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new version!!!

510 pregleda · 14 odgovora · otvorena 14.08.2004. u 15:34

vec nova...opet humana jacaju, slabe ud-da (malo ) lol verzija...nego ima dosta ispravljenih pogresaka...i sto je vazno...dva nova...pogodite heroja...jedan imba drugi onako.... i evo vam sve ovako crno na bijelo :

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 (Funny Bunny's Egg Hunt, (Shamrock Reef, (Dragon Falls, (Deadlock, (Gold Rush, (Slalom, (6)Copper Canyon, (6)Rolling Hills, and (4)Predators.

FIXES

- 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.
- (Mur'gul Oasis - Center creeps pushed further back away from common pathing areas through the middle.
- (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.

BALANCE CHANGES

General
- 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 activate 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.

Human
- Defend has been reworked. Piercing damage is still reduced by 50%, and there is now an additional 40% chance that a defending Footman will reflect the attack back on the source for full damage.
- 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.
- Banish now costs mana 75/50/35 by level, and has a 0-second cooldown at all levels, down from 5/3/1 seconds.
- 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.

Undead
- 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 damage.
- 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 (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.

Orc
- 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.
- Wind Walk now allows the Blademaster to walk through units.
- Spirit Walkers now appear before Raiders and Kodo Beasts in the group selection.
- Troll Batriders can no longer use Unstable Concoction while Banished.

Night Elf
- 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 second.
- Ancient Protector's attack now uses a homing missile.
- The Huntress' bouncing attacks will no longer bounce back to the initial target.
- Shadow Strike is no longer removed by Banish.
- Taunt now affects only the 10 closest units. It is also now disabled by Banish.

Neutrals
- 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 units.

Items
- 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.
pa nije lose...
sve se vishe primicu balansu
samo Banish.. to ce bit imba, na levelu 3 mozes banish komplet vojsku
Mah malo me pocinju nervirati ... trebali su uvesti onda i tir 4 i da imamo 4 heroja
- Arcane Towers now deal 20 bonus damage per attack to summoned units.

gg vukovi ...
i napokon mercenary abuse na twistedu da su ukinuli gg elf

- Banish now costs mana 75/50/35 by level, and has a 0-second cooldown at all levels, down from 5/3/1 seconds

LOL ! Banish rulzzz !
human imba dzamije mi
dk sa 3 armora... sad je ko dreadlord...
***ami, moramo pocet koristiti Death Pact inace GG DK
sad ce mozda moci i bloodmage prvi bez ludog techa..a i onaj firelord bi mogo humanima posluzit sa lawa spwanom ovo ono...
Fixed Hero icons so their order is now consistent throughout the game. - Konacno. Ovo je znalo biti strasno iritirajuce u ffa
- 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%. -Hello lvl 10 TC
- Channeling ultimates now cancel invulnerability. If an invulnerability spell is used while channeling, channeling will end. -Ovo ce oslabiti NE u ffa
- Defend has been reworked. Piercing damage is still reduced by 50%, and there is now an additional 40% chance that a defending Footman will reflect the attack back on the source for full damage. -Glupost. Nece se korititi kao ni prije
- Banish now costs mana 75/50/35 by level, and has a 0-second cooldown at all levels, down from 5/3/1 seconds. -WTF AM nije oslabljen, Mk ima najjacu magiju u igri i sad ovo sa BM. Mislim da je dovoljno reci da vodja blizzard balance tima igra sa humanima od kako je war3 napravljen...
- Banshee attack range increased to 600 from 500.-Wow, sad ce svi raditi banshee
- Units raised by Animate Dead are now invulnerable to dispels as well as damage. -Konacno nesto dobro za und. AD sam uzimao (u ffa) tek kad je dk lvl 10 jer je bila totalno nekorisna...
- Destroyers no longer regenerate mana from a Fountain of Mana. - Nadam se da im ni statue nece puniti.
- Wind Walk now allows the Blademaster to walk through units. -TT. Nadam se ne i kroz protivnicke unite
- Archer hit points increased to 245 from 240. -Konacno su se i toga sjetili. Ostat ce im 5 hp nakon lvl 3 coila.
- Ancient Protector's attack now uses a homing missile. -Hurray! Ovo ce puno ojacati elfa u FFA

Valjda su rijesili i one glupe bugove u replayu gdje zgrade ne nestaju sa mini mapa. Najvise me nervira ova glupa nekompatibilnost replaya. Zar ne mogu napraviti dodatak da rijese to...
mozda ne zele da replayi budu kompatibilni....
ipak su rjesili par pitanja : vukove, animate dead, farie fire.. al tamo negdje grubby se sad smjeska...
zamisli samo dvije iluzije vukova sa lighning shieldom u rukama grubbyja... ccc fuj
ah naravno
ANGRY_KOREA_MAN ga d**a sad
bloodmage hrana za destroyere

za mene benish nije toliko zajeban

ali jedino blizz je ovo stavio radi matcha human vs orc samo treba voditi 3 wispa kada si elf dok nedozes do dryada i to je to..

RESPECT
Ehh ev igrao sam malo betu skinuo je sa westfalla...

Isprobao sam one nove heroje vs compica i onaj alchemist yvjerka prava na levelu 1 ima 6 agilitya i 0 armora a na 10 16 agila i 3 armora lol ocam...
Na lev 1 ima prosjecan dmg ko blademaster na 10 ccc
A firelord imba mrtva sa onim spawnovima moyes kripat crvene lagano samo sa lev1 firelordom cc,
a i onaj ircarnate na lev 3 kao metamorphosis od dha (mislim isti splash) ...
Nevjerujem da ce firelord ovakav izaci u 1.17 posto je ovo samo beta, oslabice ga po mom misljenju....
ljudi trebam pomoc brzo!
Skino sam 1.17 sa westfall i moram reinstal w3. jel ima kakav nacin da uradim bez rinstala. 56k imam ceko sam 2h da skine. plz hellppp. nije problem reinstalirat w3 ali skidat pono je problem.

Udji u folder gdje ti je warcraft ("c:/program files/warcraft III" ako nisi promijenio) i tamo imas .exe koji se zove "Revert to War3 1.16a". Pokrenes to i job done

Prijavi se da bi odgovorio/la na ovu temu.