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5.0.11.89391 ptr #1
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@@ -86,6 +86,9 @@ | |||
</CAbilArmMagazine> | |||
<CAbilEffectTarget id="BuildAutoTurret"> | |||
<Range index="0" value="2"/> | |||
<Cost index="0"> | |||
<Vital index="Energy" value="75"/> |
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Raven AutoTurret energy cost raised from 50 to 75
@@ -119,6 +122,11 @@ | |||
<CmdButtonArray index="Execute"> | |||
<Flags index="ShowInGlossary" value="0"/> | |||
</CmdButtonArray> | |||
<InfoArray index="0"> | |||
<SectionArray index="Stats"> | |||
<DurationArray index="Duration" value="0"/> |
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undocumented: Drone's Unburrow stats transition duration is now changed from 0.4443 to 0
Does this cause unburrowing units to become "visible" immediately instead of after ~300ms? Does this change anything?
@@ -133,7 +141,7 @@ | |||
<DurationArray index="Duration" value="0.5"/> | |||
</SectionArray> | |||
<SectionArray index="Stats"> | |||
<DurationArray index="Duration" value="0.2221"/> | |||
<DurationArray index="Duration" value="0"/> |
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undocumented: Hydralisk's Unburrow stats transition duration is now changed from 0.2221 to 0
Does this cause unburrowing units to become "visible" immediately instead of after ~150ms? Does this change anything?
@@ -169,11 +177,20 @@ | |||
<CmdButtonArray index="Execute"> | |||
<Flags index="ShowInGlossary" value="0"/> | |||
</CmdButtonArray> | |||
<InfoArray index="0"> | |||
<SectionArray index="Stats"> | |||
<DurationArray index="Duration" value="0"/> |
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undocumented: Infestor's Unburrow stats transition duration is now changed from 0.5 to 0
Does this cause unburrowing units to become "visible" immediately instead of after ~350ms? Does this change anything?
</InfoArray> | ||
</CAbilMorph> | ||
<CAbilMorph id="BurrowLurkerMPDown"> | ||
<InfoArray index="0" RandomDelayMax="0.125"/> |
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undocumented: Lurker's Burrow random starting delay was changed from [0, 0.25] to [0, 0.125]
They burrow on average 1 game update = 0.625 game seconds = ~44ms faster than before allowing them to attack that time earlier as well or escape fire from flying units
</CAbilMorph> | ||
<CAbilMorph id="BurrowLurkerMPUp"> | ||
<CmdButtonArray index="Execute"> | ||
<Flags index="ShowInGlossary" value="0"/> | ||
</CmdButtonArray> | ||
<InfoArray index="0" RandomDelayMax="0"/> |
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undocumented: Lurker's Unburrow random starting delay was changed from [0, 0.5] to [0, 0]
This means Lurkers will be able to unburrow and move away up to a half second faster (a quarter second on average)
@@ -188,6 +205,11 @@ | |||
<CmdButtonArray index="Execute"> | |||
<Flags index="ShowInGlossary" value="0"/> | |||
</CmdButtonArray> | |||
<InfoArray index="0"> | |||
<SectionArray index="Stats"> | |||
<DurationArray index="Duration" value="0"/> |
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undocumented: Queen's Unburrow stats transition duration is now changed from 0.4443 to 0
Does this cause unburrowing units to become "visible" immediately instead of after ~300ms? Does this change anything?
@@ -202,6 +224,11 @@ | |||
<CmdButtonArray index="Execute"> | |||
<Flags index="ShowInGlossary" value="0"/> | |||
</CmdButtonArray> | |||
<InfoArray index="0"> | |||
<SectionArray index="Stats"> | |||
<DurationArray index="Duration" value="0"/> |
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undocumented: Ravager's Unburrow stats transition duration is now changed from 0.4443 to 0
Does this cause unburrowing units to become "visible" immediately instead of after ~300ms? Does this change anything?
