On February 18 2013 07:16 DoubleDice wrote:
when will the patch go live?
when will the patch go live?
Probably next maintenance. Wednesday for EU:
Forum Index > SC2 General |
dani`
Netherlands2402 Posts
On February 18 2013 07:16 DoubleDice wrote: when will the patch go live? Probably next maintenance. Wednesday for EU: | ||
Comadevil
Germany214 Posts
| ||
dani`
Netherlands2402 Posts
| ||
quaZa
Germany58 Posts
| ||
tomwizz
524 Posts
can't login yet but look like it will be exact the same as beta. | ||
quaZa
Germany58 Posts
| ||
Shade_FR
France378 Posts
On February 19 2013 06:18 quaZa wrote: why not try the changes by urself since we have global play?^^ I'm using the regions.xml trick for crossplay, but when connecting to SEA the game restarts but it's not patching to 2.0.4. Not working for me. It seems that the games detects than I'm using an EU client, even if I'm trying to login to SEA. | ||
quaZa
Germany58 Posts
On February 19 2013 06:36 Shade_FR wrote: Show nested quote + On February 19 2013 06:18 quaZa wrote: why not try the changes by urself since we have global play?^^ I'm using the regions.xml trick for crossplay, but when connecting to SEA the game restarts but it's not patching to 2.0.4. Not working for me. It seems that the games detects than I'm using an EU client, even if I'm trying to login to SEA. seems like we have to wait then :/ or dl the SEA client^^ | ||
Nerevar
547 Posts
http://www.reddit.com/r/starcraft/comments/18rxkg/wol_patch_204_is_live_in_sea/ | ||
Adreme
United States5574 Posts
| ||
TiTanIum_
Brazil1335 Posts
On February 13 2013 09:56 SpaceCow wrote: Show nested quote + StarCraft II patch 2.0.4 is on the horizon and it’s bringing a number of changes to your StarCraft II experience, including all-new menu screens, Clans and Groups, new Replay features, and more. Later this week, we’ll be releasing a blog containing a detailed guide about each of the new features included in this patch. In the meantime, we wanted to remind you all that background downloading has been enabled, so we strongly encourage each of you to leave the launcher running for an extended period of time sometime this week to ensure you’re able to hit the ground running when the patch goes live. The way they always add this "and more" makes me expect something really big and something new we haven't heard about yet. If this patch only brings the new UI features the hots beta already offers to WoL I'm going to be really dissapointed for some reason. "And more" means EXACTLY the opposite. It means something that is not really that important to list. | ||
Ahli
Germany355 Posts
http://pastebin.com/kutcyKCN Screens (from offline mode which might be new?): main menu: http://snag.gy/fWhMR.jpg offline arcade (lists maps you downloaded): http://snag.gy/5NyZx.jpg campaign (reads info from savegames): http://snag.gy/GC2ZY.jpg challenges: http://snag.gy/9UTU2.jpg offline custom games (lists maps you downloaded and shows this hots error): http://snag.gy/sPkSP.jpg new help window: http://snag.gy/uNKNe.jpg ingame UI: http://snag.gy/VBv66.jpg What you need to enable after patching: http://snag.gy/gblq6.jpg How to Patch right now ( **makes you unable to play on unpatched servers, I don't advise you to do it.** ): 1. Load Simon's Relocalizer 2.0.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=357860 2. Put it into your WoL installation folder, start it, select the SEA server and switch to the advanced tab. There you need to enter "enSG" which is important to make the launcher actually load the patch. edit: Editor is usable, too. So, modders like me can start to prepare the maps for the update and fix all problems. | ||
coL.hendralisk
Zimbabwe1756 Posts
| ||
Cuce
Turkey1127 Posts
On February 13 2013 11:59 isaachukfan wrote: Doing this a moth before HOTS seems kind of redundant doesn't it? well it brings hots features to wol only acc's too | ||
kochanfe
Micronesia1338 Posts
| ||
Parcelleus
Australia1662 Posts
StarCraft II Patch Notes Showing Patch Notes for 1.5.4 (24632) to 2.0.4 (24944) StarCraft II: Wings of Liberty Patch 2.0.4 StarCraft II: Wings of Liberty patch 2.0.4 is now live! This major patch brings a number of exciting new systems and improvements to Wings of Liberty while paving the way for the release of our Heart of the Swarm expansion on March 12. Please read the full patch notes below. GENERAL All-New Menu Screens The User Interface layout, art, and graphic style have been completely revamped. Players are now one click away from any major screen in the User Interface. Many redundant screens and game modes have been eliminated. More detailed information can be found in our Heart of the Swarm UI Update blog post. Clans and Groups Anyone can now create or join a Clan and participate in private clan chat, post news on Clan affairs, and more. Clan tags are pre-pended to character names of all players who join a Clan. Groups are for players who want to associate casually and in larger numbers. Joining a Group is a way for players to interact with others who share common interests. Players are allowed to join many different groups. Players who have used their free character name change will receive an additional one. Check out our StarCraft blog for more detailed information on Clans and Groups, as well as our Social Features video. Exciting New Replay Features Watch with Others: Players can now watch replays with others in the same game. Take Command: Players watching a replay together can also opt to “Take Command” of the replay and assume control of selected player armies. Recover Game: Players can now choose trecover from a game that may have ended prematurely due to disconnection, input loss, or other abnormal causes. For more details, see our New Replay and Resume Features Coming in Heart of the Swarm overview blog post. Improved Score Screen and Statistics Performance tab now tracks gameplay stats such as Average Unspent Resources, Time Supply Capped, Workers Created, and APM. New buttons allow players to “Play Again” or “Watch Replay Solo” directly from the post-game Score Screen. Additional Race and Map Report statistics pages in the Ladders section of the Player Profile: Race Report: Tracks number of games played and win/loss ratios for every race matchup. Map Report: Tracks number of games played and win/loss ratios on every ladder map. Player Profile now shows all wins and losses for all leagues. Global Play and Language Selection Players will soon have the freedom to select any game region to connect to and play. Global Play will be enabled in the coming weeks. Please see our Global Play FAQ. Players can now select among different languages in StarCraft II. Speech and Movie Language options added to the Options > Language menu. Text Language added to the Options > Language menu. New Matchmaking Options Three options have been added to the Matchmaking Screen to help newer players make a more gradual transition from single-player to multiplayer. Training Mode allows players to work their way up from basic StarCraft gameplay skills to great challenges. Versus AI Mode is a reworking of the previous Coop Versus AI Mode in Wings of Liberty. Players can now utilize the matchmaking system to challenge an AI opponent that scales in difficulty. The new matchmaking AI can accommodate a wide variety of skill levels and play styles. Unranked Play allows players to engage in matchmaking and find games vs. other players without the pressures of the ranking system. For more details on these new features, please see our Ways to Play video overview. All-New AI Enhancements The overall AI play experienced has been greatly enhanced. In a custom game, players can now elect for an AI player to follow a specific build order, such as Full Rush, Timing Attack, Straight to Air, and more. AI players will now report key information back to their player allies, such as when they are scouting, attacking, expanding, and retreating. Additional AI improvements, including the ability to issue specific commands to AI partners, will be coming in Heart of the Swarm. Players Near You Players Near You identifies and displays other players on your local network, making it easier to locate, chat with, friend, and play together. This feature can be disabled in the Options > Social menu. Game Privacy options No Build Order: Selecting this option in the Custom Game lobby hides the build order from being displayed in the Score