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1.32.0.6 BETA NOTES

Discussion in 'Latest Updates and News' started by Mythic, Jan 18, 2020.

  1. Venombite

    Venombite

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    Anybody here noticed any model changed? New models added? Animations changed? Icons changed? Models fixed?


    I also noticed this:
    Warcraft III Patch 14391 - Mac Support, Elite Tauren Chieftain Credits, New Portraits

    being a little puristy here, but if this is really the end credits, I'd prefer the old one imported, with everybody killing everybody.

    Seems like they've made Chaos Orcs red-er. Totally don't look like the Mag'har anymore, sweet!
     
    Last edited: Jan 18, 2020
  2. MasterBlaster

    MasterBlaster

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    So, I think I've noticed something genuinely new in the WE. Not sure if it's from the previous patch or the most recent one, but here it is:

    • Actions
      • Quest - Create Campaign Quest Icon on <unit> using Boss style
      • Quest - Create Campaign Quest Icon at <point> using Bonus style


    What this does is create a subtly flashing icon on the minimap. It appears permanent and I didn't see any way to remove it outside of killing/removing the unit/point. Anyway, the fun part about this is that there are a couple of different icons and... if you create one on a unit, it will MOVE with that unit.

    One potential use for it is highlighting an incoming boss or an attack wave. Or both, honestly.

    ---

    Anyway, here's how all the icons look like:

    icons.jpg

    And yes, there are some slight differences between all same-colored exclamation marks, it might not be that noticeable on the image, but they either have a very slightly different color or flash a bit differently. You have to look really, really closely to notice.

    P.S. Second row, third one from the left is actually a red flashing skull - perfect for bosses.

    ---

    By the way, I really hope they either add more of these or allow us to somehow import our own little icons.
     
  3. Tamplier777

    Tamplier777

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    Seems like they updated icons for heroes (unique paladins from campaign)
     
  4. MasterBlaster

    MasterBlaster

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    Also, these events seem new:

    • Events
      • Player - Button for ability <AbilityCode> and order <Order> pressed.
      • Player - Button for <techcode> Bombs pressed.
      • Player - Button for build <unitcode> pressed.
      • Player - Button for train <unitcode> pressed.
      • Player - TriggerRegisterCommonCommandEventBJ()Param[1]) //it's for the orders: attack, move to, hold position, patrol to.


    Didn't notice any changes to existing events.

    ---

    Also, Import Manager got renamed to Asset Manager and got some filtering/sorting options:

    Assetman.jpg

    Mode - SD/HD; Teen - No/Yes; Locale - various client language options; Type - Model, Image/Texture, Sound/Music, AI Script, AI Data, Text, Preload, Other.
     
    Last edited: Jan 18, 2020
  5. Venombite

    Venombite

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    Wait, you can turn on/off chi..teen mode whenever you want?
     
    Last edited: Jan 18, 2020
  6. MasterBlaster

    MasterBlaster

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    Don't remember seeing anything like that - I guess this filter is more for the purpose of marking certain assets as "mature", so that if someone wants to later make a teen friendly version of his map, he has an easier time finding which custom assets aren't appropriate for that kind of content by filtering them out.

    ---

    Okay, so - conditions:
    - Boolean - "Sound - Set Facial Animation Label" -> no idea what this does.
    - Integer - conditions for unit/item having a certain skin ID.
    - String - "Ability - Parse Strings with Tags", "Cinematic - Skin Manager Get Local Path", "Game - Get Localized String" - no idea what these do.

    - Real - "Player - Revival Time Rate" -> probably used with this new action:

    • Hero - Make Player 1 (Red) Heroes' revive time rate to be 100.00% of normal rate

    Didn't notice any other differences.
     
  7. Venombite

    Venombite

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    Think these are for Founding of Durotar Campaign. It's basically pre WoW, so these icons will help a lot on such a large map. Think the big red skull serves for the big bosses you have a quest to kill, e.g Bloodfeather.


    What I'hoping they'll add for release is the option to have Campaign heroes for melee. Since they've added Arthas as a Death Knight and Illidan as a Demon Hunter, and even made them default, would be awesome if they enabled other heroes too like Muradin for a Mountain King, Cairne for a Tauren Chiftain, Kel'thuzad for a Lich, Maiev for a Warden, etc...

    Looking at the wowhead artical, anybody knows what unit is this?
    [​IMG]
     
    Last edited: Jan 18, 2020
  8. MasterBlaster

    MasterBlaster

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    Maybe, all I know is that they weren't there in 1.31 - and yes, I'm doing a side by side comparison between Reforged and Classic.

    ---

    Actions - outside of those quest icons and the revival rate (see above), there's also:

