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Category: Starcraft 2 News
StarCraft II: Wings of Liberty patch 1.2.0 is now live! This patch features adjustments to race balance, notable StarCraft II Editor improvements, the addition of Battle.net Chat Channels, and several bug fixes. Be sure to check out the full patch notes below to learn all about the latest changes.
General
* Battle.net Chat Channels have been added! Players can now join others in both public and private channels.
o Added in-game chat bar command to whisper to other players. Using the “/w” command will open up a list of available friends, party members, chat channels, and other players within your current game.
o Added Battle.net option to auto-join previous private channels.
o Added Battle.net option to prevent chat channel text from appearing in in-game chat display
* A new Master League has been added! This league now represents the highest tier of players.
* Customizable Hotkey Support has been added.
* Stalemate Detection has been added. This will end the game in a tie for all remaining players if no players have income, production, or destroyed structures for three consecutive minutes. A countdown timer will now appear when the game detects this scenario.
* An Extreme graphics option is now available. Players can now configure screen space ambient occlusion.
Patch 1.1.3 is now live and fixes some minor bug fixes.
General
New game categories have been added to filter Tower Defense and Tug of War custom maps.
Balance
TERRAN Thor This unit will now prioritize attacking ground combat units over Medivacs.
Bug Fixes
Fixed a desync that could occur when trying to watch replays that had a dependency on bank files.
All StarCraft II accounts have been granted one free name change. If you’d like to change your character name, log in to Account Management and choose your StarCraft II: Wings of Liberty game license. On your game license screen a “Character Name Change” button at the bottom will initiate the request. After confirming that you’d like to change your character name, simply log in to StarCraft II and you’ll be prompted to select a new one. Please be sure to use this name change wisely.
This review is ‘old’, and most of you guys are already playing starcraft 2. But there are still so many people wondering ‘Is it worth buying?’, then let’s check out the review from Gamespot. It will help you make up your mind.
“Some sequels radically reinvent what has come before; others simply buff up a formula that already soars. To suggest that Starcraft II: Wings of Liberty does only the latter and not the former would be to sell short the fresh ideas and exciting gameplay that makes this superb real-time strategy sequel so enjoyable. This package delivers more than simple fun–it serves up incredible amounts of variety, from the cinematic and multifaceted campaign to the competitive and tightly balanced multiplayer. You might scoff at the fact that the game only includes a single campaign and, perhaps, at the high price point (the game retails at $59.99; $10 higher than the average PC game). But these are nitpicks, forgivable quibbles in a high-quality game that provides plenty of bang for the buck. Starcraft II is the natural next step for the series: it both embraces and updates the core components that made the first game a huge hit while layering on important features that give the game endless replay value, both online and off. This is one of the finest real-time strategy games in years, and whether you’re new to the genre or have been studying Protoss build orders for the past decade, there’s something here to delight you.
The campaign is the first of many of these delights. You may have heard that Starcraft II features only a single campaign: that of the human faction known as the Terrans. One of the game’s few disappointments is that the other two factions–the Protoss and the Zerg–don’t get their day in the sun, so if you’re a newcomer who wants to prove your superiority (or inferiority) online, don’t expect the campaign to prepare you for the potential onslaught. But the campaign is hardly a one-note wonder, offering loads of variety, including an entire set of missions that divulges important story elements from an entirely different perspective. Yet even outside of those devious missions, you accomplish diverse and interesting tasks throughout the story. In one early mission, lava periodically rises onto the mainland, posing a threat to any units not positioned on high ground. In another, an exploding sun causes a deadly wall of flame to steadily push you across the map. From one mission to the next, there’s an intriguing new development that keeps you devoted to seeing what surprise is waiting for you next.
Many of these missions are RTS staples: Lead these small groups of units down this linear path, defend this specific structure, and so on. Yet Starcraft II gives these tasks meaningful context. Take the very first mission, for example. It’s a very easy training mission, but one side objective has you take down holograms displaying emperor Arcturus Mengsk’s political propaganda. After destroying these displays and arriving at your objective, the citizens rise up and join you, and you get a sense of the Terran dominion’s heavy hand, as well as the peoples’ desire to be freed from tyranny. A later mission puts you in control of an enormous mech and sends you off on a fiery rampage. Controlling a single unit in an RTS for any period of time isn’t always fun, but because of how the mission is presented and its meaning within the story, this simple single-unit romp feels completely satisfying.