Screen. No Match History: Selecting this option hides the game from the player’s Match History. New Enable Group Sounds option in the Options > Sound menu produces additional sounds for groups of units performing the same activity, such as Marine marches, mech ground-shaking, and more. The Help Section has been revised and updated. USER INTERFACE In-Game UI Improvements New waypoint and targeting confirmation icons have been added. The Menu and Help buttons are now located above the command card alongside the Social button. The Achievements and Message Log menus are now accessible via the Main Menu. New Select Army Units button is located next to the Idle Worker and Select all Warp Gates buttons. These buttons are now all consolidated together in the UI above the minimap. Decal art has been refreshed and now appears brighter and more visible in-game. New Victory Fanfare sequences now play when a players is victorious at the end of a game. New Unit Life Bar settings have been added to the Gameplay section of the Options menu: Targeting: Shows friendly units when targeting a beneficial ability and enemy units when targeting a harmful ability. Damaged: Only show for units with less than their maximum life, energy, or shields. New UI options have been added to aid newer players in various gameplay functions. These can be toggled in the Options > Controls menu: Display Team Colored Life Bar: Displays unit life bars using team color. Always Show Worker Status: Displays the current and ideal number of workers above harvestable vespene geysers and town halls. Enable Simple Command Card: Displays a more simplified view of the command card. Show Current Order Indicator: Displays an indicator on the terrain when units are issued a movement or attack command. Select All Larvae: Selecting a single larva will select all larvas attached to the same Hatchery. Enable Enemy Unit Selection: Allows the player to select units that can’t be controlled such as neutral and enemy units. The maximum numbers of players that can be in a party has been raised to 16. All maps that appear in the Custom Games section can now utilize the same Game Info pages (Overview, How to Play, Patch Notes, Reviews) that Arcade games received with Patch 1.5.0. New Copy Link buttons have been added, which automatically copy certain links tthe clipboard, allowing players to share them with others via clickable links in chat or on the web. When clicked, these links will navigate to the in-game page. Observer Mode Improvements Leaderboard Added two new tabs: Structures Tab (hotkey T): This panel shows the structures owned by each player. Upgrades Tab (hotkey G): This panel shows the upgrades researched by each player. Clicking on an icon in the Units/Structures/Production tabs will now center the camera on that unit. Continued clicks will cycle through all units of that type. Minimap Attacked units now flash white for observers. Nuclear Launch and Nydus Canals now create pings on the minimap for Observers viewing Everyone. Versus Mode Side Toggle (Hotkey CTRL-X) Added a hotkey to flip sides that player names appear in the Observer UI when watching a Versus Mode 1v1 game. Customizable Observer UI Brand new SC2Interface mod support has been added, which enables casters and observers to watch games of StarCraft II using a completely custom user interface. This gives production crews a new set of powerful tools to create even more epic broadcast experiences. For more information on how to use this feature, please see this thread in our User Interface forums. Players who have blocked communication with others are now also prohibited from initiating chat with those they have blocked. EDITOR General A new preload Info dialog has been added for defining game data, asset files, and banks to be preloaded in-game. This is accessible from the Map/Mod menus in all modules. Added color preferences for text preview display. The Arcade Info dialog has been renamed tBattle.net Info. This info is now available for non-arcade maps as well. New SC2Interface files: Mods can now optionally be saved as SC2Interface files as long as they don’t have any data which affects gameplay. Mod gameplay/interface status can be checked using the Mod > Mod Status window. New Export Locales and Import Locales commands have been added. These are available under the Map/Mod > Locales sub-menu. These can be used to export and import localized text to and from text files. The Dependency dialog now includes a display of the full dependency chain resulting from the requested dependencies. Dependency reference checking and validation now accounts for the full chain properly in all cases. The Dependency dialog now issues a warning when Multi mods are used in conjunction with Story mods. These are designed to be mutually exclusive and could cause a variety of problems in game when combined. Added toolbar button size preference. AI Module A new Attack Wave Graphs window is now available from the Data menu, for visualizing attack wave cost/supplies vs. time. Cutscene Module Added Cutscene Frames. Cutscene frames are dialog items you can play a cutscene in. New Properties have been added: Animation Element: Right-Aligned: Animations can now specify that they always end at the end of the block. Weight: The blend value for this animation block. Director Node: Reverb: The reverb to set while playing back the cutscene. Auto Destroy on End: When disabled, the cutscene will not be destroyed when it ends, but instead it will pause on the final frame. Sound Node: Non-Seeking: If enabled, causes the sound to not change its current time when the current time jumps. Speaker Mix: You can now set and animate the speaker mix values. Fade Node Priority: Allows you to specify the priority level of a fade when multiple scenes attempt to control fade. Terrain is now automatically imported when starting the Cutscene Module. Active Light Nodes will now search for a light suffixed with "_Low" if graphics options are set to Medium or Low. New icons added for all node types! Added a new "Time Follows Edits" mode under the edit menu that causes the timeline cursor to always follow the edited block. Sound Improvements: Added Sound Group Nodes: These folder-like nodes allow you to add sound nodes to them then set properties for all sounds inside the group at once. Volume and pitch properties are now treated as multipliers instead of absolute values. Setting sound index t-1 now causes it to pick a new variation each time it plays. Sounds now properly fade out after their blocks end. Sounds can now specify Active Shots. Value changes that represent less than 0.1% of a difference no longer create new keys in auto key mode. You can now add multiple cutscene filters when playing back a cutscene. Cutscenes are now played back in Replays. Data Module Added the Data Navigator Window. This new window visualizes how objects are linked to one another. Each tab in the Data Module now remembers its own view mode. Model Preview Panes now animate with the model's default animation, making effects easier to identify. New data types have been added: Herd, Herd Node User Type fields defining user links can optionally specify a required user type Added a new Select in Palette command. Added F2 support for renaming objects. “Show Advanced Values” is now “Show Basic Field Labels”. Instead of hiding advanced fields, it adds “(Basic)” to the name of basic fields and sorts them to the top. Fixed size arrays are now edited as one control for each array entry rather than using a list-based UI. “Show Default Values” is now “Sort Fields By Source”. Instead of hiding default values, it will sort values in the order: Active Document, User Mod, Blizzard Mod, Core Mod. Added field hint tooltips to dropdowns for enum type fields. Structure sub-fields now properly display composite field hint tooltips. Many new field hints added for Abilities, Actors, Effects, and Units. Overview Manager Added a new Jump To Instances command in the context menu for jumping from function definition to corresponding calls. Added a new Show Global Links Only option in the View menu for seeing global trigger elements directly in the Used By links. Terrain Module A new Diamond region shape has been added. A new Diagonal Selection option has been added in the Tools menu for selecting objects and terrain along the diagonal grid. A new View option has been added for