Ralle
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- Joined
- Oct 6, 2004
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They just put out the patch notes for 1.31:
1.31.0 Patch Notes
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.
1.31.0 Patch Notes
!! WARNING !!
Make sure to backup your map before saving it in the newest World Editor. There is currently a bug which can corrupt the string data in your map.
Make sure to backup your map before saving it in the newest World Editor. There is currently a bug which can corrupt the string data in your map.
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