Wednesday, July 11, 2012

Source Filmmaker Initial Reaction

Just like everyone else I got Source Filmmaker the other day. I can safely say I have no idea what I am doing.

I jumped in the air when I saw SFM in my steam list. I have been waiting for the beta invite for a while now. Once I downloaded everything and installed I quickly realized after watching some tutorials that all my “amazing” ideas were going to be hard to make.

When you first open SFM, everything seems fairly simple. You have the Work screen, where you can move your camera and explore your game world, the timeline, which pretty much explains itself and the box on the left side where all your assets are held. SFM is set up like most programs so you won’t be too surprised by everything at first.

Making a scene: Without any help I did not have a clue what I was doing, I just flew around the map until I got bored and exited out. I did not realize that extent you had to go through to make even a simple scene. I learned that you had to go into the game, F11, set up your character, switch back into the editor, hit record, run around and then hit esc to finish your scene.  If you want you can make any character or object move anyway you want it to without acting it out in game. It will just take much longer to create.

I haven’t got into too much editing and film making to give a proper review, but the different videos I have seen make the possibilities of SFM endless.

Wednesday, July 4, 2012

Mobile Suit Gundam: Battle Operation

Recently a new mobile suit game was released on the Japanese PSN, Its a f2p game and the Play Station 3 is region free, this means as long as you make an account with your locale set to japan you'll have access to the Japanese PSN. The game itself is in mostly Japanese with a few menus being in English, however even for people with no knowledge of Japanese should be able to easily find their way around, if not there are translations of the main menu on game spot, and other places no doubt. The game is free to play, but you have limited energy, one match costs you one energy. To get more energy you can win a match, or level up this will get you one more games worth of energy. You can also buy energy, but only if you have yen in your psn wallet, the game cant use money from your non Japanese account. You can however play on any account you like once the game has been downloaded.
I found what i have played of the game to be pretty fun, I'm about 6 games in and level 7, you only start with one mobile suit for each faction, and unlock more through playing along with weapons and other various upgrades. Its a little difficult to figure out what most upgrades do, but the weapons are pretty straightforward. The game also allows you to exit your MS and play on foot, which allows you to repair your mech, enter other vehicles, (Ive seen a bike and a tank) capture points that allow your team to spawn around the map, and set bombs on your enemy's base. Mobile suits can be re colored ,I dont know how to re color them but im sure its a paid /unlocked aspect of the game. Since you can buy new mobile suits and weapons with in game cash the paid aspect isn't so bad aside from limited playtime.
The controls are rough at first but become pretty natural with time, and they can be easily figured out by testing them in game, on foot the game will prompt you when you can capture points and enter/exit vehicles. Weapons seem to do little damage alone, so its best to stay with a buddy and seek out lone players attempting to capture points since its not team death match and more of a take and hold game, its best to concentrate on keeping points under control. There are currently only 2 maps available, but I would guess they will add more if the game is successful. Im also not aware of how many different types of MS you can unlock, but i have seen at least 4 for each faction.

Here is the trailer for the game.

Monday, May 7, 2012

Back with that Swtor Swag [Jedi Knight]

Hey guys I know its been awhile since I posted and so with the semester finally coming to a close I think its time to start this up again. For those of you that don't know I'm a huge fan of star wars and have been hooked since day 1 on Bioware's Swtor (Still haven't forgiven them for ME3's ending, but more on that later)

So without further delay please enjoy the class progression trailers that I'll be posting daily until I run out and come up with something else! (Btw the music for all of these trailers is by Two Steps from Hell, which only makes them more epic. Comment if you want a link to the name/download of the song(s))

Jedi Knight

One of my mains so far is a Jedi Guardian plus I also have a Sith Marauder which in mechanics is basically the same thing as a sentinel so I've got some measure on the class already. Probably the biggest draw to the knight isn't game play but rather the story associated class which you may have heard plays out like your standard bioware game. Overall this hook is pretty effective. The characters you'll meet along the way for the Knight are some of the most entertaining in the game if not all of Star Wars.
That being said the knight doesn't really feel that exceptionally powerful in game play. The guardian has a reputation of being the weakest tank in the game and that respect its sadly but barely true. The dps options too. while powerful, don't really stack up to some of the other classes, despite doing some pretty nice single target true damage.
While everything I've just said is true, don't be in any way discouraged to play the knight. No other class can quite equal the thrill of force leaping into battle and dishing out righteous justice to the fools that might stand in your way. As one your first companions is fond of saying "Eat lightsaber jerk!"