@@ -216,6 +243,11 @@ | |||
<CmdButtonArray index="Execute"> | |||
<Flags index="ShowInGlossary" value="0"/> | |||
</CmdButtonArray> | |||
<InfoArray index="0"> | |||
<SectionArray index="Stats"> | |||
<DurationArray index="Duration" value="0"/> |
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undocumented: Roach's Unburrow stats transition duration is now changed from 0.4443 to 0
Does this cause unburrowing units to become "visible" immediately instead of after ~300ms? Does this change anything?
<Flags index="ShowInGlossary" value="0"/> | ||
</CmdButtonArray> | ||
<Flags index="IgnoreFood" value="1"/> | ||
<Flags index="IgnoreUnitCost" value="1"/> |
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not a change: editor moved this block around
<InfoArray index="0" RandomDelayMax="0.1125"> | ||
<SectionArray index="Abils"> | ||
<DurationArray index="Delay" value="0.5625"/> | ||
<DurationArray index="Delay" value="0"/> |
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Fixed an issue where Zerglings could not receive queued Morph to Baneling commands
Morphs need to change the abilities without delay to make the command card change instantly. This allows queueing of other commands.
Other unit morph abilities change this immediately as well
<Flags index="IgnoreUnitCost" value="1"/> | ||
<CmdButtonArray index="Execute"> | ||
<Flags index="ShowInGlossary" value="0"/> | ||
</CmdButtonArray> |
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not a change: editor moved this block around
@@ -307,6 +346,7 @@ | |||
</CAbilResearch> | |||
<CAbilTrain id="FactoryTrain"> | |||
<InfoArray index="Train25" Time="30"/> | |||
<Range value="3"/> |
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Factory's maximum spawn radius increased from 2 to 3
Other unit production structures have a spawn range of 2 (besides Larva with 4, but eggs pile up in one place).
Why is this Factory specific and not raised to 3 for all producing structures (Barracks, Starport, CC, Hatchery, Nexus, Gateway, Robotics Facility, Stargate)?
<InfoArray index="Research6" Time="230"/> | ||
<InfoArray index="Research7" Time="170"/> | ||
<InfoArray index="Research8" Time="200"/> | ||
<InfoArray index="Research9" Time="230"/> |
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Forge Level 1 upgrades research time reduced by 7 seconds (10s on normal speed)
Forge Level 2 upgrades research time reduced by 9 seconds (15s on normal speed)
Forge Level 3 upgrades research time reduced by 11 seconds (20s on normal speed)
@@ -369,6 +409,7 @@ | |||
</InfoArray> | |||
</CAbilResearch> | |||
<CAbilTrain id="GatewayTrain"> | |||
<InfoArray index="Train6" Time="32"/> |
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Sentry build time reduced from 26.4 to 22.9 seconds (from 37 to 32 on normal speed)
@@ -606,13 +672,28 @@ | |||
</CAbilMorph> | |||
<CAbilMorph id="MorphToLurker"> | |||
<Flags index="IgnoreFacing" value="1"/> | |||
<Flags index="WaitUntilStopped" value="0"/> |
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Fixed an issue where Morph to Lurker would be canceled with a Smart command issued immediately after the Morph command
The Hydralisk is not required to deaccelerate to speed 0 anymore before the morph starts. During deacceleration, other commands could cancel this morph as it was still in its preparation phase.
</CAbilMorph> | ||
<CAbilMorph id="MorphToOverseer"> | ||
<Flags index="IgnoreFacing" value="1"/> | ||
<Flags index="WaitUntilStopped" value="0"/> | ||
</CAbilMorph> | ||
<CAbilMorph id="MorphToRavager"> | ||
<Flags index="IgnoreFacing" value="1"/> | ||
<Flags index="WaitUntilStopped" value="0"/> |
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Fixed an issue where Morph to Ravager would be canceled with a Smart command issued immediately after the Morph command.
The Roach is not required to deaccelerate to speed 0 anymore before the morph starts. During deacceleration, other commands could cancel this morph as it was still in its preparation phase.
