Matt Sherman commented on Patch 1.21.2
01/19/2018 01:39 PMPosted by rinu nothing till now, I even tried installing in another partition.

We have narrowed the issue down to 32bit Windows.
Matt Sherman commented on Patch 1.21.2
01/19/2018 11:36 AMPosted by ShinyPants
01/19/2018 04:10 AMPosted by rinu Waiting for a reply to the mail, till then can guys who can't start post here their OS and spec

W10 pro 1709
Intel e6750

any reply yet? would be interesting to see what a windows user's solution was

We have not been able to track this down as of yet. Our QA is trying to reproduce it.
Matt Sherman commented on EUD Discussion
The offset list is being maintained publically here:

After patches, please give it a day or two to catch up.
Matt Sherman commented on Patch 1.21.2
01/18/2018 04:44 PMPosted by rinu like ZelUneec said I can't also start the game

51 min ago

I cannot start the game after the latest update ( It goes "Launching -> Playing Now (Game is running)", but nothing happens, the game doesn't start at all. It was working OK yesterday after the latest update.

No error is displayed.

I've tried reinstalling also

I'll reach out to you via email.
Matt Sherman commented on Patch 1.21.2
01/18/2018 05:28 PMPosted by ShinyPants Hey Matt is what's the lowest windows version now compatible for SC BW

Here is a link to the system requirements:
Matt Sherman commented on Patch 1.21.2
01/18/2018 04:21 PMPosted by Kodorieg
  • Turn rate will now be displayed in the top right corner of the screen. Ctrl+Alt+T can toggle the feature on and off.

I have just tested game and TR is displayed in the top left corner instead of the top right corner.

Correct, thank you.
Matt Sherman commented on EUD Discussion
01/14/2018 07:20 PMPosted by 나도모름 Hello, we are usemap makers that using 15th player's units, like Map Revealer, Command Center.

They can make doubled speed about unit's strike speed and control response. They also can extend supply limit.

We have so many usemap that contains 15th player's units, like Doubled speed Vulture Control Map, Extended Supply Limit Map, but they don't work at Starcraft 1.21, also they can't worked by using EUD.

Could you add these additory functions about 15th player's units?

Could you please share a few examples illustrating the issue? Also, the EUD error number you are seeing.

Matt Sherman submitted Patch 1.21.2
Greetings Cerebrates, Commanders, and Executors,

Patch 1.21.2 has arrived!

Features & Improvements

  • In our continual effort towards improving network latency we have implemented STUN NAT 2 support. This should drastically decrease the amount of people being proxied, so most players will no longer need to tinker with their router settings to forward port 6112.
  • Once again we’ve updated our turn rate algorithm. It now determines the most optimal starting turn rate rather than starting at 16.
  • Turn rate will now be displayed in the top right corner of the screen. Ctrl+Alt+T can toggle the feature on and off.
  • FPS can now be toggled with Ctrl+Alt+F.
  • Various improvements and bug fixes in the EUD emulator including support for additional maps.

Join the conversation:
Network latency improvements: Link
EUD: Link

Sorry about that, everyone. It should be reverted by now.

It's a bug and it should have been reverted already.

It's a boo-boo. The timing was in normal game speed and the cost is going up by 50.

We hope you all had a nice holiday season and have been enjoying the exciting matches happening at WCS, GSL, WESG and IEM. Though we issued a patch just recently, we’d like to take quick action on a few things based on what we’ve been observing in the live game and hearing in the forums.

Our currently goal is to push the next balance update live on January 29—but that is subject to change. Since this update is scheduled right before a number of key esports events for StarCraft II, we’re also planning to release a balance update mod prior to the patch going live so pro players have more time to practice.


We wanted to test out switching the upgrade built into the Ghost to see if we could create new tactical possibilities. This hasn’t really worked out the way we’d hoped it would; the extra energy for EMP hasn’t proven to be all that impactful, especially at high levels of play, compared to Cloak timings. Ultimately, the changes have resulted in an unintended nerf to the Ghost, so we’re going to revert the change entirely. Ghosts will have to research Cloak at the Ghost Academy, and will start with 75 energy instead of 50.

The Raven currently functions purely in a support role, which is a difficult one for an expensive detector/caster combination to fulfil in the early game. We think the issue is that since Terran players only have a small window of time in the early game to attach a Tech Lab to their first Starport, they often just choose to attach a Reactor instead—so they can easily mass produce Vikings, Medivacs and/or Liberators for midgame fights. Starport Tech Lab units have to provide more immediate value to justify both their cost and the trade-off of attaching a Tech Lab instead of a Reactor. Right now, the Raven is simply too much of an investment for the benefit it provides in the early game. We propose bringing back the Auto-Turret. Prior to our November update, we saw that players can use an early game Raven to harass and then transition it into more of a support/detection role. This adaptability helps offset its high cost and gives Terran players more ways to make their opening moves in a game. Auto-Turret would replace the current Repair Drone.

We’re also looking at improving Interference Matrix and Anti-Armor Missile. For the Interference Matrix, we’re testing out an increase in duration to 10 seconds. We think the current 6 seconds might be too low for a single-target disable. The Anti-Armor Missile, meanwhile, is difficult to land effectively, which often makes it too risky a purchase given how expensive it is. We’re testing a number of changes, which include: reducing its energy cost to 75; increasing its blast radius; and eliminating its startup phase, allowing the missile to start moving towards its target as soon as it’s executed.


