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Warcraft III TFT & RoC : Patch 1.13


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WARCRAFT III: THE FROZEN THRONE VERSION HISTORY

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<BR>- PATCH 1.13

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<BR>

<BR>FEATURES

<BR>

<BR>- Acts II & III, the conclusion acts to the bonus Orc campaign contained in

<BR> The Frozen Throne, are included in this patch. To play these levels, you

<BR> can simply click the "Chapter Two - Old Hatreds" link from the Bonus Campaign

<BR> screen. If you have completed Act I, your Heroes will carry over to Act II.

<BR> Otherwise, your Heroes will be default-level Heroes with basic starting items.

<BR>- Warcraft III now supports binding an email address to your Battle.net account,

<BR> so that you can recover your password at a later stage, similar to the

<BR> functionality that was added to D2.

<BR>- Race selection on the scheduled game dialog (tournament finals) is now saved

<BR> for future scheduled games.

<BR>

<BR>MAPS

<BR>

<BR>Expansion - Frozen Throne

<BR>- (2)Tirisfal Glades - Red creep camp a bit easier; lowered the level of item

<BR> drop from 7 to 5.

<BR>- (2)Glacial Thaw - Switched the start locations to face the center of the

<BR> map. Lowered the level of a few creep camps; lowered the level of a few

<BR> item drops.

<BR>- (4)Paradise Island - Creeps are less likely to aggro passing units.

<BR>- (4)Twisted Meadows - Added ground-based anti-air creep to the island. Added

<BR> some trees behind the 3 o'clock start location to prevent building NE town

<BR> hall behind the gold mine. Changed a level-4 drop from charged item to

<BR> permanent item.

<BR>- (4)Bridge Too Near - Switched start locs with the expansion gold mines.

<BR>- (4)Devil's Cauldron - Lowered the total level of 4 creep camps.

<BR>- (4)Turtle Rock - The two large turtles that are placed between player bases

<BR> each drop a better item. Removed Rune of Lesser Healing from the expansion

<BR> creep.

<BR>- (4)Floodplains 1v1 - Removed the easy creep camp outside of player's base

<BR> and moved it to the other easy creep camps further from the player's base.

<BR>- (4)Lost Temple - Adjusted creep camps and item drops.

<BR>- (4)Avalanche - Weakened the 3 o'clock and 9 o'clock expansion creeps. Added

<BR> a green-sized camp in place of the orange camp.

<BR>- (6)Bloodstone Mesa - Moved expansion creep back. Removed Marketplace and

<BR> added Tavern.

<BR>- (6)Rice Fields - Changed all the randomly generated creep camps; they are a

<BR> bit easier for the user now.

<BR>- (6)Wellspring - Added more trees to the starting location and moved the

<BR> lumber a bit closer to the town hall. Removed the east and west gate from

<BR> the center and created a bit more room around the Taverns.

<BR>- (6)Stranglethorn Vale - Expansion creeps are a bit easier now.

<BR>- (6)Timbermaw Hold - Moved the bottom Dragon Roost creep closer together to

<BR> eliminate two creep icons. Moved bottom middle start location deeper into

<BR> forest to prevent the easy (green) creep camp from being nuked from start

<BR> location placement. Same change to the bottom left position. Added a tree to

<BR> the hole in the forest at the top left position to prevent units from

<BR> getting stuck when portaling home.

<BR>- (8)Friends - Changed drop item classification from 'any' level-6 items to

<BR> 'charged' level-6 items.

<BR>- (8)Feralas - Removed some creep camps to help the flow of the game.

<BR>- (8)Rock Quarry - Added some trees to several start locs that needed more

<BR> lumber. Added ground-based anti-air to the center of the map.

<BR>- (8)Mur'gul Oasis - Added another 1500 gold to the starting locations.

<BR>- (8)Deathknell - Removed the center creep camp and neutral building.

<BR>- (8)Plains of Snow - Moved Teal's easy creep camp farther away to prevent

<BR> them from being nuked at the start of the game.

<BR>- (8)Garden of War - Moved Yellow's easy creep camp to prevent them from being

<BR> nuked at the start of the game.

<BR>- (8)Battleground - Moved 12 o'clock easy creep camp further away from start

<BR> location to prevent them from being nuked at the start of the game.

<BR>

<BR>Classic - Reign of Chaos

<BR>- (2)Plunder Isle - Added some ground-based anti-air units to the Dragon camps;

<BR> also added some trees to the top start location.

<BR>- (4)Lost Temple - Adjusted item drop in center area. Expansion gold mines

<BR> should be a bit tougher. Each player's expansion gold mine now has one melee

<BR> creep. The Goblin Merchant camp is now tougher and has anti-air.

<BR>

<BR>BALANCE CHANGES

<BR>

<BR>Human

<BR>- Storm Bolt stun is now 5 seconds vs. units and 3 seconds vs. Heroes at all

<BR> levels. Previously, it had this level of stun at level 1, but went up 2

<BR> seconds vs. units and one second vs. Heroes each level. Additionally,

<BR> level-2 and level-3 damage are now 225 and 350, respectively.

<BR>- Militia can now only be created from a player's starting Town Hall, but they

<BR> can still be created from any of the player's Keeps or Castles.

<BR>- Blizzard is now damage capped. This damage cap is invoked when Blizzard hits

<BR> more than 5 targets per wave.

<BR>- Scout Tower hp reduced to 300 from 500, and armor reduced to 0 from 5.

<BR>- Human towers now gain 2 armor per masonry upgrade, up from 1.

<BR>- Banish has been reworked. Previously durations were 12(5) / 24(7) / 36(9)

<BR> by level, and mana costs were 75/50/25 by level. Instead, its mana cost is

<BR> now constant at 75 mana; its cooldown decreases with level (5 / 3 / 1); and

<BR> its durations only slightly improve with level (12(4) / 15(5) / 18(6)).

