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5.0.11.89391 ptr #1

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207 changes: 187 additions & 20 deletions mods/voidmulti.sc2mod/base.sc2data/gamedata/abildata.xml

Large diffs are not rendered by default.

28 changes: 26 additions & 2 deletions mods/voidmulti.sc2mod/base.sc2data/gamedata/actordata.xml
Original file line number Diff line number Diff line change
Expand Up @@ -13,6 +13,23 @@
<CActorAction id="AdeptAttack">
<ImpactModel value="AdeptAttackImpactModel"/>
</CActorAction>
<CActorUnit id="Hydralisk">
<On index="65" Send="AnimBracketStart AttackSuperior Attack,Superior {} {} 0 1.245509 AsTimeScale"/>
<On index="66" Send="AnimBracketStart AttackInferior Attack,Inferior {} {} 0 1.245509 AsTimeScale"/>
<On index="67" Send="AnimPlay AttackCover Attack,Cover 0 -1.000000 -1.000000 1.500000 AsTimeScale"/>
<On index="68" Send="AnimBracketStart Attack Attack {} {} 0 1.245509 AsTimeScale"/>
<On index="73" Send="TimerSet 0.267000 MeleeAttackLaunch"/>
<On index="74" Send="TimerSet 0.066700 MeleeAttackLaunch"/>
</CActorUnit>
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Speeds up the Hydralisk attack animation, so it will look nice with the new shorter damage point

Here is the comparison of the events - new on left, old on right:
image

<CActorAction id="MutaliskAttackSegment2">
<LaunchAssets Sound=""/>
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Fixed an issue where Mutalisk’s attack launch sound would play each time the attack bounced

There is still an impact sound! This is not silent. Just it does not create sounds anymore that contain a Mutalisk's voice

</CActorAction>
<CActorAction id="MutaliskAttackSegment3">
<LaunchAssets Sound=""/>
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Fixed an issue where Mutalisk’s attack launch sound would play each time the attack bounced

There is still an impact sound! This is not silent. Just it does not create sounds anymore that contain a Mutalisk's voice

</CActorAction>
<CActorRange id="SensorTowerRadar">
<Range value="27.000000"/>
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Sensor Tower's Radar range reduced from 30 to 27

This changes the range indicator's size

</CActorRange>
<CActorAction id="TempestAttackGround">
<ImpactModel value="TempestAttackGroundImpact"/>
<!--ImpactModel value="TempestGroundAttackImpactModel"/-->
Expand Down Expand Up @@ -48,6 +65,7 @@
<On Terms="SupporterDestruction" Send="AnimBracketStop BSD"/>
<HostForProps Subject="ShieldBatteryRechargeEx5@Beam" Scope="Caster" Actor="Find"/>
<ModelFlags index="AllowHitTest" value="0"/>
<FogVisibility value="Hidden"/>
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undocumented: Hides the Shield Battery's recharge's impact model in the fog of war

I assume that it created a snapshot image in the fog when you loose vision of the recharged structure. Now this is gone, so only the structure's snapshot image is displayed in the fog of war.
This is a small cosmetic bug fix

</CActorModel>
<CActorList id="NexusShieldBatteryRangeIndicatorHelperList">
<On Terms="ActorCreation" Send="ExternalFinderAdd"/>
Expand All @@ -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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undocumented: Battery Overcharge's range indicator's range was raised from 9 to 10.

Most likely a visual bug fix.

Btw, why is there no range indicator when you manually target the recharge? It is only visible when you want to build one

Screenshot2022-12-12 19_48_56

Screenshot2022-12-12 19_48_50

</CActorRange>
<!-- -->
<!-- Nexus ................................................................................. -->
Expand Down Expand Up @@ -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?

