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Thread: Warcraft III beta patches were bigger

  1. #1

    Default Warcraft III beta patches were bigger

    I pulled up an old Warcraft III beta patch log from here: http://web.archive.org/web/200204021...com/war3/beta/

    3-17-2002
    Beta Patch 1.13 Has Been Released
    Simply connect to Battle.net to download the patch. There will be no standalone version of this patch.

    MINOR ISSUES

    - Fixed an issue that prevented players from moving units out of combat.
    - Fixed an issue with the newly modified creep AI.
    - Removed the Berserk upgrade from the Orc Barracks.

    3-15-2002
    Beta Patch 1.12 Has Been Released
    Simply connect to Battle.net to download the patch. There will be no standalone version of this patch.

    MAJOR ISSUES

    - Fixed a crash related to Bash.
    - Fixed a crash related to Ultravision.
    - Fixed a crash related to harvesting units and the Feral Spirit spell.
    - Fixed a crash related to cooldown timers.
    - Fixed a crash related to units getting stunned or ensnared while repairing.

    MINOR ISSUES

    - Fixed an issue that prevented units from attacking fleeing targets.
    - Fixed an issue related to rapidly spending Hero skill points.
    - Fixed an issue related to Polymorph and the Druid of the Claw.
    - Fixed a graphic issue related to the Tree of Life and Radeon 8500 video cards.

    BALANCE CHANGES

    - Added a 12-player map - Divide and Conquer.
    - Modified creep and item placement on all maps.
    - Modified creep behaviors slightly.
    - Build times have changed for many units.
    - Tree of Life attack removed. NOTE: In the next full patch, Ancient melee attacks will require the "Nature's Wrath" upgrade.
    - Ancient Protector can now attack air and ground.
    - Entangled Gold Mine hit points increased.
    - Entangling a gold mine takes longer.
    - Orc Burrow armor and attack range decreased.
    - Spiked Barricades damage increased.
    - Wisp hit points and cost increased.
    - Gryphon Rider cost and food usage decreased.
    - Dryads use 2 food.
    - Goblin Sapper hit points and splash damage decreased.
    - Skeleton duration reduced.
    - Skeleton attack damage increased.
    - Repair, Renew, and Restoration effectiveness decreased slightly.
    - Ensnare no longer requires Fortress.
    - Heal and Inner Fire swapped on the techtree.
    - Stasis Trap duration and activation time increased.
    - Anti-magic Shell mana cost reduced and duration increased.
    - Dryad's Dispel Magic mana cost reduced.
    - Curse duration increased slightly.
    - Faerie Fire duration and mana cost increased.
    - Inner Fire duration increased.
    - Invisibility duration increased.
    - Possession no longer affects air units.
    - Polymorph duration decreased.
    - Polymorph no longer affects air units. NOTE: In the next full patch, Polymorph will affect air units, but will not kill them.
    - Purge duration increased.
    - Rejuvenation mana cost reduced.
    - Slow effectiveness decreased.
    - Creep Ensnare duration decreased.
    - Healing Ward effectiveness increased.
    - War Stomp area of effect increased.
    - Evasion effectiveness increased slightly.
    - Metamorphosis effectiveness increased.
    - Chain Lightning effectiveness decreased.
    - Chain Lightning cooldown and mana cost reduced.
    - Frost Nova effectiveness decreased.
    - Frost Nova cooldown and mana cost reduced.
    - Frost Armor mana cost reduced.
    - Endurance Aura regeneration effect increased slightly.

    3-9-2002
    Beta Patch 1.11 Has Been Released
    Simply connect to Battle.net to download the patch. There will be no standalone version of this patch.

    MAJOR ISSUES

    - Fixed a lock up related to playing 2vs2vs2 games on the Dark Forest map.
    - Fixed a crash related to the game host being dropped.
    - Fixed a crash related to battle.net chat rooms.

    MINOR ISSUES

    - Fixed an issue that could cause Ghouls to stop harvesting after research- ing the Frenzy upgrade.
    - Fixed an issue that could result in a race being misreported in a user profile when manually exiting a game.

