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Unread Sat, 26th-Feb-2011, 10:42 AM Who's Who:   Clan: None  Location: Melbourne  Total Posts Made: 2,231 # 1
inFeZa
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Patch 1.3 PTR Notes

Patch 1.3 is coming out.


Main changes:
-No more Archon Toilet
-Khydarian Amulet Removed
-Zealot Charge will hit fleeing enemies guarenteed (no more stimmed marauder bs)
-No more flying patrol units (viking flowers)
-Battlecruiser speed increased
-Stim research increased
-Bunker build time increased
-Infestor made more like ghost EMP

GRAND MASTER LEAGUE

Improved observer Panels and stuff



::
Quote:
General

Leagues & Ladders

A new Grandmaster League has been added for 1v1 ladders. This league represents the Top 200 players in each region.

Players are automatically drafted into Grandmaster League shortly after a new season starts, and will remain in the Grandmaster league until the end of the season. If a Grandmaster player’s available bonus points get too high due to inactivity, they will be automatically removed from the league and a replacement player will be drafted in.

The Grandmaster League can be viewed by all players through the new Leagues & Ladders > Grandmaster tab

The bonus pool has been reduced for arranged teams.

Leagues will now be locked during the final weeks of the season. As a result players will not accumulate additional bonus points and will not be promoted or demoted out of their current division during this period.

This will allow players to focus on moving up in their current league without being promoted during the final weeks of a season, and having to fight their way up from the bottom ranks of their new higher league.

Players can still utilize any points they previously accumulated.

Ladder data from the prior season can be viewed through the new Leagues & Ladders > Last Season tab.

New league icons have been introduced to indicate division rank. These will indicate the Top 8, 25 and 50 players in each division.

Loss counts are no longer displayed in Profile and Ladder pages for players below Master League.


Join Custom Game

Several improvements have been made to the Join Custom Game section:

The Details panel has been removed from this page. Map details are now shown inside a tooltip for each game.

Players can now bookmark their favorite custom games! The number of times a game has been bookmarked will be shown in that game's tooltip.

Games are now organized into several pages to make finding your desired game type easier:

Featured: Our team is always on the lookout for new games that are lots of fun. Our latest favorites are shown on this page.

Most Popular: Shows all game types, with the most played games sorted to the top.

By Category: This page allows you to browse through Custom Games based on Category.

Up & Coming: This page highlights games that other players are recommending, but haven't yet become popular.

Fun or Not: From this page you can automatically join a random new Custom Game. After the game, players using Fun or Not are asked to recommend the map (or not). Recommending maps helps get them onto the Up & Coming page.

Recently Played: The last several games you’ve played are shown here. Use this to quickly get back into games you play often, or to easily bookmark a game you enjoyed playing.

Bookmarks: Use this page to view your Bookmarked maps.

A search option has been added to the Join Custom Game interface.


Observer and Replay UI

New panels are now available when observing or viewing a replay of 1v1 games. These panels can be toggled via hotkeys which are shown under the Leader Panel drop-down.

Player Name Panel: Displays the players' name, team color, race, and supply count.

Stat Comparison Panels: Shows a head-to-head comparison of players' Resources, Army Supply, Units Killed, or APM.

In 1v1 observed games, both players’ resource rows are shown in the upper right at the same time.

You can now toggle between player unit colors and team unit colors when watching a replay or observing.


Achievements

All achievements in the "Wings Of Liberty: Hard" and "Wings Of Liberty: Brutal" series now show a checklist of what missions you have completed and no longer display a progress bar.

"Liberty Completionist Hard" and "Liberty Completionist Brutal" achievements are now the final achievements in the "Wings Of Liberty: Hard" and "Wings Of Liberty: Brutal" series.


Game Options

A new Control tab is available from the Options Menu. You'll find Mouse, Keyboard and Scrolling options within this new menu.

A new menu option is available in the Gameplay tab to change the behavior of Control Group Buttons. These can now be set to ignore mouse clicks or be hidden completely.

The existing menu option under the Gameplay tab for Menu Bar Clickable now also supports hiding the Menu Bar.


