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AhliObs v.1.21
Changes
-
Observer Features:
- added delta values to Battle Report's comparison bars
-
GameHeart Bug Fixes:
- fixed Workers Killed Notification ignoring SCVs killed by shooting down a flying Command Center
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SC2 Bug Fixes/Changes:
- fixed Colossus Extended Thermal Lance upgrade granting +3 range instead of +2
- fixed Raven Interference Matrix not forcing Interceptors to return to the Carrier
- fixed an issue where the impact model of Interference Matrix was not displayed
- minor visual fixes:
- fixed some unit models not receiving outlines behind tall buildings/doodads
- fixed some tall doodads not causing units behind it to show their outlines
- removed blob shadows on doodads that players cannot see
- removed now unnecessary score fixes from AhliObs
Observer UIs supporting this mod's features:
All Changes compared to WCS GameHeart 1.25/Americas
- Changes
- Battle Report:
- added Battle Reports based on nice__username's Observer Plus (powered by Shopify) extension mod
- damage includes damage on all units and structures of the enemy
- resource damage includes all resources lost (death, cancel, salvage)
- current limitations:
- damage does not track friendly fire, yet
- added Battle Reports based on nice__username's Observer Plus (powered by Shopify) extension mod
- Upgrade Notifications:
- icon can now be clicked to select the facility researching it
- now dynamically change to reflect alliance colors
- are now enabled in games with 1-4 players
- labels will resize to make their text fit
- Workers lost Notifications:
- are now enabled when there are 2-4 players
- now dynamically change to reflect alliance colors
- now display the first worker lost when it was within range 50 of a main building to only ignore scouts
- Graphs:
- added Resources Lost differential graph on Hotkey Numpad3
- added Resources Gathered comparative graph on Hotkey Numpad4
- Army, Resources Lost and Gathered graphs are now using the most recent value instead of averaging the last 6 seconds
- Minimap:
- player camera positions are now shown on minimap in 1vs1
- World:
- neutral units are selectable through the fog
- Leaderpanel:
- new Production Tab implementation:
- observer UIs need to opt-in to display it
- new information in the icons:
- Chrono Boost
- Contaminated
- the order of slots is now deterministic instead of random
- clicking the slot selects only one unit. Which one is changed every few milliseconds as the engine does not support more than one unit
- removed Reaper's KD8 Charges from the structures and production tab
- combined Reactors, Tech Labs and rich Refineries/Assimilators/Extractors into single buttons instead of creating duplicates
- new Production Tab implementation:
- Labels in 3D world:
- added label to unpowered Protoss structures
- added label to contaminated structures where Contaminate can have an effect
- General:
- moved default observed player from 14 to 15 (Hostile). This allows 14 player FFAs
- disabled skin sets as esports does not want this feature
- Features for Observer Interfaces:
- saves the player slot number of each player to the PlayerId score
- this assists observer interfaces in figuring out which Player Id is the left/right player in 1vs1 matches
- saves the player status in the PlayerStatus score
- this assists observer interfaces in figuring out if a player is still playing, left in victory/defeat/tie
- animation event "TextUpdated" is fired when worker killed counter's text is updated => Observer UIs can animate
- added player score that provides a player's starting position belonging to the initial 1=left or 2=right team for observer interfaces
- saves the player slot number of each player to the PlayerId score
- Battle Report:
- Bug Fixes
- SC2:
- Units Lost Resources:
- Overlords with Ventral Sacs and Overseers made from them will report its actual resource worth on death
- this was 25/25 too low
- Archons will report their actual resource worth on death instead of assuming the Archon was created by one HT and one DT
- Overlords with Ventral Sacs and Overseers made from them will report its actual resource worth on death
- Units Lost Resources:
- WCS GameHeart:
- fixed Dark Shrine not showing upgrades in research on a tag
- fixed potential bug when worker is killed at the same time as that player's notification timer expires resulting in a hidden notification and subsequently resulting in a wrong displayed count when the next one is killed
- fixed not respecting facility slot limit which breaks the entire upgrade notification system, if upgrades in research exceed 100
- fixed a bug when UI upgrade notification slots are exceeded (> 50) and the upgrade is cancelled/finished in that slot
- fixed a Reactor being destroyed causing a blue unit icon when the player is supply blocked
- fixed white production labels being able to appear briefly on screen at the map start
- Worker Killed Notification counts larger than 99 will now shrink to fit instead of showing an ellipsis
- fixed the last upgrade notification slot never being used
- fixed having more than 50 upgrades causing further upgrades to not be displayed. Now the limit is 100 as previously intended
- graph shortcuts are now disabled when not playing a 1vs1 instead of showing an empty graph dialog
- SC2:
- Optimizations
- fixed performance issues of Battlecruiser script triggers created by Blizzard
- the game will now use less CPU when issuing commands and when units execute abilities (global improvement for all units)
- the BC's behavior did not change
- production label check filters missiles faster (trigger runs 30% faster on average)
- optimized production label's UI code to use less resources and not save unused entries into the data table
- this will make the script slow down less over time
- improved upgrade notification update thread to not scan used slots multiple times
- re-ordered unit type checks based on likelihood
- reduced minimum loop iterations when updating upgrade notifications
- trigger events are now only registered, if the feature is enabled and can function
- remove some upgrade notification text styles from trigger script as it was set in UI already
- production tags do not contain more slots than the unit require (e.g. Nexus has at most 1 production slot)
- minor trigger action de-duplication
- eliminated duplicated calculations
- eliminated unnecessary variable allocations
- eliminated duplicated function calls with additional variables
- less code is executed for disabled features
- removed superfluous upgrade name overrides
- more general trigger optimizations based on the trigger debugger's execution duration
- all failed conditions will now appear in failed executions instead of only the initial checks (triggers return 0)
- fixed performance issues of Battlecruiser script triggers created by Blizzard