Author Topic: Warcraft II Remaster: Private Games, Starting game count, FIRST GAME RE-BALANCE  (Read 1836 times)

Offline dannyldd

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https://us.forums.blizzard.com/en/blizzard/t/warcraft-ii-remastered-patch-notes-101/52999

Warcraft 2 Remastered Patch Notes
Version 1.0.1 Build 2207
December 4, 2024
UI Updates

    Added Alliance Menu to online multiplayer games. Players can now change alliances, and share vision dynamically in game.
    Added classic Victory/Defeat Screen animation and SFX.
    Victory Screen now always displays the player as first in the list.
    Allow Folder Navigation when selecting Custom Scenarios when creating online lobby.
    Added “Map Default” option for resources in Custom Scenario / Multiplayer. It is now the default option.
    Added password protection option when creating a new lobby for multiplayer.
    Added countdown when launching lobby in multiplayer game.
    Added region indicators on the Lobby Selection screen.
    Improved Desync Error Messaging.

Gameplay

    Added Grid Key input option to the gameplay options.
    Balance Changes:
        Paladin:
            Heal mana cost per HP healed: 6 → 5
            Heal research time: 200 → 100 steps
            Exorcism research time: 200 → 150 steps
        Death Knight:
            Death and Decay:
                Mana cost per set of ‘rots’ created: 25 → 30
            Raise the Dead:
                Skeleton HP: 40 → 60
        Mage:
            Blizzard:
                Range: 12 → 10
        Ogre Mage
            Bloodlust:
                Duration: 1000 → 750
                Mana cost per unit enchanted: 50 → 60
                Double damage is now applied after armor reduction instead of before.
        Dragon / Gryphon
            Gold cost: 2500 → 2250
        Archer / Axethrower:
            Base piercing damage: 6 → 7
            Upgrade Axes/ Arrows 1:
                Damage increased: 1 → 2
                Gold cost: 300 → 200
                Lumber cost: 300 → 200
                Research time: 200 → 150 steps
            Upgrade Axes/ Arrows 2:
                Damage Increased: 1 → 2
                Gold cost: 900 → 600
                Lumber cost: 500 → 300
                Research time: 250 → 200 steps
            Longbow / Lightaxe Upgrades:
                Base piercing damage: 6 → 7
                Gold cost: 2000 → 1000
                Lumber cost: 0 → 300
                Research time: 250 → 200 steps
            Scouting Upgrades:
                Gold cost: 1500 → 500
                Lumber cost: 0 → 200
                Research time: 250 → 150 steps
            Ranger Marksmanship Upgrades:
                Gold cost: 2500 → 1000
                Research time: 250 → 200 steps
            Berserker Regeneration Upgrades:
                Gold cost: 3000 → 1000

Bugfixes

    Fixed a crash that was occurring when you have conflicting input with F10.
    Fixed a crash that was occurring when you have a control group selected, and attack move at the same time.
    Fixed where players would be sent to a different instances when the multiplayer game starts with a desync.
    Fixed a crash when you select a build that would be destroyed and subsequently select another building.

Offline pianolarva

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I didn't expect this. Isn't it bad? In my experience, that makes archers too strong against buildings. It also has some odd costs for upgrades.

Offline Szwagier

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archers/trolls still will be unplayable

lust is not op anymore

so human back to game

I dont understand why they change range mage but they didnt change dk

if someone leave, there is still his color in allies menu and can ally/vis him

didnt fix random spot bug that is most issue
http://www.youtube.com/user/SzwagierR


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Offline Wargasm

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A step in the right direction, but fixed/random location issue still makes it unplayable.

Thanks for posting the update info.

Offline ~ToRa~

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What is meant by,
Double damage is now applied after armor reduction instead of before.
war2 > war3

Offline Oragorn

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What is meant by,
Double damage is now applied after armor reduction instead of before.
Now the damage calculation from Bloodlust will be calculated correctly, and not with a bug as in the original :) Edo fixed this original "bug" in our war2rebalance.

This is, of course, a very interesting move by Blizzard. I think many will agree that the original game has many strange decisions, no balance, etc. ..., I will not list it here. An attempt is being made to turn the tide and fix many things in the game, to balance the game.