Hydralisks currently act as a powerful midgame unit against Terran and Protoss. When fully upgraded, they can help secure a late-game transition for Zerg players, or a quick victory if the opponent is unprepared. We feel that this is a good role for them, but their upgrades can come online too quickly. We’re trying to make it a little more “costly” to upgrade Hydralisks by once again splitting Muscular Augments into two separate upgrades. The cost of each upgrade will remain the same at 100 Minerals, 100 Vespene Gas, and 100 seconds of research time, but this doubles the time it takes to fully upgrade Hydralisks.

There is currently a bug in the game that causes Parasitic Bomb to deal damage instantly upon impact, rather than after a 1 second cooldown as we intended. We’re fixing this, which means the ability is getting a slight nerf.


Similar to the change to Hydralisks, we wanted to focus on Protoss’s midgame power. Stalkers are quite powerful at sniping units right now, which makes them a bit too capable of eliminating all early-game threats. This can give Protoss players an unfair lead, resulting in powerful advantages in the mid and late-game. The buff also resulted in Stalkers overlapping more with Adepts for the early game anti-light unit role. We want to go with our previously mentioned change of bringing Stalker damage to 13 (+5 Armored) and decreasing their attack period to 1.87. The change in damage would make Stalkers (with zero upgrades) able to kill a Marine with four shots, while the increase in attack speed would allow Stalkers to dispatch Zerglings more quickly. The damage change also means that upgrades will have +1 to base damage and +1 to armored, instead of +2 to base damage. As a result, Stalkers will scale less favorably against light targets but still scale better versus armored than they did prior to the November design patch.

We wanted to add an additional 1 second of delay for the Mothership and the Nexus when these units warp in before players can command them. This will bring the overall time that units spend unable to take actions closer to pre-4.0 Recall timing, giving opponents a bit more time to react to incoming Protoss reinforcements.

In the last patch, we tried to address the fact that Disruptor drops were hard to deal with both because it killed workers too efficiently, and because ground units couldn’t pursue a Warp Prism when facing the threat of an instant Purification Nova. The delay we added seems to be weakening Disruptors too much, however, so we’re looking into various ways to address this issue.

Lastly, we saw a post on Team Liquid which proposed some adjustments to the Adept and Disruptor units to make them easier to manage and control. We think changes like this could be positive, so we want to try them out. Currently, Disruptors do not display range indicators unless you have a single one selected and are actively targeting with the Purification Nova ability. This can make it difficult to calculate the Purification Nova’s range. We want to try displaying the range indicator for all Disruptors while they’re selected to make it easier for players to calculate maximum distance for Purification Nova. As for Adepts, the fact that they stop moving after using the Psionic Transfer ability means their controls are a bit unclear. We want to try and change the Adept so that it will continue with its last issued command instead of simply stopping.

We understand this is a significant list of changes, so we’ll get out a balance test extension mod prior to the patch going live for pro players to practice on. Thanks for your continued feedback, and please let us know your thoughts on the proposed changes!
Matt Sherman commented on EUD Discussion
12/15/2017 03:14 AMPosted by 알타니스 Thank you for all your hard work, Matt! Now in 1.21.1 mouse coodinates EUD works nicely.

Before making requests, I made EUD examples for better understanding:!At5gjj1Qhsn4zzoUOy5QyEZ8-2KO
Attachments include EUD sources, result/output maps, and videos showing how they look in 1.16.1 SC.
EUD information & imgur GIFs:

1. Chat with DisplayText
2. Loop Player Unit
3. Chat Message Event

1 & 3 are used in map ChattingWarfare:
Like a map Desert Strike, when you type unit name, CPU unit is created and attack enemy base.

2 is required in complex map like Mario Exodus 2:
It is used for detecting collision.

Can you please give us simple maps to illustrate (1), (2) and (3) individually?

We are working on a fix but would love to have a small test case.
Hey all,

Happy New Year!

Incase you hadn't seen it yet, we have a general discussion thread for EUD here:
Matt Sherman commented on EUD Discussion
12/22/2017 04:04 PMPosted by JumpyWizard
12/11/2017 06:39 PMPosted by Matt Sherman Thanks for all the reports thus far guys. Our QA has been filing them into our database.


Will you ever allow maps that do change the graphics and whatnot?

No, changing game controls and graphics is not planned for the near future.
Matt Sherman commented on EUD Discussion
12/19/2017 03:50 AMPosted by LIM Hello I have a map that contains 15th player's Map Revealer. It makes game do double speed(unit strike speed and control response).
But it doesn't work. Could you add this function?

We believe we have fixed this in our upcoming patch.
Matt Sherman commented on EUD Discussion
12/17/2017 05:42 AMPosted by KenZy Hey,

I have an EUD not supported :

It's called "I wanna be the hero 2.1"


We believe we have fixed this in our upcoming patch. BTW, nice music :).
Matt Sherman commented on EUD Discussion
12/16/2017 01:23 AMPosted by Heptacle Same map with above.
EUD error 0xFF996183
This is the map you advertised here!
and not working!! ( well, works in early stage, but gets error before half)

We believe we have fixed this in our upcoming patch.
Matt Sherman commented on EUD Discussion
12/15/2017 10:09 PMPosted by 노른의송곳니 help this map.
EUD Bullet hell shooters map.


EUD ERROR : 0xFF996183

We believe we have fixed this in our upcoming patch.
Hi All,

We had a critical network failure that was not caught in our alerting system (since the 22nd) causing the error reported.

We have since failed over to restore functionality (you will need to restart your game client) and will keep monitoring over the next week to ensure it doesn't happen again.

Thanks Classic Games Team
Developed by /u/raptornex