    BALANCE CHANGES

    - Lost Temple map's item drop tables changed.
    - Undead regenerate faster on Blight.
    - Graveyards produce corpses more slowly.
    - Beastiary cost reduced.
    - Tree of Life attack damage increased.
    - Lich attack speed and hit points reduced.
    - Far Seer attack speed and hit points reduced.
    - Arch Mage attack speed and hit points reduced.
    - Keeper of the Grove attack speed and hit points reduced.
    - Skeleton attack damage and hit points reduced.
    - Demon Hunter attack speed increased.
    - Sorceress attack damage decreased.
    - Sorceress cost and build time increased.
    - Shaman cost and build time increased.
    - Grunt build time increased.
    - Archer cost reduced.
    - Slow spell affects attack speed less dramatically.
    - Frost Nova does more damage to units within the area-of-effect, but less damage to the target.
    - True Shot Aura damage effect increased.
    - Death and Decay damage increased.
    - Immolation mana cost per second reduced.
    - Chain Lightning damage reduced.

    3-7-2002
    Beta Patch 1.10 Has Been Released
    Simply connect to Battle.net to download the patch. There will be no standalone version of this patch. The patch is about 16 MB.

    MAJOR ADDITIONS

    *Warning* - Mouse buttons for using and picking up items from inventory slots has switched. Left click uses the item and right click picks the item up.
    - Items can now be swapped between inventory slots.
    - New formation pathing.
    - Units no longer overlap while moving in groups.
    - Entangled gold mine needs wisps inside to harvest gold.

    NEW UNITS

    - Druid of the Talon
    - Peasant Militia

    ABILITY ADDITIONS & CHANGES

    - Orc Pillage [Peon, Grunt, and Raider] - A passive ability that adds resources to the player when damaging buildings.
    - Human Call To Arms [Peasants] - Peasants can now temporarily turn into "Militia" units to defend your town from attacks. You can swap them from Peasant to Militia at the Town Hall at any time. After some time has passed, your Militia unit will tire of war and revert back to a peasant.
    - Hide [Archer, Huntress, and the Hero Priestess Of The Moon] - This "night only" ability will cease current order and ignore targets, activating Shadowmeld (Invisibility). If attacked, "hiding" unit will respond.
    - Renew [Wisp] - Heals Ancients and mechanical units.
    - Faerie Fire [Druid of the Talon] - Reduces enemy target's armor and prevents unit from becoming invisible.
    - Cyclone [Druid of the Talon] - Immobilizes enemy target.
    - Roar [Druid of the Claw] - Increases attack damage for all units within area of effect.
    - Rejuvenation [Druid of the Claw] - Quickly recovers lost hit points on affected friendly units.
    - Sentinel [Huntress] - Sends a detector owl companion to a nearby tree to provide vision. Each Huntress only has one owl.
    - Healing Ward [Witch Doctor] - Heals all friendly units within area of effect.
    - Cripple [Necromancer] - Reduces enemy targets movement speed, attack speed, and damage for duration of spell.
    - Pulverize [Tauren] - Gives the Tauren a chance of dealing area effect damage on their attacks.
    - Flare [Mortar Team] - Each Mortar Team has one flare that can be used to reveal an area of the map for a short duration of time.
    - Bash [Hero Mountain King] - When attacking gives the Moutain King a chance of dealing a extra damage which stuns opponents.
    - Unholy Aura [Hero Death Knight] - Increases move and attack speed for all friendly units within range.
    - Warstomp [Hero Tauren Chieftain] - Stuns and damages any enemy units within the area of effect.
    - Feral Spirit [Hero Far Seer] - Transforms any friendly unit into a spirit wolf for a period of time.
    - Scout [Hero Priestess Of The Moon] - Sends an owl to scout an increasingly large area of the map based on ability level.

    BUILDING CHANGES

    - Orc Burrows are now orc "farms" that will attack when peons are loaded into them.
    - Orc Watch Tower that can attack both ground and air units.
    - Lumber Mill and Forge has been combined into Troll Wood Works serving both functions.
    - Mage Tower functions combined into Arcance Sanctum.
    - Bear den no longer exists. Upgrades moved to Ancient of Lore.
    - Gargoyle Spire no longer exists.
    - Town Defense buildings improved (except for Spirit Towers).
    - Many of the smaller buildings no longer have a "buffer" around them so you can use them to block off areas of your town.

