SoNiC_tHe_IgEl
Member!
.17 is live. Changes are listed below.
- TCadwell
Warcraft 3 Team
--------------------------------------------------------------------------
WARCRAFT III: THE FROZEN THRONE VERSION HISTORY
--------------------------------------------------------------------------
- PATCH 1.17
--------------------------------------------------------------------------
FEATURES
- Two new Neutral Heroes, the Firelord and the Goblin Alchemist, have been
added to the game. For further information on these exciting new Heroes
and a listing of their abilities, visit http://www.battle.net/war3 .
- A "Profile" button has been added to the Battle.net toolbar. You can now
look at your profile from the Battle.net news page without ever entering
chat.
- Replays now display their version number in the Replay selection screen.
- Designating a new clan chieftain now includes a confirmation dialogue.
- 9 maps from our Bonus Map program including (8)Funny Bunny's Egg Hunt,
(8)Shamrock Reef, (8)Dragon Falls, (8)Deadlock, (8)Gold Rush, (8)Slalom,
(6)Copper Canyon, (6)Rolling Hills, and (4)Predators.
FIXES
- Fixed a problem with Burning Oil that caused the effect to not be created
when buildings were attacked directly.
- Fixed a problem that caused some instant spells cast after a targeted
spell to execute before the targeted spell.
- 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) failing 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.
- Fixed a problem preventing Phased Faerie Dragons from teleporting.
- Fixed an issue with Faerie Dragons that could cause them to become
unresponsive to most commands if you Phase Shifted just as the unit was
attacking something.
- Fixed Doom so that the spell now has a maximum creep level.
- Fixed an issue that caused Crypt Fiends to deactivate Web when they
unburrowed.
- Fixed a problem with Cleaving Attack that would prevent it from working
when Orbs were equipped.
- Fixed an issue with Cleaving Attack that would cause Thorns Aura to
reflect damage on targets that took splash damage.
- Fixed an issue that could cause the Orb of Annihilation's splash damage
to ignore armor.
- Fixed a problem that could cause Metamorphosis to cancel the effects of
a Staff of Teleportation.
- Fixed Devour such that devoured units now give experience to the owner of
the Kodo Beast if it gets polymorphed/hexed and instantly digests the unit.
- Fixed rally points such that friendly units will no longer cancel rally
orders to Heroes that teleport, Blink, or Mirror Image.
- Fixed illusions so they now get correct damage, armor, life, and mana
bonuses consistent with the original units.
- Fixed an issue with morphed units that could cause them to cost food when
revived by Animated Dead if they had died in their morphed form.
- Fixed the Storm Pandaren (from the Pandaren Brewmaster's ultimate) so it
now correctly displays Wind Walk's backstab damage.
- Fixed a problem with Flame Strike that wouldn't allow Blood Mages to
become invisible after they finished channeling the spell. Prior to this
fix, the Blood Mage would become visible for as long as damage was taking
place, despite the fact that he was no longer casting the spell.
- Fixed upgrading buildings such that they now receive the correct hit point
bonus from the Masonry upgrade.
- Fixed a problem that could cause manually cast arrow abilities to
occasionally fail.
- Fixed racial shops so they no longer block line of sight.
- Fixed multiple units' casting the same spell so they now distribute the
load more efficiently.
- Fixed creeps so that missile spells no longer wake them when launched.
Instead, the creeps now wake when a spell hits.
- Fixed channeling units so they will auto-queue orders issued to the entire
selection except for Stop and Hide. Orders issued to the selected subgroup
will break channeling (so you can teleport out of the area while
channeling).
- Fixed units in the middle of a non-channeling spell such that they will now
auto-queue all orders until the spell is complete.
- Fixed Hero icons so their order is now consistent throughout the game.
- Fixed replay speeds so they can once again be changed while the replay
is paused.
MAPS
Expansion - Frozen Throne
- (4)Turtle Rock - Top right and bottom left creep camps now drop equivalent
items.
- (4)Twisted Meadows - Added some trees near the south Mercenary Camp
to prevent mercenary purchase without engaging the creeps. Also added
some trees to prevent item purchase from Goblin Merchant without
engaging creep camp.
- (6)Demon's Crossing - Removed the two Dragon Roosts and their accompanying
creep camps from both sides of the map, then altered the creep camp
guarding the remaining Dragon Roost. Rebalanced most of the creep camps to
be more player friendly.
- (6)Monsoon - Added some trees near the water line to prevent units from
moving behind them.
- (6)Typhoon - Added some trees near the expansion gold mines to prevent the
creeps from harassing players when they pass by. Added some trees to start
locations and moved bottom middle start location closer to trees to help
with initial harvesting.
- (6)Upper Kingdom - The two center creep camps that are guarding gold mines
have been pushed back from common pathing areas.
- (8)Mur'gul Oasis - Center creeps pushed further back away from common
pathing areas through the middle.
- (8)Gold Rush - Fixed missing Tavern from the bottom left corner.
Classic - Reign of Chaos
- (6)Dark Forest - Cleaned up some trees to provide wider areas for larger
groups to path through. The creep camp guarding the top middle expansion
gold mine no longer attacks units that path nearby.
