b52|Sleins Posted September 1, 2004 Report Posted September 1, 2004 Acaba de salir (no se hace cuanto pero deben ser 2 horas a lo mucho) el 1.17 406 que según se rumora en blizzard, es el ultimo antes de que salga el 1.17 definitivo... y para no cansarlos con el cuento: -------------------------------------------------------------------------- WARCRAFT III: THE FROZEN THRONE VERSION HISTORY -------------------------------------------------------------------------- - PATCH 1.17 Beta 406 -------------------------------------------------------------------------- FIXES - Fixed a problem that caused peasants with build orders to be included in teleport spells. - Fixed a problem with Burning Oil that caused the effect to not be created when buildings were attacked directly. - Fixed a problem with War Drums and Command Aura that caused them to not affect any units. - Fixed a problem with the Melee AI that would prevent it from cancelling damaged buildings with low hitpoints. - Fixed a problem that caused some instant spells cast after a targeted spell to execute before the targeted spell. - Fixed a problem with Wind Walk that would prevent the Blademaster from walking through units when certain spells wore off, or he was dropped from a transport. - Fixed a graphical bug with Spiked Barricades that would display when upgrading the Great Hall without it being researched. - Fixed a problem that prevented Mass Teleport and the Staff of Teleportation from targeting allied units. - Fixed a problem that prevented the Staff of Preservation and the Staff of Sanctuary from targeting air units. - Fixed a bug that allowed the Staff of Preservation and the Staff of Sanctuary to target uprooted buildings. - Fixed problems with the Melee AI when it attempted to use certain instant spells. - Fixed a problem with Morphing units re-executing commands that were interrupted by the morph timer expiring. - Fixed an exploit that would allow players to track enemy units under the fog of war with queued move commands. - Fixed a problem with units following enemy units and never proceeding to the next order when they moved underneath the fog. - Fixed a problem with spells that can target a point or unit (like Shockwave) fail when the selected target dies. If the selected target runs under the fog or teleports, the spell is intended to fail. - Fixed a problem with Envenomed Spears wearing off too early if the affected unit was also affected by Slow Poison or the Orb of Venom. - Fixed the invisibility transition time for levels 2 and 3 of Wind Walk. - Fixed the orb air attack speeds for the Blood Mage, Pit Lord, and Fire Lord. - Fixed the armor upgrade values for Human, Orc, and Undead shops. BALANCE CHANGES Human - Siphon Mana drain per second has been reduced to 15/30/45 from 18/35/55. Orc - In order to balance Wind Walk for its recent code upgrade, we have decreased Wind Walk_s backstab damage to 40/70/100 from 50/85/120. - Unstable Concoction primary target damage increased to 600 from 550. - Chain Lightning will now jump to sleeping targets if the primary target is also asleep. Night Elf - Abolish Magic no longer auto-dispels hero spells. - Abolish Magic no longer removes positive buffs on friendlies or negative buffs on enemies when manually cast (it already did this for autocast). - Rejuvination can now target magic immune units. Neutrals - Healing Spray healing per wave upgraded from 30/45/60 to 35/50/65. - Acid Bomb armor reduction is now 3/4/5 by level, changed from 4/4/4. - Acid Bomb now hits air units. It only splashes on units of the same target type as primary target. - Lava Spawn levels changed to 4/5/6 from 3/4/5. - Lava Spawns now must attack 14 times to replicate, up from 12. NOTES: Replays are incompatible between major game revisions (1.17 Beta 405 replays cannot be viewed with the 1.17 Beta 406 version of Warcraft III). Custom save games will not load from version 1.17 Beta 405.
kamikaze Posted September 1, 2004 Report Posted September 1, 2004 bueno parece que nos salvamos de los hiper footies
LittlePeasant Posted September 1, 2004 Report Posted September 1, 2004 Como nos salvamos?! Este parche es SOBRE el 405 (o sea, aun hay hyper footies) :(
b52|Hunhau Posted September 1, 2004 Report Posted September 1, 2004 Los que deberían brincar de alegría son los elfs.. que ahora pueden hacerle rejuvenation a las dryads...