It is difficult to say what this will lead to. Our community has always been somewhat "ossified" and is not very welcoming to any kind of changes. This is partly where our failures with war2mod and war2rebalance lie.

On the other hand - who are we? And who are Blizzard? They, of course, have much more rights to change the game the way they need, and many in the community can support this.

But if we tried to change the game in small steps ... then Blizzard decided to strike like a "bolt from the blue" and announce a lot of fixes, including balance fixes. Again, it is difficult to say what this will lead to. But, of course, we will closely monitor the situation :) This is very interesting.
___
Brief superficial analysis:

No one will be healed by paladins either. I believe that the only way to fix the misunderstanding with paladins is with autoheal, in some version of it.

A rather strange decision on the diversity of the mages' main magic: Spells will become somewhat different...

Offline Mistral

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            Longbow / Lightaxe Upgrades:
                Base piercing damage: 6 → 7

so guys i think THIS is what HUGE change for archers
firstly if you not remember because you not used any archers in 30 years then i remind you
this upgrade is not for damage, blizzard still fucked up even in this patch notes  :)
this is RANGE upgrade
and that means they can become like Alleria with range 7
the main thing is that they will be able to break GUARD TOWERS
WITHOUT getting hit BACK
and considering way more bigger piercing dmg they prob can be used as base openers instead of catapults, unless there is cannon towers also

so what do you think?

Offline Pandaprewmaster325

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What a good way to start the day with nice news for the wc1 and 2.

Im glad they took a look at the balance of the game maybe I can retire the idea of my mod before I even start it , would save me lot of work and allow me to instant start working on CNC generals realistic mod.

All we need now is adding auto cast and heal for slow/heal maybe reduce mana cost for heal further and we good , how are archers/trolls? Any good? Man after 29 years bloodlust finally got a nerf.
Today warcraft is not the warcraft it used to be , lets stick to what made warcraft warcraft! ORCS AND HUMANS

Offline Mistral

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i not have remaster guys
who can confirm longbow uprgade if range +1 or +2 ?

Offline Szwagier

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custom games, orc will be again op, 5 more mana for dnd is not a change, but 2 less range in any custom game special in chop is lot of, orc can easy rape human player, but human cant do it cause range


range +1
http://www.youtube.com/user/SzwagierR


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Offline dannyldd

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so, this is ranger

Offline Mistral

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wait lol wtf so still 1 range, ok
but ALSO
not dmg added? so why they writed is patch notes its add dmg lol?
or they forgot to add so that its actually shown in status in game?
so lol

i think maybe they just copy from other changes above
and for this upgrade actually was changed just costs
so dmg text was just forgot to remove after copy
« Last Edit: December 05, 2024, 05:06:32 AM by Mistral »

Offline Pandaprewmaster325

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so, this is ranger


At some point they need to give him a unique model , blizzard listened and added a tall pixel option  for warcraft 1
i=a6CK65MyIyBF5I2-

They can do this too if we raise it as an issue.
Today warcraft is not the warcraft it used to be , lets stick to what made warcraft warcraft! ORCS AND HUMANS

Offline {Lance}

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and considering way more bigger piercing dmg they prob can be used as base openers instead of catapults, unless there is cannon towers also

Cats will never be replaced by an archer/axer.  Ever.  For any reason.  This is because cats have splash damage and are mobile where as archers/axers have no splash at all.  So you're still going to see opening strats with cats at s9/9 for example,  rather than archers/axers.  And cats will still be used for breaking walls because of splash as well.  The splash hits multiple repairers at once where as axers/archers do not.  I still wouldnt use these buffed axers/archers to kill a tower because again..... no splash damage to hit repairers.

The only thing that could replace a cat would be a mobile cannon tower....... which makes no sense lol.

And this is all irrespective of another feature that a cat has which is attack ground.  Only ships, magic casters, and bombers have similar abilities.  It's a unique feature that other non-splash type units (such as archers/axers) simply cant compete with.
« Last Edit: December 07, 2024, 07:22:22 PM by {Lance} »
Dk At hall is cause I started with temple at start and didn't need the castle . Not a hack .  I wouldn't bother editing a ss btw

^---- Dellam doesnt hack!  See, even by his own admission, no hack!!  LMFAO.