Off (was Turn Pathing On/Off)
* Floating Text - Suspend/Resume
* Floating Text - Permanent/Expires
* Floating Text - Change Color
* Floating Text - Change Lifespan
* Floating Text - Change Fading Age (was Change Fadepoint)
* Floating Text - Change Age
* Game - Enable/Disable Selection (was Enable/Disable Select)
* Game - Enable/Disable Drag-Selection (was Enable/Disable Drag Select)
* Game - Enable/Disable Pre-Selection (was Enable/Disable Pre Select)
* Image - Create
* Image - Change Color
* Image - Change Render State
* Image - Change Render Always State
* Image - Change Above Water State
* Lightning - Create Lightning Effect (was Create Lightning Effect At Points)
* Lightning - Move Lightning Effect (was Move Lightning Effect To Points)
* Lightning - Set Lightning Effect Color
* Unit - Add Classification
* Unit - Remove Classification
* Unit - Issue Drop Item Order (was Drop Item On A Point)
* Unit - Issue Move Item In Inventory Order (was Drop Item In Slot)
* Unit - Issue Give Item Order (was Drop Item On A Unit)
* Unit - Damage Area
* Unit - Damage Target
* Unit - Decrease Level Of Ability For Unit
* Unit - Increase Level Of Ability For Unit
* Unit - Set Level Of Ability For Unit
* Ubersplat - Create
* Ubersplat - Change Render State
* Ubersplat - Change Render Always State


# Added an event and three new trigger functions for future tournament support:

* (Trigger Event) Tournament Event
* (Real) Tournament Time Remaining
* (Integer) Tournament Melee Score
* (Integer) Tournament Finish Rule



CHANGES

Categories

# Image: Category and actions now appear after the "Item" category.
# Ubersplat: Category and actions now appear after the "Unit Group" category.

Literals

# Terrain Type: Appended "Cliff" to the cliff texture names, to distinguish them from non-cliff textures.
# Lightning Type: Sorted them. Renamed "Life Drain" to "Drain Life". Renamed "Mana Drain" to "Drain Mana".

Types

# Attack Type: Fixed script generation errors when used for variables.
# Combat Sound: Fixed script generation errors when used for variables.
# Damage Type: Fixed script generation errors when used for variables.
# Effect Type: Fixed script generation errors when used for variables.
# Pathing Type: Fixed script generation errors when used for variables.
# Sound Type: Fixed script generation errors when used for variables.

Functions

# (Integer) Terrain Pathable: Clarified name and grammar text, added hint, fixed script generation errors. This is now a Boolean function.
# (Unit) Damage Source: Now appears in the correct place in the list of unit functions.
# (String) Ability Name: Changed category, now appears in the correct place in the list of string functions.
# (String) Ability Effect Art: Clarified name and grammar text, added hint, now appears in the correct place in the list of string functions.
# (String) Ability Sound: Clarified name and grammar text, now appears in the correct place in the list of string functions.
# (String) Hero Proper Name: Added hint, now appears in the correct place in the list of string functions.
# (String) Trigger Name: Now appears in the correct place in the list of string functions.
# (Real) Alpha Color of Lightning: Changed category, clarified name, added hint, now appears in the correct place in the list of real functions.
# (Real) Red Color of Lightning: Changed category, added hint, now appears in the correct place in the list of real functions.
# (Real) Green Color of Lightning: Changed category, added hint, now appears in the correct place in the list of real functions.
# (Real) Blue Color of Lightning: Changed category, added hint, now appears in the correct place in the list of real functions.