Unky Posted September 1, 2004 Report Posted September 1, 2004 (edited) HAy que vivir con lo que se tiene..así que salga de una vez para ver esos nuevos heroes....y cagarme en el defend de los footies.... de nada vale segir quejándose... POr un momento pense que este sería el parche definitivo de W3...y eso si me daría colrera ...espero que muchos de estos cambios no duren hasta un 1.18 Edited September 1, 2004 by Unknown Lord
Balrog[MeC] Posted September 1, 2004 Report Posted September 1, 2004 como Orc no me afecta tanto el defend, como las mejoras a los Knights, y al BloodMage eso si fue excesivo lo de la Driads, me parece que ya era hora de que arreglaran eso, no se curaban con Rejuvenation pero si con el del lvl6 del KOTG
xG.SGT Posted September 2, 2004 Report Posted September 2, 2004 no entendi como esta funcionando el dispell ahora de las dryads... entonces ahora todo es manual??? y no autocasting?
b52.Psytechdragon Posted September 2, 2004 Report Posted September 2, 2004 Lo unico es que ya no se caga en las varas de los heroes... como el frost armor del lich, etc.. ahora es mas enfocado a los summons, me parece, pues lo del no auto a los buffs y nerfs lo dejan ver asi
[Executor] Posted September 2, 2004 Report Posted September 2, 2004 Se ve bueno el heroe de fuego , parece un firebat poseido PD. Seguro en Diciembre habra un foro: "Replaying to 168.23, el parche definitivo "
kamikaze Posted September 2, 2004 Report Posted September 2, 2004 me pareceria justo que los faire dragon tuvieran el mismo toque de los spell breakers de robas la magia y aplicarla al arm y de uno
Unky Posted September 3, 2004 Report Posted September 3, 2004 Lo de las Dryads es que ahora SOLO les sirven el autocasting contra las otras magias que son también autocasting... como el blood lust y fairy fire... pero NO contra magias manuales como el rejuvenetion o spirit link, ni magias de los heroes, me parece justo...ahoar las magias qeu uno hace magias manualmente o de heroes las tenga que quitar manualmente... y mae Kami ...ponete serio ¿Cómo que le pongan un "roba magia"a los Fairy Dragons? ...lol no le parece suficiente con que dañen a los casters cada vez que hacen una magia...
Balrog[MeC] Posted September 3, 2004 Report Posted September 3, 2004 Por cierto ese FireLord esta bien montado
LittlePeasant Posted September 3, 2004 Report Posted September 3, 2004 Lo de las Dryads es que ahora SOLO les sirven el autocasting contra las otras magias que son también autocasting... como el blood lust y fairy fire... pero NO contra magias manuales como el rejuvenetion o spirit link, ni magias de los heroes, me parece justo...ahoar las magias qeu uno hace magias manualmente o de heroes las tenga que quitar manualmente... <{POST_SNAPBACK}> Hmm no exactamente. Las Dryads no hacen autocast-Abolish Magic sobre CUALQUIER HABILIDAD DE UN HEROE: Frost Armor Sleep Hex Silence Drunken Haze Howl of Terror Thunderbolt (el stun) Banish Entangle etc. por si se me olvido algo Los summons siguen si ser auto-dispellable. Cyclone, Faerie Fire, slow, inner fire, bloodlust etc. siguen siendo auto-dispell. Rejuvenation tambien.
Unky Posted September 3, 2004 Report Posted September 3, 2004 (edited) O se que ahora no a los summons ni a las magias de los heroes ...no soy NE gamers...pero pense que contra los summons siempre a sido manual el dispel Edited September 3, 2004 by Unknown Lord
xG.SGT Posted September 4, 2004 Report Posted September 4, 2004 contra los summons siempre ah sido manual el dispel... :S
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