Patch 5.0.13[]
===Map Pool Update
- 1v1
- Goldenaura LE
- Site Delta LE
- Oceanborn LE
- Post-Youth LE
- Amphion LE
- Crimson Court LE
- Dynasty LE
- Alcyone LE
- Ghost River LE
- 2v2
- Catalesque CE
- Divergence CE
- Nightscape CE
- Emerald City CE
- Heavy Artillery LE
- Overgrown Facility
- Reclamation LE
- Rhoskallian LE
- Graystone Ravine
- 3v3
- Flashback CE
- Black Site 2E
- Sandstorm CE
- Mountain Pass CE
- Sentinel CE
- Jungle Depths LE
- Bastion of the Conclave
- Misty Swamp
- Buried Caverns
- 4v4
- Alaeni Enclave CE
- Enigma CE
- Fractional Disstilation Plant
- Lexiphanicism CE
- Multiprocessor CE
- Concord LE
- Forgotten Sanctuary
- Shipwrecked LE
- Tuonela LE
Versus[]
- Balance Council on 5.0.12
- Patch 5.0.12 was a big effort from the community balance council working on it, and we would like to thank everyone for providing their feedback and to apologize for us not being able to communicate proactively.
- While we believe that some of the previous patch goals were successfully achieved, other goals, e.g. related to the Protoss versus Terran matchup, are yet to be accomplished.
- Certain changes originally received mixed feedback from the community and also led to unintentional consequences, particularly in the case of Cyclones, so we might need to revisit those.
- With the upcoming patch we would like to take a more careful approach and focus on fewer goals to improve the current state of the game.
- The progamers involved in the balance council feel that the state of Terran versus Zerg and Protoss versus Zerg doesn't require any major balance changes.
- Balance Council 5.0.13 Goals
- Improve the state of Protoss versus Terran matchup at the professional level.
- Mainly accomplished by changes to Terran units.
- Address the community concerns about the most oppressive openings like Cyclone all-ins and Widow Mine drops.
- Implement QoL improvements and the small changes proposed by the map making community to give more freedom in the competitive map design.
Balance Updates[]
General[]
- Worker attack range increased from 0.1 to 0.2.
- Worker inner radius (collision with terrain / structures) reduced from 0.375 to 0.3125.
- Adjusted footprint size of Vespene Geysers (maintain previous interactions with Workers and Geysers).
- 'Zerg Rocks' now lose hp off creep.
- Mineral Fields can now be destroyed by collapsible rock towers.
Terran[]
- Liberator
- Advanced ballistics range bonus reduced from 3 to 2.
- Widow Mine
- Invisibility while reloading now requires Drilling Claws upgrade instead of a constructed Armory.
- Splash damage radius reduced from 1.75 to 1.5.
- Now gives an attack alert to the enemy when burrowing in range of enemy units.
- Alert is not given for already burrowed Widow Mines when enemies enter range.
- Increased visibility of targeting line and targeted unit.
- Reduced maximum impact of shots by reducing the radius (has a greater impact towards shots in Mineral lines due to how units clump).
- Reduced game ending moments when Armory-cloaked Widow Mines are dropped throughout multiple Protoss bases in the midgame.
- Now gives more opportunity for counterplay through the changes to visuals and alerts.
- Armory
- Cost reduced from 150/100 to 150/50.
- Engineering Bay
- Infantry weapons/armor upgrades cost reduced from 100/175/250 to 100/150/200.
- Cyclone
- Weapon cooldown increased from 0.48 to 0.58.
- Lock On now cooldown increased from 0 to 2.86.
- Weapon now has turret tracking, damage point reduced from 0.119 to 0.036.
- Health increased from 110 to 130.
- Raven
- Interference Matrix can no longer target units already targeted or affected by Interference Matrix.
Zerg[]
- Hatchery/Lair/Hive
- Creep spread radius increased from 12 to 13.
- Infestor
- Fungal Growth range increased from 9 to 10.
- Vision range while burrowed reduced from 10 to 8.
- Unburrow time increased from 0.357 - 0.714 seconds to 0.625 - 0.714 seconds.
- Range relates to random delay.
- Increased size of moving burrowed Infestor visuals effects.
- Overlord
- Transport Overlord morph time increased from 12.14 to 15 seconds.
- Transport Overlord move speed increased from 1.10 to 1.28 (2.83 to 3.00 with Pneumatized Carapace).
Protoss[]
- Observer
- Build time reduced from 21.4 to 17.9 seconds.
- Health/Shields increased from 40/20 to 40/30.
- Model size increased by 10% / Surveillance Mode animation speed increased by 75%.
- Sentry
- Damage increased from 6 to 6 (+4 vs Shields).
- Light attribute tag removed.
- Pylon
- Sight range increased from 9 to 10.
Bug Fixes and Quality of Life Update[]
- Siege Tank (Unsieged) Turret now tracks previously attacked unit.
- Fixed an issue where Siege Tank attack animation would sometimes not play.
- Fixed an issue with Reaper's KD8 Charge Animation.
- Fixed an issue with Ghost's Snipe tooltip not showing bonus damage vs psionic.
- Fixed an issue where Banelings could deal additional damage on ramps.
- Activating Generate Creep on overlords now activates for all selected Overlord types (Drop / Default).
- Lurker subgroup priority increased (Now has higher priority than Ravager).
- Fixed an issue where Immortals would not fire while surrounded by units or partially covered by Forcefields.
- Immortal Turret now tracks previously attacked unit.
- Fix tooltip on Mothership Cloak Field buff.
- Fixed various issues with Recall.
- No longer includes units already being Recalled.
- All Recall abilities now cancel Adept Psionic Transfer and Disruptor Purification Nova.
- Tempest Tectonic Destabilizers upgrade now also applies to attacks targeting flying buildings.
- Fixed an issue where Guardian Shield would not apply to units on a different cliff level than the Sentry.
- Fixed an issue where certain Vespene Geysers would not update visually when Depleted.
- Fixed various issues with Rocks appearance on the minimap.
- Fixed various issues with Healing Shrines.
- Fixed an issue where Cyclone Lock On could activate on a hidden unit (Bug where Lock On would never end).
- Fixed an issue where Shield Battery's Recharge impact model was visible through the fog.
- Fixed an issue where Shield Battery could not be ordered to stop recharging a structure while auto-cast was enabled.
- Fixed an issue where Disruptors were treated differently when being dropped by a transporter that was not a Warp Prism.
- Fixed an issue where Acceleration and Inhibitor Zones affected structures on the ground.
Patch 5.0.12[]
Balance Update[]
Terran[]
- Cyclone
- Cost reduced from 150/100 to 125/50.
- Tech Lab requirement removed.
- Health reduced from 120 to 110.
- Armor reduced from 1 to 0.
- Supply cost reduced from 3 to 2.
- Auto attack range increased from 5 to 6.
- Lock On now uses the Cyclone's auto attack damage, and no longer ignores armor.
- Auto attack damage/attack speed now 11 (+3 vs mechanical), 0.481 cooldown, +1 damage per upgrade.
- Lock On cooldown removed.
- Lock On no longer has a delay before first shot, and maintains weapon cooldown between lock ons.
- Lock On cast range reduced from 7 to 6.
- Lock On max range reduced from 15 to 9.
- Multiple Cyclones will now auto-cast Lock On onto the same target.
- Mag-Field Accelerator upgrade removed.
- Move speed reduced from 4.73 to 3.94.
- New upgrade, increasing move speed to 4.73 (Cost: 100/100, 100 seconds, Researched at the Factory's Tech Lab).
Community Council Comment: Rework of the Cyclone to make it into a more all around unit in all matchups. Aims to increase the viability of mech based gameplay against Protoss, while promoting more active engagements with mech based armies note Cyclone still will not auto-cast Lock On on buildings, using it's basic attack if no other enemies are nearby.
- Ghost
- Snipe damage reduced from 170 to 130 (+40 vs Psionic).
- EMP radius reduced from 1.75 to 1.5.
Community Council Comment: Reducing the radius of EMP will encourage Protoss to use Psi-Storm in the PvT matchup and help Protoss in straight up engagements vs Terran armies. Snipe will no longer 1 shot units such as Zealots and Roaches, as well as requiring an extra shot to kill Ultralisks in the late game vs Zerg, generally reducing their cost-efficiency over time, while still being able to kill important spell casters such as Vipers.
- Widow Mine
- Drilling Claws now also makes the Widow Mine unburrow twice as fast.
Community Council Comment: Returns some of the strength to active Widow Mine micro in the mid game vs Zerg that was lost after the Drilling Claws burrow speed nerf, while not significantly increasing the power of Widow Mine drops.
- Medivac
- Speed upgrade replaced with Caduceus Reactor - Increases Medivac's energy regeneration rate by 100% (Cost: 100/100/53.57 seconds, Upgraded from the Fusion Core).
- Minimap radius increased from 0.75 to 1.
Community Council Comment: Replaces the current unused Medivac upgrade with an upgrade which could be used in active games with a large Medivac count that run out of energy.
- Standardizes minimap size of Warp Prism/Medivac/Overlord. Previously Medivacs could appear smaller on the minimap on large maps.
- Raven
- Interference Matrix now requires a research (Cost: 50/50, 57.14 seconds research time, Researched at the Starport's Tech Lab).
Community Council Comment: A single Raven opening can currently disable multiple key defensive units in early pushes against Protoss. The cheap cost of the upgrade still allows for multiple Raven play in TvT and specialized builds in TvP.
- Hellbat
- Damage bonus per upgrade reduced from +2 (+1 vs light) to +2.
Community Council Comment: Will no longer 1 shot Zerglings with +3 attack and Infernal Pre-Ignitor.
Zerg[]
- Lurker
- Adaptive Talons move speed bonus removed.
- Adaptive Talons cost reduced from 150/150 to 100/100.
Community Council Comment: As some of the main counters to the Lurkers are getting nerfed, reduce the speed of repositioning Lurkers in the late-game.
- Infestor
- Pathogen Glands upgrade removed.
- Infestor starting energy increased from 50 to 75.
- Fungal Growth cast range reduced from 10 to 9.
- Fungal Growth damage reduced from 30 to 25.
