Legacy of the Void Beta Now Live

Comment on our website's front-page headlines.
Post Reply
User avatar
UntamedLoli
Protoss Zealot Practice Dummy
Protoss Zealot Practice Dummy
Posts: 856
Joined: Sun Oct 15, 2006 2:36 pm
Location: Canada, BC
Contact:

Legacy of the Void Beta Now Live

Post by UntamedLoli »

Image

The StarCraft II: Legacy of the Void beta has officially begun! The beta test includes a host of new units, abilities, gameplay changes, and more to check out. If you haven’t been following our posts so far, you can check out our Multiplayer Reveal, or our numerous updates for details on what to expect.

If you plan on checking out the beta, please read our beta preview. Not only will it give you an idea of what’s in store, but it also details how you can personally help make Legacy of the Void the best multiplayer experience possible. We intend to work closely with the community to make this expansion, and your help is of the utmost importance.


Check out the details at the Starcraft 2 website.

You can see if you were selected under Battle.net account management or through the region drop-down in the launcher.
Last edited by UntamedLoli on Mon Sep 14, 2015 12:03 am, edited 1 time in total.
Image
Image
User avatar
Ricky_Honejasi
Xel'naga Solar Moderator
Xel'naga Solar Moderator
Posts: 2011
Joined: Wed Aug 16, 2006 3:50 pm

Re: Legacy of the Void Beta Now Live

Post by Ricky_Honejasi »

Personally, I am most interested to know if they added editor-related features or made any real changes for the Arcade for the better in LotV beta.
User avatar
Xenon
Zerg Queen's Nest Slave Trainee
Zerg Queen's Nest Slave Trainee
Posts: 771
Joined: Mon Oct 23, 2006 3:29 pm

Re: Legacy of the Void Beta Now Live

Post by Xenon »

Agreed. Apparently there's a good number of new trigger natives, including stuff like modifying weapon period cooldown remaining (trying to do this with cooldown functions in the current sc2 doesn't work), and a new category called "effect history". I'm kind of concerned that keeping track of a bunch of effects will make things that spam effects cause lag, though.

http://www.sc2mapster.com/forums/genera ... w/?post=48

What I really want to see is new Data fields. A "vital bonus source" field for damage effects to base it on, say, the caster's energy would be great.


Also, what are the teenage mutant ninja koopas(?) in the signatures from?
User avatar
IskatuMesk
Xel'naga World Shaper
Xel'naga World Shaper
Posts: 8328
Joined: Sat Feb 07, 2009 1:40 pm
Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘ జ్ఞ‌ా

Re: Legacy of the Void Beta Now Live

Post by IskatuMesk »

HYO HYO HYO HYO HYO
User avatar
Ricky_Honejasi
Xel'naga Solar Moderator
Xel'naga Solar Moderator
Posts: 2011
Joined: Wed Aug 16, 2006 3:50 pm

Re: Legacy of the Void Beta Now Live

Post by Ricky_Honejasi »

So a guy on sc2mapster (via said link on Q's post) posted a list of changes tied to natives (if they are all LotV).

Here's some that do interest me at least a bit :
New native to get the "map path" (location string for map file?).
Combined with extension mods that works with banks, it could allow your extension to factor the map in this trigger.

Ex : If it was a potencial Micro and Tactics extension mod then it can help to separate which bank-saved scenario is on used on which melee terrain. Or for hardcoded scenarios to be considered on X specific melee terrains.
Path lines now support being attached to units directly instead of only points. Would fix odd lines leading to buildings due to the structure footprint being unpathable.
Event to detect when a player joins an active session. This is the Heroes of the Storm rejoin functionality. Unclear if it could be applied to custom maps but it may be applied to melee games (no longer instant loss on disconnect).
Might have some hope to rejoin a SC2 game in LotV due to that. Although not putting too much stock into that.
New event detect an effect used from a "scope". Unclear of functionality but it might be a more efficient way to run trigger enhanced events in a few circumstances.
New event response native to get the source behaviour which used an effect.
Native to get the distance squared between points. Likely faster than normal distance native as it avoids square root required for Euclidian distance and will probably be faster than explicit computation from cords.
A string comparison native. Like such functions in C and Java, it returns an integer likely adding detail as to how different the string was. Programmers will recognize this as an important feature for sorting or any form of ordering and having a native do it is certainly faster than any custom implementation.
Native to turn trigger debug output on and off. Probably useful for map developers as debug output generally defaults to off in published maps resulting in a loss of all errors, event important ones.
Could be interesting since sometimes I would have wanted to turn off the trigger debut output temporally due some triggers constantly firing for various reasons and slowing down my map in debug mode.
New unit state "silenced".
Perhaps to emulate WC3's Silence's exact effects?
A lot of new behaviour classifications. This includes 15 custom ones and 6 pre-defined ones. Be warned that this has altered the flag constant numbers of the buff flags and info flag.
New natives to modify remaining and limit of buff damage response shields on units.
New native to check if a unit is in range of another unit and is able to attack it. Possible AI usage.
New path-ability natives that allow you to check if a unit is able to path to a point or another unit. Unlike the current ones, these will factor in unit width, something very important for TDs and such maps as wider waves could immediately detect if they should attack towers or not.
User avatar
Xenon
Zerg Queen's Nest Slave Trainee
Zerg Queen's Nest Slave Trainee
Posts: 771
Joined: Mon Oct 23, 2006 3:29 pm

Re: Legacy of the Void Beta Now Live

Post by Xenon »

There appears to be a function to set the pathing type in a region, which is great if you intend to use the cliff pathing for water pathing instead. We need a mover pathing type that can pass through "structure" pathing but not cliffs so we can block ranps to dry land with "structure" pathing that allows ground units to pass, but not water units with "cliff" pathing.

I'm guessing the "effect history" functions can only gather information on effect trees that haven't expired yet, so it isn't storing any more data than it had been before.
Post Reply