- Joined
- Jun 23, 2007
- Messages
- 4,066
Read the full list here:Patch 1.31 said:SPECIFIC CHANGES & IMPROVEMENTS
BUG FIXES
- Integrated Direct3D 11 and Metal graphic APIs
- Added 64 bit support for Windows and Mac
- Dropped 32 bit support for Mac
- Sounds are disabled when the client is not active
- Expanded supported window modes within Options
- See World Editor Updates for more details on many additions and improvements including beta support for Lua
- Join the fray over in Balance Updates for multiplayer and map pool changes
- Battle.net 37 disabled for Reign of Chaos
Dev Comment: We’ve been encountering non-trivial issues connecting players over Battle.net 37 as we unify the game client - a prime example being disconnects caused by erroneous matches between Chaos and Throne. Custom maps created with RoC data are still playable, this affects melee only. A major benefit to this change is players who owned Reign of Chaos only now have The Frozen Throne.
- Triggers won’t be lost during saves (Thank you, @Bribe)
- 256 bones are available (Thank you, @Retera)
- Custom movies play correctly (Thank you, @Gustafsson)
- DBZ Tribute Elite 2.5.1g no longer causes desyncs
- Builders_and_Fighters_CFVers_1.08 no longer causes desyncs
- Char Def 4 3.0 Fix 5 English loads
- HM RPG v7.00 loads
- NCD6.9 ENG Dannebox loads
- Maps no longer download again with each patch
- Sound data no longer transferred between maps
- Commands issued while a unit is affected by Possession no longer trigger after control is restored
- Switching window focus with Open Broadcaster Software running no longer causes freezes
- Combat and death sounds are no longer played globally for observers
- Movement speed and attack speed data labels are no longer reversed for Envenomed Spear in the editor
- Disease Cloud will now stack properly when using custom buff data
- Runed Bracer’s tooltip now accurately describes that it reduces spell damage, not magic damage
WORLD EDITOR UPDATES
(Beta) Added Lua as a supported scripting language. To create a Lua map:
- Create a blank map
- Open Scenario > Map Options
- Select Lua from the Script Language dropdown
(Beta) Object modification system API allows new changes to many items, abilities, units and more at run-time.
- Maps save in the selected language
- Maps that are written only in standard libraries can switch to Lua
- Maps that use custom script will have to disable all custom triggers before conversion
- Maps can be saved and loaded as folders (as well as MPQs)
- The map structure can now be updated outside of the editor (such as adding files). In the editor go to File > Save As and then select to save the map as a directory or an MPQ. This feature coupled with auto-import allows maps to be manipulated and developed by multi-person teams more easily.
- Loose files in a map are now auto-imported in World Editor
- Historically, an imported file would be noted in the .imp file. Loading the map only load/save files that were stored in the import file. Auto-import loads and save files that are stored in the map folder automatically. This also makes manipulation of map files outside the editor possible.
- Added support for many popular community created functions
- Added Custom User Interface functions to allow map makers to add, remove, and adjust UI frames
- When saving a map as an MPQ, the editor no longer saves file times to make maps deterministic
- The editor now creates a backup map file on save
- The data layout in CASC has changed, each directory with the “.w3mod” suffix acts as an overlay for the engine
- Maps are .w3mods with a different extension (.w3m or .w3x) which allows us to support maps that contain all locales in one map
- Folders can now be nested in the Trigger Editor
- Globals are now part of the trigger tree, and can be put in relevant categories
- Doodad height is now an adjustable property (Requires “Reset Fixed Object Heights” disabled)
- When creating new objects in the object editor you are now given the option to customize it
- Scripts can now detect when any unit is damaged
- Scripts can now detect and modify the damage done before armor
- Scripts can now detect and modify the attack type, damage type, and weapon type (Note, modifying these only works in the pre-armor event)
- GroupAddUnit/GroupRemoveUnit now returns true/false if a unit was added/removed
- More group manipulation natives (BlzGroupAddGroupFast, BlzGroupRemoveGroupFast, BlzGroupGetSize, BlzGroupUnitAt)
- Bitwise functions (BlzBitOr, BlzBitAnd, BlzBitXor)
- When JassHelper is enabled, it now only shows the JassHelper error dialog
- Removed deadzone when using the editor on widescreen displays
- Tooltip Previewer displays how text will appear in game
- BlzSetAbilityResearchExtendedTooltip now displays the correct string
- BlzGetLocalUnitZ now returns the correct height
- Setting Use Custom Color to True for the waterfall doodad no longer causes a crash
- Units given custom spellcaster icons do not crash the game client when selected
- Certain custom models are no longer lost due to textures being relocated in the game
- Items have a new field, Stock Initial After Start Delay. This allows mapmakers to specify how much of an item starts in stock on a shop if it has an initial start delay.