Of course, the story plays out in more ways than simple mission objectives. You closely follow brooding freedom fighter Jim Raynor as he struggles to fight off the threat of the alien Zerg race, topple the manipulative Emperor Mengsk from his throne, and come to terms with his own guilt over the fate of Sarah Kerrigan. If you’re headed into this sequel without any knowledge of prior events, you need not worry that you’ll be in the dark: the campaign does an excellent job of filling in backstory even as the current narrative unfolds. The plot is uncomplicated, and the dialogue is action-movie simple, but Starcraft II’s excellent cinematics, evocative soundtrack, and top-notch voice acting have a way of keeping you glued to the screen. Hero Jim Raynor is a strong but troubled man. You hear it in his resolute drawl, and the way the soundtrack signals his presence with its telltale twangs; you see it in the dark, moody way he’s so often lit. The game punctuates its most poignant and thrilling moments with fantastic prerendered cutscenes, but even the in-engine cutscenes pull you in, thanks to expressive facial animations and plenty of humorous winks and nods scattered about.
You do more than just watch cutscenes in between missions, however. This downtime is your chance to get to know the crew of Raynor’s battlecruiser, the Hyperion. In a style similar to that of an adventure game, when you click on various characters and items on the screen, you might be rewarded with a short cutscene, a clever quip from a nerdy scientist, or a broadcast from a not-so-fair-and-balanced news agency. But these interludes aren’t just for clicking and watching: You also upgrade and enhance your units and structures in important ways. By spending research points you earn on particular missions, you will gain access to permanent upgrades and new units normally associated with the Zerg and Protoss factions. However, these are either/or propositions: choosing one research option will lock you out of the other choice offered. You also earn currency to spend on other permanent upgrades or on mercenary units you can immediately summon to the battlefield. By their very nature, these options give the campaign replay value–value that’s further elevated by a few occasions on which you must make a choice during the campaign that determines the course of minor story elements. These decisions don’t just bring narrative consequences, however; they also determine which of two or more potential missions you must complete and have further impact on what units you might have access to or the enemy units you will face.

And so the campaign is certainly not an incomplete game, in spite of the focus on a single faction. The structure of the campaign provides a strong argument for playing the entire thing from the beginning all over again or, at least, from an early save game. Furthermore, the campaign is of a goodly length, lasting 15 hours or more depending on how quickly you blow through missions, how much time you spend tooling around on the Hyperion, and what difficulty level you choose. But there’s also another factor that will keep you coming back: an entire metagame in which you earn in-game achievements for accomplishing very specific tasks. Of course, such achievements are nothing new; Xbox Live, the PlayStation Network, Steam, and even Blizzard’s own World of Warcraft have made good use of abstract rewards to keep players dedicated. But these achievements are woven through every aspect of the game, from the campaign to the multiplayer, and in turn, these achievements are broadcast to your in-game friends on the all-important Battle.net online service that serves as Starcraft II’s primary interface.
This Battle.net interface has its drawbacks. In order to play the game at all, you must create a Battle.net account and associate it with your game key. To earn achievements–even those in the single-player modes–you must be signed in to your account, which means always remaining online. (Fortunately, you can play the campaign as a guest when not signed into your Battle.net account, though you won’t earn any rewards that way.) And though you can indicate that you are unavailable and block other users, you cannot make yourself invisible to the players on your friends list if you aren’t in a social mood. Starcraft II is an intrinsically social experience. When friends receive achievements, you get a notification, which might drive a bit of friendly competition. You unlock and select from various user icons, which identify you to your friends and to your multiplayer rivals. You select which achievements you want to show off to anyone viewing your profile. And if you aren’t sure which of your friends might be playing, the game will search your Facebook friends list and automatically send an invite to anyone with a Battle.net account. The social integration, the achievement notifications, and the intuitive and smooth interface make Battle.net–usually–a positive way of interfacing with Starcraft II.