displaying normal/upgraded creep, under View > Show Terrain > Show Creep Upgraded. Units marked as Initially Hidden will use an alpha fade effect in the editor display. Palette existing objects lists now include a Group filter and column, and context menus for Add To Group and Remove From Group. The Water palette now includes a Height slider for adjusting the height of the current water template. No Fly Zones now have three color states: Normal (no overlap), Overlap (hard radii overlap), and Warning (only soft radii overlap). For best pathing performance, avoid the Warning state. Foliage density maximum reduced to 2.0 per cell. Anything larger than this significantly impacts game performance. Added "Force Occlusion Hide" to placed doodads, which forces doodads to be transparent if units are behind it. Trigger Module Added a Preview button for previewing sounds directly from parameter dialog. A View History Navigation option, including Back and Forward commands, is now available from View > History sub-menu. A new Explorer view has been added for seeing global elements referenced by the currently selected element, available under View > Show Explorer. A new Smart group display has been added, which opens a second group only when an element is explicitly viewed via double-click or View Selection command. This is toggled under View > Show Groups. Libraries defined in the active document are now shown in the Triggers list rather than the Libraries list. The Libraries list will only contain read-only dependency libraries. Elements can now be dragged and dropped from one library to another. This will include updating all usage of those elements in the active document. A new view option has been added for setting default input focus on search fields vs. lists, available under View > View Options > Default focus On Search Fields. BUG FIXES General Fixed a crash that would occur when StarCraft II is run with low disk space. Fixed an error that occasionally occurred when queuing for a match if a disconnection occurred in the previous game. It is no longer possible to build Creep Tumors on top of lowered Supply Depots. Fixed an issue preventing Zerglings, Roaches, and Ultralisks from autocasting Unburrow when an enemy Colossus was near. Fixed an issue where Hallucinated units would not play Hallucination death animations when playing in Reduced Violence mode. Battle.net It is no longer possible for duplicate versions of the same Arcade game to display in the Top Rated dropdown filter. Fixed a display issue with the scroll bar on the Replays page. Fixed a display issue that could occur when viewing Patch Notes for an Arcade game. Arcade games played through Fun or Not now appear properly in the Match History and Recently Played lists. Clicking Create Game in the Single-player Vs. AI menu while a map is downloading no longer causes the game t enter a state where it is unable to launch any maps. Fixed an issue causing a player’s online status tbe set to Available when it was changed from Away to Busy. Fixed issues with some displays that could occur when viewing Arcade Game Info pages while queuing up for matchmaking games. Fixed an issue causing the race selection buttons on 3vAI queues to occasionally change to names of colors. Editor General Automatic backups for documents saved as component lists will now properly save multiple backup files. Tutorial game variant will not be changed when other variants are added or removed. Fixed various issues with downloading dependency data from Battle.net when opening a document. Fixed issues with team settings in variants for maps with a large number of players. Fixed an issue where the editor could crash if the user’s build was not completely downloaded. Cutscene Module Fixed several issues related to Undo/Redo. Fixed several issues related to element linking. You can now place or move objects at height zero if there is no terrain visible. Actors with conversation nodes will now animate when not in view, allowing dialog to play at the correct time. Active Light elements no longer change the light one frame late. You can now chain together bookmark jumps. You can no longer use non-Ascii characters in Cutscene Names or Bookmark Names. You can no longer rename the (Previewer) scene. Scenes with very large linking webs should now load much faster. Fixed a bug where models would sometimes continue to draw when switching cutscenes. Editing curve values should now preserve custom curve tangents. Previewing from other modules will now set the Cutscene Module back to the (Previewer) scene. Terrain Module Painted pathing visibility is now properly tied to visibility of the Pathing layer. Distance measurement now accounts for ramps properly. Trigger Module Eliminated excessive delays when modifying functions which are heavily used in the document. Comments can now be moved/pasted into switch cases. Ability Commands using Any or All sub-types will now show all possible parameter values. Unit trigger events now properly handle using a unit array element for the unit parameter. Last Created functions now return an empty value if the last creation failed, rather than the result of the previous creation. Invalid effect ids will no longer be treated as "any effect" in events. Data conversations with choices will now run properly in game, as long as cinematic mode is enabled. Fixed an out of memory crash that could occur when adding a region to itself using triggers. It is now possible to copy triggers across libraries inside the same mod. Data Module Ability and Weapon Arc data values now accept 360 as values. Mac General Targeting arrow reticules now display properly when shaders are set to low. Fixed an issue with “Disable OS Keyboard Shortcuts” and the mouse cursor. Fixed an issue with resolution options being limited on Thunderbolt displays. Editor Points in the Curve Editor can now properly be deleted. Placing keys in the Curve Editor are now being created correctly. Text labels are no longer clipped in the Curve Editor. Fixed an issue involving Vertices and Primitives on the status bar. Fixed a crash that could occasionally occur when attempting to publish a map. Fixed an issue involving setting up multi-dimensional arrays in the Trigger Module. The mouse cursor is now visible in the viewpoint windows. Fixed an issue with the status bar overlapping text when using the Regions or Cameras layer in the Terrain Module. Improved Retina hardware compatibility. CMD + Tilde will now switch between multiple editor windows. StarCraft II: Wings of Liberty Patch 1.5.4 Bug Fixes General Several improvements have been made to address an issue where players would load into a game slightly later than other players. Additional details regarding this are in this forum thread Fixed an issue that occasionally caused stuttering in the middle of a game. Fixed a rare issue that caused prevented players launching the patched client without an Internet connection from accessing features in Offline Mode. Fixed an issue preventing some custom minimap icons from displaying properly in Arcade games. Editor The trigger module should no longer stall for long periods of time when adding or removing actions. Races Protoss Structures built within the power field of a Pylon of an ally who disconnects should no longer remain powered when that Pylon is destroyed. StarCraft II: Wings of Liberty – Patch 1.5.3 Balance Updated December 4, 2012 Terran Upgrade requirement removed for Raven seeker missile. Zerg Infested Terran eggs health down from 100 to 70. Fungal Growth range down from 9 to 8. General Battle.net The Current Season snapshot has been added back to the Profile summary. StarCraft Burning Tide has been republished and is once again available for play in the custom games section of the StarCraft section. Bug Fixes General Asset loading performance has been improved. Fixed a number of crashes, desyncing issues, and file corruption that could occur when attempting to play games on Arcade. The AlternateLowTextures variable has been re-enabled in variables.txt. Manually-bound hotkeys now properly override grid hotkeys. Bonus Combat Attributes that use negative values now work properly. Increased and decreased weapon speeds effects are now displaying their proper red or green text color. Using triggers to change ownership of Protoss buildings no longer results in some buildings remaining unpowered. Rich