Community Council Comment: Since the Infested Terran ability was removed, the Infestor has no utility until reaching 75 energy. Fungal damage and cast range is reduced to prevent Infestors from killing Marines with 2 consecutive Fungals, and as a tradeoff to the EMP radius nerf in the TvZ lategame.
- Viper
- Consume damage reduced from 200 to 150.
Community Council Comment: Reduces the attention required for gathering Viper energy.
- Brood Lord
- Move speed increased from 2.24 to 2.62.
- Broodling
- Broodling move speed reduced from 5.37 to 4.13.
- Broodling health reduced from 30 to 20.
- Broodling attack speed reduced from 0.46 to 0.57.
Community Council Comment: Continuing in the direction of the last balance update, further increasing Brood Lord mobility, while further reducing the strength of Broodlings to compensate. Should allow for more active play in the late game.
- Overlord
- Deceleration speed increased from 1.49 to 2.28.
- Generate Creep delay reduced from 1.43 to 1.07.
Community Council Comment: Reduce the amount of time it takes for Overlords to stop and begin dropping creep, to allow for more active usage of Queen drops.
- Overlord (Transport Upgraded)
- Deceleration speed increased from 1.49 to 2.28.
- Generate Creep delay reduced from 1.43 to 1.07.
- Move speed increased from 0.9023 to 1.099.
- Move speed with Pneumatized Carapace increased from 2.62 to 2.83.
Community Council Comment: Non transport-upgraded Overlord's move speed are unchanged. Allow for more active drop usage. In combination with the Baneling damage nerf, should not increase the overall strength of Baneling harass against Protoss.
- Ultralisk
- Cost reduced from 300/200 to 275/200.
- Burrow/Unburrow time reduced from 1.43 to 0.89.
Community Council Comment: Lurkers and Broodlord are generally favored over Ultralisks in the lategame, as Ultralisks have poor cost efficiency over time. Should make them more used throughout long games while not greatly reducing the initial investment.
- Hydralisk
- Speed upgrade research time reduced from 71 to 64 seconds.
- Range upgrade research cost / time reduced from 100/100 / 71 seconds to 75/75 / 50 seconds.
Community Council Comment: Increase the speed at which Hydras come online in the midgame, for more quickly responding to enemy air switches such as Mutalisks and to supplement weaker Banelings against ground based armies.
- Baneling
- Damage bonus per upgrade reduced from +2 (+2 vs light) to +2.
- Centrifugal Hooks cost reduced from 150/150 to 100/100.
- Centrifugal Hooks research time reduced from 79 to 71.
- Centrifugal Hooks health bonus removed.
Community Council Comment: Will no longer 1 shot Probes or Drones with +2 attack. Reduce some of the strength of mass Baneling armies in the mid game, and reduce the volatility in defending Baneling runbies by requiring multiple Banelings to kill workers. The speed upgrade will require less of an investment, to maintain a similar balance for 2 base Terran Marine Tank based all-ins.
- Spire
- Air Armor upgrade cost reduced from 150/150, 225/225, 300/300 to 100/100, 175/175, 250/250 (Same as Air Weapons).
Community Council Comment: Air Armor is generally considered less useful than the Air Weapons upgrade despite being more expensive.
- Evolution Chamber
- Armor upgrade cost reduced from 150/150, 225/225, 300/300 to 150/150, 200/200, 250/250.
Protoss[]
- Forge
- Shield upgrade cost reduced from 150/150, 225/225, 300/300 to 150/150, 200/200, 250/250.
- Cybernetics Core
- Air Armor upgrade cost reduced from 150/150, 225/225, 300/300 to 100/100, 175/175, 250/250 (Same as Air Weapons).
Community Council Comment: Air Armor is generally considered less useful than the Air Weapons upgrade despite being more expensive.
- Warp Prism
- Minimap radius increased from 0.875 to 1.
Community Council Comment: Standardize minimap size of Warp Prism/Medivac/Overlord. Previously Warp Prisms could appear smaller on the minimap on large maps.
- Disruptor
- Supply cost increased from 3 to 4.
- Model scale reduced by 9%.
- Radius increased from 0.5 to 0.625 (does not affect collision with buildings).
Community Council Comment: Reduce the power of mass Disruptor in the mid-late game vs Terran without significantly affecting the ability to build Disruptors early for pressure builds or to defend enemy aggression.
- Tempest
- Acceleration increased from 2.1 to 4.2.
- Radius/Model scale reduced by 10%.
Community Council Comment: Improve the feeling of actively microing Tempests, as the slow acceleration makes them feel slow to respond when not already moving.
- Mothership
- Cost reduced from 400/400 to 300/300.
- Supply cost reduced from 8 to 6.
- Build time reduced from 114 to 79.
- Speed increased from 2.62 to 2.83.
- Lateral Acceleration increased from 1.93 to 2.88.
Community Council Comment: Lateral Acceleration is the how fast the unit changes direction while moving. Increasing this will make the Mothership no longer lag behind other army units of similar speed.
- Health/Shields reduced from 350/350 to 250/250.
- Radius/Model scale reduced by 10%.
- No longer has energy (Spells are now cooldown based and require no energy to cast).
- Recall now has a 89 second cooldown.
- Recall radius reduced from 6.5 to 5.
- Time Warp now has a 60 second cooldown.
- Time Warp slow reduced from 50% to 40%.
- Time Warp radius reduced from 4 to 3.75.
- Time Warp cast delay reduced from 1.79 to 0.71.
- Cloak Field is no longer passive. It is now an activated ability which lasts for 20 seconds, with a 50 second cooldown.
Community Council Comment: Reduce the investment and increase the maneuverability of the Mothership, and prevent it from being hard countered by EMP. Should allow for earlier Mothership builds in all matchups as well as more active usage of the Mothership.
- Sentry
- Guardian Shield duration increased from 10.71 to 12.86.
Community Council Comment: Allows Guardian Shield to be pre-cast before engaging Terran armies involving Ghosts, lasting longer into the fight.
- Oracle
- Stasis Ward sight range increased from 4 to 7.
Community Council Comment: Allows Stasis Wards to be used for more central map vision with Stargate based openings.
- Immortal
- Barrier will now also block the first instance of damage which triggers the Barrier.
Community Council Comment: Counts towards the 100 damage blocked by the Barrier. Currently EMP hitting an Immortal will drain all of the Immortal's shields as well as activating the Barrier, which will generally expire before the Immortal ends up receiving other damage, making the ability lose value in the mid game against Terran.
- Void Ray
- Fixed an issue where the move speed of Void Rays with Flux Vanes while Prismatic Alignment was active was 2.62 instead of 2.89.
Community Council Comment: This was introduced in Patch 5.0.2 when Void Ray move speed was increased from 3.5 to 3.85, increasing the move speed while Prismatic Alignment was active from 2.62 to 2.89, but the move speed after Flux Vanes was upgraded was unchanged.
Patch 5.0.11 Hotfix 2[]
Bug Fixes[]
General[]
- Fixed killing enemy Creep Tumors or Stasis Wards resetting the stalemate timer.
- Fixed an issue with right clicking some destructible rocks and collapsible towers triggering an attack command.
- Fixed an issue with flying units and Colossus not always revealing what is on very high cliff levels.
- Fixed an issue with landed Terran buildings knocking back Lurkers and Archons moving close to them.
- Fixed an issue with some Structures having a kill counter with no means to kill.
- Reduced the animation speed of Inhibitor and Acceleration Zones to improve readability.
- Fixed help menu's glossary not listing certain abilities and upgrades.
- Fixed issues with doodads and neutral structures having a blob shadow on low graphic settings which is hidden behind the model.
- Fixed an issue with destructible ice having a barely visible selection radius.
- Fixed an issue with destructible ice having a larger model than its collision size.
- Fixed collapsible towers not generating outlines for units behind them.
- Fixed destructible rocks not being consistent with selection radius, armor name and description.
- Fixed minor issues with critters:
- Fixed Thorned Lizzard having the wrong death model on low graphic settings.
- Fixed Dirgle Beetle showing an armor icon.
- Fixed Cleaning Bot attempting to play non-existing sounds.
- Fixed miscellaneous data entries relevant for mapmakers:
- Fixed an issue where Shakuras Statues Small doodad has a too high variation count.
- Fixed Unbuildable Plates not generating an image in fog.
- Fixed Dynamic Pathing Blocker 1x1/2x2 not generating an image in fog and requiring to be scouted.
- Fixed Destructible Ramp Diagonal Huge having wrong model and wireframe.
- Added map icons to destructible Garage doodads.
Terran[]
- General
- Fixed an issue with Structure's Landing placeholder model moving when the landing site is blocked.
- Fixed an issue with Ghost Nova skin and Liberators not displaying an outline when behind tall structures.
- Fixed SCVs and MULEs being able to repair hallucinations.
- Orbital Command
- Fixed an issue with Orbital Command's placeholder model looking like the Command Center on low graphic settings.
- Raven
- Fixed Interference Matrix not forcing Interceptors to return to the Carrier
- Fixed an issue where the impact model of Interference Matrix was not displayed.
- Reaper
- Fixed KD8 Charge being listed in the Observer's Structures Leaderboard.
- Thor
- Fixed an issue with one mode transition showing a Cancel button.
Protoss[]
- General
- Fixed an issue with Recall and Blink revealing to the enemy where a unit in combat teleported to.
- Fixed Pylons and Stargates showing a blob shadow during Warp In on low graphic settings.
- Colossus
- Fixed an issue where Extended Thermal Lance raised the weapon range to 10 instead of 9.
- Fixed an issue with Colossus not triggering shield impact animations when attacking a targeted, friendly unit.
- Oracle
- Added cooldown display to the weapon icon.
- Added weapon range indicator when hovering over the command card button.
- Shield Battery
- Fixed selection circle clipping through the ground during the Warp In animation.
- Fixed an issue which caused the creation of a duplicated model during Warp In.
- Fixed an issue with skins displaying the wrong model.
- Removed the blob shadow which was displayed on low graphic settings.
- Fixed an issue with the beam not being created when switching targets.
- Fixed an issue with sounds being played twice.
- Stalker
- Fixed an issue with Blink animation model being visible to the enemy when it is located just outside vision range.