</CAbilMorph> | ||
<CAbilMorph id="MorphToOverseer"> | ||
<Flags index="IgnoreFacing" value="1"/> | ||
<Flags index="WaitUntilStopped" value="0"/> | ||
</CAbilMorph> | ||
<CAbilMorph id="MorphToRavager"> | ||
<Flags index="IgnoreFacing" value="1"/> | ||
<Flags index="WaitUntilStopped" value="0"/> | ||
<InfoArray index="0" RandomDelayMax="0"/> |
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undocumented: Roach -> Ravager Morph's random starting delay was changed from [0, 0.5] to [0, 0]
This could have been required for the morph's cancel. Hydra -> Lurker has no random delay now as well (like Warp Prism and Liberator).
Should this be done for other units as well? E.g. Vikings, Thors, Widow Mine, Siege Tank, Hellion?
</CBehaviorBuff> | ||
<CBehaviorBuff id="BatteryEnergy"> | ||
<InfoFlags index="Hidden" value="1"/> | ||
<EditorCategories value="AbilityorEffectType:Units"/> | ||
<Duration value="0.01"/> | ||
<ExpireEffect value="BatteryAddEnergy"/> | ||
</CBehaviorBuff> | ||
<CBehaviorBuff id="BroodlingFate"> | ||
<Duration value="5"/> |
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Broodling's duration reduced from 5.71 to 3.57 (from 8 to 5 on normal speed)
This affects Broodlings spawned from Brood Lords as well as dying structures!
<CBehaviorBuff id="DarkTemplarBlinkAttackDelay"> | ||
<InfoFlags index="Hidden" value="1"/> | ||
<EditorCategories value="Race:Protoss,AbilityorEffectType:Units"/> | ||
<Duration value="1.05"/> | ||
<Duration value="1"/> |
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Dark Templar's Blink next attack delay reduced from 0.75 to 0.71 seconds (from 1.05 to 1 on normal game speed)
Or in other words: Dark Templars can attack one game update ~44ms earlier after Blink, if the weapon is not on cooldown.
The effective delay's value should have been 1.0625 since 1.05 is not the end of a game update. So, it should be "from 1.0625 to 1 on normal game speed" for people that want to calculate percentages :)
Dark Templars have a weapon period of 1.694 and a damage point of 0.361, so damage point + Blink's attack delay duration are still well below the weapon's cooldown. So, attack, blink, attack resulting in DT's maximum DPS was possible before and still is
@@ -33,7 +42,16 @@ | |||
<Start value="Footprint4x4CreepSourceGrown"/> | |||
<Birth value="CreepGrowthMediumNydusCreepSourceStart"/> | |||
<Grown value="Footprint4x4CreepSourceGrown"/> | |||
<InfoFlags index="Hidden" value="1"/> |
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Nydus Worm: Fixed a visual bug introduced in the previous patch (nydus creep behavior)
The buff is not shown in the UI anymore. Nydus Worms still generate creep
@@ -189,9 +207,9 @@ | |||
<EditorCategories value="AbilityorEffectType:Units,Race:Terran"/> | |||
<RemoveValidatorArray value="NotOracleStasisTrapped"/> | |||
<Duration value="30"/> | |||
<Modification ShieldArmorBonus="3"> | |||
<Modification ShieldArmorBonus="2"> |
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Bogus change. This behavior is unused
<ModifyFlags index="HideChangeUI" value="1"/> | ||
<LifeArmorBonus value="3"/> | ||
<LifeArmorBonus value="2"/> |
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Bogus change. This behavior is unused
<Modification ShieldArmorBonus="-3"> | ||
<LifeArmorBonus value="-3"/> | ||
<Modification ShieldArmorBonus="-2"> | ||
<LifeArmorBonus value="-2"/> |
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Raven Anti-Armor Missile armor reduction reduced from 3 to 2
@@ -214,6 +232,9 @@ | |||
<Capacity value="2250"/> | |||
<Contents value="2250"/> | |||
</CBehaviorResource> | |||
<CBehaviorBuff id="SensorTowerRadar"> | |||
<Modification Radar="27"/> |
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Sensor Tower's Radar range reduced from 30 to 27
<ModifyFlags index="SuppressMoving" value="0"/> | ||
<ModifyFlags index="SuppressTurning" value="0"/> | ||
<AbilClassDisableArray index="CAbilBuild" value="1"/> | ||
</Modification> |
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Units affected by Stasis can be issued any non-build commands instead of only move commands, to be acted upon stasis expiring
Why are moving and turning not suppressed anymore? Was that required? Can this have side effects?