Vespene Geysers now properly return 6 gas per trip instead of 8. The Graphics Options Changed indicator now properly displays next to the Options menu item. Fixed a UI error that would occur when viewing the Load Menu. The frame rate value displayed in the CTRL + ALT + F overlay and the Menu display are now consistent. Fixed an issue where shadows on the Hyperion appeared in lower resolutions in the background of the Battle.net UI Fixed an issue where item stack amounts would not increase or decrease properly. Fixed an issue where damage shield buffs were not displaying a status bar if their buff duration was zero. Battle.net BattleTags now populate in the real name section for BattleTag friends. Chat that is entered into the Party chat window now displays as a whisper to members of the party that are in-game. The count of bookmarks that have been used or remain available for use now properly appears in the Arcade Bookmarks page. Republishing a StarCraft map as an Arcade map without changing the map name no longer causes the map to display in the wrong area. Date formats now display in the proper format according to region. The league icon displayed in the Quick Match page is now centered. Fixed an issue where the Show More button would stop functioning when navigating between the Create Game and Join Game tabs. Fixed an issue where logging in with a Starter Edition account would sometimes cause the client to become unresponsive. Races Zerg Units that are morphing no longer have a chance to become stuck and frozen in their cocoon state if they are beneath a Hatchery. Mac Textures on the Mar Sara tileset no longer paint improperly in the Editor. CPU usage is now optimized while streaming data. Fixed an issue in certain localized clients where special characters would display improperly in custom hotkey profiles. StarCraft II: Wings of Liberty – Patch 1.5.2 Bug Fixes General Pathing has been adjusted. Units will once again take the most optimal route to their destinations. Variables.txt will now automatically recover from invalid combinations that could lead to performance issues. Added additional information to the FPS Toggle. Fixed a number of cases where hotkeys could not be bound in certain keyboard configurations. Fixed a crash that could occur in custom maps when improperly destroying triggers. Fixed a crash that could occur in custom maps when canceling building progress using triggers. Fixed a number of crashes and de-syncing issues that could sometimes occur in Arcade games. Mac The functionality for the “Use command instead of control for hotkeys” option has been clarified: When Command as Control is checked, this enables command as control and disables command for right-click. When Command as Control is unchecked, this disables command as control and enables command for right-click. MacOS hotkey commands are now working properly when StarCraft II is in focus. StarCraft II: Wings of Liberty - Patch 1.5.1 Bug Fixes General The game should no longer crash when a player views the Campaign screen at the same time a party member enters a matchmaking queue. Center on Current Selection (CTRL+F) should no longer cause the camera to follow the unit. The game should no longer crash when a player leaves a multiplayer game while on the loading screen. Inputting special characters into chat should no longer cause the game to crash. Fixed an issue that could cause the baselineCache.bin file to become permanently corrupt. Battle.net Fixed an issue that could prevent some profiles from displaying a player’s ladder data. Loading the Friends tab in the Leagues & Ladders screen should no longer cause the game to crash. Placeholder text no longer appears when mousing over the Show More button in the Open Games list. The career listing for 1v1 should no longer display incorrect data on the Profile screen. In the Quick Nav screen, the My Leagues page no longer displays an infinite loading circle. Mac Command-click now properly issues a right-click command to the game. Enabling the “Disable OS Keyboard shortcuts” option no longer causes a system hang on exit. StarCraft II: Wings of Liberty - Patch 1.5.0 General New Battle.net UI The Battle.net user interface has been completely refreshed with a new look and feel. The StarCraft II Arcade has arrived! To make way for this new feature, significant changes have been made to the StarCraft II user interface. Two new buttons have been added: the Arcade button, which will act as a portal to a brand new custom games experience that features dramatic improvements in finding, rating and playing custom games, and the StarCraft II button, which will provide access to classic single player and multiplayer experiences, including the StarCraft II campaign, multiplayer ladder, melee maps and more. Arcade Button: A new Arcade button has been added to the main Battle.net navigation panel at the top-left of the user interface. Custom games once found in the Custom Games interface will now be found here with an improved interface and tools. Players now have more flexibility to find, play, and review custom games, more quickly and easily than ever before. The Spotlight page displays new or up-and-coming games. Players can visit the Spotlight to browse featured games, new games on the rise, and top-rated games as reviewed by the community. Players can search for games based on genre, popularity, star ratings, newness, and recent spikes in popularity. Each custom game in the Arcade is represented by a game icon. The game icon contains a large game image (provided by the creator), and includes the game’s name and star rating. Hovering over the icon displays the game description. Clicking on a game icon brings players into the Game Info page, the main portal for each game in the Arcade. This page contains summarized information about a custom game, including a description, screenshots, play instructions, reviews, and other information. The Game Info page consists of several sections: Overview: This contains the game description and a set of screenshots that show off the action. How to Play: This is where players will find instructions (basic and advanced) and how to win. There is also space for additional images to supplement the game instructions. Patch Notes: This is where the game creator can list updates that have been made to the game, so that players can see how the game is growing and improving. Review: After playing, players can give a game a star rating and enter a text review. Once enough ratings have been submitted, the game receives an Average Star Rating that displays on the game icon. Players can also mark other players' reviews as "Helpful" which will ensure that the best reviews rise to the top. Tutorial: Game creators can now publish tutorials for their creations. If a tutorial exists for a game, a "Play Tutorial" button will appear on the Game Info Page, which can be clicked to immediately launch the tutorial. There is now a "Join Chat" button on the Game Info Page that allows players to join a channel named after that Arcade game. The new Open Games List displays games that have players, but aren't full and ready to start yet. This should help players identify active games and find partners or opponents more easily. StarCraft Button The StarCraft II multiplayer ladder, melee games and other classic gameplay options have been moved to a separate StarCraft II button. The StarCraft button has been reorganized to consolidate all single player and multiplayer StarCraft II play types in one easy-to-navigate screen. Players can now access the following from a single unified StarCraft screen: Multiplayer: Quick Match, Coop vs. A.I., Team Games, and Melee Custom Games Single Player: Campaign, Challenges, and Versus A.I. New Streaming Launcher A new StarCraft II Launcher will allow game data to stream during play. This should reduce download, install, and patching times. We look forward to your feedback on the new launcher! Please visit the StarCraft II forums to share your thoughts. Graphics Improvements Many physics optimizations have been across the entire game Texture and resources management have been greatly improved, and now use less overall memory StarCraft II is now significantly more thorough in pre-loading content, resulting in less in-game stutter Custom games now load shaders during the loading screen rather than in-game, resulting in less stuttering