StarCraft II is a competitive game of the highest order, and as such, it offers a fully featured online experience that is as thrilling as it is grueling. It begins with choosing the faction that best suits your play style. Every race offers versatility within its own units, and any number of strategies could be key to your success. If you play as Protoss, you might become enamored with the ominous flying void rays, which destroy both ground and air units with a focused beam of energy. But an enemy with a ready counter (say, Terran marines) might take advantage of the void’s need to charge up before it fires. The Zerg are well known for facilitating rush tactics, but if you face a zergling rush as a Terran, flame-spewing hellions may be your answer. There are great opportunities for satisfying micromanagement with each race, whether that means using the Protoss phoenix to lift ground units into the sky or transforming soaring Terran vikings into assault walkers. Each of the three factions possesses its own strengths and weaknesses, but there are so many different ways of approaching the battle that you need to stay flexible, scout the enemy, and respond accordingly.
These units and strategies make Starcraft II very similar to its predecessor. You won’t see the drastic changes seen in the most recent Dawn of War and Command & Conquer games; Starcraft II is a highly traditional RTS. But you shouldn’t discount the tweaks, the minor changes, and the additions and subtractions that differentiate this sequel from what came before. The larvaelike Protoss reaver, for example, was jettisoned in favor of the looming colossus, a thin-legged walker that razes ground units with a buzzing beam. (A group of them climbing over a short cliff into your base is a terrifying sight.) The Terran thor is a mechanical mass of limbs and missile launchers that can take on both air and ground units. (Their unit responses also sound suspiciously like Arnold Schwarzenegger.) On the Zerg side, nydus worms allow quick underground travel, and unlike the original game’s nydus canals, they can be placed anywhere in your line of sight. Starcraft II will surely see some unit tweaks in the coming months, but even at this stage, the factions seem remarkably balanced, and every unit has an appropriate reply. You might miss your favorite units from the original, but the new ones are every bit as fun to use.

The amount of content available in online play (and in offline play in skirmish mode) is remarkable. There are dozens of maps that support up 12 players, and matches can be tailored in the usual ways–grouping players into different teams, setting the game speed, and so on. You might group up with friends and conspire to take down an all-AI team or try your hand at a desperate six-player free-for-all. However, to show off your strategizing prowess, you’ll want to get into ranked league matches, which is as easy as playing a series of games to determine which league you’ll be placed in and then inching your way to the top. If this sounds intimidating, don’t worry; you can take part in up to 50 slow-paced preliminary matches to get yourself prepared for the big boys.
If you need further practice, you can always take on the AI in a stand-alone skirmish, and numerous AI difficulty levels let you set your own pace. There are also a series of challenges designed to get you familiar with each faction’s units, as well as the intricacies of hotkeys, rush defense, and other gameplay elements. These challenges are enjoyable, testing your knowledge of proper counters and giving you a chance to learn the ins and outs of units and structures you don’t utilize in the campaign. Like every other mode, the learning curve of these challenges is smooth, rewarding novices with lower-level achievements while pushing experts to try for the top-tier rewards. You may lament the inability to further practice with friends over a local area network, but fortunately, the Battle.net interface functions smoothly, and players that cause extreme lag can be removed from matches.

Starcraft II was clearly built to run on all manner of PCs. Its system requirements are relatively low, and even at the highest settings, noticeable aliasing and some simple geometry keep it from setting a new bar for technical wizardry. Yet, it sports a wonderful sci-fi look and is filled with little details that constantly catch your eye, from buzzards scouring the dusty land to tiny civilian robots flitting to and fro. The campaign features a lovely variety of different environments, from tree-lined roadways stretching through green meadows to the charred crust of once-populated worlds. Units move with absolute fluidity, making the simple act of issuing orders a pleasure. Equally great sound effects augment the pleasure. The clicks and gurgles of the Zerg are appropriately repulsive, while the hums and buzzes of Protoss structures and units are distinctive and satisfying.
The most dedicated of the dedicated will further contribute to Starcraft II’s longevity by using the included user creation tools to develop new maps, new modifications, and even entirely different kinds of games. One such game–a top-down shoot-’em-up–is already featured within the campaign to show off the possibilities these tools bring to the table. These tools aren’t as simple to use as what you’d find in, say, Little Big Planet, but there are already a good number of custom maps and modes to download, and there are assuredly many, many more on their way. But even without a burgeoning supply of user-created content, Starcraft II would stand on its own as a true gem, providing strategy veterans with a tournament-focused online package while easing newcomers in with easier difficulty levels, offline challenges, and even a friendly introduction to competitive play. The campaign’s focus on the Terrans and a few scattered inconveniences aren’t great nuisances–not in an RTS as outstanding as this one. Starcraft II: Wings of Liberty is not just an old game with a pretty new face. It’s a varied and full-featured jewel that will keep you stuck to your computer chair for weeks, months, and even years to come.”
