Since the void is coming Nov, which is much sooner than I expected.
And we still don't have the beta editor.(Why?)
So I decide to split the my planned next update into 2.
The new map Turtle Rock would be postponed to 3.0 (the pre-patch, if we have any)
The other updates would be released in...
Today! Already updated for all regions.
This may be the biggest update since the mod's release, here is the brief of all changes:
Hotkey Customlize system online, now you can modify the hotkey of all war3 units! (Hotkey like atttack and move would share between all units, but other abilities can be assigned different hotkey for different units, even 1+ unit share the ability, including Hearthstone and Shadowmeld )
Tavern now fully work, with all 8 netural heroes! (You can't see it in the Lost Temple, but map-makers could already use them, the frost arrow of the Sea Witch still need to be redone though, since it could attack buildings right now)
Now you can clear unit's 'threats' while fighting Creeps by order him to attack another unit of your own. The Creep would change target if they are attacking this unit. (Like War3 )
Level 1-6 Creeps now attack Summoned units first. (Like War3 )
Level 7+ Creeps would attack units with least life first. (Like War3 )
All units who can't attack trees now can't even click on tree with Attack command's targeting mode, and won't even get a 'you can't attack tree error', the command would be processed a simple Attack-Move order. This also make the players to easier to issue attack order to the units hide behind the trees, instead of click on the trees and get a 'can't attack' error.
The Heroes without Shadowmeld abilty would get the Shadowmeld button in his command card when he has Cloak of Shadow equipped.
Hold Position no longer break Shadowmeld, unless the unit start to attack.
All units' Command Card has been redone, to be able to fit the Hotkey customlize system, and to provide a healther way to override the command card in the child mods/maps. This and also slightly decrease their memory usage.
Spirit Walker of Ethereal Form now have a unique icon, as well as the Robotic Form Tinker, so that the player could eaier to recognize them with the normal form units.
Priest now have the right icon.
All the uprooted Ancients[/[b] get redone, to provide a healther way to override them in the child mods/maps.
Some actor parents get refined, to provide a healther way to override them in the child mods/maps.
Some power-up [b]Runes now works. (prepared for the TR map)
Loot data now included all items.
Hotkeys are forced to display in Melee mod. Just like the void would.
When a unit is Channeling spells, it can directly be order to move away to interrput the spell if you only have the channeling units select. And if you have other units selected with him, only the unchanneling units would move away, the channeling one would still channel the spell, just like how war3 do
Issue Stop order would stop the channeling of any units in your selected group, just like how war3 do
Water Element's attack get some art tweaks, so that the water bloom won't follow the target unit after impact, if the target is flee from the water element.
Fixings:
Faerie Fire now share vision properly.
Demon Hunter's chaos damage no longer splash allies.
Cast Invisiblityon units that are attacking won't immediately break the invisiblity (and the unit would forced to stop attack).
Priestress of Moon's Searing Arrow's tooltip would now update with its level, instead of always display the tooltip of level 1.
Fixed a rare bug in the Searing Arrow, that if the Priestress have a too high attack speed, some of the arrows would cost no mana (won't happen in Melee, would only happen in custom maps which heroes could gain a very high atk speed)
Fixed a bug in the Tome of Retrain, which would make the retrained hero unable to eat 'property tomes' again(Tome of Strength, etc).
The Critical Strike and the Wind Walk spells get reconsitutions.
Critical Strike no longer have chance to crit buildings at the first attack if the player used attack-cancel trick.
Wind Walk's backstab no longer have chance to trigger crit at the same time, also there would be no atk increase if you use it on building or ally units.
The units and tower would automaticly attack the Wind Walk enemy Blademaster if he is detected. (Before the update, it's a bug that you will need to order them to attack the detected Blademaster)
I had expected the do this Turtle Rock map update with the void beta editor to make it be able to compatible with the void, but we never get the editor into the beta.
And we will have the Void in Nov... I can forsee lots of map would get broken without a editor beta testing :(
Since the void is coming Nov, which is much sooner than I expected.
And we still don't have the beta editor.(Why?)
So I decide to split the my planned next update into 2.
The new map Turtle Rock would be postponed to 3.0 (the pre-patch, if we have any)
The other updates would be released in...
Today! Already updated for all regions.
This may be the biggest update since the mod's release, here is the brief of all changes:
Fixings:
It's on for CN region now. Would update for other regions today.
Update: Updated for all regions.
I had expected the do this Turtle Rock map update with the void beta editor to make it be able to compatible with the void, but we never get the editor into the beta.
And we will have the Void in Nov... I can forsee lots of map would get broken without a editor beta testing :(
That's awesome Renee! Thanks! Do I have to manually update the dependencies or will they do that by themselves?
You will need to download the mod to your mod folder if you want to see the changes.
Also, if you maps already depended on the (Latest Version) of the battle.net one, you don't need to change the dependency in your maps.
Thank you, great job on the mod. :-)
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