Conditions

# Terrain-Type Comparision: Removed the dash from the name for consistency.

Actions

# Environment - Change Terrain Type: Clarified grammar text, added hint.
# Environment - Turn Pathing On/Off: Clarified name and grammar text, changed hint.
# Floating Text - Suspend/Resume: Clarified grammar text.
# Floating Text - Permanent/Expires: Clarified grammar text.
# Floating Text - Change Age: Clarified grammar text, added hint.
# Floating Text - Change Color: Clarified hint.
# Floating Text - Change Lifespan: Clarified grammar text, added hint.
# Floating Text - Change Fadepoint: Clarified grammar text, added hint.
# Game - Enable/Disable Select: Clarified name and grammar text, added hint.
# Game - Enable/Disable Drag Select: Clarified name and grammar text.
# Game - Enable/Disable Pre Select: Clarified name and grammar text.
# Image - Create: Clarified grammar text, added hint.
# Image - Change Color: Added hint.
# Image - Change Render State: Clarified grammar text.
# Image - Change Render Always State: Clarified grammar text.
# Image - Change Above Water State: Clarified grammar text.
# Lightning - Create Lightning Effect At Points: Clarified name and grammar text.
# Lightning - Move Lightning Effect: Clarified name and grammar text.
# Lightning - Change Lightning Effect Color: Clarified name and grammar text, added hint.
# Unit - Add Classification: Clarified grammar text, added hint.
# Unit - Remove Classification: Clarified grammar text, added hint.
# Unit - Drop Item On A Point: Clarified name and grammar text.
# Unit - Drop Item In Slot: Clarified name and grammar text, added hint.
# Unit - Drop Item On A Unit: Clarified name and grammar text.
# Unit - Damage Area: Clarified grammar text, added hint.
# Unit - Damage Target: Clarified grammar text, added hint.
# Unit - Decrease Level Of Ability For Unit: Clarified grammar text and hint.
# Unit - Increase Level Of Ability For Unit: Clarified grammar text and hint.
# Unit - Set Level Of Ability For Unit: Clarified grammar text and hint.
# Ubersplat - Create: Clarified grammar text, added hint.
# Ubersplat - Change Render State: Clarified grammar text.
# Ubersplat - Change Render Always State: Clarified grammar text.



http://www.battle.net/forums/war3/thread.aspx?fn=war3-general&t=752039&p=1&tmp=1#new752039





Not really the big changes I was hoping for but bleh, take what you get


btw I cant believe they hardly changed anything about ne!!
http://www.clan-rhrn.(?) | sliggy yours are ok too, but grots are sick, hes like the hovZ of RWAs. -HovZ
{ToT}Strafe
Profile Blog Joined October 2004
Thailand7026 Posts
September 19 2005 07:21 GMT
#2
OMFG cant believe they fucking patched it!
how the fck am i supposed to play dota now?

if anyone gets a 1.19 no cd crack tell me
Manit0u
Profile Blog Joined August 2004
Poland17765 Posts
September 19 2005 07:22 GMT
#3
Well, I guess that ppl @ blizzard come to it from the wrong side:

1. They think that ud casters aren't used so much because of the upgrades times :/
2. Looky now, NE will have his exps 10 seconds later, no more mass expanding for the bastards!

Pathethic

*sigh*
Time is precious. Waste it wisely.
Anti
Profile Joined January 2004
United States1113 Posts
September 19 2005 07:37 GMT
#4
though playing a game on echo isles is completely different now that there arent any fountains
http://www.clan-rhrn.(?) | sliggy yours are ok too, but grots are sick, hes like the hovZ of RWAs. -HovZ
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2005-09-19 08:08:01
September 19 2005 07:39 GMT
#5
HEHEHE

Maybe I should go get my CD tomorrow ;(

But that seems like hard work -_ _- is there a way to fix things when it complains about blabal checksum something wrong etc in war3.exe ;D?

EDIT: Actually, just same problem as I have with BW, auotmatic updating doesn't work, need to do it manually ;p
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Orlandu
Profile Blog Joined January 2003
China2450 Posts
September 19 2005 07:47 GMT
#6
I think that Human towers still need to be nerfed some. Armor wasn't really that much of a problem, it was the high HP that they gained...

Nice changes with Ensnare, and especially Echo Isles... Interesting changes for Undead and Night Elf though.
We cant give up just because things arent the way we want them to be.
Anti
Profile Joined January 2004
United States1113 Posts
September 19 2005 07:56 GMT
#7
*heres to map rotation with reset!
http://www.clan-rhrn.(?) | sliggy yours are ok too, but grots are sick, hes like the hovZ of RWAs. -HovZ
pfff
Profile Joined May 2004
Belgium1352 Posts
Last Edited: 2005-09-19 09:06:44
September 19 2005 09:05 GMT
#8
pfff
im going to miss bm single handedly owning every echo isles creep camp