    BALANCE CHANGES

    - Research in Sacrificial Pit now in Temple of the Damned.
    - Heroes now start with a skill point at level 1.
    - Heroes max level is now 10.
    - Heroes gain experience at a slightly slower rate.
    - Most maps no longer have low level creep camps outside start locations. - Unit attack speeds have been decreased.
    - Artillery attacks cause damage to friendly units.
    - Orbs can now be used by ranged heroes.
    - Raise dead not on by default (due to many people accidentally raising skeletons from their graveyard).
    - Bear Form costs more mana to cast.
    - Frost Wyrms do more damage to their target, but less splash damage.
    - Sleep spell has lower duration, higher cooldown and higher mana cost.
    - Disease Cloud does more damage, but will not directly kill affected unit.
    - Caster units are generally lower on the tech tree now.
    - Grunts are now 3 food and the most powerful early game melee unit in the game.
    - Headhunters have a new regeneration upgrade and will be gaining the Berserk ability.
    - Taurens are now 6 food and by far the most powerful ground melee unit.
    - Tauren Pulverize replaces Warstomp and does area of effect damage.
    - Tauren Totem now builds Taurens.
    - Healing Ward spell added to the Witch Doctor (replaces Ancestral Guardian).
    - Rifleman are now 3 food (hp boost mainly).
    - Human Farms now give 6 food, but are much cheaper.
    - Mortar teams are 3 food. They do a bigger area of effect damage then other artillery.
    - Artillery units improved versus units.
    - Haunted Mines cheaper.
    - Artillery units take up 2 spaces inside Zepplins.
    - Human Lumber harvest upgrade much better now.
    - Treants from the Force of Nature spell are better.
    - Searing arrow slightly weaker.
    - Web will now prevent the target from attacking.
    -Critical Strike changed slightly. Damage now increases with level of spell, but his frequency of using it stays constant.
    - Gargoyles are now immune to spells in Stoneform

    MANY MORE CHANGES . . .
    As you can see, some of the patches are quite small. On the other hand, some were actually adding new units. Also note numerical figures weren't given most of the time.

    Discuss, if you care to.
    StarCraft wiki; a complete and referenced database on the StarCraft game series, StarCraft II, Lore, Characters and Gameplay, and member of the StarCraft II Fansite Program.

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  2. #2

    Default Re: Warcraft III beta patches were bigger

    I think they realized that putting too much changes per patch to test caused problems and didn't really give sufficient data they needed to balance the game.

    That, or maybe WC3 was more ambitious :P.

    Not sure.

  3. #3

    Default Re: Warcraft III beta patches were bigger

    I suppose there are a number of ways you could read this. For one, the discrepancy might support the claim that SC2 is not dramatically different from SC1; less adjustment and fine tuning is required precisely because not much has actually changed (at least relative to the shift from WC2 to WC3).

  4. #4

    Default Re: Warcraft III beta patches were bigger

    Starcraft II was also in Alpha for a very long time.

  5. #5

    Default Re: Warcraft III beta patches were bigger

    Quote Originally Posted by Kaiser View Post
    Starcraft II was also in Alpha for a very long time.
    yup. right now, they already have a pretty good idea; they're just fine-tuning for the most part. sure, they may be toying with some more radical ideas, but the overall number of changes is smaller.

  6. #6

    Default Re: Warcraft III beta patches were bigger

    Unlike WC3 they took half of the balance framework from SC:BW. About half and effectivly ALL Buildings are continued which wasn´t the case for WC3.

  7. #7

    Default Re: Warcraft III beta patches were bigger

    WC3 was a massively different game with completely random factors getting in the way of overall 'balance'. It required much more extensive testing and tweaking to get it right. They didn't even have a full unit list and were adding more on the go. Spells played a huge part of the game as well, and they didn't even have half the spells that made it into final.

    SC2 follows a fairly straight forward formula. The pacing is set by its predecessor, what they need now is to datamine player activity and see the most extreme cases of play and tweak that.
    Last edited by Triceron; 04-01-2010 at 12:27 PM.

  8. #8

    Default Re: Warcraft III beta patches were bigger

    Well the patches are getting larger and more frequent every time they release one.

    So maybe we'll see stuff like this eventually.


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  9. #9

    Default Re: Warcraft III beta patches were bigger

    I think the patches will become much larger. The first month was for players to learn the game since SC2 is a far more complex game than Warcraft 3.

  10. #10

    Default Re: Warcraft III beta patches were bigger

    I really hope we get patches that really move stuff around, like add a new unit and move others up and down the tech tree.
    I'm also looking forward to some units being completely reworked too.

    Although I'm very happy with the game, I think some units need some serious changes, instead of just tweaking stats. I hate feedback on HT for example, it hard counters too many units. And even though I can't get enough of them right now, I can't say I'll be playing SC2 forever because the Zerg need some major rework (infestor, corruptor, some upgrades tweaked, T3 less standard, more varied incentives to tech etc...)

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