caused by shader generation The fog of war has been reworked to more accurately display units that are positioned near the edge of the fog User Interface General Maximum selection size has been increased to 500, up from 255. Items can now be instantly sold by pressing the Control + Right-Click key combination. Instant items can now be used while in targeting mode without canceling targeting in custom games. Items can now display range indicators and AoE targeting cursors when in target mode in custom games. Inventory commands (Use, Move, and Pawn) are now available as custom hotkeys in custom games. Alliance colors have been updated to propagate to the entire UI. A new in-game pathing display has been added that shows the path a unit will take on the mini-map. The following in-game only slash commands are now available: /cheer /dance /b - broadcast /p - party chat /r - reply to last whisper /t - reply to last whisper (redundant with /r for those used to other key commands) /w - whisper Battle.net The News & Community and Help Buttons have been removed from the main navigation panel to simplify the display. These can now be accessed from the Home Screen. The Player Profile Screen has been reorganized to streamline the overall display of profile information. From this screen, players can access their Profile Summary, Career Summary, Match History, Arcade Reviews, and Rewards. New statistics have been added to the Player Profile: Games Played This Season, Most Played Mode, and Total Career games. Certain statistics that were previously shown on the Player Profile screen have now been consolidated into the Career Summary screen. Career Summary has been moved from the Leagues & Ladders screen into the Player Profile screen. The Help Screen is now accessible from the Home Screen instead of the navigation panel. Tutorials are now more appropriately accessible from the StarCraft menu. A new Join Chat button has been added. A new "Quick Nav" tab has been added to the bottom-left corner of the Battle.net UI. This is a customizable dashboard that allows players to bind up to five Battle.net screens to the F1-F5 keyboard shortcuts for speedier navigation. The following new slash commands have been added: Available anywhere on Battle.net: /afk – puts the player into AFK status /close – closes the focused chat window /help – displays available /slash commands /min – minimizes the focused chat window /max – maximizes the focused chat window /restore – returns the focused chat window to default position and size Available only in private chat with another player: /dnd – puts the players into DND status /partyinvite – invites the targeted player to a party /partykick – removes the targeted player from party /block – blocks the targeted player /unblock – unblocks the targeted player /addfriend – adds the targeted player as a character friend /removefriend – removes the targeted player as a friend /profile – opens the profile page for targeted player /report – opens the Report Player dialog for targeted player /friendnote – opens the Friend Note dialog for targeted player Players who have enabled the "Only allow friends to send me chat messages" option can now receive responses back from non-friends if they initiate the chat. The ability to chat with non-friended players will end if either player logs out, or if no conversation occurs for five minutes. Editor General New support has been added for control over frames, portraits, status bars, text, Trigger Dialogs, and more. Full details, tips, and tutorials are in the process of being created to help game creators take full advantage of these tools. Some of these changes are: New "Nineslice" Border Method for additional image border support. Support has been added for custom unit status bars. Support has been added to allow mod makers to control the UI for observers, and to control the behavior of individual dialog items when observing. Support has been added for bulleted lists for use in Trigger Dialogs New word wrapping tags for use in Trigger Dialogs have been added. Frames in the standard UI can now be hooked up as Trigger Dialogs. Editor users can now use LastCreatedHelpItem to store tips, and the DestroyHelpItem trigger function has been added to destroy tips individually instead of destroying tips all at once. New Trigger Dialog item types have been added: Tooltip, Unit Status, Unit Status Bar, Unit Status Duration Bar, Portrait, Unit Model, Offscreen Unit, Unit Target. New Trigger Dialog item properties have been added: Behavior, Actor, Unit, Unit Link, Model, Paused, Light, Team Color, Team Color Index, Camera, Paused. Various improvements have been made to the Overview Manager: The Game Data component now displays all objects used by the document, even if they are defined in dependencies. The folder hierarchy has been simplified, and view options for folder and type display have been added. The usage count for each object is now displayed in the item text. The tree view state is now preserved after reloading data. Support has been added for custom, high-resolution mini-map images. Support has been added for a self-cast hotkey. Support has been added to allow for item stacking. Support has been added to define multiple lighting regions in the game world. Mini-map icons can now be adjusted by scale, background, background scale, and color. The editor has been updated to use Visual Styles. Font Style editing has been added to the Text Module. Optimizations have been made to improve dependency loading. Additional Test Document preferences have been added for editor and game window minimization behavior. A new map option called Static Shadow Intensity has been added, which is used during static shadow generation. This option is found in the Map Options section of the Map menu. A new map option called Stagger Periodic Trigger Events has been added. This option is found in the Map Options section of the Map menu. The New Document dialog has been improved to make it easier to configure starting document types and dependencies. Preliminary support has been added to allow for better configuration of new physics FX, such as ragdoll deaths, combat-driven impulses, water ripples, and collision-based water splashes. Future updates will include additional editor support, documentation, and physics-enabled assets for creators to use in their maps. Inventory commands (Use, Move, and Pawn) are now available as custom hotkeys. Font Glow support has been added. A new InlineJustification font flag has been added. Red text has been improved to now filter into different error type groups. Pressing Control + Alt + F11 now allows mod makers to reload the UI. This allows changes made to layout files to be reflected immediately without having to quit and restart the game. Frames now have a field called AlphaMaskTexture that can mask out the rendering of their children. This can be used primarily to mask out the hard edges of Portrait Frames. New Editor Modules A new Cutscene Module has been added, replacing the Previewer Window. The Cutscene Module allows mod makers to visually create cinematic sequences that can be played back in-game. Cutscenes can range from simple camera, light, or animation control to epic story moments suitable for a campaign. Several new native functions have also been added to control cutscene playback. A new AI Module has been added for user-friendly management and visualization of attack wave timing and unit composition for computer players. Further customization is possible by attaching triggers to attack waves. Several new trigger functions have been added for working with attack waves defined in this module. A new UI Module has been added. It allows modification of the UI layout files that control most aspects of the in-game UI. The initial release of this module focuses on exposing a simple XML editing interface for SC2Layout files, and further improvements are planned for the future. Data Module Support has been added for effect, behavior, and learn ability tooltip images. Support has been added for the Launch Missile effect to validate placement at the targeted location. Support has been added for missile reflection effects. A unit flag has been added to specify that a unit's vision test should only occur from its center (and not include its radius). A Stunned flag for Behaviors has been added that allows the queuing of commands. A new flag