Monday, July 18, 2011

StarCraft Universe has arrived!

*drool* This looks amazing! So, this will be released as a mod for SC2, hopefully soon. The fighting looks awesome, the story is cool. This just amazed me how crazy you can mod and redesign SC2. Their website is They are still in alpha, but it looks incredible.

Saturday, July 16, 2011

Terraia mega base

DANM, look at that shit. Makes me want to play Terraria if you can make a colossal base like that. It definitely has more base making promise then minecraft because with Terraria there are more unique blocks and with the side angle, everything looks better. Just wanted to share what crazy things you can make in Terraria

Wednesday, July 13, 2011

New champion: Leona

this picture just goes to show that leona is not only a great tank, but also a support. 2 for 1! she has a shield that at lvl 1 adds 30 armor and magic resist making her the best tank for early gank. (ive played against leona's who dont take it at lvl one and they ALWAYS die first). She has 2 stuns, one on hit and another long range AOE that stuns slows and does damage. this aoe stun can make or break a fight, while playing some 3's i would stun 2 or even 3 people at the same time and turn a loosing battle into 3 free kills. her zenith blade ability is really useful for ganks, and to get to pesky ranged damage in the back for an easy stun. As for building the recommended build has most everything you need, wich is CD reduction and lots of it. my normal build is Dorans shield> Boots> (ill get mercads here if they have an AP heavy team or alot of CC)> Kindlegem> Glacial shroud> Wardens mail> (if i dont get merc treads ill get ninja tabi here) >frozen heart> Randuins omen> and if you still haven't won trinity force is good.

Also disregard the loss, we had a bad game against a crit runed gangplank, theres really not much you can do about that.

Tuesday, July 12, 2011

Starcraft 2 combining regions

Blizzard is planning on combining some of Starcraft 2′s region-specific servers. It’ll result in an improved player experience no matter where you’re playing from. Personally I'm gonna hate the BR's if i have to play with them. Who really wants to hear "HUE HUE HUE Jajajajajajaja, give me money or I report you?"

The wider audience will result in less waiting time for ranked games and more accurate matchmaking, no matter what league you’re in. If you’re a chatty player you could potentially make a bunch of new friends too.

Region management appears to be a contentious issue for e-sports developers. Blizzard combine, but League of Legend’s Riot Games separate. LOL

When you go to you redirected to
Their shit got slapped!

Infinity Ward = (╯°□°)╯︵ ┻━┻

Monday, July 11, 2011

Anime reviews spring 2011

blogger is being stupid so im going to post my reviews in the comments section.

Havent posted in forever

Twitch dominataion, down 20 kills and im fed enough to backdoor to victory.

Saturday, April 16, 2011


An amazing game between Me (Maokai), Jello (Brand) and Telos (Jax).

The Maokai and Brand combo was too much for Akali and Alistar and we end up slapping their shit and taking their tower at 5:30. We have an amazing start, but it kinda slows to a crawl near the end of the match.

7 Win streak so far!

The replay is here if you want to watch it:

Friday, April 15, 2011

Phantom: Requiem for the Phantom FULL REVIEW

Score: 89/100


A spate of mafia assassinations occurs in America, the work of the mysterious organization named Inferno. "Phantom" is their strongest and capable assassin, however a lone tourist witnesses Phantom's latest act of murder. He unwittingly exposes the top assassin's true identity, a young girl named Ein. Witnesses are usually killed, but the man is captured and taken to be brainwashed into "Zwei", Inferno's newest assassin, with no memory of who he is. From this point on, Zwei is drawn into a world of conspiracy, deceit and violence.
(Source: ANN)



Intriguing Plot
Great Music and Sound Effects
Art Style


Plot Irregularities
Horrible Dub
Too Short

Story 22/25

Split into three parts, the story of Phantom Requiem for the Phantom is refreshing and intriguing. It avoids many typical Anime cliche's, such as Big breasted super woman with super accuracy and overactive tentacle sex desires. Instead, Phantom: Requiem for the phantom provides us with characters that have depth and character; even though they have lost their memory and start out with no hope and no direction(other than what they are told). Perhaps it is due to this fact that the Anime creates characters whose outlooks and emotions you can relate with, because you see what they had to deal with. However due to the whole "Oh man i got amnesia! whats going on" the first two episodes are spent explaining this fact and makes it frustrating. This is balanced by the fact that one of the characters will regain their knowledge of their life early on, and this creates a new moral dilemma for the character. The stories not perfect due to an ending which leaves some plot holes and a few plot devices which leave the viewer saying "oh yeah right, how the hell did he survive that". While the anime doesn't try to be completely realistic, one part of the story may leave some feeling that the outcome shouldn't have favored the protagonists.

