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STARCRAFT II - HotS: Beta Patch 2.0.2
Dec 6 2012, 1:24 am
By: Ahli  

Dec 6 2012, 1:24 am Ahli Post #1

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.


STARCRAFT II: HotS - Beta Patch 2.0.2
--- hots beta patch ---


Quote from Blizzard Entertainment
This update to the beta test includes a number of new systems, Editor updates, and changes to the look and feel of the game interface.

There are still several features and improvements coming to Heart of the Swarm, and this is not a final pre-release patch. Please read the full patch notes and related articles to learn all about what’s available in the beta test.

Click to reveal patch notes

Source

In addition to this, more balance changes have been revealed, too:

Quote from "Blizzard Entertainment"

To accompany the deployment of Heart of the Swarm Beta patch 2.0.2, we’ve compiled a list of all of the balance changes made to the beta since our previous update.

Click to reveal patch notes

Source

Update:

David Kim posted his thoughts regarding these balance changes. You can read them here.


Post has been edited 1 time(s), last time on Dec 6 2012, 10:36 pm by Ahli.




Dec 6 2012, 3:01 am Pr0nogo Post #2



Wait wait, what, wait, what, WHAT, WHAT THE FUCK?! WHAT!?!?

VORTEX IS JUST A USELESS INSTANT FUCKING KILL?






Dec 6 2012, 5:01 am TiKels Post #3



Sounds like a really good way to snipe a hive, really fuck up that zerg's day



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Dec 6 2012, 6:47 am Lanthanide Post #4



If Vortex is simply an insta-kill, does it hang around for ages on the battlefield still?

Seems really pointless though. If they're going for high HP units, usually they're going to mass them, so just killing 1 (or 2 if you have 200 energy) won't do much.



None.

Dec 6 2012, 7:28 am DevliN Post #5

OVERWATCH STATUS GO


2.0.2 Editor Changes

  • Preload Info dialog for defining game data, asset files, and banks to be preloaded in-game. Available from Map/Mod menus in all modules.
  • Added color preferences for text preview display.
  • Renamed Arcade Info dialog to Battle.net Info. This info is now available for non-arcade maps as well.
  • New SC2Interface files:
    • Mods can now optionally be saved as SC2Interface files as long as they don’t have any data which affects gameplay.
    • Mod gameplay/interface status can be checked using the Mod > Mod Status window.
  • Export Locales and Import Locales commands available under Map/Mod > Locales sub-menu. These can be used to export and import localized text to and from text files.
  • Dependency dialog includes a display of the full dependency chain resulting from the requested dependencies. Dependency reference checking and validation now accounts for the full chain properly in all cases.
  • Dependency dialog no longer allows Multi mods to be used in conjunction with Story mods. These are designed to be mutually exclusive and could cause a variety of problems in game when combined.
  • Added toolbar button size preference.

  • AI Module
    • Attack Wave Graphs window available from Data menu, for visualizing attack wave cost/supplies vs time.

  • Cutscene Module
    • Added Cutscene Frames. Cutscene frames are dialog items you can play a cutscene in.
    • New Properties Added:
      • Animation Element:
        • Right-Aligned: Animations can now specify that they always end at the end of the block.
        • Weight: The blend value for this animation block.
      • Director Node:
        • Reverb: The reverb to set while playing back the cutscene.
        • Auto Destroy on End: When disabled, the cutscene will not be destroyed when it ends, but instead it will pause on the final frame.
      • Sound Node:
        • Non-Seeking: If enabled, causes the sound to not change its current time when the current time jumps.
        • Speaker Mix: You can now set and animate the speaker mix values.
      • Fade Node - Priority: Allows you to specify the priority level of a fade when multiple scenes attempt to control fade.
    • Terrain is now automatically imported when starting the Cutscene Module.
    • Active Light Nodes will now search for a light suffixed with "_Low" if graphics options are set to Medium or Low.
    • New icons added for all node types!
    • Added "Time Follows Edits" mode under the edit menu that causes the timeline cursor to always follow the edited block.
    • Sound Improvements:
      • Added Sound Group Nodes: These folder-like nodes allow you to add sound nodes to them then set properties for all sounds inside the group at once.
      • Volume and pitch properties are now treated as multipliers instead of absolute values.
      • Setting sound index to -1 now causes it to pick a new variation each time it plays.
      • Sounds now properly fade out after their blocks end
      • Sounds can now specify Active Shots.
    • Value changes that represent less than 0.1% of a difference no longer create new keys in auto key mode.
    • You can now add multiple cutscene filters when playing back a cutscene.
    • Cutscenes are now played back in Replays.

