| 12-21-2003, 10:10 PM | #1 |
I personally hate it for ****ing up my triggers and my map and my game. |
| 12-21-2003, 10:39 PM | #2 |
Its ok, it really ****ed up more than it helped though. :nono: |
| 12-21-2003, 10:41 PM | #3 |
I wasnt in the middle of a map, so it didnt **** anything up for me. Heh, I just like the new triggers and especialy the buff editor. |
| 12-22-2003, 12:56 AM | #4 |
the buff editor was a needed addition and some of the triggers were also needed but it did **** up a lot of custom maps, but not as bad as patch 1.10 |
| 12-22-2003, 02:01 AM | #5 |
lol it rocks, kind of a corny ending for the orc campaign, but still good. |
| 12-22-2003, 03:22 AM | #6 |
It rocks now they've fixed the Securom issue. I just wish that they got the Effects editor to work properly. |
| 12-22-2003, 04:44 AM | #7 |
What's the effects editor not doing? I know some buffs don't edit properly. Other than that, this is a good patch to me. Well other than that, and the blantant bugs :) Streamlined a whole lotta code in TBC and stuff. |
| 12-22-2003, 05:09 AM | #8 |
The three giant yays! for me: Lvl5+ skills can now be made effortlessly instead of dancing around default values. You can get the level of a hero ability directely instead of using variables. The event response: target unit/point etc. I believe I will also find the buff editor useful, and if some other bugs have been fixed it will be very good. The only real negative is the item abilities no longer stacking - altough I was not in the middle of any project. |
| 12-22-2003, 05:36 AM | #9 |
lucky for me, i just started using USMWE a day before the patch came out (i never knew there was a USMWE for TFT!) so i didnt have time to make my map un-editable from We. the only prob is that i had to do all the buffs all over again! -_- |
| 12-22-2003, 06:12 AM | #10 |
One of the best things in the patch is that it allows long tooltip, god that was very annoing in the 1.12 and previous vers. I love the triggers they makes things much simpler. I don't know if I love the new buff system seems buggy, but I like the idea that spells based on the same ability are allowed to have diffrent buffs. |
| 12-22-2003, 08:33 AM | #11 |
I dont like it. It royally screwed every map I enjoy playing (Have you played patch 1.13 Zoator TD 2?). It royally screwed my map. The new features are great and all....... too bad I've already done 99% of the stuff the old way already. I have 9999 variables because of all the spell levels and targets... /sigh. Oh well, I guess it's great for people who are just starting to make a map, but IMO it was a bad thing for any maps that are in development or already finished. |
| 12-22-2003, 09:39 AM | #12 |
dont know whether ive found a bug but the pre-made order to call a pheonix with triggers is wrong its 'pheonix' when it should be 'summonpheonix' |
| 12-22-2003, 10:39 AM | #13 |
It's going to be rough for a little while, as old maps will need to be updated. However, once again, there are more ways to customize things then there were before, including some very powerful options. The Ingame saves without Blizzard sign is really powerful. Custom values on items, ability target point, buff editor, long Tool Tips, and a horde of other things will mean that after a brief period of anarchy, I foresee even better maps, some of which could be truly amazing. |
| 12-22-2003, 11:33 AM | #14 |
This patch rox, it did **** up some of my triggers but I could fix them in UMSWE and then replace them in the normal editor, it ****ed a 1 spell too but the new buff editor just made it better when fixing it...A few spells also been great because of the animation edit-thing. I could use attack-animation to attack spells and victory animation for some channel-spells. It rulz! |
| 12-23-2003, 02:29 PM | #15 |
I really don't have an oppinion about the patch. Didn't have a map which it might've **** up, and don't really know how to use the new features yet. But, better than nothing.:D |
