Patch 1.17 rilasciata

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Patch 1.17 rilasciata

Post by Lysor_o.O » 20/09/2004 22:29

E' uscita. Ecco i cambiamenti:
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- PATCH 1.17
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- 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 .
- A "Profile" button has been added to the toolbar. You can now
look at your profile from the news page without ever entering
- 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.


- 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
- 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
- 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
- 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.


Expansion - Frozen Throne
- (4)Turtle Rock - Top right and bottom left creep camps now drop equivalent
- (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.


- Haunted and Entangled Gold Mines are now indicated on the minimap.
- The experience bonus for having a single Hero and owning a tier-2 or
tier-3 town hall has been increased to +15%/+30% from +10%/+20%.
- Line damage spells such as Shockwave, Carrion Swarm, Breath of Fire, and
Breath of Frost no longer damage a targeted friendly unit.
- Default autocast spells (like Abolish Magic or Bloodlust) that require
research will now have autocast enabled when the research completes.
- Arrow abilities set to autocast now override Orb effects.
- Repairing an upgrading building now uses the repair time and cost of the
original building.
- Harvesting, building, and repairing workers are the only units left
behind by a teleport.
- Hexed and polymorphed units now have the same statistics as the normal
units except for movement speed and the model. Previously, these abilities
were changing the armor type and hit point regeneration type.
- Constructing Peasants are now included in group selections. A
constructing Peasant will automatically queue all orders unless it is
the only unit selected, or until it receives a Stop order.
- Channeling ultimates now cancel invulnerability. If an invulnerability
spell is used while channeling, channeling will end.
- Damage-capped AOE spells now have a seperate cap for friendly, enemy,
and neutral units.
- Enemy units now take damage from Lightning Shielded illusions.
- If a unit is rallied to a unit/Hero that dies, the rallied unit will
now continue to move towards the last spot the rally target occupied.

- Defend has been reworked. Piercing damage is still reduced by 50%, and
there is now an additional 30% chance that a defending Footman will
reflect unit attacks back on the source for full damage. Piercing damage
building attacks have a 30% chance to do no damage.
- Banish now costs mana 75/60/50 by level, and has a 0-second cooldown at all
levels, down from 5/3/1 seconds.
- Siphon Mana drain per second has been reduced to 15/30/45 from 18/35/55.
- Siphon Mana has been reworked. It now transfers mana from an enemy to the
Blood Mage, or from the Blood Mage to an ally. Additionally, Siphon Mana
can push the Blood Mage's mana up to as much as twice its normal maximum
value, though mana gained in this way drains off rapidly if not used.
- Blood Mage attack speed increased by 30%.
- Flame Strike damage cap set to the equivalent of 6 targets, up from 5.
- Knight hit points increased to 835 from 800.
- Arcane Towers now deal 20 bonus damage per attack to summoned units.
- Divine Shield can no longer be deactivated.
- Phoenixes no longer regenerate life from a Fountain of Health.

- Death Knight base armor reduced to 3 from 4.
- Banshee attack range increased to 600 from 500.
- Units raised by Animate Dead are now invulnerable to dispels as well as
- Destroyers no longer regenerate mana from a Fountain of Mana.
- Unsummoning an upgraded building now provides resources for the original
building in addition to the cost of the upgrade (before it was just the
cost of the upgrade).
- The Nerubian Towers' frost attacks now properly affect magic-immune units.
- Devour Magic now dispels the owl summoned by Sentinel, but does not give
mana to the Destroyer.
- Since we have corrected the splash damage bug with Destroyers, we have
reverted Destroyers to their old 1.14 statistics. Destroyers now have
mana regeneration of -3/sec (down from -6/sec), Orb of Annihilation
now costs 25 mana down from 50 mana, and Devour Magic restores 75 mana
per unit dispelled, down from 150. Note that Devour Magic no longer
gives health or mana when a player devours friendly buffs.

- Wind Walk now allows the Blademaster to walk through units.
- Wind Walk's backstab damage reduced 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.
- Tauren Chieftain base Intelligence increased to 15 from 14.
- Troll Batrider build time increased from 25 to 28.
- Experience granted for killing the Spirit Wolves summoned by the spell
Feral Spirit increased by approximately 40%.
- Spirit Link can now be used to affect illusions.
- Spirit Walkers now appear before Raiders and Kodo Beasts in the group
- Troll Batriders can no longer use Unstable Concoction while Banished.

