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Beta Patch 2.0.1 introduced more Editor features.
Here is just a feature list and short descriptions of what I found. And it would be bit long. Please remember the Heart of the Swarm is still under development, so I believe blizzard would add more features in future.
*This list only include new features added 2.0.1, for new features of 2.0.0, See
Beta Patch 2.0.1 finally fixed most of the long standing editor bugs, for more information, see
In the new Battle.net interface, you can copy link of certain pages in-game to the clipboard. This include map info pages.
So you can copy a link of your map, and give it to other player. Clicking this link would navigate the player to your map info page (If SC2 isn't running, it would launch the StarCraft II first, the player still need to enter name/password to login though).
For example, this link launches you to the game info map of "NewKirk City" map (You need to have beta acess of course)
The only problem is I didn't see a Create Game or Join Game button in this page, we really need this! I guess blizzard just haven't added them yet, or these button would for Arcade Games only?
Custom Interface for OB
In 2.0.1 editor, you can create StarCraft II Interface Files. To do it you need to create a Mod and save it as .SC2Interface file. You can only customize UI layouts in Interface files, and can't have any trigger or data part in it.
I found that in beta game there is an Observer Interface dropbox in Options->Gameplay sheet. Which I believe could be used determine the .SC2Interface file you want to use when play as OB or watching Reps. I guess it's a bit like the Add-ons in WoW. Just haven't found out where you should put the .SC2Interface file to in order to allow the dropbox detect them. Tried put them under "Maps\", "Mods\" and "Interface\", doesn't seem to work though.
Physic & Ragdoll
Beta Patch 2.0.1 add many Ragdoll death models with full physic bodys, let start to explode Marines!
New Game Attribute
A new Game Attribute added: Game Privacy, allows map maker and players to decide if the Game would hide Build Order and Match History.
New ability stages
Two new ability stage added: Bail and Wait.
New Editor Icons
Some editor button and elements got new Icons.
Arm Magazine type abilities (CAbilArmMagazine) now can fire effect when ammo release. (CAbilArmMagazine.EffectArray[Release])
Augment abilities (CAbilAugment) now have a "Smart" flag.
Effect abilities (CAbilEffect) now have a "Clear Last Attack Target" flag and a "Line Movement" flag. (Still I not sure what is "Line Movement" though, need more tests).
New field for CAbilEffectTarget: FinishCommand. Which could issue order to the unit after it finishing using the ability.
Effect abilities now have a "Cancel Cost" property, which determine the cost to cancel this ability.
Morph abilities (CAbilMorph) new have a "Transient" flag.
New actor event: UnitHeightUpdate. Can be fired when unit land and/or lift.
New actor event: UnitPoints. Obviously, it would be fired when player earn XP (related to the new Battle.net XP system).
New actor event: UnitRegen. Can be fired when unit is start/stop life/energy/shield regeneration.
Actor event - UnitRefund now have a Morph sub name, can capture refund event in morphing progress.
New actor System References:
::HostCaster, ::HostImpactInternal, ::HostLaunchInternal, ::HostMissile ::HostOffset
New actor Site Operation: Hosted Offset, Random Point In Crossbar, Random Point In Sphere
CActorSiteOpHigherOfTerrainAndWater now have two new flags: "Follow Waves" and "Pass Through If No Water". Make it much easier to create navy actors.
New actor messages for actor force customizing: ForceSetAngle, ForceSetHeight, ForceSetLength, ForceSetMagnitude, ForceSetRadius, and ForceSetWidth.
New actor messages for actor for movement tracking: MovementTrackingStart Start, MovementTrackingStop.
New actor messages for physic impact: PhysicsImpactsEnable, PhysicsImpactTerrainReject, PhysicsImpactTerrainValidate, ScenePhysicsImpactSpy.
New actor messages: SetTextLocalized, used to set actor text to localized texts.
New actor term: AnimPlayable. Check if an animation property is playable.
New actor term: IsUnderwater. Check if the actor is under water.
New actor term: MovementNetOverInterval. Not sure what does this one do, hmmm.
Alerts now can be set to only be seen by Observers. (CAlert.Display[Observer])
New Attach Method: Incoming
New Buff state: Line Movement. Not sure what it does, but it obviously has something to do with the new flags of effect abilities.
New Buff state: TransientMorph.
New Effect: Cancel Order. Can be used to cancel specified ability command from the unit's order queue.
New flags for Create Unit typed effects (CEffectCreateUnit): "Precursor", "Select Control Groups"
Create Unit typed effects now have a "RallyUnit" property, which identifies a unit whose rally instructions are copied and issued to the created unit.
Modify Player typed effects (CEffectModifyPlayer) now have a "Cost" property, which could ask the player to "spend" resources, cooldowns, and/or charges, even if you don't have an ability to do these requests.
Modify Unit typed effects (CEffectModifyUnit) now have a "Copy Rally Count" property, which allows you to copy rally points from other unit.
Use Magazine typed effects (CEffectUseMagazine) now have a "Magazine Ability" property, which specifies an explicit Arm Magazine ability to use ammo from. If not specified, it will cycle through the activated Arm Magazine abilities and use one ammo from the first one capable of launching.
New flag for CGame: "Density Persistent".
New CGame property: "Food Capped Max", which determine the max food cap.
New CGame property: "Melee Points Threshold"
New CGameUI properties for CameraEventThreshold: Camera Event Threshold Distance, Camera Event Threshold Pitch, Camera Event Threshold Target, Camera Event Threshold Yaw
New CGameUI property: "Command Hotkey Repeat Ignored".
New CGameUI properties for Help Control setting: Help Control Categories, Help Controls, Help Game Mechanics, Help Tech Title.
New CGameUI property: "Loading Screen Help Intro"
New Model properties for physic death factors: Physics Death Motion Factor, Physics Force Factor.
Command Card buttons now have a "ShowInGlossary" flag, which allows them to be displayed in help menu glossary.
Units now have an "Effect" property, allows you to execute effects when the unit Birth/Create/Death/Revive.
Three new flags for CUnit: "AI Resource Blocker"(let AI know it's a rock which block an expansion), "Ignore Attack Alert", "Prefer Last Attack Target".
New Validator: Location Crosses Chasm. Can be used to check if there is a chasm between to location.
Now we can use actions to filter the ability classes in Path Display system.
Now we can control Battle Report UI as a dialog item :
Now we can set the anchors of Board and Timer Windows. (Set their positions related to other dialog items)
A new dialog item type: Cutscene. Which allows us to play cutscene on UI layer.
Two new dialog item properties, Allow Mouse Buttons and Alpha Mask. Support all dialog item types
Now we can clear selection in specified List Box.
A new function which allows us to check the pathing type of specified points:
A new function to check if the game is played on BN.
Now we can change the Priority of Objective items.
Timer window is more customizable now, we can set its anchor, total height and bar/border images.
Now we have an official action: "Open Inventory Container". Which allows us to open/close inventory container of a specified unit for specified player.
Find Placement functions now can set extra tests. For example, if the placement would test fog, power, visibility, creeps etc.
A new function "Triggering Damage Absorbed" added to return the total damage amount, including the damage be absorbed by target unit's behavior. While the old "Triggering Damage Taken" only return the actual damage dealt to the target.
A new function "Point Is Visible For Player" added to check if a point is visible for specified player.
Edited by Renee on 11/2/2012 10:22 PM PDT
Acorrding to this thread, blizzard also fixed Conversation Choice in 2.0.1
I will test when I got time.
Edit: It does work. Still it seems it need some customize in the lauout.
Edited by Renee on 11/12/2012 5:26 PM PST
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