Zerg[]
- Baneling
- Fixed an issue where Banelings did not deal damage to its target when it is located on another cliff level.
- Fixed an issue where Banelings did not trigger shield impact models on a friendly target.
- Fixed an issue with Baneling not always playing the correct death sound when attacking.
- Lurker
- Fixed unburrowed Lurker's weapon not being displayed as disabled.
- Spine and Spore Crawlers
- Fixed an issue with Spine Crawler attack sounds being heard from several screens away.
- Fixed an animation issue when Spine and Spore Crawlers were aborting their Root.
- Fixed Spine and Spore Crawlers showing an outdated icon in the UI while rooting.
- Swarm Host
- Fixed an issue preventing Swarm Host's Burrow/Unburrow hotkey from being changeable.
Patch 5.0.11[]
Versus[]
- Worker Units
- No longer need to wait for full deceleration before beginning to attack.
Developer Comment: Because of workers' slow deceleration as a result of their mining behavior, they felt very unresponsive when ordered to attack nearby units.
Zerg[]
- Creep Tumor
- Cooldown increased from 10.71 to 13.57 seconds.
- Sight range reduced from 11 to 10.
Developer Comment: Clarifies where the vision provided reaches for the Zerg, as the sight range now matches the creep spread created by the tumor. Slightly reduces the amount of Creep Spread in the early game from the Zerg player, especially in situations with multiple Creep Tumors in a small area, or builds without units such as Hellions to delay the Creep.
- Hatchery, Lair & Hive
- Creep spread interval decreased from 0.3 to 0.25 (Increases the rate of Creep spread from these structures by 20%. Does not affect Creep spread from Creep Tumors).
- Sight range increased from 10,11 and 12 to 12.
Developer Comment: Increases the vision to match the Creep spread radius similar to the Creep Tumor sight change. The Creep spread rate is increased to allow for more consistent wall-offs as well as help with early game defense.
- Viper
- After casting Abduct the Viper can not move or use abilities for 0.57 seconds.
Developer Comment: Prevents the Viper from being able to simultaneously abduct 2 units, as well as makes the Viper more vulnerable to being killed after abducting.
- Ultralisk
- Reduced size by 12.5%.
- Increased distance target can move before Ultralisk's attack is canceled from 1 to 1.25 (Range to begin the attack is unchanged).
Developer Comment: Ultralisks often get stuck against the Zerg's own units due to their large size and slower movement speed than other Zerg melee units. This should help them get into a fight more easily.
- Hydralisk
- Muscular Augments move speed bonus off Creep increased from 0.79 to 0.98.
- Damage point reduced from 0.15 to 0.1 (Damage Point is the time it takes for a unit to complete it's attack. Reducing it allows more time for movement in between attacks.)
Developer Comment: Hydralisk's high damage point combined with it's fast attack caused kiting to not be very effective. The speed is increased of creep to allow for easier retreating from engagements and repositioning of the army, as retreating from an engagement on the map would often result in many Hydralisks being picked off.
- Brood Lord
- Move speed increased from 1.97 to 2.24.
- Duration of spawned Broodlings reduced from 5.71 to 3.57.
Developer Comment: Brood Lord's slow speed forces the Zerg to play defensive until the map is mined out, causing games where it is used to become very slow paced. The duration of Broodlings is reduced to weaken the unit in engagements where there is nothing to quickly clear the Broodlings, as well as preventing the Zerg from continuously sending waves of Broodlings from a longer distance than the Brood Lord's attack range.
- Ravager
- Build time increased from 8.57 to 12.14 seconds and removed the random delay of up to 0.36 seconds.
Developer Comment: Forces the Zerg to prepare slightly earlier to defend attacks, as well as reduce the strength of morphing Roaches into Ravagers during fights to heal them. Should make Roach based all-ins slightly easier to defend in ZvT and ZvZ.
Protoss[]
- Shield Battery
- Battery Overcharge shield recharge rate bonus reduced from 100% to 50%. (Reduces the total shields recharged from 1440 to 1080)
Developer Comment: Previously Battery Overcharge made it difficult to take an engagement regardless of army difference until it expired unless the Shield Battery could be destroyed. This should give the attacker a chance to take an engagement if they have a significant army lead.
- Observer
- Move speed increased from 2.63 to 2.82.
- Gravitic Boosters move speed bonus increased from 1.31 to 1.41, maintaining a 50% speed increase.
- Model size increased by 10%. (Visual size only, does not affect interactions with range or vision)
- Developer Comment
- Rewards use of Observers for active scouting and creep denial, and allows them to keep up with the Protoss army easier. The increased size helps the opponent be able to see when an Observer is present if they are actively looking for it, as it can be incredibly punishing to make a decision under the belief that the opponent is not aware of your action.
- Archon
- Reduced collision radius with structures from 0.75 to 0.56 (Allows Archons to pass through single tile gaps between buildings. Does not affect collision with other units)
Developer Comment: Makes the Archon better at defending within the Protoss base, against units such as Mutalisks. Also helps prevent frustrating scenarios where the Archon's can be stuck after being Recalled.
- High Templar
- Move speed increased from 2.63 to 2.82.
Developer Comment: Increases the speed of ground based armies with High Templar support, allowing more effective map movement. In combination with the Viper's Abduct nerf, should help at reducing the amount of value generated by Viper's over time when combined with Protoss air armies.
- Disruptor
- Purification Nova's radius reduced from 1.5 to 1.375.
Developer Comment: Reduces the maximum potential damage a Disruptor can deal against an unaware opponent, while not significantly affecting it's usage of zoning away enemy ground units, or picking off stationary units from a distance.
- Carrier
- Interceptor attack target priority reduced from 20 to 19. (Attackers now prioritize other units over Interceptors)
Developer Comment: For the majority of players across skill levels it is too difficult to engage into Carriers with an army that is more focused on destroying the Carriers themselves (such as Vikings and Corruptors). This should allow players to use units intended for fighting Carriers to actually be used effectively and even the micro requirement in engagements between the players.
- Sentry
- Build time reduced from 26.4 to 22.9 seconds.
- Move speed increased from 3.15 to 3.5.
Developer Comment: Allows for a slightly earlier scout in the early game with hallucination, as well as helps the Sentry keep up with the Protoss army when using Guardian Shield.
- Forge
- Level 1 upgrades research time reduced from 128.6 to 121.6.
- Level 2 upgrades research time reduced from 153.6 to 144.6.
- Level 3 upgrades research time reduced from 178.6 to 167.9.
Developer Comment: Recently Protoss have been heavily relying on Disruptors in ground engagements. With the nerf to Disruptors as well as Battery Overcharge, earlier upgrades should give some compensation for fighting strength on the ground.
- Dark Templar
- Shadow Stride attack delay reduced from 0.75 to 0.71 seconds. (Standardizes the time at Normal game speed)
Terran[]
- Viking (Fighter Mode)
- Damage point reduced from 0.12 to 0.04. (Fighter Mode is the flying mode of the Viking)
Developer Comment: Vikings have a slow speed and high damage point for a flying unit, making it hard to effectively micro them other than simply shift clicking the enemy air units. This should allow for more effective micro when attention is given to them.
- Liberator
- Cost reduced from 150/150 to 150/125.
Developer Comment: Liberator usage has fallen off over time as Zerg's have built more Queens in the early game, and the transition into Liberators against Protoss later in the game is too expensive.
- Ghost
- Enhanced Shockwaves upgrade removed.
- EMP radius increased from 1.5 to 1.75.
- Steady Targeting is canceled if the target moves more than 13.5 range away from the Ghost while casting. (The cast range of Steady Targeting is 10)
- Steady Targeting can now be manually canceled.
Developer Comment: The maximum potential of EMP is reduced, weaking the Ghost against lategame Protoss armies and spellcasters, while giving it more power immediately, before the Enhanced Shockwave upgrade would have been researched. The Steady Targeting range cap reduces the punishing effect that Ghosts can have against biological units, where moving anywhere near the Terran army would require a full commitment, as retreating units would always die in combination with using Scan for vision. The ability is now manually cancelable to give more micro potential in situations where the Ghost is in danger, especially when it is clear it will not be able to finish casting regardless.
- Banshee
- Hyperflight Rotors research time reduced from 121.4 to 100 seconds.
- Hyperflight Rotors cost reduced from 150/150 to 125/125.
Developer Comment: Reduces the investment to research the Banshee's speed upgrade, as it was too ineffective for the investment.
- Cyclone
- Mag-Field Accelerator damage bonus changed from +20 vs armored to +10 vs all.
- Lock On will now prioritize Air Units that threaten the Cyclone (Air units with an anti ground attack, spellcasters)
- Lock On Auto-Cast range increased from 7 to 7.5 (Similar to the change from Heart of the Swarm to Legacy of the Void with weapon 'Scan Range', the auto cast range is increased so attack-moved cyclones do not move below the actual Cast Range of Lock On before it acquires a target. The ability is still cast at 7 range)
Developer Comment: The Mag-Field Accelerator damage change attempts to make the unit slightly more well rounded, as many of Terran's Factory units are too specialized into certain roles. The Lock On prioritizing air units will help when engaging armies such as Mutalisks and Zerglings, preventing all the Lock Ons from being wasted on Zerglings and the mech army being overwhelmed in the air.
- Sensor Tower
- Radar range reduced from 30 to 27.
Developer Comment: Sensor Towers slow down the game by making it impossible to catch the Terran out of position defensively, especially in TvT. This will give less warning time for attacks or force the Sensor Towers to be built slightly more forward, giving the opponent a chance to destroy them more easily.
- Raven
- Gas cost reduced from 200 to 150.
- Build time reduced from 42.9 to 34.3 seconds.
- Corvid Reactor upgrade removed.
- Anti-Armor Missile armor reduction reduced from 3 to 2. (Debuff color tint on affected units is reduced)
- Auto Turret duration reduced from 10 to 7.9 seconds.
- Auto Turret health reduced from 150 to 100.
- Auto Turret armor reduced from 1 to 0.
- Auto Turret is no longer affected by Neosteel Armor.