Balance

GENERAL

Players can no longer hide units by setting them in a close proximity patrol (Viking flower).


PROTOSS

Mothership

Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.

High Templar

Khaydarin Amulet upgrade (+25 starting energy) has been removed.

Zealot

Charging Zealots will now hit fleeing targets at least once.


TERRAN

Battlecruiser

Movement speed increased from 1.406 to 1.875.

Bunker

Build time increased from 35 to 40 seconds.

Tech Lab

Stimpack upgrade research time increased from 140 to 170 seconds.


ZERG

Infestor

Health increased from 90 to 110.

Fungal Growth

Stun duration decreased from 8 to 4 seconds.

Damage increased by +30% vs. armored units.

Now fires a missile instead of being instant cast.



StarCraft II Editor Improvements

Improved loading times for some custom maps with complex tech restrictions.

The compiled script memory has been split into a separate block from the global/local stack block. Additional improvements will be made to provide more memory space in the future.

Command card editor and actor event editor will now be less vulnerable to data errors from changes made in future patches.

The game cursor now remains visible while loading maps.

Additional options can now be configured using the command card editor.

Additional cheats are now available in-game when using Test Document.

Additional data is now saved out by the data editor to overrides made in arrays of structures to try to prevent unintended changes made to the original data from breaking it.

Debug outputs are now displayed in the editor and in-game when using Test Document.

Reworked Game Variants dialog to be more user-friendly:

General tab has been removed. This text did not appear anywhere in game.

Attributes tab has been split into Game Attributes and Player Attributes.

Attribute UI now more closely reflects the game lobby.

Default values are now enforced as necessary based on Player Properties.

New trigger actions have been added:

Set Camera Data: Changes the active camera data settings, as defined in the Data module.

Show/Hide Resource: Shows or hides the specified resource in the UI.

Lock/Unlock Status Bar: Forces or resets all status bars for a player to a specified state.

Set Random Seed: Sets the random game seed to the requested value.

Enable/Disable Selection Type: A new UI Editor action to disable the various ways that players can change their selected unit.

New trigger functions have been added:

Convert Game Hotkey: Looks up hotkey as text.

Convert Game Asset: Looks up asset path as text.

Add On Child: Returns the child unit attached to the specified parent.

Add On Parent: Returns the parent unit attached to the specified child.

Catalog Entry Is Default: Returns if the specified entry is a default.

Catalog Field Value Get As Integer: Converts the requested field data into an integer, if possible.

Test Document preferences can now configure an explicit random seed value.

Automatic backup feature (Preferences > Documents) now includes a User Folder location option, which corresponds to a folder named EditorBackup within your StarCraft II documents folder.

Units can now specify a revive cost that will override an ability specific cost. Revive cooldowns & charges located on the unit will now be attached to the unit being revived.

Instant larva-style training will now charge resources properly.

Upgrades modifying units produced by Arm Magazine, Build, Merge, Morph, Train, and Warp Train abilities are now fully supported.

The Chance field in effects is now upgradeable.

Support for browsing Battle.net "Featured" and "Up And Coming" maps in the Open Document window has been added.

Added a text preview pane to the text editing controls.

Added additional states to behaviors, Set Unit State, and Unit Classification Check triggers to determine if a unit is detectable or shown by a radar.

Added armor to the Unit Property and Unit Type Property triggers.

Added Weapon Damage and Weapon Speed Multiplier triggers.

Added support to refresh all buffs of the same type when adding a new instance by using the new "Refresh Stack" flag.

Added a "Wait to Spend" flag, which is enabled by default, to effect abilities so configure whether orders wait until a cooldown or charge becomes available before they create their effect.

Added an "Offset Area by Angle" flag to search effects to adjust the angle of the search based on the locations involved.

Added an Idle Command to unit data to configure what order the unit performs when idle.

Added an actor message to allow models to change their hit-testable status.

The Player Property and Modify Player Property triggers can now disable the cost for each resource type.


Bug Fixes

Battle.net

Fixed a bug where some Bronze players weren't gaining enough points for wins and were losing too many points for losses.

