Patch 1.3.0 Notes

Miz

Administrator
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StarCraft II (SC2): Wings of Liberty patch 1.3.0 is currently in development and now available for testing on the PTR.
Original Source: http://us.battle.net/sc2/en/blog/2356436

General
Leagues & Ladders
  • A new Grandmaster League has been added for 1v1 ladders. This league represents the Top 200 players in each region.
    • Players are automatically drafted into Grandmaster League shortly after a new season starts, and will remain in the Grandmaster league until the end of the season. If a Grandmaster player’s available bonus points get too high due to inactivity, they will be automatically removed from the league and a replacement player will be drafted in.

    • The Grandmaster League can be viewed by all players through the new Leagues & Ladders > Grandmaster tab
  • The bonus pool has been reduced for arranged teams.

  • Leagues will now be locked during the final weeks of the season. As a result players will not accumulate additional bonus points and will not be promoted or demoted out of their current division during this period.
    • This will allow players to focus on moving up in their current league without being promoted during the final weeks of a season, and having to fight their way up from the bottom ranks of their new higher league.

    • Players can still utilize any points they previously accumulated.
  • Ladder data from the prior season can be viewed through the new Leagues & Ladders > Last Season tab.

  • New league icons have been introduced to indicate division rank. These will indicate the Top 8, 25 and 50 players in each division.

  • Loss counts are no longer displayed in Profile and Ladder pages for players below Master League.
Join Custom Game
  • Several improvements have been made to the Join Custom Game section:
    • The Details panel has been removed from this page. Map details are now shown inside a tooltip for each game.
    • Players can now bookmark their favorite custom games! The number of times a game has been bookmarked will be shown in that game's tooltip.
    • Games are now organized into several pages to make finding your desired game type easier:
      • Featured: Our team is always on the lookout for new games that are lots of fun. Our latest favorites are shown on this page.
      • Most Popular: Shows all game types, with the most played games sorted to the top.
      • By Category: This page allows you to browse through Custom Games based on Category.
      • Up & Coming: This page highlights games that other players are recommending, but haven't yet become popular.
      • Fun or Not: From this page you can automatically join a random new Custom Game. After the game, players using Fun or Not are asked to recommend the map (or not). Recommending maps helps get them onto the Up & Coming page.
      • Recently Played: The last several games you’ve played are shown here. Use this to quickly get back into games you play often, or to easily bookmark a game you enjoyed playing.
      • Bookmarks: Use this page to view your Bookmarked maps.
  • A search option has been added to the Join Custom Game interface.
Observer and Replay UI
  • New panels are now available when observing or viewing a replay of 1v1 games. These panels can be toggled via hotkeys which are shown under the Leader Panel drop-down.
    • Player Name Panel: Displays the players' name, team color, race, and supply count.
    • Stat Comparison Panels: Shows a head-to-head comparison of players' Resources, Army Supply, Units Killed, or APM.
  • In 1v1 observed games, both players’ resource rows are shown in the upper right at the same time.
  • You can now toggle between player unit colors and team unit colors when watching a replay or observing.

Achievements
  • All achievements in the "Wings Of Liberty: Hard" and "Wings Of Liberty: Brutal" series now show a checklist of what missions you have completed and no longer display a progress bar.
  • "Liberty Completionist Hard" and "Liberty Completionist Brutal" achievements are now the final achievements in the "Wings Of Liberty: Hard" and "Wings Of Liberty: Brutal" series.


Game Options
  • A new Control tab is available from the Options Menu. You'll find Mouse, Keyboard and Scrolling options within this new menu.
  • A new menu option is available in the Gameplay tab to change the behavior of Control Group Buttons. These can now be set to ignore mouse clicks or be hidden completely.
  • The existing menu option under the Gameplay tab for Menu Bar Clickable now also supports hiding the Menu Bar.

Balance
GENERAL
  • Players can no longer hide units by setting them in a close proximity patrol (Viking flower).
PROTOSS
  • Mothership
    • Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.
  • High Templar
    • Khaydarin Amulet upgrade (+25 starting energy) has been removed.
  • Zealot
    • Charging Zealots will now hit fleeing targets at least once.
TERRAN
  • Battlecruiser
    • Movement speed increased from 1.406 to 1.875.
  • Bunker
    • Build time increased from 35 to 40 seconds.
  • Tech Lab
    • Stimpack upgrade research time increased from 140 to 170 seconds.
ZERG
  • Infestor
    • Health increased from 90 to 110.
    • Fungal Growth
      • Stun duration decreased from 8 to 4 seconds.
      • Damage increased by +30% vs. armored units.
      • Now fires a missile instead of being instant cast.