Developer Comment: Increases the viability of a Raven to be used as a detector unit, by reducing the investment. Some of the strength is removed from Anti-Armor missile as a result of the smaller investment, and Auto Turret durability is significantly weakened to prevent mass Auto Turret strategies from being too strong in TvT, while not significantly affecting the ability of the Raven to use Auto Turret for harass in TvP.
Misc Bug Fixes/QoL Changes[]
- Banshee
- First missile is no longer delayed by 0.11 seconds after attack completes (Previously the Banshee could even start moving away before the first missile was launched. The second missile will also be 0.11 seconds faster, as there remains a 0.11 second gap between the 2 missiles)
- Factory
- Increase maximum spawn radius by 1.
- Widow Mine
- Reduced random unburrow/burrow delay from 0.36 seconds to 0.18 seconds. (The average time remains the same)
- No longer targets Zerg Cocoons without a manual order.
- No longer targets units affected by Neural Parasite without a manual order. This behavior is now consistent with other units.
- Cyclone
- Fixed an issue where Lock On could enter cooldown while the Cyclone is loaded into a Transport.
- Lock On no longer targets Zerg Cocoons without a manual order.
- Shield Battery
- Fixed an issue where repeatedly issuing a Stop command could increase Restore's shield regeneration rate.
- Fixed an issue where animation models created snapshots in fog.
- Fixed Restore's tooltip not scaling values to the game speed.
- Adept
- Fixed an issue where Adepts could not be ordered to cancel the Shade ability when selected with Adepts who are warping in.
- Can now be ordered to load into a Warp Prism while shading, automatically canceling the Shade.
- Queen
- Fixed an issue where initial Creep Tumors could be canceled.
- No longer unable to receive basic orders for 0.6 seconds after spawning.
- Lurker
- Reduced random unburrow delay from 0.36 seconds to 0.18 seconds. (The average time remains the same)
- Attacks will no longer be blocked by certain low ground terrain features.
- Fixed an issue where units loaded into transports could be damaged.
- Hydralisk
- Now has the same attack cooldown and attack animation speed with attacks at melee and range. (Previously melee attacks had a longer animation and shorter cooldown)
- Fixed an issue where Morph to Lurker would be canceled with a Smart command issued immediately after the Morph command.
- Removed Morph to Lurker random delay and added average delay to base build time.
- Stasis Ward
- Attack target priority increased from 10 to 20. (Attackers will no longer prioritize other units over a Stasis Ward. Now they are prioritized equally)
- Stasised Units can now be issued basic orders, executed after the Stasis effect expires.
- Raven
- Fixed an issue where units affected by Interference Matrix could not be issued Stop commands.
- Fixed an issue where units affected by Interference Matrix would walk forward below their Attack range when given Attack Move commands.
- Interference Matrix now pauses Immortal Barrier cooldown for the correct amount of time (from 5.7 to 7.9 seconds).
- Swarm Host
- Spawn Locusts no longer interrupts the current order.
- Hatchery, Lair & Hive
- Subgroup priority changed from Hatchery > Lair > Hive to Hive > Lair > Hatchery.
- General
- Fixed an issue where MULE could be cast targeting Refineries close to Command Centers.
- Fixed an unintended behavior being displayed on Nydus Worms.
- Fixed an issue where Mutalisk’s attack launch sound would play each time the attack bounced.
- Fixed an issue where Morph to Ravager would be canceled with a Smart command issued immediately after the Morph command.
- Fixed an issue where Morph to Lurker would be canceled with a Smart command issued immediately after the Morph command.
- Fixed an issue where Zerglings could not receive queued Morph to Baneling commands.
- Fixed an issue where Zerglings and Swarm Hosts could not be given commands while unburrowing.
- Fixed an issue where Liberators could not be given certain orders immediately after being ordered to unsiege.
- Fixed an issue where Thor in High Impact Payload mode would not collide with Locusts.
- Fixed an issue with the attack animation of the Thor when using the Tyrador skin.
- Fixed a variety of incorrect Upgrade and Unit scores (How much ‘score’ you get should equal the combined resource cost).
- Fixed an issue where certain flying units/buildings did not cause water ripples when flying over water. Standardized the height at which an air unit will cause water ripples.
- Fixed an issue where simultaneously using Mass Recall (Mothership) and Strategic Recall (Nexus) could move the recalled units to an incorrect location.
- Fixed an issue where Ravager's Corrosive Bile animation would override Burrow animation.
- Fixed Shield Battery Restore not showing its range when interacting with the UI.
- Fixed an issue where changing warp in speed did not change the animation's speed.
- Fixed an issue where Shield Battery's auto-cast targeted Dark Shrine.
- Fixed an issue where Reapers threw KD8 Charges with the wrong hand.
- Fixed an issue where Changelings would permanently switch sides after Neural Parasite. Neural Parasite now disables the morph.
- Fixed an issue where burrowed Swarm Hosts and Ravagers collided with burrowed Movers. Roaches now change their collision after researching Tunneling Claws.
- Fixed an issue where a Zealot's second hit could damage units that were in stasis, invulnerable, lifted, or very far away. The maximum distance to receive damage is now 2.1.
- Fixed an issue where a Queen's second hit could damage units that were in a transport, stasis, invulnerable, lifted, or very far away. The maximum distance to receive her melee attack's damage is now 5.
- Fixed an issue where a Reaper's second hit could damage units that were in a transport, stasis, invulnerable, lifted, or very far away. The maximum distance to receive damage is now 7.
- Fixed an issue where a Thor's second hit could damage units that were in a transport, stasis, invulnerable, or lifted.
- Fixed an issue where a Colossus's attack could damage units that were in stasis, invulnerable, lifted, or very far away. The maximum distance to receive damage is now 9 (+2 with upgrade).
- Fixed an issue where Medivacs could heal units affected by stasis.
- Fixed an issue where Shield Batteries could recharge units affected by stasis.
Map Pool[]
The 1v1 Map Pool has been updated with the following new maps:
- Altitude LE
- Ancient Cistern LE
- Babylon LE
- Dragon Scales LE
- Gresvan LE
- NeoHumanity LE
- Royal Blood LE
Patch 5.0.10 Hotfix[]
Co-op Missions[]
- Localization
- Biomass and Essence drops now properly scale on some non-English locales.
- Fenix Conclave AI Research animations are now properly displayed on some non-English locales.
- Graviton Warp Catapult description now states actual 33% attack speed increase for all locales.
- General Gameplay
- Fixed an issue where Gateways could automatically transform into Warpgates after Warpgate Research completion, even if a unit was in production.
- Units with the "Frenzied" passive no longer get stunned with Stank's Headbutt, Hunterling's Leap Attack and stun abilities from Void Shards and Slivers.
- Commanders
- Amon
- Hybrid Dominator Plasma Blast no longer hits targeted units in Nova's Tactical Airlift and in Tychus' Medivac Airlift.
- Hybrid Plasma Blast no longer can damage Nova though Stance Dance invulnerability.
- Structures in Stasis by Hybrid Nemesis are no longer damaged and get killed by Hybrid Dominator Plasma Blast.
- Volatile Infested no longer can walk through Alarak's Force Fields.
- Abathur
- Fixed an issue where Units on the Essence Hoarder (P1) prestige that had collected between 25 and 100 biomass could cap at 105 Biomass if they picked up a Biomass drop that would had maxed their Biomass.
- Toxic Nests can no longer be placed on top of Swann Flaming Betties.
- Toxic Nests can now properly be drag selected, or Ctrl+Click selected, or double-click selected.
- Burrowed Swarm Hosts and Unburrowed Swarm Hosts are no longer treated as different units when control-clicked.
- Alarak
- Alarak can no longer kill units inside bunkers with auto attacks with Empower Me active.
- Alarak health siphon from killing enemy units no longer gets removed by Point Defense Drones.
- Havocs now properly benefit from Vorazun's Veil of Shadows passive.
- Fixed an issue with Tyrant Ascendant playing unintended voice lines.
- Mutators
- Amon heroes Raynor, Tychus and Dehaka no longer can walk through Alarak's force fields.
- Structure Overcharge can no longer target units with Polarity even though it cannot damage them.
- Artanis
- Fixed an issue with starting Project Power Field placement.
- Arkship Commandant Unbound Fanatics now properly spawn if Orbital Strikes are targeted on top of structures or sieged Siege Tanks.
- Mutators
- Arkship Commandant Unbound Fanatics Plasma Waves with Double Edged, can no longer kill themselves when they deal damage.
- Dehaka
- Point Defense Drones can no longer block Impaler attacks.
- Point Defense Drones can no longer block Murvar's attacks and her Locusts from spawning.
- Devouring psionic unit with Devouring One, can no longer create multiple explosions.
- Fixed an issue with the range buff for devouring an air units with Devouring One.
- Mutators
- Fixed an issue where Dakrun and Tyrannozors could instantly get killed when Double-Edged was active.
- Fenix
- Cloaked Disruptors now properly benefit from Vorazun's Veil Shadows passive.
- Fixed an issue where Fenix could lose while Purifier Conclave is alive.
- Fixed an issue where Broken Purifier Conclave could get repaired by Karax Repair Beam resulting in it becoming targetable earlier than repair progress completed.
- Han & Horner
- Assault Galleons in construction are no longer treated as units.
- Fixed an issue where Mag Mines could multiply the damage for every unit near center of its target when hitting clumped up units.
- SCV's can now properly stop construction.
- Fixed an issue with Stronger Death Chance mastery.
- SCV's constructing Assault Galleons can now properly be issued commands to stop construction.
- Fixed an issue with Horner's voice line for Strike Fighter Platforms.
- Mutators
- Widow Mines can no longer lock on and fire at units in Polarity.
- Karax
- Chrono Wave no longer increases the production of all Nexuses under construction including allies.
- Mutators
- Fixed an issue where Temporal Field could make Sentinels unable to die while Reconstruction was available.
- Kerrigan
- Desolate Queen Kerrigan's Kinetic Blasts no longer get blocked by Point Defense Drones.
- Fixed an issue where Raptor Zerglings could be counted towards Units Made count, when they leap.
- Immobilization Wave now properly deals expected 200 with 30 points into the Augmented Immobilization Wave Mastery.
- Mutators
- Fixed an issue where Temporal Field could make Torrasque Ultralisk unable to die while resurrection was available.
