As requested, to make it more useful I will change this thread to keep a list based on blizzards Q&A, specifying features that they have (with enough certainty) said will be coming in a future patch, based primarily on the official Q&A (http://us.battle.net/sc2/en/forum/topic/627976600).
I'll keep the most recent changes towards the top of each list in this color
UPDATED 19th October 2010
(compiled list up to and including post #13 from the blizzard thread)
New Features/Fixes confirmed by blizzard:
Fix for veterancy share filters
Quote:
A. Veterancy share filters will be fixed soon along with other improvements like gaining XP from kills made by a unit that doesn't have a veterancy behavior.
Inventory Specific Validators
Quote:
A. However we'll also look into adding validators specific to inventory functionality.
Better region control
Quote:
A. We're aware of the limitations of the current region shapes and are planning on improving this in the future.
More cliff levels
Quote:
A. We'd like to allow more than 3 cliff levels for map makers and will add support for it if we have time.
Per player actor visibility
Quote:
A. We'll look into adding support for per player actor visbility. Generic per player actor properties would work too but may require too many changes to the current system.
Doodad rotation without site operations
Quote:
A. You should be able to rotate a type of doodad by using Site Operations, but we are also considering adding support for per-placed doodad pitch and roll.
Simple unit creation wizard
Quote:
we're still planning on adding a simple unit wizard in a future patch.
Holding shift while painting terrain to make a straight line
Quote:
A. We're planning on adding this feature in a future patch.
New feature to get Players Name as a string
Quote:
We'll look into adding functionality to get a player's name as a string in a future patch.
Ability to display the charge counter for weapons
Quote:
A. This can't be done currently but it's a good idea and we'll consider adding it in a future patch.
Fix coming for depency load order on battle net
Quote:
A. We're aware of an issue with dependency load order when maps are played on Battle.net and are working on a fix for the next major patch.
New feature allowing you to attach two actors at separate attachement points
Quote:
A. We'll look into adding support to attach two actors at separate attach points in a future patch
Mutli-Map Publishing
Quote:
A. This is currently not supported, but we are planning on adding features for multi-map campaigns in future patches.
New feature allowing you to share a fraction of kill resources with nearby players (similar to sharing a fraction of experience with nearby players that we currently have)
New feature that allows you to specify requirements for a unit that is purchasing items from your shop, such as if they have a certain ability.
Reducing Keyboard/Mouse control lag
Quote:
A. We will be improving keyboard and mouse control in a future patch, but we can't match the responsiveness of an FPS game with an authoritative server. Keyboard-based unit movement should be as responsive as issuing move orders with the mouse after these changes.
Bank Protection
Quote:
A. Bank protection will be added in a future patch to allow mapmakers to prevent users from modifying their bank data (optionally).
Increasing the Max Brush size
Quote:
A. You can turn on the grid in the View -> Show Grid menu to help line it up perfectly. We'll look into increasing the max brush size since it does seem somewhat arbitrary.
Improving filtering for big lists in the editor
Quote:
A. We're looking into adding a way to filter huge dropdowns since they are a bit unwieldy at the moment.
A new validator that can check the number of charges left on an ability
Changing render priority of minimap items
Quote:
A. Currently there is no way to change the rendering priority of minimap icons, but we'll consider adding a priority field in a future patch.
Fix for SetText 40 character limit
Quote:
There was a bug preventing the SetText message from accepting strings larger than 40 characters. This will be fixed in 1.2.0.
Turn a dialog box into a text box that players can type in
Quote:
Trigger edit boxes were temporarily disabled for the editor's initial release, but should be functional in 1.2.0.
Ability to modify the command card on the fly, or more command card slots
Quote:
A. There is a cost (performance and development time) for each field that can be upgraded. We'll look into either allowing command cards to be upgraded or increasing the maximum number of abilities.
Activate abilities on right click
Quote:
A. You can make certain types of abilities (unfortunately not Blink) activate on right click by setting the Smart flag on the ability. We'll look into allowing more flexibility for smart commands.
Adding the ability to detect the texture/terrain of a specified point
Quote:
A. We'll look into adding this in a future patch.
Improving the editor performance
Quote:
A. We're aware of certain areas in the editor with less than optimal performance and will be working to improve them as time is available.
The ability to use the placement/target system via triggers
Quote:
A. You're correct that this is currently handled asynchronously and adding a trigger to enter placement mode would be not be a trivial task. We'll do our best to support this in the future or provide sufficient alternatives.
Exposing console commands
Quote:
We're working on exposing more of our debug tools without making the game more vulnerable to hacking.
Making modal dialogs work
Quote:
Modal trigger dialogs currently aren't implemented and we're planning on adding support for them in a future patch.
Features that blizzard will probably not add:
More control over no fly zones
Quote:
No-Fly Zones are not intended to be as flexible as ground unit pathing and were added to prevent air units from clipping through tall doodads.
More control over water
Quote:
A. Our current implementation of water is optimized for rendering. It would be much more flexible if water was a more important part of StarCraft.
Bigger maps
Quote:
A. The game is optimized to play 256x256 maps and increasing this limit would affect performance as well as require significant development time.