StarCraft II Editor Improvements
  • Improved loading times for some custom maps with complex tech restrictions.
  • The compiled script memory has been split into a separate block from the global/local stack block. Additional improvements will be made to provide more memory space in the future.
  • Command card editor and actor event editor will now be less vulnerable to data errors from changes made in future patches.
  • The game cursor now remains visible while loading maps.
  • Additional options can now be configured using the command card editor.
  • Additional cheats are now available in-game when using Test Document.
  • Additional data is now saved out by the data editor to overrides made in arrays of structures to try to prevent unintended changes made to the original data from breaking it.
  • Debug outputs are now displayed in the editor and in-game when using Test Document.
  • Reworked Game Variants dialog to be more user-friendly:
    • General tab has been removed. This text did not appear anywhere in game.
    • Attributes tab has been split into Game Attributes and Player Attributes.
    • Attribute UI now more closely reflects the game lobby.
    • Default values are now enforced as necessary based on Player Properties.
  • New trigger actions have been added:
    • Set Camera Data: Changes the active camera data settings, as defined in the Data module.
    • Show/Hide Resource: Shows or hides the specified resource in the UI.
    • Lock/Unlock Status Bar: Forces or resets all status bars for a player to a specified state.
    • Set Random Seed: Sets the random game seed to the requested value.
    • Enable/Disable Selection Type: A new UI Editor action to disable the various ways that players can change their selected unit.
  • New trigger functions have been added:
    • Convert Game Hotkey: Looks up hotkey as text.
    • Convert Game Asset: Looks up asset path as text.
    • Add On Child: Returns the child unit attached to the specified parent.
    • Add On Parent: Returns the parent unit attached to the specified child.
    • Catalog Entry Is Default: Returns if the specified entry is a default.
    • Catalog Field Value Get As Integer: Converts the requested field data into an integer, if possible.
  • Test Document preferences can now configure an explicit random seed value.
  • Automatic backup feature (Preferences > Documents) now includes a User Folder location option, which corresponds to a folder named EditorBackup within your StarCraft II documents folder.
  • Units can now specify a revive cost that will override an ability specific cost. Revive cooldowns & charges located on the unit will now be attached to the unit being revived.
  • Instant larva-style training will now charge resources properly.
  • Upgrades modifying units produced by Arm Magazine, Build, Merge, Morph, Train, and Warp Train abilities are now fully supported.
  • The Chance field in effects is now upgradeable.
  • Support for browsing Battle.net "Featured" and "Up And Coming" maps in the Open Document window has been added.
  • Added a text preview pane to the text editing controls.
  • Added additional states to behaviors, Set Unit State, and Unit Classification Check triggers to determine if a unit is detectable or shown by a radar.
  • Added armor to the Unit Property and Unit Type Property triggers.
  • Added Weapon Damage and Weapon Speed Multiplier triggers.
  • Added support to refresh all buffs of the same type when adding a new instance by using the new "Refresh Stack" flag.
  • Added a "Wait to Spend" flag, which is enabled by default, to effect abilities so configure whether orders wait until a cooldown or charge becomes available before they create their effect.
  • Added an "Offset Area by Angle" flag to search effects to adjust the angle of the search based on the locations involved.
  • Added an Idle Command to unit data to configure what order the unit performs when idle.
  • Added an actor message to allow models to change their hit-testable status.
  • The Player Property and Modify Player Property triggers can now disable the cost for each resource type.


Bug Fixes
Battle.net
  • Fixed a bug where some Bronze players weren't gaining enough points for wins and were losing too many points for losses.

Gameplay
  • StarCraft II will continue running if corrupt textures/models/sounds are encountered.

  • Conversation skipping and trigger skipping now share the same hotkey.

  • The notification that a player left the game during a paused game is no longer delayed until the game is unpaused.

  • Cheat codes now only accept official names.

  • Unit response sounds are now updated immediately when the selection changes.

  • Unit death will no longer show units on the other side of line of sight blockers that weren’t already visible.

  • Units now follow a transport if the transport fills up and they have no other orders.

  • Units inside a bunker no longer disappear if the bunker is destroyed and surrounded by force fields.

  • Units can now be revived multiple times.

  • Hero buttons are now displayed while a hero is dead if they are revivable. Clicking on the button while a hero is dead will either select the building reviving it or cycle between buildings that can.

  • Revivable abilities now show revivable units all the time. If they cannot currently be revived, the buttons are shown disabled.

  • The revive ability now works with multiple dead units.

  • Revived units now properly dispatch a trigger event when killed again.

  • Added additional information to unit tooltips in the tech trees.

  • An alert has been added when MULEs expire.

  • An alert has been added when the Chrono Boost buff expires.

  • An alert has been added when the Spawn Larva buff expires.

  • Fixed an issue with not being able to land where you just lifted off if there was a nearby unit.

  • Fixed an issue where you could push hold position units by move/hold position spamming.