has been added to button data to disable showing an ability level in the tooltip. Effects can now be executed when an attribute, power, or veterancy level changes. Behavior modifications can now be upgraded. Effect abilities can now specify a custom tooltip, icon, and name for the learn ability to use. Doodads can now be configured to change their opacity when the local player has vision of them. Occluded model opacity can now be customized. The launch offset on missile effects is now supported. Existing units may be launched as missiles with the launch missile effect. "Unified" movement and attack speed factors have been added which add the most positive and negative factors together to get the actual adjustment. This factor will be multiplied by the existing cumulative modifiers. "Supported filters" have been added to the attack ability to control what types of units are allowable targets and which units are simply ignored. "Follow filters" and "move filters" have been added to the move ability to control what types of units can be followed or moved to. Charges now maintain their existing count when the max count increases A new power alliance state has been added A "pre-emptable" flag has been added to effect abilities to indicate that the ability should not be canceled when pre-empted (i.e. due to a stun). A separate camera height map has been added. This height map is much smoother than the flyer height map, and the camera data can now choose which height map to use. The "Override Colors" associated with Game UI data can now be upgraded. Conjoined behaviors can now customize what properties are shared by each unit in the group (including visibility and specific vitals). Effect ability times are now upgradeable. A new User-Defined Data System has been added. This can be accessed through the new User type in the Data module, as well as its corresponding functions in the trigger library. The Data Module has been updated to use a horizontal auto-layout to better utilize available screen space. New data types have been added: Army Categories Army Units Army Upgrades Bank Conditions Characters Heroes Hero Abilities Hero Statistics Locations Maps Objectives Physics Materials Preload Tactical AI Cooldowns User Types Terrain Module Two new brushes have been added to the Terrain Module: Preplaced Creep brush Lighting Regions brush Support has been added for multiple layer selection operations (see Layer >> Select From). A new distance measuring tool has been added, which measures both straight-line and pathing distances (see Tools >> Measure Distance). New terrain copy/paste options have been added to include or exclude textures, geometry, and water (see Edit >> Copy Options). Placed units and doodads may now be named and shown/hidden on an individual basis (see View >> Show UI >> Show Palette Existing Objects). Custom tags may now be defined and assigned to placed objects to help categorize and display them (see View >> Show Tags). A new option has been added for diagonal grid display (see View >> Show Grid >> Diagonal Grid). New map image export options have been added for using minimap dimensions and importing directly into the map (see Data >> Export Map Image). Preplaced units and doodads can now be configured to adjust the height map. Trigger Module When a player now pings the mini-map or game world, a new event called Player Ping is dispatched which contains the location of the ping and the unit that was pinged (if any). The mini-map now updates when water changes through triggers. A new player property has been added to disallow resource splitting when players drop from a game. Functionality has been added to the script test window to show overall memory usage within the script system. Array sizes may now be defined using constant integer variables. An Expression value source has been added for more easily defining complex mathematical expressions or text concatenations. Many new Library functions have been added! Please visit our Custom Maps forum for a complete list of these additions. Actor A new ActorInfoDisplay cheat has been added for live actor debugging. Support has been added for Line and Arc targeting cursor support. Terrain squib support has been added for tileset-specific dust or snow clouds FX. Attach, AttachModel, AttachModelOffset, and AttachOffset messages have been added for dynamically adding, positioning, and rotating attached actors more easily. This will makes it easier to arbitrarily cobble together units made out of multiple models and attachments. New messages have been added for configuring strobe selection on actors (such as halos and strobe pulses). Associated messages have also been added for setting halo, strobe color, width, and more. Initial support has been added for Serpent Actors, which allows for creation of serpent units by driving attachment points within a model or by stringing together multiple models. This functionality will continue to change and improve with future updates. Additional custom death support has been added for making situational unit fatalities. There is now built-in support for triggering fatalities from X damage over Y intervals, and by "overkilling" a unit by X damage or more. Added CActorSiteOpMotionDirection to enable unit death models to continue forward with the velocity the unit had at the time of death, enabling corpses to skid to a stop. Added a number of minimap icon customization options in CActorUnit, both via field and several new messages. CActorRegions can now be filtered based on an associated ability if configured. Region queries can now send a unique response to the closest unit if configured. Regions can now also be rotated. CActorRange can now restrict the icons drawn to relative cliff levels. CActorDoodad now has a number of new fields for customizing opacity, imposing no-fly zones, and boosting terrain levels underneath the doodad, so that creep can show up on bridges. Added SetTextSize message for changing text size on CActorText. Added CActorSiteOpIncoming, which makes it easier to configure attachk FX to match the incoming direction of an attack (regardless of whether it is a ranged direct attack or a missile attack). Added CActorSiteOpRotator for spinning actor around arbitrary axes at arbitrary rate. Propellers can be made with this. Added CActorSiteOpRotationRandom for randomly positioning actors within a given yaw and/or pitch angle. Added CActorTermKilledByEffect for customizing deaths to particular abilities. Added CActorTermIsKnownAs for testing whether actors have a particular alias. Added CActorTermUnitWalking for testing when CActorUnits are walking. Added CActorSiteOpHigherOfTerrainAndWater for positioning actors on the terrain or the water above it (if any). Added CActorTermMissileTentacle and CActorTermMissileTentacleIsReturning to allow for better configuration of customized tentacles, particularly for units with multiple tentacles. Added CActorPropertyCurveSet to animate properties like TintColor, Position, and Rotation with splines. Added a GameInitialize message for creating actors at game initialization. Added a message for showing all power circles at once. Added a term to check the level of an ability for ability messages. Added a new ScenePowerShowAll actor message that will show/hide power for all allied power sources. It is now very easy to add terrain-specific launch and impact FX, such as a snow burst on a Siege Tank impact. It is now possible to send actor messages to portraits in the glue screens. It is now possible to swap a CActorModel's model, a CActorSplat’s splat, and a CActorSound's sound before they initialize to avoid the performance hit of first creating one model and replacing it with another. Compose portraits from multiple CActorModels can now be used more easily. FaceFX and animations can now be redirected to models other than the one in the main CActorPortrait. A new Camera Actor has been added for controlling the camera through actor events. A new Scene Actor has been added for controlling global actor settings (Halo settings, Power visual hiding). A new Light Actor has been added to allow for easier light creation in data. Many new messages for configuring light in this manner have also been added. A new Creep Actor has been added for higher performance creep effects, such as creep engulfment. Galaxy New support has been added to the Trigger Debug Window for