- Jan 1, 2006
1.32.2 PATCH NOTES
|Kaivax said: |
February 24, 2020
Changes and Bug Fixes
Players are now able to leave the matchmaking queue in versus mode.
Lady Vashj has a small update to her head to address her human ears.
I loved the sound variety
At first yeh. But one quickly grew to love it since hearing the same zombie death sound bite with minor pitch shift gets boring in a map where one kills 8,000 zombies.First time i heard the new sound of a unit dying, my inner thoughts were: Wait, what the fuck, what unit has just died? Don't tell me they replaced all old sounds with new ones.
Yeah well, it really sounded weird with sound variety to be honest.
The community deeply requires a humane response that addresses what happened and details of what's to come, not just bug fixes. But this would still require acknowledging full accountability for the widespread disappointment this was. Another extremely substandard "action" by Blizzard.
Loving Warcraft 3 feels like being locked in Blizzard's basement. She only opens the door to the stairs every once in a while to throw down scraps then seals it again quickly.
Classic has shadows. Just custom units have bugged blob shadow data processing. For such units the fields are interpreted as a 0 value so the blob shadow has 0 height and width meaning invisible.Still NO shadows in classic mod. WTF Blizzard
Could that be the 30 FPS odd background video perhaps?That main menu still feels laggy
Yeah, great!Succubus models are now visually distinct.
Not trying to defend Blizzard but, would that actually matter to you?
Purely speaking for myself, I could not care less about what they say. Sure it would be interesting to know, but it would not make me more or less upset.
Actions speak louder than words. Because saying something is easy, delivering is difficult.
I am not saying they shouldn't communicate.
Just saying that it would not make me think higher of the product if they did.
If there was a 10/10 product but the devs did not communicate I would not give a damn.
Really? Did they just fix this because players reported this bug? Are they unable to test the campaigns throughout every chapter? Destiny of Flame and Sorrow (Chapter 6 RoC Nightelf) is bugged when Illidan acquires the skull's powers and gets the demon form the first thing I see is items on the ground. ITEMS ON THE GROUND.Tyrande’s inventory will no longer be absent on the Daughters of the Moon and The Awakening of Stormrage missions in the Classic campaign.
hey, one by one they all will be gone, dont worry. meanwhile - do you have a phone?Really? Did they just fix this because players reported this bug? Are they unable to test the campaigns throughout every chapter? Destiny of Flame and Sorrow (Chapter 6 RoC Nightelf) is bugged when Illidan acquires the skull's powers and gets the demon form the first thing I see is items on the ground. ITEMS ON THE GROUND.
Why? Because his demon form doesn't have inventory...
This is beyond my comprehension.
@Jarrin Derrick Sc2 is too far as some months ago I used the wayback machine to go to the old wc3 pre-release website from early 2000s. They were very active. They were releasing new info about nelves and other races. They were showing us how the game looks like. They were uploading portraits and previews of the units on the website and also changed some of them eg abomination used to be a hero but they changed him to a unit.
How can they be more active in 1999 and early 2000s than today?
You still desperately need to add: single player custom games, custom campaigns, a separate launcher, client and exe for pre-Reforged Warcraft 3 for people with weaker computers, and restore multiple missing features.
This is certainly a start, sure. But it isn't enough yet. Essentially you've given painkillers and an ice pack to a patient who's still bleeding.
That with the map options set to the latest patch?Orb of Fire v2, Ritual Dagger, the Sundered Blades Research did not make it into the Custom data unlike the abilities associated with them, which I suppose is less important than being able to access the Abilities in the first place (Orb of Fire v2 Healing debuff and Sundered Blades damage bonus are fairly unique to other older abilities.).
Hid the ears instead of elvefying them?'Fixed'(!) by the way
Guess when you made a name for yourself, you can act like a god.How can they be more active in 1999 and early 2000s than today?
What kind of Reforged fan are you?there is a FEMALE demon hunter? o.o
Not a good idea to use PTR versions, especially for mapping.Also, apparently the classic war3 is still (legally) playable:
apparently you have not enoough game development experience and can't join the classic team. what would you sale next year if you allow custom campaings right away?Major Improvements
- Custom campaigns are now back!
- Improved level of difficulties on some missions.
- Improved all unit's acting animations and make it much more realistic.