Gameplay

StarCraft II will continue running if corrupt textures/models/sounds are encountered.

Conversation skipping and trigger skipping now share the same hotkey.

The notification that a player left the game during a paused game is no longer delayed until the game is unpaused.

Cheat codes now only accept official names.

Unit response sounds are now updated immediately when the selection changes.

Unit death will no longer show units on the other side of line of sight blockers that weren’t already visible.

Units now follow a transport if the transport fills up and they have no other orders.

Units inside a bunker no longer disappear if the bunker is destroyed and surrounded by force fields.

Units can now be revived multiple times.

Hero buttons are now displayed while a hero is dead if they are revivable. Clicking on the button while a hero is dead will either select the building reviving it or cycle between buildings that can.

Revivable abilities now show revivable units all the time. If they cannot currently be revived, the buttons are shown disabled.

The revive ability now works with multiple dead units.

Revived units now properly dispatch a trigger event when killed again.

Added additional information to unit tooltips in the tech trees.

An alert has been added when MULEs expire.

An alert has been added when the Chrono Boost buff expires.

An alert has been added when the Spawn Larva buff expires.

Fixed an issue with not being able to land where you just lifted off if there was a nearby unit.

Fixed an issue where you could push hold position units by move/hold position spamming.

Fixed an issue to prevent force fields from pushing units during construction.

Fixed an issue with Creep destroying more foliage than it should, and made foliage destruction by creep faster.

Fixed an issue with custom global hotkeys in grid profiles overlapping with unit command buttons.

Fixed an issue placing Terran add-on buildings when multiple buildings were selected.

The stalemate timer will now reset when any player gathers resources, researches an upgrade, produces a unit, constructs a building, or destroys an enemy building.

Additional stalemate warnings are no longer displayed when the game ends in a stalemate.

Flying cloaked units are no longer revealed as detected when shown through the fog of war.

Vespene Geysers that are taken by your opponent and are under the fog of war no longer randomly flash on and off on the mini-map.

Enemy buildings completed while being revealed due to friendly unit death will now properly create snapshots in the fog of war.

Casting Neural Parasite on a Zerg Egg will not cancel the spell until after the egg completes its transformation.

Changes made to autocast abilities while a unit is under the affects of Neural Parasite are now reset to their default state when Neural Parasite ends.

Queuing multiple targets with 250mm Strike Cannons will no longer result in the Thor being stuck until the cooldown ends.

SCVs can no longer resume construction on buildings while inside bunkers.

Workers gathering minerals can no longer continue to harvest minerals if they are pushed away by a force field.

Orders issued to unload units from a Medivac onto itself can now be canceled if the Medivac is scanning for units to heal.

The Harvester count in the income leader panel now updates correctly.

Bi-directional transformations (i.e. those used by Vikings, Siege Tanks, and burrowing units) are no longer shown in the production leader panel.

The resources from salvaged bunkers are no longer counted towards the resources lost in the units lost leader panel.

The Mute OS Microphone button has been removed from the voice options page.

Tech trees now show icons for units that are produced by a building and display the names for units that are unlocked by a building.

Using Edit Box Trigger Dialogs should no longer generate trigger errors.

Media keys can no longer be bound to a custom hotkey.

Hotkeys configured in a mod are now loaded properly without having to open the Hotkeys menu.

Mouse-based hotkeys are now handled properly when the cursor is over the mini-map.

Mouse-based hotkeys bound with modifiers are now displayed correctly in the Hotkeys page.

The hotkey for the Cancel button is now displayed when targeting with an ability if the Command Hotkey Text option is enabled.

StarCraft II Editor

Fixed an issue where editor control files could not be loaded in all languages.

Fixed an issue with pasting text values in the editor.

Fixed an issue where certain data fields would not list all possible values.

Fixed an issue where the editor would crash after pasting a placed unit.

Fixed a crash using the Unit Weapon Firing validator.

Player Properties will no longer allow all 16 players to be User/Computer, which is not supported.

Animations in the previewer will now display using localized text.