Music & Sound 22/25

The Anime's orchestral score coupled with its supurb initial opening and sweet character backdrops makes one want to obtain the soundtrack. If you enjoy an Anime with good music look no futher. That being said, the English dub of the series is one of the worst I have EVER seen. The emotional subtext and drama of the original Japanese version(which i watched first) conveys the emotions of the characters much more eloquently than the English dubbed version. Even though i cannot understand Japanese, reading the subtitles and hearing the voices gave more emotional information than the English dub, which i felt interpreted the voices and motives of the characters in those voices poorly at best, and abominable at worst. if you want the full effect of this Anime do not watch the dub!

Art Style 25/25

The art style of Phantom Requiem for the Phantom captures modern Anime's clarity and detail. Watching the high definition version of the series makes you appreciate the beauty of the cities and the grunge of their underbelly. Taking place across America and Japan and other places gave the series unique and varied environments, from the Beaches in LA to the sky scrapers of NY to the Suburbs of Japan and more. The art style isn't unique, but its caliber and polish allows the series to shine.

Lasting Appeal 20/25

Phantom Requiem for the Phantom is not one of the big three and is not the most well known Anime out there. This is a mixed blessing, as the fan community for Phantom in America is hard to find, and merchandise must be imported. This is slowly changing and therefore more American fans are most likely going to pop up soon with the advent of the dub(unless they hate it because its such a horrible dub. However, being less popular has blessings, chief among them is your ability to show people an uncommon Anime and show them that its not all about big breasted woman fighting tentacles or heroes wielding huge swords that are twice their body weight.

Monday, April 4, 2011

The clutchest 3v3 EVER!

An amazaing game between my team of randoms and my amazing Heim skills. They started to trash talk when they were killing us. But my QQ Rockets saves that day. Amazing game. THEY MAD.

Sunday, April 3, 2011

Back in the Old Grind, Ravage and i have a rough comeback

After 2-3 consecutive fails, ravage and i decided to go zerg, and be those guys. we were gonna six pool. yet we decided we should win fair and square, even though it was against 2 toss players. needless to say, one of them goes air-phoenix and void rays, and the other goes stalks, zels, and immortals. we did a pro strategy and massed queens, and then the game was ours. i supplemented my queens with teced hydras, while ravage got mutas. my favorite part of this game is when they attack my rich min expo, and i get about 100 hyras to just surround their army, and i eat them. take a look at one of our first games in SC2 for the new season-season2

Saturday, April 2, 2011

Starcraft Motion

Being that this is a Starcraft 2/Other games blog. I thought I would post this April fools joke here.

It's obviously fake because Koreans never lose at Starcraft :)