The second game took place on Metalopolis. BoxeR punished Fruit Dealer’s early expansion and almost took the entire match by sealing the zerg into their starting position with a pair of well-placed bunkers. While a move like that might seal the fate of a lesser player, Fruit Dealer broke through, and in an incredibly gutsy move, took the rich mineral patch adjacent to BoxeR’s terran base to get back into the game. This match was marked by incredible back-and-forth action, and things looked grim for Fruit Dealer as BoxeR made a heavy mech push with calculated siege tank placement to eventually wipe out Fruit Dealer’s game-saving rich mineral base, but yet again, Fruit Dealer managed to take the win with a mix of steely-nerved macro and the liberal application of roaches and banelings drops.
Part 1
Part 2
The showdown started with a match on the Lost Temple. The action was fierce, with both players drawing explosive cheers from the crowd with their world-class play. BoxeR almost took the win early in the match with a brutal, expertly micro-ed marine and marader timing push, but Fruit Dealer managed to eke out a defense and went on to keep BoxeR contained in the south of the map, countering BoxeR’s signature inventive play and surprises with almost supernatural skill to finally come out on top.
Part 1
Part 2
The StarCraft II Custom Maps and Editor panel, new this year to BlizzCon, proved to be a treasure trove of information for aspiring mapmakers and anyone interested in the StarCraft II custom map scene. Lead Level Designer Matt Morris, Senior Level Designer Richard Khoo, Level Designer Jason Huck, Level Designer Matt Gotcher, and Data Specialist Justin Klinchuch discussed a variety of topics with the audience, including their design philosophy, mapmaking tips and suggestions, official custom map previews, and a critical look at the StarCraft II Editor.
Custom Map Philosophy
The panel kicked off with a breakdown of the design team’s approach to mapmaking into three clear steps:
1) Find the “fun factor.” No matter how intricate or perfectly coded your map is, if it isn’t fun, no one will want to play it. Because of this, it’s a good idea to get your map working as quickly as possible, holding off on final polish and fine-tuning until you know the map is truly fun to play. This can help you avoid a situation where you’ve invested countless hours into a single map, only to publish it and discover that your original vision was never truly realized.
2) Make sure the map is easy to learn. Ideally, players should be able to join your custom map for the first time and feel like they can compete right away. This doesn’t mean your map can’t be elegant or complex, but it should be accessible and intuitive, with gameplay elements that are clear and easy to pick up.
3) Actively seek and encourage feedback. Don’t be afraid to ask questions or act on constructive criticism you receive.
The designers emphasized that, above all, the team’s goal in creating official custom maps is not to upstage player contributions, but to continually provide better, more robust tools for the mapmaking community. By using the StarCraft II Editor to produce official maps, the designers can identify ways to improve the process, making it easier for aspiring and veteran mapmakers to get their work published on Battle.net and maybe even create the next big thing.
All-New Blizzard Custom Maps: Left 2 Die, Aiur Chef, and Blizzard DOTA
The team then went on to discuss how their design approach is applied in practice, using three upcoming Blizzard-made custom maps as examples. They also gave audience members some insight into each map’s inspiration and the overall gameplay.
Left 2 Die
Left 2 Die offers a cooperative take on the StarCraft II: Wings of Liberty campaign mission Outbreak (i.e. the mission where it was only safe to go out during the day), which received a lot of positive feedback from the community. Feeling that Outbreak created a dynamic, fun environment that encouraged coordination and promoted the importance of both offense and defense, the design team adapted this mission into a team-based mini-game that allows players to share tech trees, earn research points by destroying infested buildings during the day, and create elaborate ground defenses, all in the hopes of surviving through the night against hordes of slavering zerg zombies.
Aiur Chef
Players will get to wear the hat of zealot warrior chefs skilled in the arts of cooking and killing in this round-based mini-game. Every round of Aiur Chef will feature a theme ingredient, and players will need to fight (sometimes to the death) to collect components scattered around the map to make a variety of succulent meals. Each dish created using the theme ingredient will award points, and the player with most points at the end of all three rounds will be named Executor Chef, culinary guru of the entire Koprulu Sector.