  • Fixed an issue to prevent force fields from pushing units during construction.

  • Fixed an issue with Creep destroying more foliage than it should, and made foliage destruction by creep faster.

  • Fixed an issue with custom global hotkeys in grid profiles overlapping with unit command buttons.

  • Fixed an issue placing Terran add-on buildings when multiple buildings were selected.

  • The stalemate timer will now reset when any player gathers resources, researches an upgrade, produces a unit, constructs a building, or destroys an enemy building.

  • Additional stalemate warnings are no longer displayed when the game ends in a stalemate.

  • Flying cloaked units are no longer revealed as detected when shown through the fog of war.

  • Vespene Geysers that are taken by your opponent and are under the fog of war no longer randomly flash on and off on the mini-map.

  • Enemy buildings completed while being revealed due to friendly unit death will now properly create snapshots in the fog of war.

  • Casting Neural Parasite on a Zerg Egg will not cancel the spell until after the egg completes its transformation.

  • Changes made to autocast abilities while a unit is under the affects of Neural Parasite are now reset to their default state when Neural Parasite ends.

  • Queuing multiple targets with 250mm Strike Cannons will no longer result in the Thor being stuck until the cooldown ends.

  • SCVs can no longer resume construction on buildings while inside bunkers.

  • Workers gathering minerals can no longer continue to harvest minerals if they are pushed away by a force field.

  • Orders issued to unload units from a Medivac onto itself can now be canceled if the Medivac is scanning for units to heal.

  • The Harvester count in the income leader panel now updates correctly.

  • Bi-directional transformations (i.e. those used by Vikings, Siege Tanks, and burrowing units) are no longer shown in the production leader panel.

  • The resources from salvaged bunkers are no longer counted towards the resources lost in the units lost leader panel.

  • The Mute OS Microphone button has been removed from the voice options page.

  • Tech trees now show icons for units that are produced by a building and display the names for units that are unlocked by a building.

  • Using Edit Box Trigger Dialogs should no longer generate trigger errors.

  • Media keys can no longer be bound to a custom hotkey.

  • Hotkeys configured in a mod are now loaded properly without having to open the Hotkeys menu.

  • Mouse-based hotkeys are now handled properly when the cursor is over the mini-map.

  • Mouse-based hotkeys bound with modifiers are now displayed correctly in the Hotkeys page.

  • The hotkey for the Cancel button is now displayed when targeting with an ability if the Command Hotkey Text option is enabled.

StarCraft II Editor
  • Fixed an issue where editor control files could not be loaded in all languages.

  • Fixed an issue with pasting text values in the editor.

  • Fixed an issue where certain data fields would not list all possible values.

  • Fixed an issue where the editor would crash after pasting a placed unit.

  • Fixed a crash using the Unit Weapon Firing validator.

  • Player Properties will no longer allow all 16 players to be User/Computer, which is not supported.

  • Animations in the previewer will now display using localized text.

  • Game and player versions of the cooldown & charge triggers now interpret time values correctly.

  • Sounds played simultaneously for multiple players via the Play Sound trigger can now be heard properly.

  • Increasing the maximum number of charges with an upgrade no longer increases the current number of charges.
  • Setting a unit’s training progress to 100% will no longer cancel the training.
 

Renendaru

(Evol)ution is nothing without love.
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309
This is a pretty good patch.
 

Siretu

Starcraft 2 Editor Moderator
Reaction score
293
I think you're missing the point. The infestor change was a buff, not a nerf.

The DPS is doubled and the damage per energy is the same. Sure, the stun is lowered but it's still generally(like everyone on the related thread on TL) seen as a big buff.

The amount of damage it does is insane. Sure, it got a slightly different role now. Instead of being a mostly supportive spell, it is more of a damage spell. I still like the change.

Also, the fact that it is a missile allows for kiting since you dont have to be in range when you cast it(you can cast it where they will be in 1-2 seconds)
 

Romek

Super Moderator
Reaction score
963
Fungal Growth is like the Zerg equivalent of Psi Storm now. I'm not sure if I like the change in it's purpose. Banelings are already available for decent AoE, and Fungal Growth could be used to stall armies whilst producing units.
 

Sevion

The DIY Ninja
Reaction score
424
Siretu, because of the fact that they're making it less of a supportive spell is why I see it as a nerf. We've got plenty of DAMAGE. We need more ways to survive! I mean the only real meat units we have are Ultralisks and Roaches. Ultralisks we almost never get until late game and Roaches get decimated by Marauders and Immortals (which are also meat units). Which means we have no real armor units to tank for us.

This means we have to spend more resources on remaxxing than other races and thus less on upgrades etc.

You can argue that the other races have to spend more resources on units, but when 1 Barracks is 6 lings (3x2), that's 3x2 for that entire game. Say they make 6 Barracks. That's only 36 lings. I think I make more than that per game.
 

