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Patch 1.1.0

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Patch 1.1.0 is now live!



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StarCraft II: Wings of Liberty - Patch 1.1.0

To get the latest news and interact with the community, visit our StarCraft II website. Be sure to check out our Game Guide for an in-depth look at StarCraft II gameplay. We wish you all the best on your journeys through the embattled Koprulu Sector!




General

The Standard (US) and Standard for Lefties (US) hotkey configurations are now available in all regions.
A new game clock has been added. Players can now instantly see how long they've been in their current mission or match. This feature can be turned on or off in the Gameplay Options menu.
A new Quick Save option is now available for the single-player campaign. Players can now quickly save their mission progress by pressing Ctrl + Q.
A new System Panel has been added. Players can now view their local time and FPS while in game by mousing over the Menu (F10) button in the upper-left hand corner of the game screen. Laptop users can also view Wi-Fi signal strength and battery levels.
Sight granted by death reveal no longer lifts Fog of War. Units revealed in this manner are not targetable.
(Mac only) Moved StarCraft II data files and settings from the Documents folder into the Application Support folder.
Support for NVIDIA 3D Vision has been added. To experience StarCraft II: Wings of Liberty in 3D on your desktop or notebook, you will need 3D Vision. For more information, visit www.nvidia.com/Starcraft3D




Balance Changes


PROTOSS
Zealot
Build time increased from 33 to 38.
Warp Gate cooldown increased from 23 to 28.


TERRAN
Battlecruiser
Ground damage decreased from 10 to 8.
Bunker
Build time increased from 30 to 35.
Reaper
Build time increased from 40 to 45.
Siege Tank
Siege mode damage changed from 50 to 35 (+15 armored).
Upgrade damage changed from +5 to +3 (+2 armored).


ZERG
Ultralisk
Ram ability removed. Ultralisk will now use normal attack against buildings.
Damage decreased from 15 (+25 armored) to 15 (+20 armored).


Maps
Desert Oasis
Destructible Rocks have been added to make natural expansions easier to protect.
Center Xel'Naga Tower area has been narrowed.




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:
Save Data Conversation State Value (Action).
Load Data Conversation State Value (Action).
Players On Team (returns Player Group associated with teams in game lobby).
Unit Owner Changes (Event).
Old Unit Owner (returns player ID in response to Unit Owner Changes).
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 Battle.net-only 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


Battle.net
Chat windows no longer vanish when exiting a multiplayer map or campaign mission.
Fixed an issue where players would still receive toasts when their status was set to busy.


Custom Games
Default race in a game lobby is now properly set to Random.
Players can now configure the lobby for 1v5 matches.
The search functionality for map searches has been improved.
Lobby hosts will now receive a toast when an invited player declines an invitation.
Custom game lobbies will now remember the game mode chosen under a category.
Fixed an issue where changing the category to "Custom" would default the teams to 5v3.
Fixed an issue where custom maps could not be reported from the map preview screen.


Gameplay
General
If a unit loads into a transport, missiles targeting it will no longer target similar units in the area.
Structures damaged during construction will no longer count towards structures lost.
Fixed an issue where builders waiting for an area to clear could block units trying to leave the area.
Fixed an issue with inventory drop range checks.
Fixed an issue that, in certain cases, allowed a command to be issued that did not appear on the command card
Interface
Queue tooltips now display information about what is in progress.
Fixed an issue where the back button would not always return players to the score screen properly.
Terran
Marines trained at multiple Barracks will now prefer a Barracks with a Reactor over one with a Tech Lab or no attachment.
SCVs will now load into the closest Command Center if multiple are within range.
Zerg
Creep now recedes properly when an AI-controlled Hatchery, Lair, or Hive is destroyed.


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


Technical Issues
Fixed an issue where unplugging headphones could cause the game to freeze.
Fixed an issue where XP systems running with Unicode characters enabled could prevent a player from starting a multiplayer game


No changes made to custom game search (besides new Show More button) and still no word on chat channels.
 
Last edited:
Level 11
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Aug 1, 2009
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963
Fixed an issue where loading complex bank files would cause the client to disconnect from Battle.net.
Someone should test how large bank files can be now. This could potentially be awesome.


Also, an undocumented change: that little preview box for units has been fixed. I recall people whining about it, it might have gotten fixed in an earlier patch, but I don't remember that ever happening.
 