Friday, April 1, 2011

League of legends Update

New Skins in the Store
  • Kennen M.D.
  • Firefang Warwick
  • Workshop Shaco
League of Legends v1.0.0.114
Due to difficulties containing Lee Sin's power within the design team, Lee Sin is delayed until April 1st to give us time to nerf him hard enough to stop one-shotting Jesse Perring all the time.
  • Attack speed per level increased to 3 from 2.6
  • Yordle Snap Trap max trap count increased to 3 from 2
Dr. Mundo
  • Fixed a bug where Infected Cleaver was slowing targets additively instead of multiplicatively
  • Fixed a bug where Ezreal's Arcane Shot could target unseen minions such as wards
  • Idol of Durand area of effect increased to 550 from 500
  • Base movement speed increased to 320 from 315
  • Courage damage reduction increased to 20/24/28/32/36 from 10/15/20/25/30
  • Leap Strike now prefers to target enemies over allies when your cursor overlaps both
  • Fixed a bug where the Mantra version of Heavenly Wave was not granting assists for healing allies
  • Spirit Bond's leash range has been increased by a small amount
  • Mantra now scales with level on a 30/25/20 second cooldown at levels 1/7/13 respectively instead of on 25 second cooldown at all levels
  • Shunpo now prefers to target enemies over allies when your cursor overlaps both
  • Fixed a bug where Distortion and Mimicked Distortion would break the target's spell shield and still deal damage
  • Fixed a bug where Vengeful Maelstrom was reducing true damage
  • Made Shroud of Darkness shield brighter and easier to see
  • Fixed a bug where Aegis Protection triggered after every 4 attacks, but every 5 spell casts (reduced casts required to 4)
  • Updated the shield texture on Paragon of Demacia
  • Fixed several unintended interactions between Heroic Charge and spell shields. Notably, Poppy won't push herself past the target anymore.
  • Updated Feint's tooltips to properly match the functionality and adjusted Shen's playing tips referencing Feint
  • Ki Strike can now be cancelled mid-attack (and will not say 'Cannot Move While Casting')
  • Fixed a bug where Ki Strike could kill a target and not trigger Vorpal Blade's heal effect
  • Fixed a bug where Shadow Dash could move a shorter distance than intended if Shen was greatly slowed
  • Fixed a bug where some of her tooltips referred to 'Spiral Blade' instead of 'Boomerang Blade'
  • Infuse now prefers to target enemies over allies
  • Base health reduced to 526 from 546
  • Acid Hunter base damage reduced to 10/40/70/100/130 from 15/45/75/105/135
  • Fixed a bug where Terror Capacitor's slow was stacking
  • Fixed a bug where Zaun-Touched Bolt Augmenter was reducing true damage
  • Fixed an issue on the Leprechaun Veigar skin where the enemy Event Horizon still had green pillars
  • Fixed a tooltip bug with Deathfire Grasp
  • Fixed a bug where normal Golems were improperly labeled "Neutral Monsters" instead of "Monsters"
  • Fixed a bug where a clone with Madred's Razor / Wriggle's Lantern could deny its owner of Monster buffs if they dealt the killing blow to the monster
  • Turrets
  • Base turret attack speed increased to +30% from 20%
  • Turret base armor and magic resist increased by 10
  • Turrets no longer gain up to 25% attack speed and 25 armor and magic resist for having a nearby defending champion
  • Turret to champion damage increased by 5%
  • Slow Stacking penalty increased to 65% from 50%
  • Fixed a bug where Greater Mark of Might's tooltip was incorrect

Sunday, March 27, 2011

Lee Sin, the Blind Monk


Sonic Wave / Resonating Strike:

  • Sonic Wave: Lee Sin projects a discordant wave of sound to locate his enemies, dealing physical damage to the first enemy it encounters. If Sonic Wave hits, Lee Sin can cast Resonating Strike for the next 3 seconds.
  • Resonating Strike: Lee Sin dashes to the enemy hit by Sonic Wave, dealing physical damage plus 10% of their missing health.

Safeguard / Iron Will
  • Safeguard: Lee Sin rushes towards a target ally, shielding them both from damage. If a shield is broken, half the energy cost is returned. After using Safeguard, Lee Sin can cast Iron Will for the next 3 seconds.
  • Iron Will: Lee Sin's intense training allows him to thrive in battle. For 5 seconds, Lee Sin gains lifesteal, spell vamp, and armor.

Tempest / Cripple

  • Tempest: Lee Sin smashes the ground sending out a shockwave that deals magic damage and reveals enemy units hit. If Tempest hits an enemy, Lee Sin can cast cripple for the next 3 seconds.
  • Cripple: Lee Sin cripples nearby enemies revealed by Tempest, reducing their Movement and Attack Speed for 4 seconds. Movement and Attack Speed recover gradually over the duration.

Dragon's Rage (Ultimate)

  • Lee Sin performs a powerful roundhouse kick launching his target back, dealing physical damage to the target and any enemies they collide with. Enemies the target collides with are knocked into the air for a short duration.

Flurry (Passive)

  • After Lee Sin uses an ability, his next 2 basic attacks gain 50% Attack Speed and return 10 energy each.