The designers also shared the origin story for “Aiur Chef,” noting that the inspiration for this particular custom map came while browsing through the unit list in the StarCraft II Editor. Upon discovering that there were a number of food objects available, the idea for a cooking-based mini-game where zealots skewered delicious treats on their psi-blades was born.
Allez cuisine!
Blizzard DOTA
After seeing so many great player-made maps based on Aeon of Strife and Defense of the Ancients, the designers felt inspired to create their own adaptation of these legendary StarCraft and Warcraft III custom mods using updated graphics, customized character models, and epic new environments.
Blizzard DOTA will be a 5-vs.-5 mini-game with a chess-board theme, featuring three lanes, two bases, creep-based farming, and an emphasis on protecting key structures. Players will get to choose among 12 iconic heroes from the Blizzard universe, including superstars like Kerrigan, Sylvanas, Jim Raynor, and Muradin Bronzebeard, each with his or her own unique abilities and tactics.
It’s important to note that all of these custom maps are still in their formative stages and do not yet have a release date. While BlizzCon attendees have a unique opportunity to check out early demos, these maps will continue to be tuned, polished, and possibly even augmented as the development process continues to ensure that they’re epic, balanced, and—most importantly—fun to play.
StarCraft II patch 1.1.2 is now live! This patch features adjustments to protoss, terran, and zerg balance and several bug fixes. Be sure to check out the full patch notes below to learn all about the latest changes.
StarCraft II: Wings of Liberty – Patch 1.1.2
General
• Players will no longer receive achievement toasts while their status is set to “Busy.”
• The messaging when attempting to load a saved game or replay from a previous version has been clarified.
• Adjusted the amount of points earned and lost by random team participants to properly reflect the strength of a player’s teammates.
Balance
• PROTOSS
o Buildings
• Nexus life and shields increased from 750/750 to 1000/1000.
o Void Ray
• Damage level 1 increased from 5 to 6 (+4 armored).
• Damage level 2 decreased from 10 (+15 armored) to 8 (+8 armored).
• Flux Vanes speed upgrade bonus decreased from 1.125 to 0.703.
• TERRAN
o Buildings
• Barracks requirement changed from Command Center to Supply Depot.
• Supply Depot life increased from 350 to 400.
o Medivac
• Acceleration reduced from 2.315 to 2.25.
• Speed reduced from 2.75 to 2.5.
o Reaper
• Nitro Packs speed upgrade now has a Factory Requirement.
o Thor
• Energy bar removed.
• 250mm Strike Cannons is now cooldown-based on a 50-second cooldown. Ability starts with cooldown available (useable immediately after upgrade is researched).
• ZERG
o Buildings
• Hatchery life increased from 1250 to 1500.
• Lair life increased from 1800 to 2000.
• Spawning Pool life increased from 750 to 1000.
• Spire life increased from 600 to 850.
• Ultralisk Cavern life increased from 600 to 850.
o Corruptor
• Energy bar removed.
• Corruption is now cooldown-based on a 45-second cooldown. Ability starts with cooldown expired (must wait for full 45-second cycle before usable).
o Infestor
• Fungal Growth now prevents Blink.
o Roach
• Range increased from 3 to 4.
Bug Fixes
• Fixed an issue where players could not cast the Feedback spell on Point Defense Drones.
• Fixed an issue where the Phoenix would continue to channel Graviton Beam after the target died.
• Fixed an issue that would cause Larvae to spawn and be hidden behind Zerg eggs.
• Fixed an issue where players were unable to navigate to the Single Player page or watch replays after canceling map downloads from the queue.
• Fixed a desync that could occur on user-created maps with custom mod dependencies.
Blizzard recently took action, including suspensions and bans, on over 5,000 StarCraft II players who were in violation of the Battle.net Terms of Use for cheating and/or using hack programs while playing. In addition to undermining the spirit of fair competition that’s essential to play on Battle.net, cheating and hacking can lead to stability and performance issues with the service. Maintaining a stable, safe, and secure online-gaming experience for legitimate players is a top priority for us, and they’ll be continuing to keep watch on Battle.net and take action as needed.