Text to String Conversion
Quote:
A. It's intentional that there is no text to string function or text comparison, in order to localize the game without requiring that every user have every language installed. Player Name returns a text value since computer controlled player names can be localized.
The ability to adjust a mover for an invidual unit will probably not be added due to performance reasons. You can adjust a mover via triggers at the moment, but this will effect all units using that mover.
Quote:
A. We try to limit per-unit attributes for performance reasons so it's not likely that you will be able to change the mover for a specific unit unless there is a strong need for it. It can already be changed with upgrades and CatalogFieldValueSet, so there is already some flexibility available. Feel free to provide more justification if it's really important for your project.
Changing cliff levels during run-time.
Quote:
A. Changing cliff levels during run-time would require significant changes and we would only add support for this if there was a strong need for it.
Features recently fixed/implemented:
As of patch 1.1.0 heroes can keep items on death, rather than dropping them.
Lol fair enough, I never see the front page as the forum is my main link!
edit: Okay to make this thread more useful to people I have changed the format, and will do my best to keep an eye on the Q&A thread to keep this one up to date will information relevant to the editor and what changes they have planned.
Here are the things I have added to the original post:.
Quote:
Q. (Tordecybombo) - Any chance of allowing us to convert texts to strings? If not, any chance of allowing us to get some sort of player information? Such as the player's name or the player's character code as a string?
A. It's intentional that there is no text to string function or text comparison, in order to localize the game without requiring that every user have every language installed. Player Name returns a text value since computer controlled player names can be localized.
We'll look into adding functionality to get a player's name as a string in a future patch.
Quote:
Q. (StKerrigan) - Does anyone know how to get the Charge counter to display for weapons?
A. This can't be done currently but it's a good idea and we'll consider adding it in a future patch.
Quote:
Q. (CutMeOwn) - Why do maps sometimes act diffrently when you test them with the test map button vs when you upload them to battle.net
A. We're aware of an issue with dependency load order when maps are played on Battle.net and are working on a fix for the next major patch.
Quote:
Q. (Rorax) - Will it be possible in the future for an attachment, to be attached 'by point'.
A. We'll look into adding support to attach two actors at separate attach points in a future patch.
Updated with the newest answers, be sure to check out the stuff they don't plan on adding as there are a few new items there as well, such as bigger maps and better control over water.
I have an idea for their region control, they can implement a "region pen" that functions much like pens in photoshop editors, allows you to make dots to connect the lines with (minus the curving maybe, but the curving might be the interesting feature to make boundaries or borders) a complete line to make a shape, and fill it with solid so it becomes a region.
Every dot you put will kind of put a "vertical" pole on the location of the map, and as you build your line, it shows you the shape of the "wall" it's building, when it's done, the whole thing will transform into a region.
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As requested, to make it more useful I will change this thread to keep a list based on blizzards Q&A, specifying features that they have (with enough certainty) said will be coming in a future patch, based primarily on the official Q&A (http://us.battle.net/sc2/en/forum/topic/627976600).
I'll keep the most recent changes towards the top of each list in this color
UPDATED 19th October 2010
(compiled list up to and including post #13 from the blizzard thread)
New Features/Fixes confirmed by blizzard:
Features that blizzard will probably not add:
Features recently fixed/implemented:
Vjeux usually posts the newest Answers on the front page the day they come out =P
Lol fair enough, I never see the front page as the forum is my main link!
edit: Okay to make this thread more useful to people I have changed the format, and will do my best to keep an eye on the Q&A thread to keep this one up to date will information relevant to the editor and what changes they have planned.
I support this thread, having it in once place is nice.
Progammer gets the credit for his suggestion in changing the format :P
Okay guys, looks like another Q&A update has just gone live. Check out the newest Q&A items here: http://us.battle.net/sc2/en/forum/topic/627976600#10
Here are the things I have added to the original post:.
For the rest of todays QA check here: http://us.battle.net/sc2/en/forum/topic/627976600#10
For some reasons quotes seem to be broken in the previous post ... ideas? This forum gets bugger day by day ;(
edit: Seems quotes don't display when they have line breaks, replaced with the manual line break markup.
You have to leave a double enter at the end of the <</quote>> and one before. It has been present since the beginning of times :(
Anyway thanks for the recap!
wow if they really gonna fix all that, they did a good job :)
Updated with the newest answers, be sure to check out the stuff they don't plan on adding as there are a few new items there as well, such as bigger maps and better control over water.
New set of answers has just gone up, I will update the post a bit later when I have some more free time. http://us.battle.net/sc2/en/forum/topic/627976600#14
New set up yesterday incase you missed it: http://us.battle.net/sc2/en/forum/topic/627976600#15
I suggested this one. Or at least I asked for and they said they had planned to do it. ;)
I have an idea for their region control, they can implement a "region pen" that functions much like pens in photoshop editors, allows you to make dots to connect the lines with (minus the curving maybe, but the curving might be the interesting feature to make boundaries or borders) a complete line to make a shape, and fill it with solid so it becomes a region.
Every dot you put will kind of put a "vertical" pole on the location of the map, and as you build your line, it shows you the shape of the "wall" it's building, when it's done, the whole thing will transform into a region.