breakpoints, stepping through functions, and variable inspection. Galaxy script code memory limit has been increased: 4x-10x more memory can now be utilized depending on how scripts are being used. New support has been added for passing structure, array, and function references as function parameters. Galaxy error message output has been improved. Graphics Anti-aliasing support has been added to smooth out edges in the game. This can be toggled on or off in the Graphics section of the Options Menu. New support has been added to define multiple lighting regions in the game world. Lighting can now be changed per player via triggers. Unit-specific Halo support has been added for pre-targeting. A new Scaled Baked Ambient Occlusion option has been added. It is now possible to customize the intensity of a map’s pre-generated static shadows. Publishing The Game Variants dialog now includes a Genre setting which determines a fixed category for Arcade maps. Arcade support has been added to the Editor for mod creators to fill out their Arcade game info page. Bug Fixes General Many improvements and fixes have been made to the terrain avoidance subsystem when missiles pass cliff edges. Many improvements and fixes have been made for combat reveal relating to tentacles and long-range beam attacks. The BlizzCon 2011 Fist of Furry decal is now displaying properly in-game again. The Free For All Gladiator achievement is now properly awarding points for Free For All kills on Nerazim Crypt. Mothership shields now properly count towards the Frugal Fighter achievement. The EPM and APM observer overlays have been reversed and are now displaying their proper values. Pre-placement images now persist through saved games. The "CPM" observer shortcut is no longer cut-off in the observer dropdown UI. The Stat Panel bar will no longer show up as grey when rapidly pressing their hotkeys. Unbinding universal hotkeys no longer causes them to appear as structures. Canceling out of the Hotkey Menu via the escape key no longer causes temporary hotkeys to be saved. Loading a saved game during a transmission no longer results in an empty transmission frame. It is no longer possible to rename saved game files that are currently in use. It is no longer possible to add AI players to a game of Aiur Chef. Entering cinematic mode while holding the Alt key no longer causes unit status bars to persist after releasing it. Queuing a Move, Hold, then Patrol command no longer causes the display of the Patrol rally point to appear at an incorrect location. Auto-Turrets and Infested Terrans that have been killed no longer count as Units Lost in the Leader Panel. Fire and smoke particles no longer generate at an awkward angle from damaged Perdition Turrets. Rewinding a replay with a unit selected no longer causes its portrait to disappear. Alt + tabbing while loading a melee map no longer causes the camera to scroll to the top of the map when re-entering SC2. The Hero Icon no longer displays as a purple square for zerg players. Fixed various compatibility issues with ATI Radeon X800 series video cards. Fixed a crash that could occur when compiling a galaxy script. Fixed an issue where galaxy scripts would parse decimal numbers incorrectly in some cases. Fixed an issue where Spectators and Referees would see an extraneous Requirements header in various tooltips that did not have any upgrade options. Fixed an issue where sending a transmission could cause in-game portraits to freeze. Fixed an issue where units could display an inconsistent tint color to an observer when switching between viewing modes. Fixed an issue where numbers in the Stat Panel would occasionally display as all zeroes. Fixed some string inconsistencies in the Observer Hotkey options. Fixed an issue where doodads were not properly drawing under the Black Mask until the map was revealed near them. Fixed an actor error that occurred when upgrading Viking attacks while Vikings were in Fighter Mode. Fixed some missing textures with certain Char doodads. Fixed various references to Sentries being available in the Wings of Liberty campaign. Fixed an issue where the protoss player slot UI would disappear in a loading screen with 11 or more players. Fixed an issue where 6 and 8-player fortress maps allowed teams to be placed next to enemies in uneven team formats. Fixed an issue where restarting Round 20 of StarCraft Master would cause the info panel to display incorrectly. Fixed an issue where terrain deformations could allow units to be hidden under the terrain. Fixed an issue where it was possible to crash the AI on certain custom maps if the AI chose to nuke close to the edge of the map. Battle.net A player who logs out of the game during a match countdown now receives a point loss. The other player now receives a message that the opposing player has canceled the queue and neither receives a point bonus nor penalty. Addressed performance issues that could occur over time when navigating between various Battle.net pages. StarCraft II players can no longer send party invites to RealID friends playing World of Warcraft. The Score Screen for Versus AI and Cooperative matches now displays the correct victory or defeat message after completing a game. Friend status icons now update properly when a player joins a single-player game while Away or Busy. Achievements will now be properly awarded when logging onto Battle.net from offline mode. Players no longer lose progress with streak achievements when other players leave the automated matchmaking queue while being matched. The Invite button no longer stays lit after inviting all friends to a conversation chat. The Skip button in the Welcome to Multiplayer screen now has a sound effect. Pressing Esc on the Starter Edition offer screen no longer prevents subsequent logging-on attempts on accounts with valid SC2 licenses. The News & Community pages now process HTML characters properly. The Invite to Party button can no longer be spammed repeatedly. Maps can no longer be published if they begin or end with whitespace, contain consecutive whitespace, or contain non-printable characters. Custom game lobbies now properly default your race to the last race played. Chat no longer scrolls to the bottom of a chat window when a new message is added if a player has previously scrolled up in the chat window. It is no longer possible to select “Block Communication” for RealID friends. Fixed an issue where the Battle.net UI would overlap the game world if a replay was launched too quickly. Fixed an issue where the "You have voice chat disabled" message would occasionally display in-game despite having voice chat enabled. Fixed an issue where matches would occasionally fail to appear in a player's match history. Fixed an issue where the Current Team State Box would occasionally update to display inaccurate data. Fixed an issue where the multiplayer game mode would switch to 2v2 when reaching the Battle.net input limit. Fixed an issue in custom games with AI where the score screen would improperly list AI players as zerg regardless of their actual race played. Fixed an issue where the Bonus Pool would occasionally display an incorrect value. Fixed an issue where players would lose points for wins and gain points for losses on very rare occasions. Fixed an issue where the Start/Skip Practice League dialogue could appear blank when spam-clicking the Multiplayer button. Fixed an issue where maps with custom dependencies would not appear in the Versus AI screen when playing offline. Fixed an issue where certain words could pass through the profanity filter by appending other characters. Fixed an issue where players could sometimes temporarily lose license-based achievements. Fixed an issue where player race would default to terran when changing a custom game lobby to Co-Op vs. AI. Fixed an issue where bookmarks could disappear when navigating between certain screens. Fixed an issue where pausing a game and surrendering would occasionally cause the Score Screen to display an error message. Fixed a crash that could occur when loading a map that has six or more dependencies. Races Protoss The Pylon power radius now displays up cliff levels properly on Low graphic settings. Fixed an issue where certain protoss structures would sometimes continue to display a warp-in animation if they became unpowered. Terran The Medivac_HealLoop sound now plays properly when