Tuesday, March 22, 2011

StarCraft II: Wings of Liberty - Patch 1.3.0


  • Leagues & Ladders
    • A new Grandmaster League has been added for 1v1 ladders. This league represents the Top 200 players in each region.
      • Players are automatically drafted into the Grandmaster League shortly after a new season starts, and will remain in the Grandmaster League until the end of the season. If a Grandmaster player’s available bonus points get too high due to inactivity, they will be automatically removed from the league and a replacement player will be drafted in.
      • The Grandmaster League can be viewed by all players through the new Leagues & Ladders > Grandmaster page.
    • The bonus pool has been reduced for arranged teams.
    • Leagues will now be locked during the final weeks of the season. As a result players will not accumulate additional bonus points and will not be promoted or demoted out of their current division during this period.
      • This will allow players to focus on moving up in their current league without being promoted during the final weeks of a season, and having to fight their way up from the bottom ranks of their new higher league.
      • Players can still utilize any bonus points they previously accumulated.
    • Ladder data from the prior season can be viewed through the new Leagues & Ladders > Last Season page.
    • New league icons have been introduced to indicate division rank. These will indicate the Top 8, 25 and 50 players in each division.
    • Loss counts are no longer displayed in Profile and Ladder pages for players below Master League.
  • Join Custom Game
    • Several improvements have been made to the Join Custom Game section:
      • The Details panel has been removed from this page. Map details are now shown inside a tooltip for each game.
      • Players can now bookmark their favorite custom games! The number of times a game has been bookmarked will be shown in that game's tooltip.
      • Games are now organized into several pages to make finding your desired game type easier:
        • Featured: Our team is always on the lookout for new games that are lots of fun. Our latest favorites are shown on this page.
        • Most Popular: Shows all game types, with the most played games sorted to the top.
        • By Category: This page allows you to browse through Custom Games based on Category.
        • Up & Coming: This page highlights games that other players are recommending, but haven't yet become popular.
        • Fun or Not: From this page you can automatically join a random new Custom Game. After the game, players using Fun or Not are asked to recommend the map (or not). Recommending maps helps get them onto the Up & Coming page.
        • Recently Played: The last several games you’ve played are shown here. Use this to quickly get back into games you play often, or to easily bookmark a game you enjoyed playing.
        • Bookmarks: Use this page to view your Bookmarked maps.
      • A search option has been added to the Join Custom Game interface.
  • Observer and Replay UI
    • New panels are now available when observing or viewing a replay of 1v1 games. These panels can be toggled via hotkeys which are shown under the Leader Panel drop-down.
      • Player Name Panel: Displays the players' name, team color, race, and supply count.
      • Stat Comparison Panels: Shows a head-to-head comparison of players' resources, army supply, units killed, or APM.
    • In 1v1 observed games, both players’ resource rows are shown in the upper right at the same time.
    • The main game UI can now be hidden/shown via hotkey.
    • You can now toggle between player unit colors and team unit colors when watching a replay or observing.
  • Game Options
    • A new Control page is available from the Options menu. You'll find Mouse, Keyboard and Scrolling options within this new page.
    • A new menu option is available in the Gameplay page to change the behavior of Control Group Buttons. These can now be set to ignore mouse clicks or be hidden completely.
    • The existing menu option under the Gameplay page for Menu Bar Buttons now also supports hiding the Menu Bar.


    • Players can no longer hide units by setting them in a close proximity patrol (ex: Viking flower).
    • Mothership
      • Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.
    • High Templar
      • Khaydarin Amulet upgrade (+25 starting energy) has been removed.
    • Zealot
      • Charging Zealots will now hit fleeing targets at least once.
    • Battlecruiser
      • Movement speed increased from 1.406 to 1.875.
    • Bunker
      • Build time increased from 35 to 40 seconds.
    • Ghost
      • EMP now drains up to 100 energy instead of all available energy. The effect on Protoss shields remains unchanged.
    • Tech Lab
      • Stimpack upgrade research time increased from 140 to 170 seconds.
  • ZERG
    • Infestor
      • Fungal Growth
        • Stun duration decreased from 8 to 4 seconds.
        • Damage increased by +30% vs. armored units.