Game and player versions of the cooldown & charge triggers now interpret time values correctly.

Sounds played simultaneously for multiple players via the Play Sound trigger can now be heard properly.

Increasing the maximum number of charges with an upgrade no longer increases the current number of charges.

Setting a unit’s training progress to 100% will no longer cancel the training.
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Unread Sat, 26th-Feb-2011, 10:56 AM BnetId: cTmukade.551  Race: Location: Canberra, Australia  Total Posts Made: 152 # 2
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Wait, wtf? So storm will suck even more vs terran now? Great.
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Unread Sat, 26th-Feb-2011, 11:04 AM BnetId: sKyAU.570  Race: Location: Sydney, Australia  Total Posts Made: 461 # 3
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Another 30 seconds for stim :/
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Unread Sat, 26th-Feb-2011, 11:45 AM BnetId: Makra.969  Race: Clan: HT  Location: Sydney  Total Posts Made: 200 # 4
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Wow.... about so much of that.....

"Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds."
Will the units leaving the vortex be able to attack? Hmmm.

I'm really curious about the patrol flower nerf. Wondering if it will keep air units separated more in general, which = thors useless against mutas.

Bunker build time: Ok, I know how annoying bunker rushes are, but really? There's no chance in hell for a defending terran to get bunkers up in time with that build time. Why not decrease the HP of bunkers instead?
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Unread Sat, 26th-Feb-2011, 12:04 PM Total Posts Made: 828 # 5
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Quote:
An alert has been added when the Spawn Larva buff expires.
Its about damn time

But the infestor changes sound a lot like an overall nerf.
WTF 4 second duration now? Now infestors won't be usefull against marines not to mention with it being a missile attack terran can stim and avoid the fungal.
My god infestors were all we had against terran and while its nice that its doing more damage v armoured 4 seconds is just rubbish
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Unread Sat, 26th-Feb-2011, 12:21 PM BnetId: mGGSouth.997  Race: Clan: mGG  Location: Australia  Total Posts Made: 160 # 6
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No amulet lol. Goodbye HTs. Taking out the archon toilet is just plain stupidity, how many games are changed by it, its not like Protoss can get this anytime early its just a great fun late game tactic. If u want to nerf protoss a tiny tiny tiny bit then let them have archon toilet and take away 1 or 2 HP from zealot :P The nerf on terran is good though.
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Unread Sat, 26th-Feb-2011, 2:04 PM BnetId: ZoomDog.127  Race: Location: Perth, Australia  Total Posts Made: 42 # 7
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Quote:
Originally Posted by Meatex View Post
I4 seconds is just rubbish
On the plus side, the DPS of FG just doubled, so it's harder for Medivacs to heal through and if you have the energy you can now do twice as much damage in the same amount of time.
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Unread Sat, 26th-Feb-2011, 3:34 PM Total Posts Made: 828 # 8
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Quote:
Originally Posted by ZoomDog View Post
the DPS of FG just doubled
If that is true then okay
But notes don't say anything about damage increase so I figured half the damage because half the time
I still think it will be tough (especially at pro level) with it being a missile
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Unread Sat, 26th-Feb-2011, 3:18 PM Who's Who:   Race: Clan: eCKo  Location: Adelaide, Australia  Total Posts Made: 750 # 9
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Quote:
Originally Posted by Meatex View Post
But the infestor changes sound a lot like an overall nerf.
WTF 4 second duration now? Now infestors won't be usefull against marines not to mention with it being a missile attack terran can stim and avoid the fungal.
My god infestors were all we had against terran and while its nice that its doing more damage v armoured 4 seconds is just rubbish
http://www.teamliquid.net/forum/view...opic_id=196425

I thought it was a nerf at first, but overall, its actually a buff. Chucking a few infestors in with an army is looking more and more like a good idea. Not sure about it entirely though, still need to test it out for myself. I would really love to still be able to use mass infestor in 2v2s for the lulz
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Unread Sat, 26th-Feb-2011, 3:28 PM BnetId: FvRCrank.767  Race: Location: Brisbane, Australia  Total Posts Made: 131 # 10
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Battlecruiser buff.