<BarOffset value="16"/>
<BarWidth value="130"/>
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Ultralisk: Reduced size by 12.5%

  • reduced hp bar width from 160 to 130 (-18.75%)
  • reduced hp bar's offset from 30 to 16 (-46.67%)

The hp bar's offset change looks unexpectedly large, but it is alright when tested.
Screenshot2022-12-12 19_19_56
Screenshot2022-12-12 19_20_23

</CActorUnit>
<CActorModel id="UltraliskAnabolicSynthesisUpgrade" parent="ModelAnimationStyleContinuous">
<Inherits index="BaseModelScale" value="1"/>
Expand Down Expand Up @@ -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

<!--On Terms="ActorCreation; PlayerHasReward ZerglingSkin" Send="StatusSet CE 1"/>
<On Terms="StatusSet.*.CE; IsStatus CE 1" Send="ModelSwap ZerglingXPR"/>
<On Terms="Upgrade.zerglingmovementspeed.Add; IsStatus CE 1" Send="ModelSwap ZerglingUpgradeXPR"/>
Expand Down Expand Up @@ -1483,6 +1506,7 @@
<On Terms="AbilMorph.*.Start; MorphFrom ObserverSiegeMode; MorphTo Observer" Send="AnimBracketStop Work"/>
<On Terms="UnitDetectedByViewer.*.On" Target="_UndetectedMuteSound" Send="SoundSetMuted"/>
<On Terms="UnitDetectedByViewer.*.Off" Target="_UndetectedMuteSound" Send="SoundSetMuted 1"/>
<BarWidth value="46"/>
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Observer's life bar width increased from 42 to 46

Is the offset fine? I would have expected it to be changed slightly as well

</CActorUnit>
<CActorModel id="ObserverObservationMode" parent="ModelAnimationStyleContinuous">
<On Terms="ActorCreation" Send="Create Observer_SiegeMode_Loop_AS"/>
Expand Down Expand Up @@ -1837,7 +1861,7 @@
</CActorSound>
<CActorSimple id="RavenShredderMissileImpactArmorReductionTint">
<On Terms="Behavior.RavenShredderMissileArmorReductionUISubtruct.On" Send="Create"/>
<On Terms="Behavior.RavenShredderMissileArmorReductionUISubtruct.On" Target="_Unit" Send="SetTintColor {255,100,0 2.000000} 0.100000 OneShot SeekerTargetArmor"/>
<On Terms="Behavior.RavenShredderMissileArmorReductionUISubtruct.On" Target="_Unit" Send="SetTintColor {255,187,85 2.000000} 0.100000 OneShot SeekerTargetArmor"/>
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undocumented: Raven's Anti-Armor-Missile tints the affected units in another color that is more yellow than orange. The color changed from 255,100,0 to 255,187,85

old color: image new color: image

<On Terms="Behavior.RavenShredderMissileArmorReductionUISubtruct.Off" Target="_Unit" Send="ClearTintColor 0.100000 SeekerTargetArmor"/>
<On Terms="Behavior.RavenShredderMissileArmorReductionUISubtruct.Off" Send="Destroy"/>
</CActorSimple>
Expand Down
51 changes: 43 additions & 8 deletions mods/voidmulti.sc2mod/base.sc2data/gamedata/behaviordata.xml
Original file line number Diff line number Diff line change
Expand Up @@ -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

</Modification>
</CBehaviorBuff>
<CBehaviorBuff id="AdeptPhaseShiftTimer">
<RemoveValidatorArray value="CasterIsNotRecallingNexus"/>
<RemoveValidatorArray value="CasterIsNotHidden"/>
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Adepts can now be ordered to load into a Warp Prism while shading, automatically cancelling the Shade

This line removes the Timer on the Shade when the Caster is in a transport (which hides the caster) causing the Shade to cancel

</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>
<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

<Modification>
<StateFlags index="SuppressAttack" value="1"/>
<AbilCategoriesEnable index="Passive" value="1"/>
Expand All @@ -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

</CBehaviorCreepSource>
<CBehaviorBuff id="OracleStasisTrapTarget">
<Modification>
<ModifyFlags index="DisableAbils" value="0"/>
<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?

</CBehaviorBuff>
<CBehaviorBuff id="QueenMustBeOnCreep">
<InfoFlags index="Hidden" value="1"/>
<EditorCategories value="Race:Zerg,AbilityorEffectType:Units"/>
Expand Down Expand Up @@ -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>
<InfoFlags index="Hidden" value="1"/>
</CBehaviorBuff>
Expand All @@ -201,8 +219,8 @@
<EditorCategories value="AbilityorEffectType:Units,Race:Terran"/>
<RemoveValidatorArray value="NotOracleStasisTrapped"/>
<Duration value="30"/>
<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

</Modification>
<DisplayDuration index="Self" value="1"/>
<DisplayDuration index="Ally" value="1"/>
Expand All @@ -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

</CBehaviorBuff>
<CBehaviorBuff id="TemporalField">
<Modification AttackSpeedMultiplier="0.5"/>
</CBehaviorBuff>
Expand Down Expand Up @@ -539,7 +560,7 @@
<Period value="0.63"/>
</CBehaviorCreepSource>
<CBehaviorCreepSource id="makeCreep8x6">
<Period value="0.42"/>
<Period value="0.35"/>
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Hatchery/Lair/Hive: Creep spread interval decreased from 0.3 to 0.25 (from 0.42 to 0.35 on normal speed)

=> A smaller period means that they spread creep more often!