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.
- Faerie Fire armor debuff reduced to 4 from 5.
- Archer hit points increased to 245 from 240.
- Faerie Dragon damage increased to 14-16 from 13-14.
- Level-1 Entangling Roots base duration reduced to 9 seconds from 12, but
level-3 Entangling Roots damage increased to 25 per second from 15 per
- Ancient Protector's attack now uses a homing missile.
- The Huntress' bouncing attacks will no longer bounce back to the initial
- Shadow Strike is no longer removed by Banish.
- Taunt now affects only the 10 closest units. It is also now disabled by

- Naga Sea Witch speed reduced to 270 from 300.
- Cluster Rockets mana cost reduced to 70 from 75.
- Voidwalker mercenaries now cost 2 food, up from 1.
- Hydras spawned from a splitting parent are no longer considered summoned

- Targeting an unwalkable location with a Scroll of Town Portal will now
try to place units as close to that location as possible. If no valid
location can be found, the units will be teleported to an area around
the town hall.
- All Orbs now affect magic-immune units.
- Orb of Corruption debuff can no longer be dispelled.
- Orb of Fire now deals Spell damage instead of Magic damage.
- Mechanical Critters are no longer displayed on the minimap.
- Mechanical Critters no longer teleport with you.
- Amulet of Spell Shield no longer blocks physical skills (e.g., Ensnare).

NOTES: Replays are incompatible between major game revisions (1.16
replays cannot be viewed with the 1.17 version of Warcraft III).
Custom save games will not load from version 1.16.
Tu vedi delle cose e chiedi: perché? Ma io sogno di cose che non ci sono mai state, e che forse non ci saranno mai, e dico: perché no?
--- Wolfgang Güllich

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Post by Lysor_o.O » 20/09/2004 22:30

...ed ecco la bug list. Sono schifato. Come fanno a esserci ancora tanti bug a più di un anno dall'uscita di TFT? E come fanno a rilasciare una patch se manca ancora così tanta roba? Ok che stanno lavorando a WOW, ma ragazzi, mi cadono le palle!

1) Dismounting a Hippogryph Rider avoids certain spells. Includes Unstable Concoction, Ensnare, Web.

2) Destroyed buildings remain on minimap in replays.

3) Kaboom (on Clockwerk Goblins and Goblin Sappers) has difficulty attacking harvesting wisps: The goblins cannot get close enough to their target. You must target a nearby area on the ground.

4) Hitpoint bars linger for dead units

5) Forked Lightning (and some other spells) do not execute if the target moves out of range before the spell is finished. Mana and Cooldown are still charged.

6) Some instant orders cannot be queued if there are no valid targets at the unit's current position.

7) The camera and cursor position are not centered over your town hall when the map is finished loading.

8) In the Standard Game screen, for Small Free for All, it reads: "Can you defeat 3-5 opponents alone?" It should be 3.

9) The Arranged Team profile does not display the rank correctly.

10) Banished Blood Mages can use Siphon Mana against creeps with no magic attack without waking them.

11) Drunken Brawler can crit and proc a ground unit, but not an air unit. Critical Strike and Bash have the same problems once they're fixed to target air units.

12) Buffs are not always removed when the target is no longer considered valid. Ex. Frost effects are not removed from the Paladin when he uses Divine Shield.

13) Abilities that target only your own units are displaying a misleading error message when targeting allied units.

14) ELL determines start positions.

15) Wind Walk does not cancel queued attack orders.

16) Dropped players can continue harvesting.

17) Amulet of Spell Shield blocks Impale completely instead of for just the hero wearing it.

18) When Obsidian Statues are destroyed, they sometimes disappear for a short time before they play their death animation.

19) Illusions are occasionally displayed incorrectly in replays.

20) Detonating on the portrait of the selected wisp if it's on a tree does not cause it to detonate in place.

21) Fogged Blight does not update properly when viewed in replays.

22) Acolytes can become stuck if ordered to an occupied harvest position.

23) If you cast Hex on a unit as it begins to Wind Walk, you will see the hex animation even though the unit is invisible.

24) Hexed heroes cannot purchase items when hex wears off without leaving the area around the shop and returning. New to 1.17

25) Statues autocast if a Destroyer is in the area. New to 1.17

26) Splitting lava spawns to not teleport. New to 1.17

27) Big Bad Voodoo does not break Possession. New to 1.17
Tu vedi delle cose e chiedi: perché? Ma io sogno di cose che non ci sono mai state, e che forse non ci saranno mai, e dico: perché no?
--- Wolfgang Güllich

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Post by snuffz » 21/09/2004 08:50

ieri sera mi sono connesso per fare la prima partita dopo le vacanze..
ed invece mi ha scaricato la patch.

I due eroi neutrali mi sembrano divertenti, anche se a breve vedremo un nerf sul firelord...


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