Patch 1.2 PTR Notes

Posted by progammer Dec 04, 2010 at 02:06 UTC

Updates 5: Even though the patch does not include the editor, we forced it to run maps and have some good news for you :). Check this thread for the latest findings

  • How to run your map in PTR: Create a shortcut with command line like this
Quote from Renee:

"E:\Games\Blizzard\StarCraft II\StarCraft II Public Test.exe" -run "D:\3.sc2map"

  • Mouse tracking system is implemented with MouseMoved events. Here's a video of it in action
  • Bank protection is using a signature system inside the bank file. Need more investigation on that.
<?xml version="1.0" encoding="utf-8"?>
<Bank version="1">
    <Section name="String">
        <Key name="Intro">
            <Value string="This NOT is a test"/>
    <Signature value="92DAE3793E2DA72F09F02B4350AE0AA52FD126C1"/>
  • UI layout can be overridden with layout files. Some screenshots from Renee

Updates 4: These info are confirmed through data mining. Posts any undocumented changes here and discuss the patch notes here. Join sc2mapster channel if you're on PTR

  • Blizzard DOTA is renamed to Blizzard All-Stars. Posters for all 4 custom maps can be found in the game archive

  • Blizzard DOTA is unlikely to be released with patch 1.2. However, there seems to be achievements for 3 other maps
Quote from Achiement.txt:

Updates 3: If you're in PTR server, join us on sc2mapster channels. (Remember to check the Auto-Join Channels in Options). Overall the battlenet design is improved, the new hotkey and chat channels look very nice. Posts your screenshots here.

Updates 2: The popularity system is changed to reflect map playtime in PTR server. Stay tuned for any updates.


Updates: Public Test Region is now live for NA region and any users with active account before 11/11. Check the FAQs for more info. To play in the PTR region, patch your SC2 to the latest, exit and find the "StarCraft II Public Test.exe" in your SC2 Folder

Hell, its about time !!! (sorry gotta do it)

Quote from Blizzard:

StarCraft II Patch 1.2.0 - PTR Notes


• Chat Channels have been added:

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

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

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

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

Custom Maps

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


• Stalemate Detection has been added:

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

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

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

- In-game help is now available in

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

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

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

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


• An Extreme graphics option has been added:

- Players can now configure screen space ambient occlusion.

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


• Customizable Hotkey Support has been added.

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

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

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

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

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

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

Leagues and Ladders

• A new Master League has been added.

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


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

- Prints current directory name above file list.

- Added sort order icons to Name and Date columns.

- Added the ability to rename.

- Added filters for Autosave and Unsaved.

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

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



- Hallucination research time decreased from 110 to 80.

- Observer

Cost decreased from 50/100 to 25/75.

- Phoenix Build time decreased from 45 to 35.

- Void Ray

Now deals 20% more damage to massive targets.

Flux Vanes speed upgrade removed.


- Bunker

Build time decreased from 35 to 30.

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


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

SCV construction movement made more consistent.


- Infestor

Fungal Growth no longer affects air units.

StarCraft II Editor + Bug Fixes

Read more... (3 pages of bug fixes and editor changes)

  1. 14 comments

Packager Issues

Posted by Ackis Oct 27, 2010 at 14:13 UTC

Good day everyone.

There have been some issues with the packager over the past week or two. It's a known bug, and there's a known work around for now. The root cause of the problem is being investigated and will be fixed.

Thank you for your patience and understanding.

  1. 15 comments

Power Overwhelming, Island 30min, College Humor

Posted by vjeux Sep 30, 2010 at 16:46 UTC

If you are US you may be going to the BlizzCon this year. You will be able to meet Sixen and Molsterr from the sc2mapster staff. Also most of the Curse staff will be there and we are going to organize a VIP Party :) Tell us if you come to Blizzcon!