Can you /dance these units during stasis?
Are channeled attacks properly stopped during stasis, e.g. Sentry's beam weapon?
What happens when Adepts have a shade?
@@ -676,13 +697,16 @@ | |||
<Alignment value="Negative"/> | |||
<InfoIcon value="Assets\Textures\btn-upgrade-terran-interferencematrix.dds"/> | |||
<EditorCategories value="AbilityorEffectType:Units"/> | |||
<Duration value="15"/> | |||
<Duration value="11"/> |
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Raven Interference Matrix duration reduced from 11 to 8 seconds (from 15 to 11 on normal speed)
The rounding of the real seconds is inconsistent in the patch notes, but whatever...
@@ -257,6 +289,13 @@ | |||
<Flags index="AutoCast" value="1"/> | |||
<Flags index="AutoCastOn" value="1"/> | |||
</CAbilEffectTarget> | |||
<CAbilBuild id="CreepTumorBuild"> | |||
<InfoArray index="Build1"> | |||
<Cooldown TimeStart="18" TimeUse="18"/> |
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Creep Tumor: Cooldown increased from 11 to 13 seconds (from 15 to 18 on normal speed)
The build time is still 11 seconds (15 on normal speed)
@@ -9,19 +9,28 @@ | |||
<CBehaviorBuff id="AdeptPhaseShift"> | |||
<Modification MoveSpeedBonus="0"/> | |||
</CBehaviorBuff> | |||
<CBehaviorBuff id="AdeptPhaseShiftCaster"> | |||
<Modification> | |||
<StateFlags index="SuppressPassenger" value="0"/> |
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Adepts can now be ordered to load into a Warp Prism while shading, automatically cancelling the Shade
This line allows being loaded into transports
@@ -912,9 +1042,12 @@ | |||
</InfoArray> | |||
</CAbilMorph> | |||
<CAbilEffectTarget id="TimeWarp"/> | |||
<CAbilTrain id="TrainQueen"> | |||
<InfoArray index="Train1" Effect=""/> |
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Queens are no longer unable to receive certain orders for 0.6 seconds after spawning (0.8 seconds on normal speed)
The Queen received a behavior at birth from the training ability which disables move and attack abilities for 0.8 seconds on normal speed. This did not prevent other abilities. This was likely intended to have an uninterruptible spawning animation where the Queen plays her unburrow animation
Since players could perform some actions already, this was more of a hindrance than helpful. In most scenarios, the Queen will still play her animation at birth.
There could be some animation issues when she is birthed and immediately starts attacking an enemy, though
A few more bugs that could be fixed.
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<CAbilMorph id="LiberatorMorphtoAA"> | ||
<InfoArray index="0"> | ||
<SectionArray index="Abils"> | ||
<DurationArray index="Delay" value="0"/> |
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Fixed an issue where Liberators could not be given certain orders immediately after being ordered to unsiege
- Unsieging Liberators had the ability transformation delay reduced from 0.5 to 0.0
For orders, the abilities need to be swapped immediately. This should allow queuing of commands like attacking an air, sieging at another position and maybe even moving.
I did not test what exactly was not possible before.