- Mengsk
- Aegis Guard at Rank 2 no longer ignores Frenzied for its Slow debuff.
- Blackhammer in Overwatch mode no longer can hit ground units below targeted air unit.
- Emperor's Shadows now properly autocasts Labyrinth Cloak when taking damage.
- Fixed an issue where Troopers might not drop using Drop Pods if there was a structure at the waypoint.
- Fixed an issue with Mengsk's voice line for Attack Wave Incoming and Make Detection.
- Nova
- Fixed an issue where Automated Refineries could mine at a slower rate compared to Orbital Assimilators.
- Fixed an issue where Nova Soldier of Fortune production buff could only apply if at least one charge was used.
- Raynor
- Hyperion no longer keeps firing when cocooned by the Slayn Elemental.
- Fixed an issue where Orbital Command Centers could be excluded from Vorazun's Emergency Recall, allowing cloaked Raynor units to become invulnerable.
- Mutators
- Hyperion no longer attacks units in Polarity.
- Hyperion no longer keeps firing when pulled by Fatal Attraction.
- Stetmann
- Mecha Hydralisks' JUICED Payload is now properly affected by attack upgrades.
- Mecha Ultralisks' Mecha Mooch Module can no longer drain life from friendly mechanical objectives.
- Point Defense Drones now properly shoot down Super Gary's attacks.
- Fixed an issue with Stemann's voice line for Upgrade Gary.
- Stukov
- Infested Barracks, Factories and Starports now properly get Chrono Field, can be Chrono Boosted, and can be affected by Chrono Wave.
- The Plagued Munitions upgrade no longer increases Infested Bunker life regeneration rate.
- Infested Diamondbacks are now properly affected by the Mech Attack Speed mastery.
- Volatile Infested dropped by Infested Tanks on death no longer costs supply.
- Stukov can now properly root buildings in the fog of war.
- Swann
- Fixed an issue where Wraith's Gemini Missiles could get buff from Pulse Amplifier depending on Move command instead of unit speed.
- Fixed an issue with SCV's auto construction AI being unpredictable.
- Vorazun
- Void Shade units on Scythe of Amon now can be mind-controlled by Dark Archons.
- Veil of Shadows Shield Regen passive now properly works on Oracles.
- Disruption Web can no longer be autocasted on targets in stasis.
- Centurions with the Dark Coil upgrade can no longer stun Ultralisks with the Frenzied buff on them.
- Void Stasis on Dark Templars now properly works on Hybrids.
- Void Thrashers now properly can be stunned with Centurions.
- Zagara
- Apex Predator Zagara now properly gets the Frenzy as stated in the Prestige description.
- Fixed an issue where Scourge could not appear on the units lost/made tabs in observer interfaces.
- Scourge Nests now can be set rally points until construction is complete.
- Zeratul
- Enforcers' anti-air attacks now properly get blocked by Point Defense Drones.
- Serdath and Dark Archon Maelstrom no longer affects structures.
- Fixed an issue where Zeratul had to pass through Dark Pylon cloaking field to gain Vorazun's Veil of Shadows passive.
- Void Apparitions are no longer counted towards Units Made count.
- Missions
- Lock and Load
- The Xel'Naga Construct can no longer hit units in transports.
- Miner Evacuation
- Fixed an issue where wrong enemy race voice lines could be played.
- Oblivion Express
- Fixed an issue where Train Carriages that were stasis'ed by Withering Siphon Vorazun's Dark Templars could get destroyed upon reaching the exit, destroying the entire train and counting for objective completion.
- Void Launch
- Leviathan ground attack effect now properly disappears once Leviathan is killed.
- Part and Parcel
- Parts can now properly be collected during Time Stop.
- Hybrids on Part and Parcel can no longer teleport onto unpathable terrain where preventing them from being attacked by melee units.
- Mutators
- Double-Edged now properly heals at listed 10 HP/s.
- Heroes from the Storm Dehaka spawning mini Dehakas no longer can be prevented by Point Defense Drones.
- Fixed an issue where Minesweeper mines could be killed instead of being removed at the start of the game to fit within safety zone constraints. This could cause an issue when Alien Incubation, Void Reanimators, Walking Infested was active.
- Moment of Silence no longer pauses Protoss Warp-ins while the debuff lasts.
- Mutually Assured Destruction no longer overides Moment of Silence on Hybrid death.
Patch 5.0.10[]
- 2022 IEM Katowice Champion Achievement has been added with a new IEM Champion 2022 Serral Portrait reward, and can be earned by logging in to the game.
- New 2022 Ladder Season 1 has started with a new 1v1 map pool.
- 1v1
- Cosmic Sapphire
- Data-C
- Inside and Out
- Moondance
- Stargazers
- Tropical Sacrifice
- Waterfall
Patch 5.0.9[]
Balance Changes[]
- Shield Battery
- Starting Energy reduced from 100 to 50 outside of the next field
- Dark Templar
- Now have a 0.75s attack delay after blink
- Void Ray
- Increased build time from 37 to 43
- Increased mineral cost from 200 to 250
- Queen
- Can no longer transfuse off creep
- Widow Mine
- Reduced the effectiveness of drilling claws from 0.71 seconds to 1.07 seconds
- Lurker
- Reduced the effectiveness of adaptive talon from 0.71 seconds to 1.07 seconds
- Nydus Worm
- Increased starting creep by 1 unit in each direction around the worm once it spawns
Patch 5.0.7[]
General[]
- New 2021 Ladder Season 2 has started with a new 1v1 map pool.
- 1v1
- 2000 Atmosphere LE
- Blackburn LE
- Beckett Industries LE
- Jagannatha LE
- Lightshade LE
- Oxide LE
- Romanticide LE
- 1v1
- 2021 IEM Katowice Champion Achievement has been added with a new IEM Champion 2021 Reynor Portrait reward.
Patch 5.0.6[]
- Added 30th Anniversary Blizzard Legends Portrait Set.
Patch 5.0.5[]
Bug Fixes[]
- Collection
- Spray notification text no longer shows a blue placeholder icon.
- Co-op Missions
- Commanders
- Zagara
- Fixed an issue where Mastery Points could not properly allocated for power set 2 and 3 after a match.
- Zagara
Patch 5.0.4[]
General[]
- War Chest 6 skin bundles are now available for purchase.
- Terran Tyrador Structures Bundle
- Zerg Cerberus Structures Bundle
- Protoss Ihan-rii Structures Bundle
- All previous War Chest skin set bundles have been made available for purchase in the Featured section of Collection.
- Terran Tyrador Units Bundle
- Zerg Cerberus Units Bundle
- Protoss Ihan-rii Units Bundle
- Terran Special Forces Units Bundle
- Terran Mira’s Marauders Units Bundle
- Terran Umojan Units Bundle
- Terran Special Forces Structures Bundle
- Zerg Leviathan Brood Units Bundle
- Zerg Primal Units Bundle
- Zerg Simulant Units Bundle
- Zerg Simulant Structures Bundle
- Protoss Forged Units Bundle
- Protoss Purifier Units Bundle
- Protoss Golden Age Units Bundle
- Protoss Forged Structures Bundle
- War Chest 6 “Classic” structure skins have now been made available for purchase.
- Classic Commander Center
- Classic Hatchery
- Classic Nexus
- War Chest 6 Console skins have now been made available for purchase.
- Terran Tyrador console skin
- Zerg Cerberus console skin
- Protoss Ihan-rii console skin
Bug Fixes[]
- General
- Fixed an issue with certain memory-leaks in game.
- Campaign
- Fixed an issue where using Nova’s Fury of One spell would permanently remove Nova’s weapons.
- Versus
- Maps
- Oxide LE
- Fixed an issue where a Photon Cannon can be walled in by two Pylons near the main starting ramp.
- Jagannatha LE
- Fixed an issue where a unit could path up a cliff improperly.
- Oxide LE
- Co-op Missions
- Fixed an issue where Zargara’s Masteries were not properly grouped.
- Fixed an issue where Mengsk’s Labor/Trooper could lose collision in certain cases.
- Fixed an issue where Stukov’s Infested Liberator could not attack Void Slivers in the mission: Scythe of Amon, once Cloud Dispersal is researched.
- Fixed an issue where Vorazun’s Dark Pylon could render some Terran units unkillable.
- Fixed an issue where Raynor’s Firebat, Mengsk’s Flame Trooper and Tychus’ Blaze could aggro enemy units that are very far away.
- Fixed an issue where the Death Fleet’s Mothership would become selected when pressing Select All Warpgates.
- Editor
- Fixed an issue in the Mac OS editor that prevented users from placing ramps.
- Fixed a bug that was causing issues when attempting to create vertical cliffs from level 0 to level 3.
- Additionally, when placing cliffs, the placement radius will be smaller than before.
Developer Comment: We increased the max cliff levels from 3 to 15 in the 5.0 patch. In order to make this feature work, we had to adjust the cliff painting behavior. However, this caused issues when map makers were trying to create vertical cliffs from terrain level 0 to level 3. We fixed this issue for terrain levels 0 to 3, but maintained the current behavior for levels 4 -15.
Patch 5.0.3[]
General[]
- New observer interface added, “Pro 2020”.
- Supports 1v1, 2v2, 3v3, and 4v4 games at 16x9.
- Previously seen earlier this year at IEM Katowice and War Chest Team League.
- Features larger numbers and icons for improved mobile and couch viewing.
- Reduced text for multi-region broadcasts.
Co-op Missions[]
- Maps
- Part and Parcel
- The mission timer now starts with 90 additional seconds.
- Scythe of Amon
- The Warp Prism for the bonus objective will now announce its planned path 20 seconds before moving.
- Alarak
- Shadow of Death Prestige
- This Prestige has been reworked.
- The Mothership and its Destroyers no longer receive reduced stats from this Prestige.
- Summon Death Fleet initial cooldown removed.
- Summon Death Fleet now costs 400/400.
- Summon Death Fleet no longer comes with free Destroyers.
- You may now warp-in permanent Destroyers from the Mothership at a cost of 125/75.
- Artanis
- Artanis now starts the game with a Power Field deployed.
- Nexus Legate Prestige
- Project Power Field’s energy cost increased from 10 to 25.
