Patch 3.1 comes out tomorrow and there are a number of things in the editor that have been added or enhanced
1) The big one. Document file limit per account has be raised to 80. Yes, that's 4x of what we have now.
2) Data wizards got some new tools, but I'll have to check further.
3) Terrain can now have up to 4 custom attributes painted onto it. You can then query in triggers if a point is on such terrain. May lead to possible water pathing.
4) Hide Lobby option has been removed. Yay, never understood why it was there to begin with.
That's the official stuff
Unofficial Stuff
1) Next Coop mission, beyond the one we are getting this patch (Ulnar map with Karax) is Sky Shield map with Horner as commander. After that we get what everyone has been screaming for: Alarak and Rak Shir.
i would be happy if they just fix the crash_on_exit bug for both, the game and editor. and the i_click_too_much_in_the_ui-editor crash. and we can just pray that all rtc maps will still work after this patch.
4. Yea, that one was always pretty silly. The only time I've used it is in campaign maps on the arcade.
Aw, I was hoping for stukov sooner. I like playing zerg best and I've maxed Kerrigan and Zagara. I wonder how fast they'll be coming out with each one.
3) Terrain can now have up to 4 custom attributes painted onto it. You can then query in triggers if a point is on such terrain. May lead to possible water pathing.
Oh yeah, great feature. But will those attributes have pathing weights and affect actual pathing? For example, many tried to recreate the old "Z" game, but failed to make that work because roads speed units up, but they don't prefer to use it if possible (and same with water that slows them down, but they don't avoid it if the destination can be reached faster if a bridge used instead of straight forward move).
Can those attributes be painted by triggers as well? Is "painting pathing with triggers" feature still broken?
I hope too. I had the same problem when I tried too create a workaround for a settlers 2 map. I can't make that units prefer to pass by certain points instead of going strait
While I've not seen the datamined stuff pointing to the order mentioned in the first post myself, I suspect there will be a Zerg commander before another Protoss one, simply to maintain race balance. It's worth noting there are already references to Stukov as a commander in the files since launch, there's even a dummied out Stukov revival trigger in the AlliedCommanders mod so my guess would be perhaps it will be Horner>Stukov>Alarak>Etc
That said I'm hoping for Stukov and/or Dehaka (I can't pick which I'd like first... both have potential for very different type of Zerg armies) myself.
4) Hide Lobby option has been removed. Yay, never understood why it was there to begin with.
For single player maps with no relevant setting in lobby. As MaskedImposter said, campaign maps, which are barely published to Bnet. It had a legitimate use, but probably due to people simply not knowing why it is there and using it in wrong ways, it is gone. Idiocracy wins again.
Older maps that weren't updated when this was first introduced got somewhat crippled by Hide Lobby being enabled by default. It would've been better if it was left disabled and had to be checked manually instead of being removed though.
My basis for the order is the inclusion of map objectives related to the Sky Shield and Rak Shir map into the Allied Commanders dependency. It is possible they will do Stukov first, but Horner has been on the plate for some time, and if Karax is anything to go buy, each commander will be released alongside a themed map. In the blog disucssing the Ulnar map, they talked about how so far, the first 5 maps, one is a holdout, two are search and destroy, and two are defense oriented. Sky Shield, with the stablilizers, is more along the lines of the Ulnar map, point control.
Alarak may have been inserted simply due to popular demand, people have been asking for him since day 1, along with his Tal Darim units.
i would be happy if they just fix the crash_on_exit bug for both, the game and editor. and the i_click_too_much_in_the_ui-editor crash. and we can just pray that all rtc maps will still work after this patch.
i quote myself lol, just downloaded the patch, quit sc2 and it crashed again! awesome! and that after i sent like 100 reports for the editor crashes.
i just noticed that it is impossible to start the editor now unless i download 4 gb with my 385kb/s connection. great change.
I was super excited to see them mention fixing a save problem with component files. Unfortunately, they don't seem to have fixed the problem on Macs where component file saves always fail. :-(
Still u can kick anyone in lobby in public games not just pending players, better spend 20000$ on RTC then fix this 30 sec fix bug which is from april, they even wrote in their patch notes this isnt possible. So good that blizz supports trolling.
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Patch 3.1 comes out tomorrow and there are a number of things in the editor that have been added or enhanced
1) The big one. Document file limit per account has be raised to 80. Yes, that's 4x of what we have now.