<DurationArray index="Delay" value="0"/> | ||
</SectionArray> | ||
<SectionArray index="Mover"> | ||
<DurationArray index="Duration" value="0"/> |
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cleaning up: Liberators unsieging had the mover transition duration reduced from 0.5 to 0.0. Both modes use the same mover, so this never did anything and having a duration of 0 is cleaner
<DurationArray index="Duration" value="0"/> | ||
</SectionArray> | ||
<SectionArray index="Stats"> | ||
<DurationArray index="Delay" value="0"/> |
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Fixed an issue where Liberators could not be given certain orders immediately after being ordered to unsiege
- Unsieging Liberators had the stats transformation delay reduced from 1.5417 to 0.0
I assume that this is necessary for certain orders like attacking air units since the anti-ground version has no anti-air weapon.
This should also cause the info panel and wireframe to change immediately.
There is a chance that this could break the animation or death model. This should be tested to verify that all looks fine
<CAbilMorph id="LiberatorMorphtoAG"> | ||
<InfoArray index="0"> | ||
<SectionArray index="Abils"> | ||
<DurationArray index="Delay" value="0"/> |
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undocumented: Fixed an issue where Liberators could not be given certain orders immediately after being ordered to siege
- Sieging Liberators had the ability transformation delay reduced from 0.5 to 0.0
This should allow immediately queueing of an unsiege command and might be necessary for queuing attack commands on ground units
<DurationArray index="Delay" value="0"/> | ||
</SectionArray> | ||
<SectionArray index="Stats"> | ||
<DurationArray index="Duration" value="0"/> |
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undocumented: Fixed an issue where Liberators could not be given certain orders immediately after being ordered to siege
- Sieging Liberators had the stats transformation duration reduced from 3.5417 to 0.0
I assume that this is necessary for certain orders like attacking ground units since the anti-air version has no anti-ground weapon.
This should also cause the info panel and wireframe to change immediately.
There is a chance that this could break the animation or death model. This should be tested to verify that all looks fine
<CAbilEffectTarget id="LockOn"> | ||
<Effect index="0" value="LockOnInitialSetNew"/> | ||
<AutoCastValidatorArray value="CasterIsNotHidden"/> |
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Fixed an issue where lock-on could enter cooldown while the Cyclone is loaded into a medivac
This validator prevents the auto-cast from activating when the Cyclone is inside a transport
<CAbilEffectTarget id="LockOn"> | ||
<Effect index="0" value="LockOnInitialSetNew"/> | ||
<AutoCastValidatorArray value="CasterIsNotHidden"/> | ||
<AutoCastValidatorArray value="NotLarvaEgg"/> |
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Lock On no longer targets Zerg Eggs without a manual order
This validator prevents the auto-cast from targeting Cocoons from Larva. Other "eggs" might still be targeted
@@ -692,7 +690,7 @@ | |||
<Race value="Zerg"/> | |||
<ScoreAmount value="200"/> | |||
<ScoreResult value="BuildOrder"/> | |||
<EffectArray Operation="Set" Reference="Unit,Hydralisk,Speed" Value="2.812500"/> | |||
<EffectArray Reference="Unit,Hydralisk,Speed" Value="0.750000"/> |
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Muscular Augments move speed bonus increased from 0.79 to 1.05 (from 0.5625 to 0.75 on normal speed)
Hydralisk base move speed is 2.25. The upgrade used to set it to 2.8125 which means it added 0.5625.
Now it adds 0.75 for an upgraded speed of 3.0. Adding is the default operation here.