- Dehaka
- Broodbrother Prestige
- Dehaka and Zweihaka’s maximum life are no longer reduced.
- Zweihaka’s life bar is now a different color from Dehaka’s.
- Fenix
- Talis’ Ricochet Glaive ability cooldown decreased from 10 seconds to 5 seconds.
- Unwavering Vindicator Prestige
- Renamed to Unconquered Spirit to more accurately suit the commander’s lore.
- Kerrigan
- Malevolent Matriarch
- Now grants Queens full movement speed off creep.
- Queens may place Creep Tumors off of creep.
- Creep Tumor vision increased.
- Mengsk
- Toxic Tyrant Prestige
- Contaminated Strike’s bonus damage decreased from 100% to 25%.
- Nova
- Soldier of Fortune Prestige
- Reworked such that it now reduces unit charge times on the first production structure (Barracks, Factory, or Starport) an Elite unit is built from instead of the Barracks. The other two production structures will have their charge times increased.
- The Factory and Starport no longer have tech requirements.
- Tactical Dispatcher Prestige
- Now increases the cooldown of Griffin Airstrike by 300% instead of disabling the ability.
- Raynor
- Backwater Sheriff Prestige
- Renamed to Backwater Marshal to more accurately suit the commander’s lore.
- Rebel Raider Prestige
- Tech requirements for the Armory and Orbital Command have been removed.
- Stukov
- Frightful Fleshwelder Prestige
- Now additionally increases the rate at which Infested Siege Tanks generate ammo by 200% with the Automated Mitosis upgrade.
- Plague Warden Prestige
- Infested Banshees gain a Load All button.
- Infested Banshee pickup ranged increased.
- Stetmann
- Oil Baron Prestige
- Mecha Locusceptors now benefit from The Best Oil.
- Swann
- Heavy Weapons Specialist Prestige
- Laser Drill splash damage increased from 50% to 100% of base.
- Laser Drill movement speed reduction increased from 50% to 70%.
- Laser Drill lock-on time reduced by 70%.
- Payload Director Prestige
- Science Vessels gain the Hyperjump ability.
- Top bar cooldowns are now increased by 50%, down from 100%.
- Tychus
- Lone Wolf Prestige
- Outlaw bonus damage changed from a flat 75% to 30% per Outlaw recruited (including Tychus).
- Sirius’ Warhound Turrets and Vega’s Dominated units now benefit from their creator’s buffs.
- Vorazun
- Withering Siphon Prestige
- Combat unit damage reduction decreased from 50% to 25%.
- Enables all of Voraun’s crowd control effects to apply to Heroic units.
- Zagara
- Zagara’s Life and Energy Regeneration Mastery now applies to Queens.
- Mastery order has been adjusted:
- Set 1: Zagara Damage vs. Zagara and Queen Life and Energy Regeneration
- Set 2: Zergling Evasion vs Intensified Frenzy
- Set 3: Baneling damage vs Roach Drop damage
Editor[]
- Terrain Editor Improvement
- Pre-placed units in the terrain editor are now able to change their height freely with the X-Y-Z Translation Manipulator. This is similar to what can already be done with doodads. (Negative height won’t work unless the unit has the 'Ignore Terrain Height' flag set)
- New Unit flag: Footprint Ignore Height.
- Normally, buildings and destructibles will lose their footprints when they have a customized height. This flag makes sure a unit will always create footprints regardless of their current height.
- New Unit flag: Footprint Persist Rotate.
- If a unit has a Persist type footprint (e.g. a bridge), this flag will allow the unit to rotate their footprints based on their current facing direction. Please note that footprints can only be rotated in increments of 90/180/270/360 degrees.
Developer Comment: We’ve always received feedback that modders would like to be able to more freely manipulate units in ways they can already do with doodads. With the 15 level cliff changes, we feel it’s now necessary to allow users to be able to freely control unit heights in the terrain editor. These changes will allow users to place certain destructible units, like bridges, on arbitrary heights instead of having to manually create 100 pieces of bridge data for different heights. This can be vital for Melee maps, as you are not supposed to create custom data in those maps. The rotate flag also allows users to create bridge data more easily. Previously, users would have to create 8 different version of the same bride so that it can be used in different directions. Now users will only need to create a horizontal version and a diagonal version, rotating them to custom directions.
- Behavior Level User Data
- Effect: User Data, Validator: User Data and Accumulator: User Data gain a new struct field: "Behavior Scope"
- This allows modders to specify a behavior on a given unit in the effect tree.
- As long as a behavior is specified, the effect/validator/accumulator will store/load user data from the given behavior instead of from the current effect tree.
- News trigger APIs: Behavior - Behavior User Data and Behavior - Set Behavior User Data
- These allow users to read/store behavior level user data via triggers.
Developer Comment: When we introduced Effect Tree User Data, it was only able to be used inside the same effect tree it belonged to. These changes allow end users to store/load user data across effect trees, as well as give users additional ways to store custom key/value pairs on a unit, and then use them in accumulators. We’ve also provided trigger versions to allow for better communication between the trigger module and data module.
- Player Score Value Accumulator
- New validator: Player Score Value
- This allows users to create formulas based on a specified player score.
Developer Comment: Player Score includes a lot of player level data, such as Player Resource, Player Food, Player APM, Player Damage Dealt, Player Mastery, etc… We believe this can allow modders to create interesting data formulas. Users may also create customized player score values in data sheets, which can be essentially used as a player level custom key/value pair to be used in Accumulators. We also have existing trigger API support for Player Scores, which allows further trigger to data communications.
- Behavior Reflection System Polish
- We’ve made the following adjustments to the Behavior reflection system based on feedback:
- The system will no longer show a redundant launch vfx on the reflecting unit if the reflecting effect is associated with an action actor.
- The system will no longer suppress a launch vfx if the reflecting effect is a direct damage effect and is the only effect in the whole effect tree.
- If both the caster and the target of an effect have reflection behaviors, the reflection will only happen once to prevent an infinite reflecting loop. However, the effect won’t take execute on the original caster if the caster has passed reflection checking.
- Removal of Expansion Dependency License Checking
- Users will no longer have to undergo log into battle.net or undergo license checking in order to open the Swarm and Void dependencies in the editor.
Bug Fixes[]
- General
- Fixed a rare crash that could occur when a player has their Shadow graphic settings set to Low.
- Fixed a rare crash could occur when a player exits the Hyperion bridge.
- Fixed a crash that could occur during an Alt+F4 exit.
- Fixed a bug in the Archon Mode where if the hosting player drops during the starting countdown, all other players’ countdown would freeze.
- Campaign
- Fixed various typos related 10th anniversary campaign achievements.
- Reworded the “Thanks for the Advice” achievement in “The Dig” mission to be clearer.
- Reworded the “The Quick and the Dead” achievement in “Echoes of the Future” mission to be clearer.
- Reworded the “Eat, Love, Then Pray” achievement in “Phantoms of the Void” mission to be clearer.
- The achievement, “The Great Purge” for “The Evacuation” mission now toasts after you’ve completed the achievement instead of after the game ends.
- The achievement, “Full Coverage” for the “Fire in the Sky” mission now toasts after you’ve completed the achievement instead of after the game ends.
- The achievement, “You Must Defend Additional Pylons”, in the “Spear of Adun” mission will no longer fail if a building is destroyed in the post-mission cinematic.
- The achievement, “Expert Phase-Smith, Perfect Templar”, for the “Templar’s Charge” mission will no longer fail if you use certain top-bar abilities.
- The achievement, “Big Spear Diplomacy”, for the “Salvation” mission no longer fail if you have the Reconstruction Beam loadout.
- The achievement, “Disintegration Doctrine”, for the “Into the Void” mission will no longer sometimes erroneously not be awarded.
- The achievement, “One Shot, One Opportunity”, on the “Flashpoint” mission can no longer be completed by nuking your own units.
- Co-op Missions
- General
- Donny Vermillion no longer speaks using text-to-speech on The Vermillion Problem.
- The Boom Bots mutator no longer interacts with the Transmutation mutator.
- Abathur
- The Limitless Prestige
- Abathur’s Ultimate Evolutions are no longer able to evolve with 100 Biomass with this Prestige.
- The Limitless Prestige
- Alarak
- Alarak will no longer occasionally fail to prioritize sacrificing Supplicants.
- Reliquary of Souls Prestige
- Deployed War Prisms can now benefit from Reliquary of Souls.
- Tyrant Ascendant Prestige
- Alarak no longer announces his Death Fleet is off cooldown with this Prestige active.
- Alarak will no longer occasionally fail to prioritize sacrificing Supplicants.
- Artanis
- Valorous Inspirator Prestige
- Artanis’ Cooldown Reduction Mastery now works additively with this Prestige instead of multiplicatively.
- Valorous Inspirator Prestige
- Dehaka
- Adjusted the tooltip for the Gene Mutation Chance mastery to indicate that the bonuses are now additive instead of multiplicative.
- Broodbrother Prestige
- Zweihaka now correctly obeys Dehaka’s Den’s rally.
- Han & Horner
- Han & Horner’s Prestiges now fully names the commander instead of just “Horner”.
- Wing Commander Prestige
- This Prestige no longer erroneously reduces Horner’s Starport’s unit mineral costs.
- Karax
- Changed the numerical text emanating from the Solar Forge to reflect recent balance changes.
- Architect of War Prestige
- Fixed an issue where Unity Barrier did not proc while benefitting structures.
- Karax’s Chrono Boost Mastery now correctly increases attack speed benefits for structures.
- Kerrigan
- Fixed an issue where Immobilization Wave’s animation would not play.
- Fixed an issue where Assimilation Aura would always state that it benefits from the Desolate Queen prestige.
- Folly of Man Prestige
- Folly of Man may no longer hit units in Bunkers.
- Fixed an issue where the visual for the ability persists after Kerrigan dies.
- Nova
- Fixed an issue where Nova uttered two lines when spawning for the first time.
- Raynor
- Backwater Marshal Prestige
- Infantry Armor upgrades now correctly increase Infantry health by 10% when researched.
- Rough Rider Prestige
- Now mentions the 10 additional life cost on Ignite Afterburners.
- Backwater Marshal Prestige
- Swann
- Heavy Weapons Specialist Prestige
- Swann’s Laser Drill may no longer hit units in Bunkers.