How do these values behave when they are not a multiple of 0.0625? I guess at some point it takes a game update frame less, so the period is sometime shorter (similar to persistent effects' and behaviors' periodic effects)

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I am testing a few different values that are close which do not run into this issue.

The closest Values that do not have that issue: 0.352, 0.346

</CBehaviorCreepSource>
<CBehaviorBuff id="BarrierDamageResponse">
<InfoFlags index="Hidden" value="1"/>
Expand Down Expand Up @@ -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...

<ExpireEffect value="ImmortalBarrierCDFix"/>
<Modification>
<ModifyFlags index="DisableAbils" value="1"/>
<ModifyFlags index="EnableAttack" value="1"/>
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Fixed an issue where units affected by Interference Matrix would walk forward below their Attack range when given Attack Move commands

<ModifyFlags index="EnableMove" value="1"/>
<StateFlags index="SuppressAttack" value="1"/>
<StateFlags index="SuppressCloak" value="1"/>
<StateFlags index="SuppressCombat" value="1"/>
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Fixed an issue where units affected by Interference Matrix would walk forward below their Attack range when given Attack Move commands

<AbilClassEnableArray index="CAbilStop" value="1"/>
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Fixed an issue where units affected by Interference Matrix could not be issued Stop commands

<BehaviorLinkDisableArray value="ImmortalBarrierSupressed"/>
</Modification>
<DisplayDuration index="Self" value="1"/>
Expand Down Expand Up @@ -710,6 +734,9 @@
<EditorCategories value="AbilityorEffectType:Units"/>
<Duration value="0.2"/>
<AINotifyEffect value="SeekerMissileDamage"/>
<DamageResponse>
<ModifyAmount value="2"/>
</DamageResponse>
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Bogus change with the chance being 0.

This would double the amount of damage received, if it were enabled with chance set to 1

=> should be removed

</CBehaviorBuff>
<CBehaviorBuff id="RavenShredderMissileArmorReduction">
<Alignment value="Negative"/>
Expand All @@ -725,7 +752,7 @@
<Kind index="Spell" value="0"/>
<Kind index="Splash" value="0"/>
<Kind index="NoProc" value="0"/>
<ModifyAmount value="3"/>
<ModifyAmount value="2"/>
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Bogus change. This behavior is unused

<Chance value="1"/>
</DamageResponse>
</CBehaviorBuff>
Expand Down Expand Up @@ -864,6 +891,14 @@
<WeaponArray Link="MothershipCoreWeapon" Turret="Nexus"/>
</Modification-->
</CBehaviorBuff>
<CBehaviorBuff id="BatteryAcquireTargetCooldown">
<InfoFlags index="Hidden" value="1"/>
<EditorCategories value="AbilityorEffectType:Units"/>
<MaxStackCount value="65535"/>
<MaxStackCountPerCaster value="1"/>
<TimeScaleSource Value="Caster"/>
<Duration value="0.063"/>
</CBehaviorBuff>
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Fixed an issue where repeatedly issuing a Stop command could increase the shield regen rate of a Shield Battery's target

The behavior that indicates that the Shield Battery is on cooldown. E.g. auto-cast requires this to be not present anymore

  • The duration of 0.63 is odd. Is this preventing the cast for 1 or 2 game updates? Should always be multiples of 0.0625 for clarity
  • The stack amount is odd as well. Please remember that high stack values used to be bad for performance a decade ago. Only add them if necessary. The stack count here is not necessary. The behavior is always added at the start of a recharge and the auto-cast is checking it

I understand that the usage of a validator for the cooldown might have caused error messages to the players. But this change has still a chance that a human with macros can recharge faster than intended :)
A switch with 2 cases (A: create persistent with 0.0625 wait into healer effect IF cooldown is active, B: healer effect) would fix this 100%