This converted to normal game speed results in the values the patch notes state
@@ -548,11 +548,9 @@ | |||
<ScoreAmount value="200"/> | |||
<ScoreResult value="BuildOrder"/> | |||
<!--EffectArray Reference="Effect,CycloneAirWeaponDamage,Amount" Value="6"/--> | |||
<EffectArray Reference="Effect,CycloneAirWeaponDamage,AttributeBonus[Armored]" Value="20"/> | |||
<EffectArray Reference="Effect,CycloneAirWeaponDamage,Amount" Value="10"/> |
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Mag-Field Accelerator damage bonus changed from +20 vs armored to +10 vs all
<EffectArray Reference="Effect,CycloneWeaponDamage,AttributeBonus[Armored]" Value="20"/> | ||
<EffectArray Operation="Set" Reference="Button,LockOn,AlertTooltip" Value="Button/Tooltip/LockOnUpgraded"/> | ||
<EffectArray Operation="Set" Reference="Button,LockOn,Tooltip" Value="Button/Tooltip/LockOnUpgraded"/> | ||
<EffectArray Reference="Effect,CycloneWeaponDamage,Amount" Value="10"/> |
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Mag-Field Accelerator damage bonus changed from +20 vs armored to +10 vs all
The tooltips were changing the text to mention bonus vs armored. Thus, they were removed
<AbilArray index="0" Link="Rally"/> | ||
<AbilArray index="1" Link="MorphToBaneling"/> | ||
<CardLayouts index="0"> | ||
<LayoutButtons index="0" AbilCmd="MorphToBaneling,Cancel"/> |
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Fixed an issue where Zerglings could not receive queued Morph to Baneling commands
Zerglings had for some reason a training ability (like Barracks) to create the Baneling.
This patch replaces it with a morph ability, so it behaves like every other unit that does a morph.
Thus, the command card was edited.
Here, Rally switched from index 1 to 0 by accident which is totally fine. Just this document is a line longer :D
@@ -1732,6 +1910,9 @@ | |||
<LayoutButtons Face="BurrowUp" Type="AbilCmd" AbilCmd="BurrowInfestorUp,Execute" Row="2" Column="4"/> | |||
<LayoutButtons Face="BurrowUp" Type="AbilCmd" AbilCmd="BurrowUltraliskUp,Execute" Row="2" Column="4"/> | |||
</CardLayouts> | |||
<Radius value="0.875"/> | |||
<InnerRadius value="0.6875"/> | |||
<MinimapRadius value="0.875"/> |
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Ultralisk: Reduced size by 12.5%
- unit radius (unit collision) was reduced from 1.0 to 0.875 (-12.5%)
- minimap radius was reduced from 1.0 to 0.875 (- 12.5%)
- inner radius (building collision) was reduced from 0.75 to 0.6875 (-8.3%)
The inner radius was only reduced by 8.3% instead of 12.5%. The value is 0.6875.
The editor requires values that are multiple of 0.0625 here, so this was chosen as the closest desired value
@@ -1762,6 +1943,9 @@ | |||
<LayoutButtons Face="BurrowUp" Type="AbilCmd" AbilCmd="BurrowInfestorUp,Execute" Row="2" Column="4"/> | |||
<LayoutButtons Face="BurrowUp" Type="AbilCmd" AbilCmd="BurrowUltraliskUp,Execute" Row="2" Column="4"/> | |||
</CardLayouts> | |||
<Radius value="0.875"/> | |||
<InnerRadius value="0.6875"/> | |||
<MinimapRadius value="0.875"/> |
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Ultralisk: Reduced size by 12.5%
These are the values for the Ultralisk's burrowed version. They are identical to the unburrowed Ultralisk as they should be
<Radius value="2.291700"/> | ||
<RadiusLoose value="2.291700"/> | ||
<ScaleMax value="0.640000,0.640000,0.640000"/> | ||
<ScaleMin value="0.640000,0.640000,0.640000"/> |
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Disruptor's Purifier Orb radius reduced from 1.5 to 1.35 (-10%)
- model's radius reduced from 2.5 to 2.2917 (-8.3%)
- model's visual radius (RadiusLoose) reduced from 2.5 to 2.2917 (-8.3%)
- model's scale reduced from 0.7 to 0.64 (-8.6%)
It is unexpected that the model has not been shrunk by 10% as well. But these values still looks great in this video:
comparison video
HOWEVER, the impact model looks off in the video!