  • Data Module
    • Added the Data Navigator Window. This new window visualizes how objects are linked to one another.
    • Each tab in the Data Editor now remembers its own view mode.
    • Model Preview Panes now animate with the model's default animation, making effects easier to identify.
    • New data types: Herd, Herd Node
    • User Type fields defining user links can optionally specify a required user type
    • Added Select in Palette command.
    • Added F2 support for renaming objects.
    • “Show Advanced Values” is now “Show Basic Field Labels”. Instead of hiding advanced fields, it adds “(Basic)” to the name of basic fields and sorts them to the top.
    • Fixed size arrays are now edited as one control for each array entry rather than using a list-based UI.
    • “Show Default Values” is now “Sort Fields By Source”. Instead of hiding default values, it will sort values in the order: Active Document, User Mod, Blizzard Mod, Core Mod.
    • Added field hint tooltips to dropdowns for enum type fields.
    • Structure sub-fields now properly display composite field hint tooltips.
    • Many new field hints added for Abilities, Actors, Effects, and Units.

  • Overview Manager
    • Jump To Instances command in context menu for jumping from function definition to corresponding calls.
    • Show Global Links Only option in View menu for seeing global trigger elements directly in the Used By links.

  • Terrain Module
    • Diamond region shape
    • Diagonal Selection option in Tools menu for selecting objects and terrain along the diagonal grid
    • View option for displaying normal/upgraded creep, under View > Show Terrain > Show Creep Upgraded
    • Units marked as Initially Hidden will use an alpha fade effect in the editor display
    • Palette existing objects lists now include a Group filter and column, and context menus for Add To Group and Remove From Group
    • Water palette now includes a Height slider for adjusting the height of the current water template
    • No Fly Zones now have three color states: Normal (no overlap), Overlap (hard radii overlap), and Warning (only soft radii overlap). For best pathing performance, avoid the Warning state.
    • Foliage density maximum reduced to 2.0 per cell. Anything larger than this significantly impacts game performance.
    • Added "Force Occlusion Hide" to placed doodads, which forces doodads to be transparent if units are behind it.

  • Trigger Module
    • Preview button for previewing sounds directly from parameter dialog
    • View history navigation, including Back and Forward commands, available from View > History sub-menu
    • Explorer view for seeing global elements referenced by the currently selected element, available under View > Show Explorer
    • Smart group display, which opens a second group only when an element is explicitly viewed via double-click or View Selection command. Toggled under View > Show Groups.
    • Libraries defined in the active document are now shown in the Triggers list rather than the Libraries list. The Libraries list will only contain read-only dependency libraries.
    • Elements can now be dragged and dropped from one library to another. This will include updating all usage of those elements in the active document.
    • View option for setting default input focus on search fields vs lists, available under View > View Options > Default focus On Search Fields.




\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Dec 6 2012, 11:01 am TF- Post #6

🤙🏾

I have to say that now they're at least trying with those balance changes, even if the game is still full of WC3/MOBA abilities. Editor additions are kinda underwhelming.



🤙🏾

Dec 6 2012, 11:29 am Ahli Post #7

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

According to someone on teamliquid.net, the carrier has been changed.



Apparently, you can switch targets from leash range now which wasn't possible before. So this is a step into the direction StarCraft Broodwar's Carrier mechanics.

Source


edit:

I created the "StarEdit Network" group... it's public, please join :)

Post has been edited 1 time(s), last time on Dec 7 2012, 3:31 am by Ahli.




Dec 7 2012, 10:19 pm Lanthanide Post #8



Husky has a video showing all the protoss changes, including the vortex which starts around 5:50 in the video. It just makes a small unit-sized vortex that sucks the unit in and then disappears.




None.

Dec 8 2012, 5:50 am ClansAreForGays Post #9



I'm wrecking everyone's shit with ultras. Lovin it.




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