Curse BlizzCon 2010 VIP Party

That's only part of the fun in store for BlizzCon, though! Curse is also hosting an exclusive, VIP party on Friday October 22nd, 2010 from 8PM PDT to 12AM PDT. While the party is invite-only, we'll be handing out invites that day during BlizzCon, so keep an eye out for a member of the Curse team while roaming the show floor on October 22nd. Each member of the Curse staff will only have 10 invites to hand out (though there will be a lot of us there!), so keep your eyes peeled and pull us aside early!

Mark it down on your calendars before you forget!

  • October 22nd, 2010 @ 8PM PDT: Curse BlizzCon VIP Party

Reminder: The Bounty Hunters tournament is this saturday, there are still open slots :)

Power Overwhelming Galactic Gladiators by Creation

Power Overwhelming Galactic Gladiators is a multiplayer Final Fantasy-like game under construction. It's no-where near release but it's already awesome. I hope it'll be playable soon :)

Island Terrain in 30 Minutes by ZeroAme

The Galaxy Editor lets you make quite amazing things in no time. Here's a small example: a detailed island made in no more than 30 minutes by ZeroAme :)

College Humor Video

College Humor is known for making fun videos. This time they made one on Starcraft and it's actually not bad :)

  1. 3 comments

Poker Defense, MGS Codec, Update Lib, Blues

Posted by vjeux Sep 25, 2010 at 08:01 UTC

Due to the number of submissions in the Blizzard Contest, they will be extending the judging deadline to October 8th. The winners will be announced then... As posted by Bashiok.

Also, congrats to Sixen on being one of the first MVPs, ;).

There was a bug affecting people sharing their password in order to publish cross regions. You could not update a map if your editor locale was not the same as the one that first published the map. However it is now fixed! People can now update their european maps from my account without bothering me now :)

Poker Defense by Zinatic

Having a game based on random is a really scary idea. But Zinatic did not get afraid and worked on Poker Defense. I really like the concept and for once, this is actually fun to play. You can repick cards 3 times so there are great chances to get a nice combination :) The game is released on EU if you want to give it a try.

Tutorial: Metal Gear Solid Codec by Pshyched

I'm a real fan of Metal Gear Solid and when I saw that Pshyched developped the Codec interface on Starcraft 2 I was all excited! He did a full tutorial on how he did it and is providing the map :) [Skip the first 25s of the video they are useless!]

Tutorial: Update Libraries by Doubotis

You probably want to use the Library feature of Starcraft 2 for your triggers, and then release it to the public. However there's a big problem: when you update it, if people use your updated version it'll brake ALL of their triggers. This is really annoying and Doubotis found a quite hacky solution to solve this.

I really hope that we will be able to automate this process in order to make a greater use of libraries :)

Blue Posts

Another round of blue posts. If you have a question do not hesitate to ask it there. If it's good enough i'm pretty sure Blizzard will answer it :)


(Pan) - I got a question that I've been trying to figure out since the beta: does anybody know how to change cliff heights mid-game (triggers, actors, abilities, etc.)?

Changing cliff levels during run-time would require significant changes and we would only add support for this if there was a strong need for it.

(gamecreator) - What's the proper way to load one published map from another after victory?

This is currently not supported, but we are planning on adding features for multi-map campaigns in future patches.

(gamecreator) - I meant to also ask: how do you transfer data between two maps (like which upgrades you took or who lived or died)?

You should be able to use the Bank system to transfer data as long as the maps are published by the same author.

(Mak) - As well, why is it so buggy? It crashes a LOT, and if it doesn't crash, the maps created make SC2 crash.

Please file bug reports for reproducible crashes. Fixing these type of issues is very important to us.

(Tyde) - Is there a way to change the requirements of an ability with triggers? Say the Overlord's Generate Creep ability?

You can't change the requirements directly, but you could create a separate ability and control which was shown on the command card. Requirements have both a Show and Use section, allowing you to set up different conditions for whether it's shown and whether it can be used.