- explosion has no expanding nova
- marines seem to light up when receiving damage on the left
<!--ScaleMax value="1.200000,1.200000,1.200000"/> | ||
<ScaleMin value="1.200000,1.200000,1.200000"\--> | ||
<ScaleMax value="0.687500,0.687500,0.687500"/> | ||
<ScaleMin value="0.687500,0.687500,0.687500"/> |
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Disruptor's Purifier Orb radius reduced from 1.5 to 1.35 (-10%)
- model's radius reduced from 2.5 to 2.2917 (-8.3%)
- model's visual radius (RadiusLoose) reduced from 2.5 to 2.2917 (-8.3%)
- model's scale reduced from 0.75 to 0.6875 (-8.3%)
It is unexpected that the range indicator has not been shrunk by 10% as well. However, it looks accurate in this video:
comparison video
@@ -852,6 +880,10 @@ | |||
<CModel id="TemporalFieldImpactModel"> | |||
<Model value="Assets\Effects\Protoss\TimeWarpImpact_Red\TimeWarpImpact_Red.m3"/> | |||
</CModel> | |||
<CModel id="Ultralisk"> | |||
<ScaleMax value="0.750000,0.750000,0.750000"/> | |||
<ScaleMin value="0.750000,0.750000,0.750000"/> |
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bug: Ultralisk is the wrong model entry to edit.
=> FIX: UltraliskBase should be edited, so all skins are edited as well! Then check if all inherit it or if any overrides anything.
Ultralisk model's scale was reduced from 0.85 to 0.75 (-11.76%).
Patch notes state: reduced size by 12.5%.
It looks fine in the game. Naturally you want to make the model as big as possible, so the attack animations still cover the area it damages.
The size looked fine (but I did not test it vs a big pile of small units, yet)
@@ -840,6 +858,9 @@ | |||
<On Terms="Upgrade.AnabolicSynthesis.Remove; !ValidateUnit IsUltraliskBurrowed" Target="UltraliskAnabolicSynthesisUpgrade" Send="Destroy"/> | |||
<On Terms="AbilMorph.BurrowUltraliskUp.Finish; ValidatePlayer HasAnabolicSynthesisUpgrade" Send="Create UltraliskAnabolicSynthesisUpgrade"/> | |||
<On Terms="AbilMorph.BurrowUltraliskDown.Start" Target="UltraliskAnabolicSynthesisUpgrade" Send="Destroy"/> | |||
<DeathActorModelLow value="UnitDeathModel"/> |
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This changes Ultralisk's death model physics.
I do not know its impact, though. More ragdoll sliding? Less ragdoll sliding?
@@ -840,6 +858,9 @@ | |||
<On Terms="Upgrade.AnabolicSynthesis.Remove; !ValidateUnit IsUltraliskBurrowed" Target="UltraliskAnabolicSynthesisUpgrade" Send="Destroy"/> | |||
<On Terms="AbilMorph.BurrowUltraliskUp.Finish; ValidatePlayer HasAnabolicSynthesisUpgrade" Send="Create UltraliskAnabolicSynthesisUpgrade"/> | |||
<On Terms="AbilMorph.BurrowUltraliskDown.Start" Target="UltraliskAnabolicSynthesisUpgrade" Send="Destroy"/> | |||
<DeathActorModelLow value="UnitDeathModel"/> | |||
<BarOffset value="16"/> | |||
<BarWidth value="130"/> |
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@@ -74,7 +92,7 @@ | |||
<On Terms="SelectionLocalUpdate.Nexus.Stop" Send="Destroy"/> | |||
<Icon value="Assets\Textures\RadarIcon2.dds"/> | |||
<IconArcLength value="1.750000"/> | |||
<Range value="9.800000"/> | |||
<Range value="10.000000"/> |
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@@ -1229,6 +1250,8 @@ | |||
</CActorModel> | |||
<CActorUnit id="Zergling"> | |||
<Macros value="PhysicsDeathsVoidGround"/> | |||
<On index="71" Terms="AbilMorph.*.Finish; MorphTo Zergling; MorphFrom BanelingCocoon; !AbilKey BurrowUp"/> | |||
<On index="72" Terms="AbilMorph.*.Finish; MorphFrom Zergling; MorphTo BanelingCocoon; !AbilKey BurrowDown"/> |
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Animation for the altered implementation of the Baneling Morph
@@ -542,6 +552,9 @@ | |||
<CEffectCreateUnit id="ReaperKD8Knockback"> | |||
<ValidatorArray value="IsNotRecallingNexus"/> | |||
</CEffectCreateUnit> | |||
<CEffectCreateHealer id="ShieldBatteryRechargeChanneledOvercharged"> | |||
<RechargeVitalRate value="54"/> |
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pointless change, this belongs to an ability ShieldBatteryRechargeChanneled which is unused.