for the rest of the changes, well, i havent played war3 long enough to judge, too bad they didnt do anything about o v hu, i have so much trouble with that, maybe sw resistant skin might do smth, not too sure about it tho
It ain’t no sin to be glad you’re alive
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
September 19 2005 09:25 GMT
#9
What a stupid patch, so Terrence starts a 20 somethin' page sticky for players to address to Blizz the imbalances, and not one as put into effect nor was one bug even fixed.
"Smokey, this is not 'Nam, this is bowling. There are rules."
Gobol
Profile Joined August 2005
37 Posts
September 19 2005 12:35 GMT
#10
This is a very good patch. Any people whining have no idea how good the balance was before this patch.
PanoRaMa
Profile Blog Joined June 2003
United States5070 Posts
September 19 2005 12:50 GMT
#11
hahahah since when did Skibi's Castle TD get blizzardized?
Anti
Profile Joined January 2004
United States1113 Posts
September 19 2005 14:15 GMT
#12
I LOVE'd skibi back in the day. My clan and I would have hours of fun on that over vent
http://www.clan-rhrn.(?) | sliggy yours are ok too, but grots are sick, hes like the hovZ of RWAs. -HovZ
SunShine
Profile Joined February 2004
Netherlands787 Posts
September 19 2005 15:37 GMT
#13
Ok so now i need twice as much towers as a human to win. And I have 10 seconds more time to kill a ne who expands 2 -3 times at the same time. Also Orc are even stronger and noone will play echo anymore. And destroyers still pwn human hardcore since the armor reduce does not do shit it's their fast attack + anti magic buffs wich r0xx0r
Bard
Profile Joined November 2004
Jamaica898 Posts
September 19 2005 15:43 GMT
#14
If you have trouble with patching and the trouble is about access violoation on certain maps, you have to uncheck 'read-only' option from them.

The easiest way is right-click Maps folder on W3 and uncheck the read-only box. Then apply it to itself and all sub-folders.

This should solve the problem.
Working on Subtitles..
Manit0u
Profile Blog Joined August 2004
Poland17765 Posts
September 19 2005 16:03 GMT
#15
Well, I've just noticed it's 1.19a, maybe there will be version b, c etc. T_T I need to get my cd's from wawer...

Well, my wishlist for the next patches would be:

Undead:
- remove absorb from destros, buff devour
- give banshees autocast on ams
- reduce destros armor gain to 1 from 2 per upgrade
- -4 armor on orb not -5

Orc:
- move ensnare upgrade to t3
- make lower cap for wave
- shorter duration on fs's wolves
- give ww 0 collision on level 3 only and reduce speed boost on this level
- increase scroll of speed cost to 100

Nelf:
- give more exp for killing dryad (it's worth as much as ghoul now, imba)
- make dryad slow poison arrow attack that costs mana
- nerf demon hunter somehow
- increase the cost of ToL
- reduce faerie fire duration
- make rejuv dispell on hit
- move staff to t3

Human:
- reduce towers hp gain for masonry upg
- make pally unable to use other skills while under the effect of divine shield (it's too strong now)
- buff orb
- make tanks cost more (everything, gold, wood, supply)
- nerf brilliance aura

Neutral:
- increasing the mana cost of panda skills

imo, with such changes this game would be much more balanced, entertaining and would give more options.
Time is precious. Waste it wisely.
SunShine
Profile Joined February 2004
Netherlands787 Posts
September 19 2005 18:59 GMT
#16
without towers we humans have no way to defense ourself vs the mighty armies of every other race ;o The way it is for human and will forever be is tower tower tower harras harras harras HI i have tier 3 now and rape all.
Manit0u
Profile Blog Joined August 2004
Poland17765 Posts
September 19 2005 20:08 GMT
#17
On September 20 2005 03:59 SunShine wrote:
without towers we humans have no way to defense ourself vs the mighty armies of every other race ;o The way it is for human and will forever be is tower tower tower harras harras harras HI i have tier 3 now and rape all.


Undead does this without towers ^_^ And certainly doesn't have mighty army before t3
Time is precious. Waste it wisely.
SoleSteeler
Profile Joined April 2003
Canada5461 Posts
September 19 2005 23:33 GMT
#18
waaaay too many drastic changes there mani

NotSorry
Profile Blog Joined October 2002
United States6722 Posts
September 19 2005 23:33 GMT
#19
You know removing absorb from UD would remove the only possible way to even complete with Orc on 90% of maps.
We have now sunk to a depth at which restatement of the obvious is the first duty of intelligent men. - Orwell
Orlandu
Profile Blog Joined January 2003
China2450 Posts
September 19 2005 23:46 GMT
#20
Human isn't as weak as everyone thinks... It's just that everyone copies, and when they copy they can't perfect the timing that most top Humans have.

Tier 3 is SUPPOSED to beat tier 2, so yes if a Night Elf and a Human who both copy play eachother, the NE should win. Because the Human is copying a strategy that requires much more timing, and they don't have it.

Against other races it's fairly balanced, except vs Undead there is a problem with Destroyers, but again good timing will make things much easier for the Human.


A lot of Humans resort to tier 2 and tier 2 ONLY. So when they have to go against tier 3, without that good timing, yeah the Human should lose. That's common sense. Humans ARE slightly weaker, but it's not for a lot of the reasons people think it is.
We cant give up just because things arent the way we want them to be.
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