a player manually heals a unit with a Medivac. It is no longer possible to stack a large number of units into tight spaces using Medivacs. The Command Center's Load ability will no longer reserve a cargo slot for nearby SCVs that are busy constructing buildings. Siege Tanks no longer use an SCV voiceover when they fail to enter Siege Mode. Fixed an issue where flying terran structures would sometimes use their ground death animations when killed. Fixed an issue where the Hellion’s flame attack would only hit burrowed units despite other units also being in its line of fire behind the burrowed unit. Fixed an issue where a Bunker could be made to look empty despite being loaded with units by using queued Rally commands. Fixed an issue where the Seeker Missile’s explosion would not display if a save was loaded while the missile was in flight. Zerg Banelings will now auto-cast Unburrow if a Colossus comes within their attack range. Banelings lifted by phoenixes now use proper visual indication when detonating and damaging units below them. It is no longer possible to queue up multiple build commands using a single Drone. Morphing units no longer become stuck in their cocoon state if they are underneath a Hatchery. The Nydus Network and Nydus Worm no longer glow if they are holding Drones that are carrying minerals. Active Creep Tumors no longer display as dormant if their Spawn Tumor action was canceled during the spawn animation. Brood Lord and Overseer Cocoons now have a Rally command instead of Move, Hold Position, and Patrol commands. Editor General Many UI fixes have been made across all areas of the editor, including overlapping issues, , resizing issues, and missing panes. Imported objects are now immediately available for browsing upon saving a map. The time of day now consistently matches the actual set day length when cycling through a 24-hour time period. Maps saved as components now properly report external files as changed. Using "Alternate Setting" for water no longer shows an "Invalid parameter" error in the koKR editor. Playing over 512 trigger sounds for an inactive player no longer causes trigger sounds to stop functioning for all players. Resizing the Publish Document Pane to its smallest size no longer causes hit box issues with the Config Options. Fixed some issues where the editor would display inconsistent file sizes for published documents. Fixed an issue where exporting editor preferences would not properly save all values. Fixed a display issue that could occur when selecting units with different inventory slot configurations. Fixed an issue where adding a large number of dependencies to map would cause the editor to stop responding. Fixed an issue where the "At" term for an Actor Event would persist after changing the Actor Event to something that shouldn't have the "At" term available. Fixed a crash that could occur when using a Chinese Phonetic IME. Resolved various situations where the editor could run out of memory too easily. Data Module The HDR Multiplier parameter in the "Send Actor Message – Set Team Color" action now accepts a value of 1. Data now links up properly to duplicated objects. Resetting objects to their parent value now properly resets the previously entered values. Changes to the Background of a map in the Data Module now immediately updates the map in the Terrain Module. Augmented abilities now properly show linked objects inside the object explorer. Behaviors that have Requirement Nodes now properly display those nodes in the behavior's "Used By" dropdown field. Objects that share their Name and Text Key now duplicate properly in the editor. Modifying specific fields of a pre-existing object now properly colors the object green to indicate that changes have been made. Duplicating a unit's abilities in the editor while duplicating the unit itself will no longer prevent the new unit from being usable in-game. Editing sub-fields of an expanded parent field will no longer remove the data from similarly named sub-fields when using raw data view. Duplicating models no longer point the models to non-existent assets. Fixed an issue where style controls could become disabled when highlighting text too quickly. Fixed an issue where units with rotation animations would no longer rotate after being revived. Fixed an issue where duplicated units would not be referenced properly in their documented fields. Fixed an issue where multiple fields of a duplicated object incorrectly referenced the original object rather than the duplicate. Fixed an issue where objects without field categories displayed improperly. Terrain Module Painted pathing now shows properly in the Terrain Editor when a new map is opened while viewing the Pathing layer Holding down shift when moving a doodad now properly ignores placement requirements until after the doodad is moved to a valid location. Doodads now properly adjust their height when using "Modify Height Field". Removing water in the editor now properly shows the green boxes of where water is placed. Filling a 256x256 map with water no longer causes the water on the bottom half of the map to display incorrectly. Fixed an issue where textures could occasionally become corrupted when opening maps in the terrain module. Fixed an issue when generating static shadows where the progress bar would not fill up completely. Fixed an issue where replacing doodads would reset the doodad height to zero. Fixed a crash that could occur when placing and then undoing terrain objects. Trigger Module The Cinematic Mode trigger now has more detailed help text. It is now possible to copy and paste the Ability Command parameter in trigger functions. The ability parameter for the Unit Uses Ability event now has a preset to choose "Any Ability Command". The "Set Portrait Tint Color" action is now working properly. Using a Play Sound Scene trigger no longer causes unit actors to display improperly. The "Show/Hide All Leaderboards" action is now working properly. Fixed an issue where fade calls would be ignored if another fade was already in progress. Fixed an issue where only boolean variables could be referenced from a record as the first value in a comparison condition. Fixed a crash that could occur when passing an invalid player to the DialogControlGetPropertyAsString trigger function. Fixed an issue where the "Chat Message" event would not trigger if chat was not said in All chat. Mac Imported images now display correctly. It is now possible to view objects through the Overview Manager by using the Return hotkey. Saving and reloading a game will no longer generate a prompt saying that your graphic settings have changed. Fixed a crash that could occur when relogging into Battle.net after playing a multiplayer map. Fixed an issue in Windowed Mode where the client's presence would remain as Away despite being in focus. Fixed an issue where the Text Controls in the Text Editor would not apply until the text was re-edited. Fixed an issue where repeating labels would display in the Trigger Module if a map was loaded before opening the Trigger Module. BACK If you find the play experience undesirable you may exit the game and resume this download. | ||
Glenn313
United States475 Posts
| ||
TAMinator
Australia2706 Posts
| ||
Rorra
Australia1066 Posts
obviously now i can just make a new custom game over and over, but having to go through so many menus just to do what i could accomplish much faster before is seriously depressing. If someone knows how to load games in the new interface please let me know. seriously disappointed in blizzard if they actually removed this functionality from their game, it would make no sense.. | ||
jackdr
Philippines85 Posts
updating as of the moment can't wait to see this!! | ||
| ||
Next event in 5h 40m
[ Submit Event ] |
StarCraft 2 StarCraft: Brood War League of Legends Counter-Strike Other Games Organizations Other Games StarCraft 2 StarCraft: Brood War StarCraft 2 StarCraft: Brood War
StarCraft 2 • practicex 81 StarCraft: Brood War• AfreecaTV YouTube • intothetv • Kozan • IndyKCrew • LaughNgamezSOOP • Laughngamez YouTube • Migwel • sooper7s League of Legends Other Games |
Master's Coliseum
Rogue vs MaxPax
Reynor vs SKillous
Reynor vs Rogue
Fire Grow Cup
BSL: ProLeague
Mihu vs Zhanhun
Online Event
Wardi Open
ForJumy Cup
Replay Cast
Replay Cast
CranKy Ducklings
Korean StarCraft League
[ Show More ] Master's Coliseum
|
|