<CBehaviorBuff id="BatteryOvercharge">
<Alignment value="Positive"/>
<InfoIcon value="Assets\Textures\btn-ability-zeratul-observer-sensorarray.dds"/>
Expand Down
5 changes: 5 additions & 0 deletions mods/voidmulti.sc2mod/base.sc2data/gamedata/buttondata.xml
Original file line number Diff line number Diff line change
@@ -1,5 +1,10 @@
<?xml version="1.0" encoding="utf-8"?>
<Catalog>
<CButton id="Baneling2">
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unused addition, should be removed. This existing causes a gap in the help menu's list of Zerg units

<Icon value="Assets\Textures\btn-unit-zerg-baneling.dds"/>
<AlertIcon value="Assets\Textures\btn-unit-zerg-baneling.dds"/>
<EditorCategories value="Race:Zerg"/>
</CButton>
<CButton id="BurrowDown">
<HotkeySet value="BurrowUnburrowModes"/>
</CButton>
Expand Down
41 changes: 25 additions & 16 deletions mods/voidmulti.sc2mod/base.sc2data/gamedata/effectdata.xml
Original file line number Diff line number Diff line change
Expand Up @@ -24,6 +24,10 @@
<ExpireDelay value="0.0625"/>
<FinalEffect value="IssueOrderMorphtoWarpGate"/>
</CEffectCreatePersistent>
<CEffectCreatePersistent id="BacklashRockets">
<PeriodicPeriodArray index="0" value="0"/>
<PeriodicPeriodArray value="0.15"/>
</CEffectCreatePersistent>
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undocumented: Banshee's attack's rockets spawn ~100ms earlier (0.15 seconds earlier on normal game speed). The first rocket spawns without delay

<CEffectModifyUnit id="BatteryAddEnergy">
<ValidatorArray value="NexusBatteryOvercharge8RangePlacementVisual"/>
<EditorCategories value=""/>
Expand Down Expand Up @@ -194,6 +198,9 @@
<InitialEffect value="SentryWeaponPeriodicSet"/>
<PeriodicPeriodArray index="0" value="0.0625"/>
</CEffectCreatePersistent>
<CEffectEnumArea id="EMPSearch">
<AreaArray index="0" Radius="1.75"/>
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Ghost's EMP radius increased from 1.5 to 1.75 (+16,67%)

</CEffectEnumArea>
<CEffectCreatePersistent id="HyperjumpInitialCP">
<ValidatorArray value="CasterNotFungalGrowthed"/>
<ValidatorArray value="CasterIsNotYoinked"/>
Expand Down Expand Up @@ -292,6 +299,9 @@
<CEffectDestroyPersistent id="PhaseDestroyGravitonBeamPersistant">
<Radius value="0"/>
</CEffectDestroyPersistent>
<CEffectEnumArea id="PurificationNovaTargettedSearch">
<AreaArray index="0" Radius="1.35"/>
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Disruptor's Purifier Orb radius reduced from 1.5 to 1.35 (-10%)

</CEffectEnumArea>
<CEffectSet id="RavenScramblerDummy">
<EditorCategories value="Race:Terran"/>
</CEffectSet>
Expand Down Expand Up @@ -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

</CEffectCreateHealer>
<CEffectCreateHealer id="ShieldBatteryRechargeEx5">
<ValidatorArray value="noMarkers"/>
<ValidatorArray value="NotVortexd"/>
Expand All @@ -556,6 +569,7 @@
</DrainVitalCostFactor>
<RechargeVital value="Shields"/>
<RechargeVitalRate value="36"/>
<InitialEffect value="BatteryCooldownAB"/>
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Fixed an issue where repeatedly issuing a Stop command could increase the shield regen rate of a Shield Battery's target

Adds the Cooldown behavior to the Shield Battery.

