![]() ![]() More specifically, classic players shouldn’t have had to download the Reforged client which changed their UI, stripped them of features, added bugs, and made them download 30GB or so data of Reforged models and graphics that they can’t use. Features that aren’t yet available in Reforged can just be disabled in Reforged, or if necessary on as a whole, but at least classic players would still have these feature in single player and LAN as they always have. But sure, 1.31 has its own advantages and is still much better than Reforged as long as you block it from updating.Īs for 1.31 or a classic version of the game needing its own servers and not having crossplay, I was hoping from the start that classic players (or people opting not to use Reforged features) would have minimal to no disruption of their game client, engine and system requirements, and still be able to crossplay with Reforged players. Notably it’s before the data migration of 1.28 which changed the locations of game files, and it doesn’t auto update to Reforged like 1.31 did for so many people. It’s the most “pure” version since the classic team started updating the game and therefore has the least amount of changes and bugs. Allow to play custom multiplayer campains in local network.īlizzard, you can still improve Warcraft III, at least for the remaining community: The Hive Workshop, please.As a few others have said I like 1.27, at least for single player where map size limits aren’t of concern. REALY extend the local network max map size (4 MB) to 20 MB, or 30 MB, see 50 MB ! Extend the max cliff level in the terrain editor. Allow to modify custom units/doodads/destrutibles ID in the Object Editor. like the "Export/Import unit data", because this function export/import ALL the object data, not just the data of the selected unit. REALY correct some bugs in the triggers, functions, etc. Add some basic actions in the Trigger Editor, like "Unit - Change Unit Name", "Hero - Change Hero Proper Name", "Max Leveled Unit in Unit Group", "Get Unit Field of Value" (like the icon path, the base damage, the main hero characteristic, etc.", "Change game constant/game interface" (like change the max hero level, the UI of a player in-game), etc. ![]() REALY extend the max number of destructibles/doodads/units. Allow to use ALL terrain types in the same map (Ashenvale, Barrens, etc.). imp files (I don't think that it would be difficult for Blizzard's developpers). In Editor, I think about break the limit: ![]() I think Blizzard can make a great update, bringing great plus in Warcraft III. We await the modding and the custom game scene to see similar progress in the near future. There's still lots more to improve, but it's great the progress made finally being turned into significant substance. The takeaway: After months of updates aimed at improving compatibility and technical aspects, (besides the 8mb map size limit being lifted) the first major wave of content arrived. Blizzard also stated two other things: That they're looking into fixing game search times and lowering the latency even more. You can read the changes in detail on the post up top as well. In a sense, it is a balance patch, but not one where the stats of the four races units and heroes are altered. They include a selection 1v1, 2v2, 3v3, 4v4, and FFA maps. One being a new map pool for ladder, and the other being various changes to existing melee maps, also for ladder. The two biggest things that come in 1.28.6 are both ladder centric. The public test realm for patch 1.28.6 is out now! This means that you can test the new patch on a separate server (Mac & PC PTR installers are is included on the post, green link is above). Warcraft 3 Patch 1.28.6 PTR Link to Patch 1.28.6 PTR post
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