  1. 1 comment

Patch 1.1

Posted by Sixen Sep 21, 2010 at 18:21 UTC

Patch 1.1 has been released and there are a TON of Editor related changes like new types, new functions, localization, lobby changes, etc. You can read the full patch notes here (and ONLY EDITOR CHANGES in this newspost). Also, if you happen to find any undocumented editor changes, which will be pretty tough, you can post them up here. Any strategy related changes will be up in the near future over at SC2Replayed as well. Today's news can be found below.


StarCraft II Editor Improvements

  • Added new requirement types: Odd, Divide, Mod, Multiply.
  • Added a chance field to effect data.
  • Added support for the Slider dialog control type.
  • Added a trigger to deal damage from a unit.
  • Added a trigger event response to provide the amount a player or unit property changes.
  • Added a trigger event when an effect executes.
  • New Trigger Editor functions:
    o Save Data Conversation State Value (Action).
    o Load Data Conversation State Value (Action).
    o Players On Team (returns Player Group associated with teams in game lobby).
    o Unit Owner Changes (Event).
    o Old Unit Owner (returns player ID in response to Unit Owner Changes).
    o New Unit Owner (returns player ID in response to Unit Owner Changes).
  • XP, Level, and Bounty unit properties can now be modified by triggers.
  • Banks now save/restore XP, learned abilities, and items.
  • Message Window now includes a time stamp for each message.
  • An actor event is now dispatched when a missile cannot hit its target.
  • When loading documents with dependencies, you will now be prompted to log in and download the dependency data, rather than failing to load.
  • Game variants now automatically use the default melee variants for new maps, without requiring manual generation. This will not take effect for maps created prior to this patch.
  • The Custom game variant is no longer automatically included when other non-default variants are defined.
  • Increased the maximum recharge vital rate for heal effects.

Bug Fixes

  • Custom Games
    o Default race in a game lobby is now properly set to Random.
    o Players can now configure the lobby for 1v5 matches.
    o The search functionality for map searches has been improved.
    o Lobby hosts will now receive a toast when an invited player declines an invitation.
    o Custom game lobbies will now remember the game mode chosen under a category.
    o Fixed an issue where changing the category to "Custom" would default the teams to 5v3.
    o Fixed an issue where custom maps could not be reported from the map preview screen.
  • StarCraft II Editor
    o The Player Leaves Game event now fires when a player leaves or they are defeated/victorious.
    o Loading screen progress bar option now works when using Melee loading screen type.
    o Test Document now works properly on maps with dependencies.
    o Publishing a new file using Major revision will now properly set the document version to 1.0.
    o Publish dialog now properly remembers the Show Real Name setting from previous publish.
    o File preview panel now displays author's real name if that option was set during publishing.
    o The Import module will now allow importing an override Assets.txt file.
    o Undoing a terrain object modification will now also undo associated terrain changes.
    o Editor will display document text from another locale if no text for the active locale exists.
    o Copying points with custom models will display the model properly on the pasted point.
    o It is no longer possible to have multiple default variants in the Game Variants dialog.
    o Removed icon support for attribute and variant definitions, as does not display these.
    o Fixed issues with invalid map bounds when creating 32x32 maps.
    o Fixed issues with poor performance in the Terrain Editor when scroll bars are visible.
    o Fixed issues with drag-and-drop in Trigger Editor when tracking is not enabled.
    o Fixed an issue that would cause a crash if multiple unit forms had too many abilities.
    o Fixed an issue with temporary publish names in the Publish dialog still verifying the original name.
    o Fixed an issue with the Unit Manipulates Item trigger.
    o Fixed excessive delays on some systems when saving files using the Smaller Files option, and also when publishing Locked files.
    o Fixed preview panel display in Terrain Editor palettes.
    o Fixed performance issues in Terrain Editor when modifying terrain with many road tiles on the map.
    o Fixed initial display of variables in the Trigger Debugging Window.
    o Fixed generated script for built-in attribute values, which caused them to not be accessed properly.
    o Fixed action list when modifying a Custom Script action without sub-views enabled.
    o Fixed loading map dependency data.
    o Fixed an issue where loading complex bank files would cause the client to disconnect from

(today's news can be seen below)

  1. 24 comments