Vestras

Retired
Reaction score
248
After some thought I quite like the FG role change. Looking forward to the patch a lot.
The Infestor will now be the High Templar of the Zerg.

EDIT:
" Siretu, because of the fact that they're making it less of a supportive spell is why I see it as a nerf. We've got plenty of DAMAGE. "

We don't have plenty of damage. The DPS of a maxed Protoss army with Colossus/Immortal, maybe even with Void Rays, or of a maxed Terran army exceeds the Zerg DPS insanely much. This role change adds a lot of extra DPS for the Zerg, which will balance the DPS amount more IMO.
 

Bloodcount

Starcraft II Moderator
Reaction score
297
yes, give a psy storm with stun to the zerg, make the psystorm useless (literally) and remove the protoss nuke. Ok blizzard, if you want to force us to 4 gate all the time, fine, just delete the QQ "I got pwned by 4 gate" threads and we have a deal ;]
 

Vestras

Retired
Reaction score
248
yes, give a psy storm with stun to the zerg, make the psystorm useless (literally) and remove the protoss nuke. Ok blizzard, if you want to force us to 4 gate all the time, fine, just delete the QQ "I got pwned by 4 gate" threads and we have a deal ;]

Psy Storm isn't useless, it just got non-instant. Zerg hasn't gained a Psy Storm, it doesn't deal nearly the same damage.
 

Whitesock

Graphics Help Zone Moderator
Reaction score
358
Uhm, they didn't double the damage of anything for zerg. They gave it +30% against armor, but since the duration was halved that actually reduces it overall for armored AND halves it for every other armor type. Plus now it's a missle, which means it can be dodged. Please tell me how that is a buff.

The Infestor will now be the High Templar of the Zerg.

It always has been.
 

Romek

Super Moderator
Reaction score
963
> They gave it +30% against armor, but since the duration was halved that actually reduces it overall
The total damage is kept the same, I presume. It's just dealt over a shorter amount of time.
 

Vestras

Retired
Reaction score
248
Uhm, they didn't double the damage of anything for zerg. They gave it +30% against armor, but since the duration was halved that actually reduces it overall for armored AND halves it for every other armor type. Plus now it's a missle, which means it can be dodged. Please tell me how that is a buff.



It always has been.

It doesn't halve the damage for other than armor. It deals damage faster, meaning you can cast the spell more times. Before it lasted 8 seconds with 36 damage. Now it lasts 4 seconds with 36 damage + 30% for armor. You can use the spell twice in 8 seconds (obviously), meaning it deals double the damage + 30% * 2 for armor on the same amount of time the old spell dealt 36 damage.

It wasn't the HT of Zerg before, it was used to gain positional advantage, now it's used for DPS.
 

Bloodcount

Starcraft II Moderator
Reaction score
297
sigh, let me quote myself
BlooDCounT said:
Final word: I think that this is a very unwise nerf. We won't see HT's or Achons anymore, since it is waay more cost effective to spend the tech and train money into collosi + stalkers or fenixes that last forever and are mobile rather than a one-use only spell.


EDIT: Most of the high level players I've asked about this agree compleatly with me.



Also, usage wise, the SC1 hydras are the SCII roaches, the SC1 templars and archons are the SCII collosi. The SC1 Marine firebar medic is the SCII MMM

Who sais that SCII isn't inovative naw huh ? :D (I am kidding about everything after the edit thingy)
 

Slapshot136

Divide et impera
Reaction score
471
@ sev - marauders and immortals tear roaches up, but immortals are of a higher tier, and marauders can/should be overwhelmed by lings, and if you say marine support, that's what the banelings are for

you need to think more like hydras vs immortals, in which case the hydras can win
 

Sevion

The DIY Ninja
Reaction score
424
You'd need to have a lot more Hydras to battle the Immortals though :-/ And only like one or two Colossus (Patch encourages this, too).
 

Sim

Forum Administrator
Staff member
Reaction score
534
I'll just stick to 4gate. With proper micro it's really effective and always has been.

No way I'm getting HTs now. Robotics, here I come.
 

Sevion

The DIY Ninja
Reaction score
424
There are so many people who play but aren't listed on the user list D: I hate that.

We should all make a TH channel... :D
 

tom_mai78101

The Helper Connoisseur / Ex-MineCraft Host
Staff member
Reaction score
1,632
The only thing I always and cared about in each patch Blizzard releases, or made announcements of, are the Starcraft II Editor bugfixes and changes.

Man, I loved this patch. :) I don't care about the gameplay or unit changes, as it will change again in the future, it's not final. :)

EDIT:

Oh, and please do add yourself to the Player List Sevion made, if you play Starcraft II. It's very helpful.
 
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