That + This = Happy Crank
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Unread Sat, 26th-Feb-2011, 4:15 PM BnetId: MrSandman.185  Race: Location: Sydney  Total Posts Made: 69 # 11
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Sigh. Yet another reason to only ever use the robo in protoss play. Seriously? I saw that and just thought of every timing attack involving ht's and how it will now fail. If feedback was more useful this might be okay but as it is there's almost no point in getting the archives now. I can understand why they did it, seeing as all players get both upgrades before really using ht's, but this just weakens them tremendously.
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Unread Sat, 26th-Feb-2011, 4:39 PM BnetId: Seagal 372  Race: Location: Sydney, Australia  Total Posts Made: 19 # 12
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the alert wen spawn larva finishes is amazing
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Unread Sat, 26th-Feb-2011, 5:10 PM BnetId: Kringe.127  Race: Clan: ToR  Location: Melbourne, Australia  Total Posts Made: 102 # 13
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protoss can now not defend itself vs drops because 8 stimmed marines will trash like 4 zealots that cant have a storm but with no stim protoss early game is way more buffed
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Unread Sat, 26th-Feb-2011, 5:16 PM BnetId: SkyBreaker.895  Race: Location: Melbourne, Australia  Total Posts Made: 431 # 14
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Should be interesting to see how these changes play out, either way I'm excited about them. Furthermore I wonder if Blizzard have decided to align patch 1.3 with the next ladder season, or perhaps the following patch, after plays have gained access to the Grand Master League.
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Unread Sat, 26th-Feb-2011, 5:17 PM BnetId: TAhackdZ.379  Race: Clan: TA  Location: Brisbane, Australia  Total Posts Made: 241 # 15
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OMG finally we get told when the Larva drop. I like this +1
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Unread Sat, 26th-Feb-2011, 5:42 PM BnetId: UncleTom. 182  Race: Clan: crux  Location: Auckland, New Zealnad  Total Posts Made: 194 # 16
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The alert when larva finishes is so stupid. Making a game easier is just really gay.
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Unread Sat, 26th-Feb-2011, 5:51 PM Who's Who:   BnetId: frayHuT.483  Race: Clan: aLt  Location: Australia  Total Posts Made: 536 # 17
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Protoss QQ start!
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Unread Sat, 26th-Feb-2011, 8:23 PM Who's Who:   BnetId: DevianT.811  Race: Location: Melbourne, Australia  Total Posts Made: 2,266 # 18
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Have to wait for ladder reset for promotion? Think i was really close to diamond too
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Unread Sat, 26th-Feb-2011, 8:30 PM BnetId: SkyBreaker.895  Race: Location: Melbourne, Australia  Total Posts Made: 431 # 19
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Quote:
Originally Posted by Eddie View Post
Have to wait for ladder reset for promotion? Think i was really close to diamond too
Not necessarily; the ladder reset just resets your overall games played (win/loss ratio) and that's about it.

Your MMR is not affected, so essentially you'll have one placement match but will still have your existing MMR; so you'll most likely be facing an opponent similar to the ones you're facing at the moment. So ultimately it's not going to result in a promotion or demotion, in reality.
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Unread Sat, 26th-Feb-2011, 8:41 PM BnetId: Makra.969  Race: Clan: HT  Location: Sydney  Total Posts Made: 200 # 20
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Quote:
Originally Posted by SkyBreaker View Post
Not necessarily; the ladder reset just resets your overall games played (win/loss ratio) and that's about it.

Your MMR is not affected, so essentially you'll have one placement match but will still have your existing MMR; so you'll most likely be facing an opponent similar to the ones you're facing at the moment. So ultimately it's not going to result in a promotion or demotion, in reality.
I don't think you read the entire notes:

"Leagues will now be locked during the final weeks of the season. As a result players will not accumulate additional bonus points and will not be promoted or demoted out of their current division during this period.

This will allow players to focus on moving up in their current league without being promoted during the final weeks of a season, and having to fight their way up from the bottom ranks of their new higher league."
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