StarCraft II Editor Improvements
  • Reworked Game Variants dialog to be more user-friendly:
    • General tab has been removed. This text did not appear anywhere in game.
    • Attributes tab has been split into Game Attributes and Player Attributes.
    • Attribute UI now more closely reflects the game lobby.
    • Default values are now enforced as necessary based on Player Properties.
    • In some cases, variants defined in previous versions will no longer be compatible and may cause problems during publishing or within the game lobby. If you are planning to republish a map that uses custom game variants, it is highly recommended that you use the new Game Variants dialog to delete and recreate them.
  • Improved loading times for some custom maps with complex tech restrictions.
  • The compiled script memory has been split into a separate block from the global/local stack block. Additional improvements will be made to provide more memory space in the future.
  • Command card editor and actor event editor will now be less vulnerable to data errors from changes made in future patches.
  • The game cursor now remains visible while loading maps.
  • Debug outputs are now displayed in the editor and in-game when using Test Document.
  • New trigger actions have been added:
    • Set Camera Data: Changes the active camera data settings, as defined in the Data module.
    • Show/Hide Resource: Shows or hides the specified resource in the UI.
    • Lock/Unlock Status Bar: Forces or resets all status bars for a player to a specified state.
    • Set Random Seed: Sets the random game seed to the requested value.
    • Enable/Disable Selection Type: A new UI Editor action to disable the various ways that players can change their selected unit.
  • New trigger functions have been added:
    • Convert Game Hotkey: Looks up hotkey as text.
    • Convert Game Asset: Looks up asset path as text.
    • Add On Child: Returns the child unit attached to the specified parent.
    • Add On Parent: Returns the parent unit attached to the specified child.
    • Catalog Entry Is Default: Returns if the specified entry is a default.
    • Catalog Field Value Get As Integer: Converts the requested field data into an integer, if possible.
  • Test Document preferences can now configure an explicit random seed value.
  • Automatic backup feature (Preferences > Documents) now includes a User Folder location option, which corresponds to a folder named EditorBackup within your StarCraft II documents folder.
  • Units can now specify a revive cost that will override an ability specific cost. Revive cooldowns & charges located on the unit will now be attached to the unit being revived.
  • Instant larva-style training will now charge resources properly.
  • Upgrades modifying units produced by Arm Magazine, Build, Merge, Morph, Train, and Warp Train abilities are now fully supported.
  • The Chance field in effects is now upgradeable.
  • Support for browsing "Featured" and "Up And Coming" maps in the Open Document window has been added.
  • The Player Property and Modify Player Property triggers can now disable the cost for each resource type.
  • Added a text preview pane to the text editing controls.
  • Added additional states to behaviors, Set Unit State, and Unit Classification Check triggers to determine if a unit is detectable or shown by a radar.
  • Added armor to the Unit Property and Unit Type Property triggers.
  • Added Weapon Damage and Weapon Speed Multiplier triggers.
  • Added support to refresh all buffs of the same type when adding a new instance by using the new "Refresh Stack" flag.
  • Added a "Wait to Spend" flag, which is enabled by default, to effect abilities to configure whether orders wait until a cooldown or charge becomes available before they create their effect.
  • Added an "Offset Area by Angle" flag to search effects to adjust the angle of the search based on the locations involved.
  • Added an Idle Command to unit data to configure what order the unit performs when idle.
  • Added an actor message to allow models to change their hit-testable status.
  • Additional options can now be configured using the command card editor.
  • Additional data is now saved out by the data editor to overrides made in arrays of structures to try to prevent unintended changes made to the original data from breaking it.
  • Additional cheats are now available in-game when using Test Document.
    • Ally - Changes all alliance states between the selected players. By default, if you just type Ally, then all players share all alliance states with you.
    • AllianceDefeat - Changes the Defeat alliance state between the selected players. By default, if you just type AllianceDefeat, all players will share defeat with you.
    • AllianceControl - Changes the Control alliance state between the selected players. By default, if you just type AllianceControl, then all players share control with you.
    • AllianceGiveHelp - Changes the GiveHelp alliance state between the selected players. By default, if you just type AllianceGiveHelp, all players will respond to calls for help from your units.