</CEffectCreateHealer>
<CEffectDamage id="ShieldBatteryRechargeEx5@DamageDummy">
<EditorCategories value="Race:Protoss"/>
Expand Down Expand Up @@ -709,8 +723,6 @@
<AttributeBonus index="Light" value="0"/>
</CEffectDamage>
<CEffectCreatePersistent id="LurkerMP">
<Flags index="Channeled" value="0"/>
<Flags index="EffectFailure" value="0"/>
<PeriodicPeriodArray value="0.125"/>
<PeriodicPeriodArray value="0.125"/>
<PeriodicPeriodArray value="0.125"/>
Expand All @@ -724,14 +736,15 @@
<PeriodicOffsetArray value="0,-11,0"/>
<PeriodicOffsetArray value="0,-12,0"/>
<PeriodicEffectArray index="0" value="LurkerMPCU"/>
<PeriodicValidator value=""/>
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undocumented:

  • Removed CasterIsAttacking validator from Lurker attack's spine splash damage hits
  • Added channeled and effectFailure flag to Lurker's attack's persistent effect

Why was this changed? Are there side effects? Does target switching during attacks break something? Do other actions directly after the attack started break something?

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I've now looked into this. I still have no idea why this was changed, but it has side effects.

  • Changing the attack target while the persistent effect is active causes it to end. So, changing the attack target via an order will cancel the current attack!
  • When targeting a friendly target, you can now order Stop to cancel the attack mid-travel

I doubt that this is the desired behavior. The changes to this persistent effect need to be reverted.

</CEffectCreatePersistent>
<CEffectDamage id="LurkerMPDamage">
<Kind value="Ranged"/>
<AttributeBonus index="Armored" value="10"/>
</CEffectDamage>
<CEffectEnumArea id="LurkerMPSearch">
<AreaArray index="0" Radius="0.5"/>
<ValidatorArray value="WeaponInRange"/>
<ValidatorArray index="0" value="WeaponInRange"/>
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@Ahli Ahli Dec 10, 2022

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Lurker attacks will no longer be blocked by certain low-ground terrain features

This change removes the CliffLevelGE1 validator.
For some reason this validated that the target unit's point was not on the cliff level down the deep cliffs.
It should have prevented units from receiving damage when the spine's center point is down the deep cliff levels and a unit is close to it.
Now a unit close to the cliff still receives damage when the center of the area damage is down in the deep cliff.
Is this assessment correct?
Are there other terrain features like doodads that alters the cliff level to 0 causing this issue? It would be great to have an exact example scenario

After watching Scarlett's commentary video, it looks like Lurker attacks stopped when they hit the deep cliff level and did not go over it. The effect cancelled once hitting the deep cliffs. The Lurker tried to attack a target across it, but the attack stopped midway

</CEffectEnumArea>
<CEffectCreateHealer id="MedivacHeal">
<ValidatorArray index="7" value=""/>
Expand Down Expand Up @@ -1826,7 +1839,7 @@
</CEffectModifyUnit>
<CEffectModifyUnit id="ImmortalBarrierCDFix">
<ValidatorArray value="BarrierOnCooldown"/>
<Cost Behavior="ImmortalBarrierSupressed" CooldownOperation="Add" CooldownTimeUse="8"/>
<Cost Behavior="ImmortalBarrierSupressed" CooldownOperation="Add" CooldownTimeUse="11"/>
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@Ahli Ahli Dec 10, 2022

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undocumented: Raven's Interference Matrix adds the Interference Matrix's duration to the cooldown of Immortal's Barrier, if it is on cooldown after the matrix's effect expired

When Interference Matrix EXPIRES, it adds 11 seconds to Immortal's Barrier's cooldown when the Barrier is on cooldown at that moment. Ok, I would have added it when Interference Matrix starts to lengthen the cooldown, if that was the issue. Else, why would the validator for the BarrierOnCooldown be in this effect if it was intended to be used after matrix?

This looks like a broken bug fix!
What if the Barrier cooldown ends while Interference Matrix is active? I would expect this to be executed as initial effect and not when Interference Matrix stops.
Is the core issue that was attempted to be fixed here that Barrier's CD kept ticking down during Interference Matrix?

</CEffectModifyUnit>
<CEffectApplyBehavior id="NexusShieldRechargeOnPylonAB">
<ValidatorArray index="0" value="IsPylon"/>
Expand Down Expand Up @@ -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 :)

