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1.32.2 PATCH NOTES

Discussion in 'Latest Updates and News' started by Archian, Feb 24, 2020.

  1. Jarrin Derrick

    Jarrin Derrick

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    Got bored and wrote a cheap parody:

    I’ve been looking for a new direction
    Found the cheapest way of selling out
    You’ve got the science down to perfection
    So do what you want
    Do what you will
    But BUY it now!

    You’ll learn something
    Your crap means nothing
    The world wants something legit
    But you give them shit!

    ‘Cause all we are, are broken pieces
    Just another part, of Activision!
    We mean nothing, nothing
    ‘Cause all we are, are broken pieces
    Just another part, of Activision!
    We mean nothing, nothing, to anyone
    Just a plastic, label

    Hey

    ‘Cause all we are, are broken pieces
    Just another part, of Activision!
    We mean nothing, nothing
    ‘Cause all we are, are broken pieces
    Just another part, of Activision!
    We mean nothing, nothing
    ‘Cause all we are, are broken pieces
    Just another part, of Activision!
    We mean nothing, nothing, to anyone
    Just a plastic, label

    Hey

     
  2. JAKEZINC

    JAKEZINC

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    Major Improvements

    • Campaign
      • 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.
    • Gameplay
      • 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.
    • Graphics
      • 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.
    • Interface
      • 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)
    • Editor
      • 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
    (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.
    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...
    For example,
    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.
    Constants;
    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.
     
  3. DracoL1ch

    DracoL1ch

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    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?
     
  4. Drake53

    Drake53

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    I expected nothing but I am still disappointed.
     
  5. Jarrin Derrick

    Jarrin Derrick

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    I guess you gotta give them credit for trying! Hahahahha nope I sure won't. Screw blizzard.
     
  6. Venombite

    Venombite

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    I'm pretty certain that they simply didn't have time to implement that feature, and released the game without it.
    And they might implement it in the future, who knows.

    They said at Blizzcon 2019 no new Campaigns will be added, ever. And honestly after seeing the new chapters (Silvermoon, Dalaran) I don't think I even want them to add any new Campaigns.
    And I'm pretty sure there won't be any new post launch content or microtransactions. They were probably planning to add some post launch content ("not necessarily Campaigns") along with sweet microtransactions, but after the game was so well received and probably so high earning, I'm fairly certain all of those plans have been scrapped. Imagine Blizzard trying to pass microtransactions for a game that was trashed by pretty much everyone, and pretty much caused a PR scandal on how bad it was, it would be an even worse PR.

    The "post launch content" patches that will happen every few months will likely be bringing back the old features they didn't have time to implement (ladder, custom campaigns, etc...). And once all pre Reforged features are back, along with bug fixing/optimisation performances, Blizzard and most of the people will forget that the game ever happened. :(
     
  7. Tamplier777

    Tamplier777

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    Do you think blizzard wants to sell custom campaigns feature? as a separate update?
     
  8. Wrda

    Wrda

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    I've been waiting for ten thousand years, by the time they're all gone everyone will have lost interest in wc3.
    I've been waiting in darkness, and now I grow impatient. My soul longs for a real patch.
    You dare speak to me? You'll regret approaching me, die fool!
     
  9. deepstrasz

    deepstrasz

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    :\

    No. The plan was probably to turn Custom Games in a StarCraft II Arcade.
     
  10. Tamplier777

    Tamplier777

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    Maybe custom campaigns are so much better than blizzards, so they want to bury them as a feature((((

    I've been working on my custom campaign many years, refactoring it, polishing it.
    When beta started - I almost prepared it for regorged, fixed tons of issues, I need only translate it in English and Voice Over.
     
  11. deepstrasz

    deepstrasz

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    Please, just stop with this nonsense.
    Bring arguments.
     
  12. Tamplier777

    Tamplier777

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    I just going irritated and confused - how Blizz neglect one of the main features of the warcraft 3?
     
  13. deepstrasz

    deepstrasz

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    It's probably easier for them to control maps via a StarCraft II Arcade platform (all maps on their server/HDDs) instead of leaving them to be uploaded as if uploading a random image on this site. That way, they can faster exclude racist, pornographic and whatnot content and of course properly enforce the EULA.
     
  14. Tamplier777

    Tamplier777

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    And for instance, if somebody will create a custom campaign (appropriate BE buildings and units, more maps for Dimensional gates quests, Black Temple in Shadowmoon Lands, not in Hellfire Peninsula) that enhances and rewrites bloodelf tft campaign to be more lorewise - they can remove it!
     
  15. deepstrasz

    deepstrasz

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    I don't know what's their policy on their own maps being edited but I'm pretty sure overwriting their stuff isn't allowed and not even possible outside of personal computers/storage devices.
     
  16. SLICED

    SLICED

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    well, maybe we'll get the experience we were promised one day eventually.. I, for one, have been enjoying Reforged so far but maybe because it's kinda the same thing gameplay wise
     
  17. DragunovCh

    DragunovCh

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    Hahahahaha, they removed the only good bug in the whole game
     
  18. SLICED

    SLICED

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    yeah.... we should have been able to somehow toggle this feature.. shame
     
  19. Jarrin Derrick

    Jarrin Derrick

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    Its worth mentioning the new EULA affects StarCraft II as well...
     
  20. TheSilverWolff

    TheSilverWolff

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    Campaigns are still crashing with the 0:00:00 thing. Even happened on cutscenes. Retry works anyway, but it's a falldown to receive the laggy camp menu then click on it to load again.

    I would like that someday a fix with the memory/cpu usage and lag on lobby browser because it's practically unusable. Merge all realms like they were on 1.31 too.