<BR>- Siphon Mana maximum range reduced to 800 from 850.

<BR>- Flying Machine hit points increased to 200 from 175.

<BR>- Holy Light mana cost reduced to 65 from 75.

<BR>

<BR>Undead

<BR>- Web upgrade cost increased to 150/150 from 75/75.

<BR>- Spirit Touch now restores 3 mana per casting, down from 4.

<BR>- Possession has been reworked. It is now a channelled spell with a 4 1/2

<BR> second casting duration. During this time, the target is disabled and

<BR> frozen into place, but is also invulnerable; and the Banshee takes triple

<BR> damage from all attacks. Stunning or killing the Banshee that is casting

<BR> Possession will cause the spell to abort. Additionally, the range of

<BR> Possession has been increased to 350 from 200.

<BR>- Anti-magic Shell has been redesigned. The spell now absorbs the first 350

<BR> points of spell or magic damage dealt to the target, but does not grant

<BR> magic immunity. Note that spells absorbed by AMS can still deal secondary

<BR> effects, such as stun, paralysis, or mana drain. Also the mana cost of

<BR> AMS has been re-balanced to 150.

<BR>

<BR>Orc

<BR>- Troll Batrider Unstable Concoction damage reduced to 550 from 900, and

<BR> splash damage increased to 140 from 100.

<BR>- Troll Batrider damage increased to 13-15 from 11-12.

<BR>- Level-1 Spirit Wolves now move at speed 320, down from speed 350.

<BR>- Level-3 Spirit Wolves now have 500 hit points, up from 400 hit points.

<BR>- Damage sustained over Spirit Link is now never fatal. Fatal damage sustained

<BR> via Spirit Link instead reduces a unit to 1 hit point, and dispels Spirit

<BR> Link.

<BR>- Stasis Trap area of effect reduced to 400 from 500.

<BR>- Shockwave now has a damage cap of roughly 12 units affected. Note that this

<BR> limit will not typically be reached except in team games.

<BR>

<BR>Night Elf

<BR>- Shadow Strike level-1 DoT damage reduced to 10 per period, down from 15.

<BR>- Detonate mana drain reduced to 50 from 100.

<BR>- Druid of the Claw caster upgrade times reduced to 25 seconds and 35 seconds

<BR> respectively, down from 45 seconds and 1 minute.

<BR>- Dryad damage increased to 17-19 from 16-18.

<BR>- Glaive Thrower damage changed from 39-50 to 36-53.

<BR>- Eating trees now heals 500 hit points over 30 seconds, up from 200

<BR> hit points over 10 seconds.

<BR>

<BR>Neutral Buildings, Units and Heroes

<BR>- Beastmaster Strength reduced to 22 from 25, and base armor reduced to 2 from

<BR> 3.

<BR>- Level-2 hawk hit points reduced to 450 from 625, and level-3 hawk hit points

<BR> reduced to 650 from 875.

<BR>- Breath of Fire and Drunken Haze mana costs reduced to 70 from 75.

<BR>- Naga Sea Witch speed reduced to 300 from 320.

<BR>- Frost Arrows mana cost is now 10 per shot, up from 7 per shot.

<BR>- Pit Lord footprint, or collision size, has been reduced to 32 from 48. This

<BR> means that he takes up less space on the battlefield.

<BR>- Rain of Fire is now damage capped. This damage cap is invoked when Rain of

<BR> Fire hits more than 5 targets per wave.

<BR>- Level-1 Black Arrow no longer has a cooldown, but level-1 Minion damage

<BR> reduced to 9-10 from 14-15.

<BR>- Cleave attack splash radius increased to 200 from 150.

<BR>- Dragonspawn Meddlers have been rebalanced to correctly reflect their food,

<BR> level and gold cost. They now have 370 hit points, down from 500 hit points,

<BR> and deal 12-13 damage, down from 21-25 damage.

<BR>- Mercenary Barbed Arachnathids are now available at the start of the second

<BR> day, instead of very early in the game.

<BR>- Creep Bloodlust mana cost increased to 75 from 50.

<BR>- Creeps with Faerie Fire always use the creep version of Faerie Fire now.

<BR> Additionally, creep Faerie Fire cooldown increased to 8 from 5.

<BR>- Creep Curse cooldown increased to 8 from 5.

<BR>- Thunder Lizard cost increased to 6 food from 5, and 150 lumber from

<BR> 80 lumber.

<BR>

<BR>Items

<BR>- Replenishment Potion can now be sold to a shop for 75 gold, down from 200

<BR> gold.

<BR>- Sentry Wards now have 2 charges, down from 3.

<BR>- Anti-magic Potion duration increased to 15 from 10.

<BR>- Orb of Fire cost reduced to 300 from 375.

<BR>- Orb of Venom cost reduced to 325 from 375.

<BR>- Healing Wards and Ankh of Reincarnation are now level-4 items (down from 5).

<BR>- Red Drake Egg, Stone Token and Spiked Collar are now level-5 items, up from

<BR> level 4.

<BR>- Staff of Preservation cost reduced to 150 from 200.

<BR>- Staff of Preservation no longer affects allied units--it now can only

<BR> affect its owner's units.

<BR>- Staff of Sanctuary now heals 15 hp/sec, up from 10 hp/sec.

<BR>

<BR>Other

<BR>- We have made modifications to how gold is mined. Although these changes are

<BR> somewhat difficult to describe, the effect is that in almost all cases, 5

<BR> peons are required for an Orc or Human to mine a gold mine at maximum

<BR> efficiency (assuming the town hall equivalent is as close as possible).

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