Let's just list the changes here shall we?
Since there is no official Blizzard documentation
I've been looking At Hero data myself.
Add more and I'll add to the OP
Patch 13 Changes: Layout:
- New layout for tree-like linked lists
- Tabs display instead of full view when using combined structure values [xhatix]
Veterancy:
- Experience tables are no longer total experience needed to level but experiences needed for the next level
- Now veterancy has a level 0 which you can initialise the initial values of heroes (HP, attack speed, attributes etc etc)
- Attribute from level 0 is attribute gained per level not total attribute per level
Actor:
- Events now have a GUI target option (where the animation is cast on) instead of raw data (_Unit) insert
- Duplications of actors now assigns the linked values to the duplicating actor [JeffQ]
Requirements:
- When checking Veterancy level it is always +1 above the normal level (this is clearly a bug caused by the new level 0)
Game UI (Though not really Editor Changes)
- Damage display, Additional plus sign instead of the just a green colour text to it "Damage 6 Biological + 2" [PvtChevron]
- No longer says the % of the damage but the actual raw dmg damage (e.g. used to be 10 + 20% vs armored; now it says 10 + 2 v armored)
NOTE: Please update your maps pre-patch 13 to suit the current veterancy and requirement changes
@zifoon: Go
Are you sure the attributes actually work? I just tried, added two attributes to my Hero, set the first level (0) to add each attributes by 1, but only the first level gain any attributes.
best change ever.
You can now copy and paste Events!
Also has it always had the ability to select multiple objects and edit them all at the same time? (selecting multiple will give you many columns on the right which you can select multiple of, such as setting the race on all units at once to the same thing)
best change ever. You can now copy and paste Events!
Also has it always had the ability to select multiple objects and edit them all at the same time? (selecting multiple will give you many columns on the right which you can select multiple of, such as setting the race on all units at once to the same thing)
I'm sure most people noticed this already, we can now edit text directly in the data editor if raw data mode is enabled. Previously, for entries like the Command Card of units, a GUI box would always pop up whether or not raw data mode was enabled.
This makes some editing tasks MUCH faster! Also, it used to be impossible to edit Footprint properties like creep or contour in the data editor (because the GUI doesn't have stuff for these special properties). Now it's possible without xml editing.
EDIT (Sixen): The Editor files have been diff'd by Grum.
http://github.com/grum/sc2-dev/commit/09a13adc4b1900b7ee80e1afaa0ecc5937182a37
Let's just list the changes here shall we?
Since there is no official Blizzard documentation
I've been looking At Hero data myself.
Add more and I'll add to the OP
Patch 13 Changes:
Layout:
- New layout for tree-like linked lists
- Tabs display instead of full view when using combined structure values [xhatix]
Veterancy:
- Experience tables are no longer total experience needed to level but experiences needed for the next level
- Now veterancy has a level 0 which you can initialise the initial values of heroes (HP, attack speed, attributes etc etc)
- Attribute from level 0 is attribute gained per level not total attribute per level
Actor:
- Events now have a GUI target option (where the animation is cast on) instead of raw data (_Unit) insert
- Duplications of actors now assigns the linked values to the duplicating actor [JeffQ]
Requirements:
- When checking Veterancy level it is always +1 above the normal level (this is clearly a bug caused by the new level 0)
Game UI (Though not really Editor Changes)
- Damage display, Additional plus sign instead of the just a green colour text to it "Damage 6 Biological + 2" [PvtChevron]
- No longer says the % of the damage but the actual raw dmg damage (e.g. used to be 10 + 20% vs armored; now it says 10 + 2 v armored)
I could be missing something, but there was a button in the pre-patch editor that allowed the same layout.
ye, but it looks different now. Thus new ^_^
I'll reword it so it will be less ambiguous
this should be new too:
Something new i notice while making a tech map. Duplicating units (actor) now duplicates properly, no need to reassign model and sound [:
This is an undocumented change, but it messed up my map, they increased the range of spine crawlers attack.
Did they remove the fields for enabling/disabling of behaviors in the modifications+ field in behavior objects?
@zifoon: Go Are you sure the attributes actually work? I just tried, added two attributes to my Hero, set the first level (0) to add each attributes by 1, but only the first level gain any attributes.
@Mudras: Go
attributes never stacked level-wise ... so you always had to enter the full attribute value for new levels
also Tokens were fixed ;)
@xhatix: Go I was pointing out:
- Attribute from level 0 is attribute gained per level not total attribute per level
Which doesn't work. :P
@devilesk: Go
Oh nevermind, it's still there. I just had to turn on "Show Advanced Values". Is that a new feature?
best change ever. You can now copy and paste Events!
Also has it always had the ability to select multiple objects and edit them all at the same time? (selecting multiple will give you many columns on the right which you can select multiple of, such as setting the race on all units at once to the same thing)
Na attributes are working fine and tested.
EDIT:
Level 0 is the initial values
and any other level is attribute gained.
Yeah, always has been
im probably too stupid to find it, but can it be that it is not possible to assign a model to a duplicated or custom created unit?
anyone can confirm this, or thell me what ive missed?
also editing actor events sucksnow like hell, because everytime u change 1 value, it reloads the whole window for like 2-3 seconds.
Got something:
I'm sure most people noticed this already, we can now edit text directly in the data editor if raw data mode is enabled. Previously, for entries like the Command Card of units, a GUI box would always pop up whether or not raw data mode was enabled.
This makes some editing tasks MUCH faster! Also, it used to be impossible to edit Footprint properties like creep or contour in the data editor (because the GUI doesn't have stuff for these special properties). Now it's possible without xml editing.
@Thalassicus: Go
was possible before too, was just not simply double-click/enter, it was shift+enter :)
Uhm pretty sure this is new You can copy and paste while in the Actor Events area now :D Its soo much easier