- Improved terrains, environments, and cities on each campaign mission.
- Fixed multiple bugs throughout the Reign of Chaos and The Frozen Throne campaigns.
- Players are now able to select more than 12 units depending on a map. (See editor changes)
- When a player leaves a match, remaining players no longer receive the additional message “Blizzard has left the game.”
- Fixed some bugs and performance issues.
- Improved water quality and texture.
- Improved the sky quality and fog effects.
- Realistic lighting, fixed and balanced some light reflections and intensities.
- Added light, blooms or glow on some special effects to make it more lively.
- Reworked trees to some extent and to match the demo 2018 quality at some level.
- Improved the models' animations and its variety.
- New UI implemented on reforged, but retains the old UI on a classic version. (See editor changes)
- Increased the player command slots available from 12 to 24. (See editor changes)
(Reworked the whole selection system as there's a two rows in UI selection frame, where the 1st row is for unit type groups' selection and manipulation, the 2nd row is for showing the units contained in that unit type group and has identical unit types only.
- Added a player unit selection limit on map 'Gameplay - Constants' fields. Min: 1 Max: 64
- Added a player unit type group selection limit on map 'Gameplay - Constants' fields. Min: 1 Max: 12
Each rows have 12 dedicated slot limits (unchangeable) so that the UI selection size is not that enlarged because of this change.
Another hotkey that functions just like the 'tab' button that can manipulate or access the units in the 2nd row.
Another hotkey that functions as a toggle or switch in which the player can only command units that are currently selected as a unit type group or to apply the command in whole selected army without losing all the selected units so less use of drag boxes.
Empty map demo:
Let's say we have set the player unit selection limit constant to max which is 64.
(This value may cause unit pathing issues especially on maps that have many pathing obstructions)
Note that units' pathing are probably the same as classic before.
Player unit type group selection limit to 12.
(This enables us to include 12 different unit types on game UI selection... if we set it to 1 (which shoudn't be) then only one unit type is available for selecting on screen...
You drag box 48 footmen together with 12 peasants across the screen. (All units are inside the drag box)
Only 4 unit type groups of footmen will be generated on the 1st row of the UI selection... each consists of 12 footmen that shows their individual status on the 2nd row of the UI selection. Each rows manipulated by the 'tab' and 'hotkeyFor2ndRow' buttons for commands... each with a dedicated 12 slots limit that's why 48 footmen turned into 4 seperated identical unit type groups.
The reason why peasant unit types are not included because we've just set the unit type group selection limit to 1 only)
An example explaining the toggle or switch button.
Player unit selection limit constant to max which is 6.
Player unit type group selection limit to 12.
You drag box 4 mortars together with 4 knights across the screen. So we have exactly 8 units and 2 different unit types on screen.
The game would probably separate them into 2 unit type groups containing 3 identical unit types for each unit group... leaving the 2 units ignored in this case because we only have unit selection limit to 6. The toggle names 'Army Command' or 'Unit Group Command' and its icon position is placed below the toggle formation group. Army Command is default, I can order the whole selected army or all selected unit groups; to retreat, move, or attack together (3 mortars, 3 knights would follow the order)
While the 'Unit Group Command' is for commanding a specific unit group on the selection, I can order the mortar unit group to retreat while maintaining the selection of the other group such as the knights to defend the mortar teams. If I want to move the mortar teams only then I can easily do that without breaking the selection. (3 mortars follow the order, while the 3 knights can't)
Anyway, back to the patch dream list.
- Added new UI images and textures paths on 'Gameplay - Interface' fields.
- Added a player command slot limit on map 'Gameplay - Constants' fields. Min: 1 Max: 24
- Fixed the broken new natives and tested properly in game.
- Implemented a syntax highlighter.
- Object API's are now working properly at run-time.
- Fixed some bugs and performance issues when using the World Editor.
It's just so good to be true~
Anyways, just my personal hopes for the game. I would certainly praise the product for these kind of quality and features if it were only implemented.
I'm pretty certain that they simply didn't have time to implement that feature, and released the game without it.what would you sale next year if you allow custom campaings right away?
I've been waiting for ten thousand years, by the time they're all gone everyone will have lost interest in wc3.hey, one by one they all will be gone, dont worry.
You dare speak to me? You'll regret approaching me, die fool!meanwhile - do you have a phone?