- Heavy Weapons Specialist Prestige
- Stetmann
- The Deconstructive Nanites ability has been restored to the Mecha Infestor’s command card.
- Tychus
- Technical Recruiter Prestige
- The Grenade Cooldown Mastery now interacts additively with this prestige instead of multiplicatively.
- This Prestige now correctly reduces Nux’s Ultrasonic Pulse cooldown.
- Technical Recruiter Prestige
- Dutiful Dogwalker Prestige
- The Odin no longer uses the same minimap icon as Tychus while this Prestige is active.
- Vorazun
- Keeper of Shadows Prestige
- With this Prestige active, Time Stop now correctly benefits from Vorazun’s level 14 Chronomancy talent.
- Withering Siphon Prestige
- Time Stop no longer prevents enemies from taking damage from this Prestige’s effects.
- Keeper of Shadows Prestige
- Zagara
- Mother of Constructs Prestige
- This Prestige now correctly upgrades the stats of burrowed Aberrations.
- Mother of Constructs Prestige
- Versus
- Fixed a bug where the “Low Battery Warning” achievement was not being granted.
- Versus A.I.
- Fixed an issue where offline games versus AI were not playable and ended in a victory.
- Editor
- Fixed a bug that where if a Set effect had its Min Count field set to be 0 and its Max Count field set to be greater than 0 but less than the total count of the child effects, there was a chance that the effect would execute all child effects, regardless of the Max Count setting.
- The validator, Kill Count, which has been broken since its introduction in Swarm, now works.
- Fixed a bug where the editor could run into an infinite loading loop while loading certain official mods in the editor.
- Fixed a bug where vision blockers did not work on cliffs higher than 7.
- Fixed a bug where a repeating acquiring sound would play when a unit tries to access a Neutral Shop which has been set to be its enemy.
- Fixed an edge case where if a damage effect had splash damage and used accumulators with upgraded values, the splash damage wouldn’t pick up the updated accumulator value.
Patch 5.0.2[]
Versus (Balance Test Mod Only)[]
- Zerg
- Baneling
- Weapon damage changed from 18(+17 vs light) to 16(+19 vs light).
- Protoss
- Oracle
- Revelation duration increased from 15 seconds to 20 seconds.
- Void Ray
- Cost decreased from 250/150 to 200/150.
- Void Ray build time decreased from 43 to 37 seconds.
- Movement speed increased from 3.5 to 3.85.
- Carrier
- Interceptors belonging to a Carrier that has been Neural Parasited will no longer draw aggression from units belonging to the Carrier’s original owner.
- Tempest
- New upgrade found on the Fleet Beacon: Tectonic Destabilizers
- Effect: Improves the Tempest's Resonance Coil to deal +40 damage vs structures.
- Cost: 150/150.
- Research time: 100 seconds.
- New upgrade found on the Fleet Beacon: Tectonic Destabilizers
Co-op Missions[]
- Tychus
- Lone Wolf Prestige
- Bonus damage decreased from 150% to 75%.
Developer Notes: We’ll be looking to both revamp and tweak certain prestige talents, including this one, in the coming weeks.
Editor[]
- The legacy converter can now handle additional tilesets.
Bug Fixes[]
- Campaign
- Fixed an issue for the “Contract Saviors” achievement in “The Moebius Factor” mission that caused it to be unearnable.
- Fixed an issue with the “Hard Core” achievement in “The Moebius Factor” mission that caused it to be awarded improperly.
- Killing the bonus structures with the Laser Drill no longer prevents you from earning the “Thanks for the Advice” achievement on “The Dig” mission.
- Building Medics, Spider Mines, or Auto-Turrets will no longer cause you to fail the “Band of Brothers” achievement on the “Gates of Hell” mission.
- The “Annihilation Now” achievement in the “Forbidden Weapon” mission no longer requires you to destroy all enemies, just buildings.
- Losing Interceptors will no longer prevent players from earning the “Expert Phase-Smith, Perfect Templar” achievement in the “Templar’s Charge” mission.
- The “Warp Incomplete” achievement in “The Infinite Cycle” now only checks for units warping in from Warp Prisms instead of all units being warped in.
- Co-Op Missions
- General
- The Fear Mutator no longer lasts indefinitely on heroic units.
- Commanders
- Alarak
- Canceling Supplicant warp ins no longer grants the bonuses provided by the Artificer of Souls prestige.
- Stetmann
- Stetmann’s Oil Baron prestige no longer grants Stetellite Overcharge buffs to units when changing Stetzones.
- Zagara
- The Scourge Queen prestige now properly grants Zagara extra Zerglings before level 7.
- Zeratul
- Fixed a potential crash that could occur when a player targets a Legendary Legion rally onto Zeratul’s hero icon while Zeratul is undergoing transit via the Void Seeker or a Void Array.
- Alarak
- Editor
- Fixed an issue where certain edge cases could cause a data editor crash.
- Fixed a memory leak related to Data Table Instances.
- Fixed a crash that could occur when the legacy converter was used to convert a map that has customized standard unit data.
- Fixed an issue involving Behavior Accumulators where an accumulator would be completely bypassed if the owning unit did not own stacks of that behavior. Instead, that portion of the accumulator should return 0.
- The GUI version trigger action, Value From Data Table (Unit Reference) – Instance, now works properly.
- The GUI version trigger action, Name Of Data Table Value – Instance, now works properly.
- Changes to the Duration Override field of the Buff Behaviors can now be saved.
Patch 5.0.0[]
General[]
- Countdown to Start Timer
- In Versus games, a short countdown timer will now count down to the beginning of the game after all players have loaded.
- Game Server Choice on Lobby Creation
- Lobby hosts may now select their game server when creating a custom lobby.
- Note: Requires enabling an option in your “Language and Region” options.
- New Announcer: White-Ra
- “More GG, More Skill”
- New Announcer: Stone
- A Dominion Ghost with a mysterious past. He is simply known as "Stone".
New Campaign Achievements[]
- A new campaign achievement has been added for every mission in Wings of Liberty, Heart of the Swarm, Legacy of the Void, and Nova Covert Ops. Upon completion of all 10th Anniversary Campaign Achievements, players will receive the new Stone announcer.
- Note: These achievements can be earned on any difficulty above Normal. However, they are designed to be scalable and are possible, though extremely challenging, on even Brutal.
Custom Campaigns[]
- A new genre has been added for Arcade maps called “Campaign”
- A new subsection under “Custom” has been added called “Campaigns”, and displays maps published using the “Campaign” genre.
- StarCraft II now supports transitioning a multiplayer lobby between two maps.
- The two maps involved in the transition must be published by the same author.
- A new function has been added called “Online Map To Map Load”, which allows the author to load an assigned “Map Slot” for all players and assign victory and defeat to different player groups.
- “Map Slots” are assigned in the Manage Published window by using the “Assign Map Slot” portion of the right-click context menu on a published map.
- Map Slots must be assigned in each region individually.
- It is recommended that the first map in the chain contain the asset dependencies required for all other maps that can potentially be transitioned to in order to reduce load times between maps.
- A new “Campaign” genre has been added that can be assigned in the Game Variants menu.
Co-op Commander Prestige[]
- A new “Prestige” system has been added that allows players to play through the level 1-15 progression up to three additional times per commander. Each time a player activates Prestige with a given commander, they will unlock a unique Prestige Talent, which can be used to change the core gameplay of the commander.
- Only one Prestige Talent may be equipped at a time for each commander and it is possible that a player equips none of these talents, in which case, the commander will receive their standard loadout.
- Examples of Prestige Talents include:
- Abathur: The Limitless
- Ultimate Evolutions are uncapped in number. However, Ultimate Evolutions require 200 Biomass to morph and Biomass gives half the normal benefits.
- Alarak: Artificer of Souls
- When a Supplicant dies, it will permanently increase the damage and attack speed of one of Alarak’s nearby non-heroic mechanical units. However, Alarak’s active abilities deal 50% less damage.
- Dehaka: Broodbrother
- Dehaka gets a brother. However, they both have less life.
- Abathur: The Limitless
- With 18 commanders and 3 Prestige Talents per commander, this means there are 54 new Prestige Talents to try out.
Co-op Missions[]
- Mutators
- New Mutator: Boom Bots
- Uncaring automatons carry a nuclear payload towards your base. One player must discern the disarming sequence and the other player must enter it.
- New Mutator: Boom Bots
- Commanders
- Abathur
- The Double Biomass Chance mastery increased from 2% per point to 3% per point. Maximum bonus increased from 30% to 45%.
- Artanis
- Tempest anti-air weapon range increased from 6 to 10.
- Dehaka
- The Greater Primal Wurm Cooldown Mastery increased from 1.5% per point to 2% per point. Maximum bonus increased from 45% to 60%.
- The Gene Mutation Mastery decreased from 2% per point to 1% per point. However, it now works additively with the base trait instead of multiplicatively. Effective maximum gene mutation chance increased from 32% to 50%.
- Fenix
- Tactical Data Web now increases Talis’ Ricochet Glaive ability damage instead of decreasing its cooldown.
- Warbringer’s Purification Blast ability damage decreased from 300 to 150.
- Purification Blast cooldown decreased from 10 to 5.
- Tactical Data Web’s benefits now increase Purification Blast’s damage instead of decreasing its cooldown.
- Mojo’s Suppression Procedure ability damage decreased from 11(22 vs armored) to 6(12 vs armored).
- Suppression Procedure stun duration decreased from 2 seconds to 1 second.
- Suppression Procedure cooldown decreased from 10 to 5.
- Tactical Data Web now increases Suppression Procedure’s damage instead of decreasing its cooldown.
- Han & Horner
- Assault Galleons with the Hanger Bay upgrade now have the Endurance Training ability, which allows them to regenerate health while out of combat.
- Hellion damage increased from 15 (30 vs armored) to 15 (40 vs armored). Weapon upgrade bonuses adjusted accordingly.
- Wildfire Explosives base search radius increased from 3 to 4.
- Wildfire Explosives Mastery bonus search radius increased from 4.24 to 5.66.
- Karax
- Solar Efficiency level 1 upgrade cost decreased from 200/200 to 100/100.