The correct ability is ShieldBatteryRechargeEx5
FIX:
The correct way to change the overcharge rate is to edit the behavior "BatteryOvercharge". Its "HealDealtMultiplier" needs to be changed from 2 to 1.5 and you end up with the 150% recharge
@@ -1933,25 +1946,14 @@ | |||
<ValidatorArray value="SourceNotHidden"/> | |||
<ValidatorArray value="NotInterceptor"/> | |||
</CEffectSet> | |||
<CEffectCreateHealer id="ShieldBatteryRechargeChanneledOvercharged"> |
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This effect was unused (the effect tree roots in an unused ability).
Removing unused things is good for clarity :)
<DurationArray index="Duration" value="0"/> | ||
</SectionArray> | ||
<SectionArray index="Stats"> | ||
<DurationArray index="Delay" value="0"/> |
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undocumented:
- Swarm Host's Unburrow stats transformation delay was reduced from 0.5 to 0
- Swarm Host's Unburrow actor transformation delay was reduced from 0.5 to 0
- Swarm Host's Unburrow abilities transformation delay was reduced from 0.5 to 0
- Swarm Host's Unburrow mover transformation delay was reduced from 0.5 to 0
- Swarm Host's Unburrow mover transformation duration was reduced from 1 to 0
This allows orders being queued after giving the unburrow order.
The final duration is random delay + highest duration.
<Flags index="DisableAbils" value="1"/> | ||
<Flags index="FastBuild" value="1"/> | ||
<Flags index="Interruptible" value="1"/> | ||
<Flags index="IgnoreFacing" value="1"/> |
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This new Baneling morph ability should enable "IgnoreCollision" and "ignorePlacement". The Ravager morph does that as well. Else, there could be issues with the morph not finishing
I could fix the Larva issue by using a different period. The ones that do not run into this issue are 0.352 and 0.346. |
Summary
official patch notes
Undocumented changes/bugs
Zerg
picture by TheG on Blizzard's SC forums
Terran
from to
Protoss
Bugs in documented changes
Leisvan replicated the issue as well (although only in the editor, but I see no magical way how this is not wrong in the game as well):
ingoschlegelmilch verified that this is not working for the female Ghost skin:
Patch notes are wrong/inaccurate
Potential bugs (need verification)
Side effects
However, the smaller radius should help the Ultra much more than the smaller area nerfs it. I mention this for clarity. Maybe someone can test this with immobile Zerglings
I could fix the issue by using a different period. The closest good values are 0.352 and 0.346. Please use one of these instead!
Changes that could be done for more units
Further bug fixes that this patch could include as well
Here is how it is added for the ability's targeting mode and mouse hover over the button:
CActorShield[ProtossShieldFull] Could not find e_attachShield or a dynamic shield attach on unit [ 44 1] CActorUnit[Nexus] with model Nexus_Ihanrii_WarpIn.m3.
. Since the model has 0 attachment points, you cannot work around this defining a dynamic shield attack in the model's settings. videoI will abstain from listing wrong upgrade scores and outdated unit descriptions :)
Bugs potentially not added in this patch
TODO
Btw, you can assist me with this!
Tell me about the bugs the multiplayer gameplay runs into and we can try to come up with a fix or a detailed issue explanation to assist Blizzard