    • Actions
      • Camera - Set camera focal distance to <real value>
      • Camera - Set camera depth of field scale to <real value>
      • Camera - Set <camera object> with label <string>
      • Camera - Get the label of <camera object>
      • -------- --- --------
      • Cinematic - Set Dialogue Text ID For Sound <sound> Dialogue Text ID <string>
      • Cinematic - Set Speaker Name Text ID For Sound <sound> Speaker Name Text ID <string>
      • Cinematic - Play Dialogue to <player group> from <unit> with type <unit type>. Play <sound>. Modify duration: Add <real value> seconds and Wait
      • Cinematic - Play Dialogue to <player group> from <player> <unit type> to the user interface at location <point>. Play <sound>. Modify duration: Add <real value> seconds and Wait
      • Cinematic - Create Minimap Icon on <unit> of color (255, 255, 255) using <model path> and fog visibility <visibility modifier, e.g. Black Mask>
      • Cinematic - Create Minimap Icon at <point> of color (255, 255, 255) using <model path> and fog visibility <visibility modifier, e.g. Fog of war>
      • Cinematic - Create Minimap Icon at <X, Y> of color (255, 255, 255) using <model path> and fog visibility <visibility modifier, e.g. Visibility>
      • Cinematic - Hide Cinematic Panels <True/False>
      • -------- --- --------
      • Quest - Destroy Minimap Icon for (Last created minimap icon) //includes new type of variable
      • Quest - Set Minimap Icon Visible for (Last created minimap icon) to True
      • Quest - Set Minimap Icon (Last created minimap icon) self destroy when attached unit is dead to <True/False>
      • -------- --- --------
      • Game - Set Max Checkpoint Saves to <integer value>
      • Game - Create checkpoint with name <file path> (<True/False> checkpoint message)
      • Game - Create campaign checkpoint with name <string> (<Show/Hide> checkpoint message)
      • Game - Start Recording with FPS: <integer value>
      • Game - End Recording
      • -------- --- --------
      • Visibility - Show Terrain: <True/False>
      • Visibility - Show Sky Box: <True/False>
      • -------- --- --------
      • Player - Make <player> units deal <percentage> of normal damage
      • Player - Create Ability Button Effect for <AbilityCode> and order <OrderID> //allows to pick ability and order in GUI
      • Player - Create Train Button Effect for <unitcode> //allows to pick unit type in GUI
      • Player - Create Build Button Effect for <unitcode> //allows to pick unit type in GUI
      • Player - Create Research Button Effect for <techcode> //allows to pick upgrade in GUI
      • Player - Create Learn Button Effect for <AbilityCode> //allows to pick ability in GUI
      • Player - CreateCommonCommandButtonEffectBJ()Param[1]) //it's for the orders: attack, move to
      • Player - Destroy Button Effect (Last created Button effect) //includes new type of variable
      • -------- --- --------
      • Item - Set Item Skin of <item> to 'tdx2' //not sure what's meant to be used here
      • -------- --- --------
      • Unit - Change Team Glow Visibility of <unit> to <True/False>
      • Unit - Set Unit Skin of <unit> to 'Hamg' //not sure what's meant to be used here


    Some of these have already been reported on, but... this should be a pretty comprehensive list of what actions were added to GUI between 1.31 and 1.32.
     
    Last edited: Jan 18, 2020
  9. Power107

    Power107

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    Spirit of Vengeance
     
  10. Drake53

    Drake53

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    Any idea how these three new file settings get saved? Maybe there's a new war3map.* for this?
     
  11. MasterBlaster

    MasterBlaster

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    I don't know.
     
  12. deepstrasz

    deepstrasz

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    Aw. That's quite lovely although it doesn't look like a spirit.

    Hold on, by Reforged you mean 1.32 right, not technically Reforged? Otherwise that would mean that 1.32 for Classic won't have those new GUI add-ons.
     
  13. MasterBlaster

    MasterBlaster

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    I mean Reforged Beta (marked as 1.32) and Classic 1.31 :)
     
  14. deepstrasz

    deepstrasz

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    Alright. I guess there's no 1.32 Classic yet. Hopefully there will be.
     
  15. MasterBlaster

    MasterBlaster

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    Okay... hiding terrain works :D

    WC3ScrnShot_011820_192020_001.png
     
  16. deepstrasz

    deepstrasz

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    Sweet love. That's really something to consider for Twisting Nether maps and the like, whatnottery.
     
  17. Power107

    Power107

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    It does not look like a spirit but it looks like the Spirit of Vengeance reforged icon. The only difference is eye colour but the hair colour and helmet on the head are the same.
    [​IMG]
     
  18. MasterBlaster

    MasterBlaster

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    Just for the record, it works just like what you'd expect - it just hides all of terrain, but doesn't remove it, i.e. if you have some cliffs or whatever, the pathing remains the same. Also, there are no issues with showing the terrain again - could be really nice for some cinematic effects, like flickering the terrain a bit or something :D

    ---

    Tried another action - Unit - Change Team Glow Visibility of <unit> to <True/False>

    I have no idea what it does. Tried it on a hero, hoping that perhaps it removes a hero glow, but nope. Then tried it on a regular unit and didn't notice any difference.
     
  19. deepstrasz

    deepstrasz

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    TEAM glow? Hmm... That's interesting. Maybe there's some other glow which comes for teams? Or try the allied filter button near the minimap.
     
  20. MasterBlaster

    MasterBlaster

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    Tried it and still nothing. Perhaps it's bugged or team glow is not implemented yet.

    And this - Player - Make <player> units deal <percentage> of normal damage

    This is just flat-out amazing. It works for both normal attacks and abilities (tried Immolation Aura, Flamestrike, Blizzard, Storm Bolt). One use I can already see for this are cinematics where you want to have soldiers fighting each other, but not actually take any damage - you can set the value to 0.00% and you're good. You can also make some global buff that increases the damage all your units do by some percentage. And those are just two quick examples.

    Some things to note:
    - It doesn't update the damage values in the UI.
    - You can't set negative values.

    One thing I'd want is to be able to apply this to selected units.
     
    Last edited: Jan 18, 2020