- TCadwell
Warcraft 3 Team
--------------------------------------------------------------------------
WARCRAFT III: THE FROZEN THRONE VERSION HISTORY
--------------------------------------------------------------------------
- PATCH 1.17
--------------------------------------------------------------------------
FEATURES
- Two new Neutral Heroes, the Firelord and the Goblin Alchemist, have been
added to the game. For further information on these exciting new Heroes
and a listing of their abilities, visit http://www.battle.net/war3 .
- A "Profile" button has been added to the Battle.net toolbar. You can now
look at your profile from the Battle.net news page without ever entering
chat.
- Replays now display their version number in the Replay selection screen.
- Designating a new clan chieftain now includes a confirmation dialogue.
- 9 maps from our Bonus Map program including (8)Funny Bunny's Egg Hunt,
(8)Shamrock Reef, (8)Dragon Falls, (8)Deadlock, (8)Gold Rush, (8)Slalom,
(6)Copper Canyon, (6)Rolling Hills, and (4)Predators.
FIXES
- Fixed a problem with Burning Oil that caused the effect to not be created
when buildings were attacked directly.
- Fixed a problem that caused some instant spells cast after a targeted
spell to execute before the targeted spell.
- 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) failing 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.
- Fixed a problem preventing Phased Faerie Dragons from teleporting.
- Fixed an issue with Faerie Dragons that could cause them to become
unresponsive to most commands if you Phase Shifted just as the unit was
attacking something.
- Fixed Doom so that the spell now has a maximum creep level.
- Fixed an issue that caused Crypt Fiends to deactivate Web when they
unburrowed.
- Fixed a problem with Cleaving Attack that would prevent it from working
when Orbs were equipped.
- Fixed an issue with Cleaving Attack that would cause Thorns Aura to
reflect damage on targets that took splash damage.
- Fixed an issue that could cause the Orb of Annihilation's splash damage
to ignore armor.
- Fixed a problem that could cause Metamorphosis to cancel the effects of
a Staff of Teleportation.
- Fixed Devour such that devoured units now give experience to the owner of
the Kodo Beast if it gets polymorphed/hexed and instantly digests the unit.
- Fixed rally points such that friendly units will no longer cancel rally
orders to Heroes that teleport, Blink, or Mirror Image.
- Fixed illusions so they now get correct damage, armor, life, and mana
bonuses consistent with the original units.
- Fixed an issue with morphed units that could cause them to cost food when
revived by Animated Dead if they had died in their morphed form.
- Fixed the Storm Pandaren (from the Pandaren Brewmaster's ultimate) so it
now correctly displays Wind Walk's backstab damage.
- Fixed a problem with Flame Strike that wouldn't allow Blood Mages to
become invisible after they finished channeling the spell. Prior to this
fix, the Blood Mage would become visible for as long as damage was taking
place, despite the fact that he was no longer casting the spell.
- Fixed upgrading buildings such that they now receive the correct hit point
bonus from the Masonry upgrade.
- Fixed a problem that could cause manually cast arrow abilities to
occasionally fail.
- Fixed racial shops so they no longer block line of sight.
- Fixed multiple units' casting the same spell so they now distribute the
load more efficiently.
- Fixed creeps so that missile spells no longer wake them when launched.
Instead, the creeps now wake when a spell hits.
- Fixed channeling units so they will auto-queue orders issued to the entire
selection except for Stop and Hide. Orders issued to the selected subgroup
will break channeling (so you can teleport out of the area while
channeling).
- Fixed units in the middle of a non-channeling spell such that they will now
auto-queue all orders until the spell is complete.
- Fixed Hero icons so their order is now consistent throughout the game.
- Fixed replay speeds so they can once again be changed while the replay
is paused.
MAPS
Expansion - Frozen Throne
- (4)Turtle Rock - Top right and bottom left creep camps now drop equivalent
items.
- (4)Twisted Meadows - Added some trees near the south Mercenary Camp
to prevent mercenary purchase without engaging the creeps. Also added
some trees to prevent item purchase from Goblin Merchant without
engaging creep camp.
- (6)Demon's Crossing - Removed the two Dragon Roosts and their accompanying
creep camps from both sides of the map, then altered the creep camp
guarding the remaining Dragon Roost. Rebalanced most of the creep camps to
be more player friendly.
- (6)Monsoon - Added some trees near the water line to prevent units from
moving behind them.
- (6)Typhoon - Added some trees near the expansion gold mines to prevent the
creeps from harassing players when they pass by. Added some trees to start
locations and moved bottom middle start location closer to trees to help
with initial harvesting.
- (6)Upper Kingdom - The two center creep camps that are guarding gold mines
have been pushed back from common pathing areas.
- (8)Mur'gul Oasis - Center creeps pushed further back away from common
pathing areas through the middle.
- (8)Gold Rush - Fixed missing Tavern from the bottom left corner.
Classic - Reign of Chaos
- (6)Dark Forest - Cleaned up some trees to provide wider areas for larger
groups to path through. The creep camp guarding the top middle expansion
gold mine no longer attacks units that path nearby.