<!--ValidatorArray value="noMarkers"/>
<!--ValidatorArray value="noMarkers"/>
<ValidatorArray value="ShieldsNotFull"/>
<ValidatorArray value="NotWarpingIn"/>
<ValidatorArray value="HiddenCompareAB"/>
<ValidatorArray value="HiddenCompareBA"/>
<ValidatorArray value="NotVortexd"/>
<ValidatorArray value="SourceNotHidden"/>
<ValidatorArray value="NotInterceptor"/-->
<ValidatorArray value="CasterHasBatteryOverchargeBehavior"/>
<ValidatorArray value="NotHidden"/>
<ValidatorArray value="NotVortexd"/>
<EditorCategories value="Race:Terran"/>
<PeriodicValidator value="ShieldsNotFull"/>
<DrainVital value="Energy"/>
<RechargeVital value="Shields"/>
<RechargeVitalRate value="72"/>
<PeriodicEffect value="ShieldBatteryRechargeChanneledRevealSearch"/>
</CEffectCreateHealer>
<CEffectCreateHealer id="ShieldBatteryRechargeChanneled">
<!--ValidatorArray value="noMarkers"/>
<ValidatorArray value="ShieldsNotFull"/>
Expand Down Expand Up @@ -2157,6 +2159,13 @@
<Amount value="5"/>
<Kind value="Ranged"/>
</CEffectDamage>
<CEffectApplyBehavior id="BatteryCooldownAB">
<EditorCategories value=""/>
<WhichUnit Value="Source"/>
<Behavior value="BatteryAcquireTargetCooldown"/>
<Flags index="UseDuration" value="1"/>
<Duration value="0.063"/>
</CEffectApplyBehavior>
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Fixed an issue where repeatedly issuing a Stop command could increase the shield regen rate of a Shield Battery's target

Adds the Cooldown behavior to the Shield Battery.

Does the duration override change anything concerning stacks like resetting the duration? This is the exact duration the behavior already has.
I suspect that use duration and duration can be removed.

<CEffectApplyBehavior id="BattlecrusierDisableWeaponsAB">
<EditorCategories value="Race:Protoss"/>
<WhichUnit Value="Caster"/>
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32 changes: 32 additions & 0 deletions mods/voidmulti.sc2mod/base.sc2data/gamedata/modeldata.xml
Original file line number Diff line number Diff line change
Expand Up @@ -352,6 +352,34 @@
<Payload value="Repair_Bot_Beam_01"/>
</Events>
</CModel>
<CModel id="Observer">
<Radius value="0.438000"/>
<ScaleMax value="1.000000,1.000000,1.000000"/>
<ScaleMin value="1.000000,1.000000,1.000000"/>
<SelectionRadius value="0.515000"/>
<ShadowRadius value="0.515000"/>
</CModel>
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@Ahli Ahli Dec 10, 2022

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Observer's model size increased by 17.5%

  • Model radius increased from 0.4 to 0.43 (+ 7,5%)
    • shouldn't it be ~ 0,5053?
    • I am not sure what this property does for units, though :) I believe there was something with when the model is visible or hidden in fog, so models do not pop in
  • ScaleMin and ScaleMax increased from 0. 85 to 1.0 (+17.5%)
  • SelectionRadius and ShadowRadius (for blob shadows) increased from 0.4702 to 0.5150 (+ 9.5%)
    • is that visually fine since it was not scaled with the same percentage?
  • I would have expected SelectionOffset to be changed as well since the model grew in all dimensions

Also, I would have scaled the actor and the death model. This looks like it will break with non-default skins since every skin has its own model settings like this. So, you would need to edit ALL models or "just" scale the actors (unit actor and deathmodel)!

<CModel id="ObserverPlacement">
<Radius value="0.438000"/>
<ScaleMax value="1.000000,1.000000,1.000000"/>
<ScaleMin value="1.000000,1.000000,1.000000"/>
<SelectionRadius value="0.515000"/>
<ShadowRadius value="0.515000"/>
</CModel>
<CModel id="PurificationNova">
<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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@Ahli Ahli Dec 12, 2022

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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

</CModel>
<CModel id="PurificationNovaRangeIndicator">
<Radius value="2.291700"/>
<RadiusLoose value="2.291700"/>
<!--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

</CModel>
<CModel id="ShieldBatteryRechargeEx5@Beam" parent="PersistentSpellFX">
<Model value="Assets\Effects\Protoss\ProtossShield_Battery_Beam\ProtossShield_Battery_Beam.m3"/>
<EditorCategories value="Race:Protoss"/>
Expand Down Expand Up @@ -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)

</CModel>
<CModel id="UrsadakMale" parent="Unit">
<Model value="Assets\Units\Critters\UrsadakMale\UrsadakMale.m3"/>
<ScaleMin value="0.900000,0.900000,0.900000"/>
Expand Down