    • AlliancePassive - Changes the Passive alliance state between the selected players. Players that you are not passive with will be considered hostile for attacking purposes.
    • AlliancePushable - Changes the Pushable alliance state between the selected players. This controls whether a player’s units will move through another player’s units, pushing them out of the way.
    • AllianceSeekHelp - Changes the SeekHelp alliance state between the selected players. Controls whether a player’s units call for help to the specified target player. The target player can choose to respond or not, depending on its GiveHelp alliance setting.
    • AllianceSpend - Changes the Spend alliance state between the selected players. Players that you are sharing resources with are allowed to spend your money to purchase things.
    • AllianceTrade - Changes the Trade alliance state between the selected players. Players that you are trading with can be sent resources.
    • AllianceVision - Changes the Vision alliance state between the selected players.
    • BehaviorAdd - Adds the requested behavior to the selected units.
    • BehaviorDuration - Sets the duration of the requested behavior.
    • BehaviorRemove - Removes the requested behavior from the selected units.
    • Charges - Toggles spell charge validation.
    • Cooldown - Toggles spell cooldown validation.
    • Creep - Adds creep at the cursor position given the requested radius.
    • DamageDealt - Multiplies the amount of damage dealt by a player's units by the specified value. By default, this will multiply the damage dealt by 10 for the cheating player.
    • DamageTaken - Multiplies the amount of damage taken by a player's units by the specified value. By default, this will reduce all damage taken to 0 for the cheating player.
    • DeathAll – Kills all units on the map.
    • DeathExcept - Kills all units on the map except the selected units.
    • DeathSide - Kills all units owned by the selected player.
    • DeathUnit - Kills the selected units. The type of death can be specified as a parameter.
    • Defeat - Ends the game in defeat for the selected player.
    • DestroyPersistent - Destroys all persistent effects within the specified radius of the cursor.
    • Effect - Executes the requested effect from the selected units.
    • FastBuild - Toggles fast building, research, and training times.
    • FastHeal - Toggles fast healing times.
    • Fidget - Forces selected units to perform the specified fidget type.
    • Food - Toggles food usage validation.
    • Free - Toggles resource cost validation and expenditure.
    • God - Turns on god mode for the selected player. Units owned by players that are in god mode will deal amplified damage, and take no damage.
    • Loot - Drops a type of loot for the specified player.
    • MakeUnit - Creates N units for the specified player. Units will be created around the cursor position, or in the center of the map if the cursor position is invalid.
    • Minerals - Adds the specified amount of minerals to the selected player.
    • Move - Moves the selected units to the cursor position.
    • NoDefeat - Disables defeat conditions.
    • NoVictory - Disables victory conditions.
    • Order - Orders the selected units to use an ability.
    • Owner - Changes ownership for the selected units to the selected player.
    • ResourceCustom - Adds the specified amount of a custom resource to the selected player.
    • SetAll - Sets the life, shields, and energy of the selected units to the specified value. By default, this will set these values to the maximum amount.
    • SetEnergy - Sets the energy of the selected units to the specified value.
    • SetLife - Sets the life of the selected units to the specified value.
    • SetShields - Sets the shields of the selected units to the specified value.
    • SetResource - Sets the harvestable resources contained by the selected units to the specified value.
    • ShowMap - Toggles fog of war display and validation.
    • TechTree - Toggles tech tree dependency validation.
    • Terrazine - Adds the specified amount of terrazine to the specified player.
    • Tie - Marks all undecided players with the tie result.
    • TimeOfDay - Sets the time of day to the specified time.
    • TimeOfDayRate – Sets the rate that the time of day changes to the specified value.
    • TrigDebug - Opens the trigger debug window.
    • TrigRun - Runs the specified trigger.
    • Uncreep - Removes creep at the cursor position given the requested radius.
    • Undecided - Marks the selected player's result as undecided.
    • Upgrade - Applies the selected upgrade to the selected player.
    • Vespene - Adds the specified amount of vespene gas to the specified player.
    • Victory - Ends the game in defeat for all players that don't share the defeat alliance state with the selected player.
    • XP - Adds a relative amount of XP to the selected units. This can be used to change veterancy levels.