Level 8
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Jul 9, 2006
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This patch has been disappointing for me, but luckily my expectations of stuff from Blizzard are adjusting to the new, sad reality.
It's been a month, hasn't it? And the largest problems of SC2 haven't even been addressed.
 
Level 8
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May 15, 2008
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If you hate the battery and time option don't use it? Why complain about it if you can just disable it? Some people will find it useful, if you don't, stop complaining.

I don't see why people are hating on this patch, you just got like 20 different fixes in the editor and its the second patch or so. You should be happy and wait for more features/fixes in the upcoming patches.
 
Level 20
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Imtor, maybe you shouldn't assume that everyone here is strictly a mapmaker and knows nothing about SC/2.

A new game clock has been added. Players can now instantly see how long they've been in their current mission or match
This is sweet. Now I can easily tell if I'm late, or if I'm expecting a 5 roach rush, or a 4gate, etc.

Build time increased from 33 to 38.
Warp Gate cooldown increased from 23 to 28.
This is good, imo. Might make people stop 2gating and friggin' korean 4gate all-in'ing me.

Siege mode damage changed from 50 to 35 (+15 armored).
Upgrade damage changed from +5 to +3 (+2 armored).
Probably my favourite change in the entire patch.

Ram ability removed. Ultralisk will now use normal attack against buildings.
Damage decreased from 15 (+25 armored) to 15 (+20 armored).
Damage nerf is good, because ultras were just retardedly powerful. However, splash at the attacked unit's centre is not exactly the best.
 
Level 10
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Can some1 with power get this guy to stop?

Jeez...



I personally havn't decided if I like the tank change yet.

I had a group of 6 zealots rush a group of tanks, 3 of them, and I didn't have charge, and a the ball of 'lots made it to the tanks.

This is not what I was expecting.



I never use ultra's, so that doesn't really effect me, but the 'toss changes are meh, other than robo tech or air, toss doesn't really have much else to do other than warp gate builds, (at least to my knowledge), so that kind of effects more than just the rushes, but I can see why it was needed.


I think this is getting it closer to balanced though, the tank nerf will def make the terran change up their composition slightly I think, as now they have to compensate for non-armored units a little more than before.


Only time will really tell, will post back if I get any real opinion on that tank dmg change, that is still an interesting one to me.
 
Level 4
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May 16, 2007
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I for one am loving the Siege Tank nerf, as a Zerg player I tend to have a large amount of weaker units, Siege Tanks just made my entire army poof in seconds. Will definitely be enjoying the destruction of the mighty Terran, whom I have had so much trouble with. But im in Bronze, so what would I know >.<
 
Level 10
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Nov 28, 2008
Messages
655
I for one am loving the Siege Tank nerf, as a Zerg player I tend to have a large amount of weaker units, Siege Tanks just made my entire army poof in seconds. Will definitely be enjoying the destruction of the mighty Terran, whom I have had so much trouble with. But im in Bronze, so what would I know >.<

You know what works/doesn't work for you, and that is all that matters, to you.

Take advice if you want to from the more experienced, but the bottom line is what you want to do.

Be proud for what you know, and even prouder in the fact that you learn from others.

[/serious talk]
 
Level 5
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Dec 30, 2009
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I'm starting to hope that Blizzard never implements chat channels and clans just to spite TheTerran. That would be pretty fucking hilarious.

I will point one thing out about what was said however. TheTerran, you said that the bunker nerf was stupid because they were useful against Protoss. My reply is that I fail to see how a 5 second increase in build time has any affect upon their usefulness against Protoss. The 5 second build time increase will only affect the very early game, and Terrans rushing Protoss almost never works. It's a defensive structure, which means it gets build in advance. 5 seconds is barely noticeable when building defenses; it is only noticeable when being used offensively, which it isn't the Bunker's primary purpose.
 
Level 9
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Nov 4, 2007
Messages
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I think what would have been substantially more useful in the patch update would've been to make Zerg a bit easier to use, they are likely the most changed of the three races in the transition from SC1 to SC2, nothing too big, but something small and reasonable like Spawn Larvae being able to be autocastable. Either that, or making it so you do not need to have your camera on units to have them cast abilities on each other, in Warcraft 3, you could cast abilities on specific units just by clicking on their icons when grouped, Zerg would be able to macro a bit more easily if they didn't need to constantly switch their camera to look at each queen and corresponding hatchery to spawn larvae. It would definitely make Zerg more appealing for me to play, but for now I think I'll remain Terran.
 
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