When is 1.4 coming out sc2




















All games, one app:. Stay Connected:. All trademarks referenced herein are the properties of their respective owners. Do not sell my personal information. Cookie Policy. Cookie Settings. There are other fake errors, for example, when changing certain catalog fields field changes work just fine, but it still shows errors. That's not a Blizzard thing, that's a math thing. I hate to turn off "trigger errors" flag because I still want players to send me replays with valid errors when they occur.

It seems that these calls would silently fail before patch 1. I also saw a warning related to a minimap not being a cImage.

I changed this to Panel, and the error went away. I'm also seeing Camera Rotation issues This is a big bummer and needs to be fixed ASAP. It was nice that Blizzard updated the editor and fixed some bugs, but this is annoying to say the least. LinkD : Go. DogmaiSEA : Go. After doing a few tests on patch 1. WASD movement responds faster, and my drag and drop system is far far less "skippy".

Anyone else experiencing this? Input delay has been getting better with each successive patch. I thought it was just me I thought it was just my eyes or wishful thinking, or the fact that I was on SEA again. But opening and closing bnet UI in game appears to be much faster. As I said in the first post, before I lost my way a bit, this patch is awesome. If my only two wishes now are for non-game related editor changes a bit better debug and not minimizing everything , then you know Blizzard has done an amazing job.

I got pretty much everything I ever wanted in this patch without asking, which is a huge props to the guys who do the editor. There are a few things I would have liked to have seen included but I believe they will come at a later date a few have been commented on by blizzard already. MilkiCow vs Matvey. MilkiCow vs Fallenger. Dandy vs Dienmax. Grand Platypus Open. Liquipedia Results Completed.

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ByuN 2. Dark 4. Solar 5. Nerchio 7. INnoVation Rain 2. Flash 3. EffOrt 4. Bisu 6. The player is given simple goals against an AI opponent. Stage 1 goes at normal speed and gives ground units.

Stage 2 gives more advanced ground units and increases the game speed to fast. At stage 3, all units are available and the speed is set to faster.

The player can then play against the AI either singly or in groups. Next is Unranked Play, which do not affect a player's ladder ranking. Matchmaking is still be used to pair off players. The game uses the ranked ladder rating if the player already has one, but it begins to diverge at this point. Finally there is the traditional Ranked Play.

This gives access to the ladder and leagues. Leagues are part of the tool system making multiplayer StarCraft II available for all skill levels, along with the automated matchmaking system. Initially, there were Copper, Bronze, Silver, Gold, and Platinum Leagues, as well as a "safer" Practice League, which would involve players of lower skill levels playing on maps designed to prevent rushing at "normal" rather than a faster game speed. The Master League was added above Diamond in patch 1. Blizzard intended to take steps to prevent "smurfing", where higher-skilled players participate in battle.

The trilogy's lore lore is supported by several novels authorized by Blizzard Entertainment. Nova and Gabriel Tosh , the latter introduced in the Ghost Academy graphic novel series, feature in a subset of missions centered around spectres. Tosh hires Jim Raynor to collect jorium and terrazine to assist in the production of spectres, [70] [71] and the player may ultimately either side with Tosh and break Tosh's fellow spectres out of New Folsom Prison , [72] or side with Nova to kill Tosh and destroy his spectre production facilities.

Horace Warfield also factors prominently into the later stages of the campaign, being the general accompanying Valerian Mengsk. However, there is no mention of his connection to Nova or spectres. The following section contains information from a previous version of StarCraft II which is no longer valid. It is fully compatible with DirectX 10 as well, which provides access to enhanced graphical effects.

The game also features the Havok physics engine, allowing realistic interaction with the environment, such as "debris roll ing down a ramp". StarCraft II supports screen resolutions from to Game unit models feature about polygons. During game design, 3DSMax was used to create low-polygon unit models, MudBox for high-polygon models, [83] and Photoshop was used to edit textures. Gore can be disabled, but doing so requires restarting the game. StarCraft II is written in bit code but supports bit systems.

It has multi-core capability. Voice chat is enabled over battle. The game comes with a map editor. Blizzard supports the modding community with theirs Arcade program. There are plans to allow to sell some mods the future. Startools, a proprietary toolset, is included with Galaxy Map Editor. Startools lets modders design and create doodads.

Some discrepencies exist as to when development on StarCraft II began. The development was ramped up shortly after the production of World of Warcraft which was when Blizzard Entertainment hired Dustin Browder : March 14, [93] to the position of senior designer. The conception for StarCraft II a re-imagining of the original game, having more units but staying true to its spirit.

It was decided that if a unit was brought back from the original, another unit would have to be cut. This was due to the game's e-sport popularity in South Korea. Blizzard designed the races around "cool units," rather than having specific plans for the races.

The game was designed specifically around competitive, skill-based e-sports. Blizzard discussed the possibility of a fourth race early on in the game's development. However, the development team felt that had a finite amount of ideas and wanted to make sure that they focused on the best ideas for the existing three playable races rather than diluting those ideas across four races.

The xel'naga were considered to be a possible playable race in StarCraft II. The xel'naga keeper was an early look at a 'minion unit' for the faction. However, the idea was dropped, for as the lore was developed, it was decided that the xel'naga would be too powerful to be a playable faction.

The hybrid became a 'xel'naga proxy' within the campaign. In August , Frank Pearce stated that adding a fourth fully playable race would likely be discussed if Blizzard decided to make an expansion for the game, three months before the expansions were announced. New technology was created to support the larger number of 3D units on-screen, allowing artists and other designers to update vehicles, buildings, and pieces of scenery, piece by piece.

One issue the development team had to deal with was the question of realism and scale—e. During development, the team tried to make the proportions of units realistic. They started by making ultralisks , carriers, and battlecruisers massive, but "it turned out to be a better idea in theory than in practice. However, this made the game "unplayable. When development on the game began, artwork from the original StarCraft was looked at. However, very little source art from the original was preserved.

The artists were given free reign to iterate on the original designs. Multiplayer was fully playable by the time of the game's announcement. The game was updated approximately once a week during development. Terrans and Protoss were playable.

The same two races were playable at GenCon Indy. Mike Morhaime expected the game to launch by the end of [] but this has been delayed to at least to give adequate time to prepare Battle. He also believed the beta would be announced in As of August the " Starter Edition " became available.

Achievements and campaign progress are saved in case the player upgrades to the full version of Wings of Liberty or any other chapter. StarCraft II adopted a free to play model in November, It was anticipated that players new to the game would start with the campaign, then transition to Co-op Missions, then transition to Versus under the premise that each transition would give the player a rise in difficulty.

Analysis by Blizzard showed that this wasn't the case though, and there was no overall pattern of player preference as far as transitions went. The generalities of the overall story were present before the decision was made to extend it over a trilogy. The larger points were agreed on and were given to the design team.

One of the aspirations was the game was to do something different from StarCraft I , namely the briefing screen format. Metzen pushed for the game to be a "living" one. That the storyline was split over three games was a result of the sprawling narrative that was envisioned. The United Earth Directorate was originally going to play a significant role in the game, where the conflict between the terrans, zerg, and protoss, would spiral back to Earth , where the zerg would invade.

But as the campaign developed, a number of things shifted, and this plan got scaled back.



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