Bug Fixes

  • Achievements
    • Fixed a bug where players were not receiving "Wings Of Liberty: Hard" and "Wings Of Liberty: Brutal" achievements after completing the appropriate number of missions.
    • Fixed a bug where some Bronze players weren't gaining enough points for wins and were losing too many points for losses.
  • Gameplay
    • StarCraft II will continue running if corrupt textures/models/sounds are encountered.
    • Conversation skipping and trigger skipping now share the same hotkey.
    • The notification that a player left the game during a paused game is no longer delayed until the game is unpaused.
    • Cheat codes now only accept official names.
    • Unit response sounds are now updated immediately when the selection changes.
    • Unit death will no longer show units on the other side of line of sight blockers that weren’t already visible.
    • Units ordered to load into a transport now follow the transport if the transport fills up and they have no other orders.
    • Units inside a Bunker no longer disappear if the bunker is destroyed and surrounded by Force Fields.
    • Units can now be revived multiple times.
    • Hero buttons are now displayed while a hero is dead if they are revivable. Clicking on the button while a hero is dead will either select the building reviving it or cycle between buildings that can.
    • Revivable abilities now show revivable units all the time. If they cannot currently be revived, the buttons are shown disabled.
    • The revive ability now works with multiple dead units.
    • Revived units now properly dispatch a trigger event when killed again.
    • Added additional information to unit tooltips in the tech trees.
    • An alert has been added when MULEs expire.
    • An alert has been added when the Chrono Boost buff expires.
    • An alert has been added when the Spawn Larvae buff expires.
    • Fixed an issue with not being able to land where you just lifted off if there was a nearby unit.
    • Fixed an issue where you could push Hold Position units by Move/Hold Position spamming.
    • Fixed an issue to prevent Force Fields from pushing units during construction.
    • Fixed an issue with creep destroying more foliage than it should, and made foliage destruction by creep faster.
    • Fixed an issue with custom global hotkeys in grid profiles overlapping with unit command buttons.
    • Fixed an issue placing Terran add-on buildings when multiple buildings were selected.
    • The stalemate timer will now reset when any player gathers resources, researches an upgrade, produces a unit, constructs a building, or destroys an enemy building.
    • Additional stalemate warnings are no longer displayed when the game ends in a stalemate.
    • Flying cloaked units are no longer revealed as detected when shown through the fog of war.
    • Vespene Geysers that are taken by your opponent and are under the fog of war no longer randomly flash on and off on the mini-map.
    • Enemy buildings completed while being revealed due to friendly unit death will now properly create snapshots in the fog of war.
    • Casting Neural Parasite on a Zerg Cocoon will not cancel the spell until after the cocoon completes its transformation.
    • Changes made to autocast abilities while a unit is under the effects of Neural Parasite are now reset to their default state when Neural Parasite ends.
    • Queuing multiple targets with 250mm Strike Cannons will no longer result in the Thor being stuck until the cooldown ends.
    • Workers gathering minerals can no longer continue to harvest minerals if they are pushed away by a Force Field.
    • Orders issued to unload units from a Medivac onto itself can now be canceled if the Medivac is scanning for units to heal.
    • The Harvester count in the income leader panel now updates correctly.
    • Bi-directional transformations (i.e. those used by Vikings, Siege Tanks, and burrowing units) are no longer shown in the production leader panel.
    • The resources from salvaged Bunkers are no longer counted towards the resources lost in the units lost leader panel.
    • The Mute OS Microphone button has been removed from the Options' Voice page.
    • Tech trees now show icons for units that are produced by a building and display the names for units that are unlocked by a building.
    • Using Edit Box Trigger Dialogs should no longer generate trigger errors.
    • Media keys can no longer be bound to a custom hotkey.
    • Hotkeys configured in a mod are now loaded properly without having to open the Hotkeys page.
    • Mouse-based hotkeys are now handled properly when the cursor is over the mini-map.
    • Mouse-based hotkeys bound with modifiers are now displayed correctly in the Hotkeys page.
    • The hotkey for the Cancel button is now displayed when targeting with an ability if the Command Hotkey Text option is enabled.
  • StarCraft II Editor
    • Fixed an issue where editor control files could not be loaded in all languages.
    • Fixed an issue with pasting text values in the editor.
    • Fixed an issue where certain data fields would not list all possible values.
    • Fixed an issue where the editor would crash after pasting a placed unit.
    • Fixed a crash using the Unit Weapon Firing validator.
    • Player Properties will no longer allow all 16 players to be User/Computer, which is not supported.
    • Animations in the previewer will now display using localized text.
    • Game and player versions of the cooldown & charge triggers now interpret time values correctly.
    • Sounds played simultaneously for multiple players via the Play Sound trigger can now be heard properly.
    • Increasing the maximum number of charges with an upgrade no longer increases the current number of charges.
    • Setting a unit’s training progress to 100% will no longer cancel the training.