2) Data wizards got some new tools, but I'll have to check further.
3) Terrain can now have up to 4 custom attributes painted onto it. You can then query in triggers if a point is on such terrain. May lead to possible water pathing.
4) Hide Lobby option has been removed. Yay, never understood why it was there to begin with.
That's the official stuff
Unofficial Stuff
1) Next Coop mission, beyond the one we are getting this patch (Ulnar map with Karax) is Sky Shield map with Horner as commander. After that we get what everyone has been screaming for: Alarak and Rak Shir.
i would be happy if they just fix the crash_on_exit bug for both, the game and editor. and the i_click_too_much_in_the_ui-editor crash. and we can just pray that all rtc maps will still work after this patch.
1. Cool!
4. Yea, that one was always pretty silly. The only time I've used it is in campaign maps on the arcade.
Aw, I was hoping for stukov sooner. I like playing zerg best and I've maxed Kerrigan and Zagara. I wonder how fast they'll be coming out with each one.
So happy to see this one, even if I did just buy a second account.
Oh yeah, great feature. But will those attributes have pathing weights and affect actual pathing? For example, many tried to recreate the old "Z" game, but failed to make that work because roads speed units up, but they don't prefer to use it if possible (and same with water that slows them down, but they don't avoid it if the destination can be reached faster if a bridge used instead of straight forward move).
Can those attributes be painted by triggers as well? Is "painting pathing with triggers" feature still broken?
@Zolden: Go
I hope too. I had the same problem when I tried too create a workaround for a settlers 2 map. I can't make that units prefer to pass by certain points instead of going strait
@MaskedImposter: Go
While I've not seen the datamined stuff pointing to the order mentioned in the first post myself, I suspect there will be a Zerg commander before another Protoss one, simply to maintain race balance. It's worth noting there are already references to Stukov as a commander in the files since launch, there's even a dummied out Stukov revival trigger in the AlliedCommanders mod so my guess would be perhaps it will be Horner>Stukov>Alarak>Etc
That said I'm hoping for Stukov and/or Dehaka (I can't pick which I'd like first... both have potential for very different type of Zerg armies) myself.
For single player maps with no relevant setting in lobby. As MaskedImposter said, campaign maps, which are barely published to Bnet. It had a legitimate use, but probably due to people simply not knowing why it is there and using it in wrong ways, it is gone. Idiocracy wins again.
@SoulFilcher: Go
Older maps that weren't updated when this was first introduced got somewhat crippled by Hide Lobby being enabled by default. It would've been better if it was left disabled and had to be checked manually instead of being removed though.
@sgtnoobkilla: Go Exactly, they covered their own mistake in the easiest way possible.
I forgot to say, apparently they fixed whatever made the game unable to load custom load screen tips.
I have been waiting for this one...
Terrain Module
Fixed various issues with cliff type remapping related to the multiple texture set system.
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@Kanitala: Go
My basis for the order is the inclusion of map objectives related to the Sky Shield and Rak Shir map into the Allied Commanders dependency. It is possible they will do Stukov first, but Horner has been on the plate for some time, and if Karax is anything to go buy, each commander will be released alongside a themed map. In the blog disucssing the Ulnar map, they talked about how so far, the first 5 maps, one is a holdout, two are search and destroy, and two are defense oriented. Sky Shield, with the stablilizers, is more along the lines of the Ulnar map, point control.
Alarak may have been inserted simply due to popular demand, people have been asking for him since day 1, along with his Tal Darim units.
i quote myself lol, just downloaded the patch, quit sc2 and it crashed again! awesome! and that after i sent like 100 reports for the editor crashes.
i just noticed that it is impossible to start the editor now unless i download 4 gb with my 385kb/s connection. great change.
@FunkyUserName: Go I've been experiencing crashes too, for ridiculous things like tryin to open an UI layout's XML or randomly in the Data editor.
I was super excited to see them mention fixing a save problem with component files. Unfortunately, they don't seem to have fixed the problem on Macs where component file saves always fail. :-(
Still u can kick anyone in lobby in public games not just pending players, better spend 20000$ on RTC then fix this 30 sec fix bug which is from april, they even wrote in their patch notes this isnt possible. So good that blizz supports trolling.