- Solar Efficiency level 2 upgrade cost decreased from 250/250 to 150/150.
- Solar Efficiency level 3 upgrade cost decreased from 300/300 to 200/200.
- Solar Efficiency level 1 upgrade now increases energy regeneration by 1 every 6 seconds, down from 2 every 6 seconds.
- Solar Efficiency level 3 upgrade now increases energy regeneration by 3 every 6 seconds, up from 2 every 6 seconds.
- Research Enhanced Targeting cost decreased from 150/150 to 100/100.
- Research Optimized Ordnance cost decreased from 150/150 to 100/100.
- Research Reconstruction cost decreased from 150/150 to 100/100.
- Research Rapid Recharging cost decreased from 150/150 to 100/100.
- Research Shadow Cannon cost decreased from 150/150 to 100/100.
- The Fire Beam upgrade no longer decreases the Colossi's weapon speed.
- Research Repair Drones cost decreased from 200/200 to 100/100.
- New upgrade: Graviton Catapults: Costs 150/150: Makes Carriers launch Interceptors more quickly and increases Interceptor attack speed by 25%.
- Repair Beam Healing Rate mastery bonus increased from 1% per point to 3% per point. Maximum bonus increased from 30% to 90%.
- Chrono Wave Energy Generation mastery bonus increased from 1 energy per point to 3 energy per point. Maximum bonus increased from 30 energy to 90 energy.
- Mengsk
- Rank 0/1/2/3 Royal Guard units now increase Imperial Support by 1/1.5/2/2.5 per supply, up from 0.5/1/1.5/2.
- Bulwark field radius increased from 3 to 5.
- Bulwark field armor bonus increased from 3 to 5.
- Rank 1+ Sky Furies in either mode now deal 50 bonus damage against Massive targets, up from 25 bonus damage.
- Nova
- Vehicle and Ship weapon upgrades now increased the Raid Liberator's damage from 13 per upgrade, up from 5.
- Stetmann
- The Friends Forever talent has been moved from level 5 to level 9.
- The Pushing the Egonvolope talent has been moved from level 9 to level 15.
- The Mechnum Opus talent has been moved from level 15 to level 5.
- Stukov
- Infested Marine cost decreased from 25 to 15.
- Tychus
- The Outlaw Availability Mastery increased from 2 seconds per point to 3 seconds per point. Maximum bonus increased from 60 seconds to 90 seconds.
- Abathur
New Galaxy Map Editor Changes[]
- Data Collections
- A data collection is a new type of catalog that allows users to declare and group a set of data elements in a collection. A collection can be thought of like any other single piece of data such as a unit, ability, or upgrade.
- When copying, renaming, or deleting a data collection, the editor will intelligently apply the same action for all data elements in the collection. For example, when copying a data collection, users will be prompted to provide a name for the new collection. The editor will then duplicate every data entry within the collection and name them accordingly. The editor will also set all linked fields such that the new data entries all point to their new counterparts.
- Example: Copy the Blizzard collection and set the new data collection name to be Activision Blizzard.
- Deleting a data collection will delete all data entries in the collection.
- Changing the id of a data collection will also change the ids of all data entries in the collection.
- The data entries of a data collection can either be set manually or be auto-populated.
- Data collections make use of a new key character, “@”, in naming child data entries. The data collection system can automatically search the entire catalog to find any data entry whose id starts with the id of the data collection followed by the character, “@”. It will then automatically add them into the collection.
- Because of this linked functionality, whenever the effect tree of an ability is changed, the corresponding data collection and its data entries will automatically be updated.
- The following is sample data inside an auto-populated data collection:
- Though it will not be auto-populated, data that does not follow this naming conversion can be added into data collections manually.
- Menu: Data Collection -> Auto Fill Data Collection will automatically search the entire catalog and find any data entry with an id that starts with the data collection id followed by the character “@”. It will then automatically add them into the corresponding collection.
- Menu: Data Collection -> Auto Name Data Collection will rename the data entries of the data collection based on the name of the data collection.
- Data collections also allow us to add extra relationship information between data entries. For example, with data collections, the game can now understand information such as “what is the main actor for this unit?”.
- Many other features in this update are dependent on this data collection feature.
- Data collections expect certain coding conventions or guidelines to expose their full potential:
- All data collection should be as self-contained as possible.
- For example, an “Ability collection” should always work whenever you add it to a unit, and an ability should never be hardcoded to only work on specific units or units with specific weapons. As a cautionary example, in the old SC2 database, there was a Void Ray passive that increased damage after attacking for a long duration. This passive was actually fake, and the functionality was hardcoded into the weapon of the Void Ray itself. In this new era with data collections, we heavily discourage this misuse of data. As such, many new features described below were created to help achieve this goal.
- "Easy Mode" Data Editor
- The “Easy Mode” Data Editor is an extended feature of data collections. When turned on, the data editor will only show data collections and mimic them as if they were a single “Ability Data”, “Unit Data”, “Item Data”, or “Upgrade Data”, etc. You can copy, remove, delete, or rename this data as if it were a single data object.
- This mode is available in table view only. It combines the most important data fields such as Unit HP data or Ability Damage data.
- The fields that are shown in Easy Mode are fully customizable for each data collection type.
- One of the biggest complaints from most SC2 Editor map makers is that it’s too complicated to duplicate units or abilities. This is the biggest advantage of the War3 Editor compared to the SC2 Editor.
- The combination of data collections and Easy Mode is our answer.
- In the future, we’ll want to create more data based on data collections so that users can interact with them more easily.
- We encourage modders to create their own mods with data collections so they can gain their benefits. We also encourage modders of public mods to define their Easy Mode view so that other modders can easily change and modify their mods.
- Accumulators
- Accumulators are a new feature that allows map makers to create formulas in data fields based on various input parameters.
- For example, an ability’s damage can be set to:
- The caster’s life + the caster’s Intelligence attribute * 2 – 75 + the target’s missing life - , and if the caster had a banana, then + (2 * the damage absorbed by the caster’s damage shield).
- Of course, damage formulas in real games are not necessarily so complicated. This is just an example to showcase what accumulators can do.
- For example, an ability’s damage can be set to:
- Accumulators can take Unit Custom Values and User Data as parameters.
- Accumulators not only support formulas but also user-defined tables. When combined with validators, accumulators can also be used to provide case switch functionality.
- For example, when an accumulator is used in a behavior that has varying levels and can be cast by multiple players, the accumulator will calculate the result on a per-player basis.
- Accumulators are very versatile and can be used in many places. Examples include Damage, Healing Rate, Life Regen, Damage Reduction, Ability Cost, Armor Bonus, Actor Batch Count, Persist Count, Behavior Count, Behavior Duration, Damage Fraction, Attack Speed, Movement Speed, Vital Regen, Behavior Chance, Vital Modification, etc.
- This token can be used to calculate AccumulatedValue in the UI. For example:
- This token can be used to calculate AccumulatedValue on UI, example: Calls down "d ref="$AccumulatedValue:Effect,JainaBlizzardPersistent,PeriodCount$"/>" freezing ice shard waves. Each wave deals damage to units in an area.
- This token can be used to calculate AccumulatedValue in the UI. For example:
- Accumulators are a new feature that allows map makers to create formulas in data fields based on various input parameters.
- Player Level Response
- Player Response is a new data catalog that allows users to define response patterns when something happens for the equipped player. Designers can use triggers to equip these response patterns to certain players, and the player’s units will response to the registered events as if they all had damage response behaviors.
- Users have the option to set priority and fall through methods for Player Responses.
- Player Level Response removes the need to apply certain behaviors to everyone when creating commanders, which greatly improves the performance of the game. Also, since you only need to equip responses when the corresponding commander is responding, the game no longer needs to go through the death prevention data of all the commanders every time.
- Player Response is no longer restricted to “Unit is Damaged” like damage response behaviors. For instance, it can also respond to player spawn, unit spawn, player unit death, etc.
- Unsegmented Status Bar
- Trigger action: UI - Override Player Option now allows to map makers to change the style of the default status bars to be more linear and unsegmented. It is useful for custom mods that require more accurate vital fraction display.
- Updated Data for the War3 Asset Mod
- On February 2015, we released a War3 Asset Mod. Though the pack only included assets, many modders wanted to learn how to create War3 RPG-style abilities with the SC2 Editor. With so many Editor changes this patch, we’d like to provide modders with some examples with all these new features.
- We worked with the creator of the community mod, Renee's Warcraft III Mod' to recreate his mod with all the new editor features.
- Now the official War3 asset mod includes a whole set of working data that includes races, units, buildings, and abilities. We hope these examples help modders get up-to-speed.
- If you would like to create Warcraft-style melee map, it’s best not to use the default StarCraft II melee game options as they will disable a hero’s ability to gain XP. Instead, we’ve added a custom "Use War3 Melee Setting" trigger action in the Warcraft sample mod. This trigger action will set the player’s hero limit, starting buildings, time of day, and creeps based on Warcraft III melee settings.
- Formation Movement
- StarCraft II now supports formation movement, which can be turned on/off for each player via triggers.
- Unit can move and attack in a square formation with predefined separation distance between them.
- Currently, this formation movement won’t force all units in formation to maintain the same movement speed, which is different from the War3 version.
- Modders can tweak this data to customize the behavior.
- Water Pathing
- StarCraft II now supports water pathing!
- New Pathing types: Shallow Water and Deep Water.
- New over Pathing Modes: Float and Amphibious.
- Ground units can path on Ground and Shallow Water tiles.
- Float units can path on Shallow Water and Deep Water tiles.
- Amphibious units can path on Ground, Shallow Water and Deep Water tiles.
- Flying units can go anywhere that does not have air pathing blockers.
- These two new pathing types currently can only be painted by the pathing brush in Terrain Editor.
- Multiple Cliff Layers
- StarCraft II now supports up to 15 cliff layers, up from 3.
- Fix for 4.13 PTR: Cliff Pathing is now correctly populated for Cliff Levels higher than 3.
- Upgrade System Revamp
- This is a big part of the Data Collection system and the new Commander system.
- The old upgrade system was not able to be self-contained, which was a deal-breaker with the new data collection philosophy. With the old upgrade system, upgrades specified the abilities or units they affected along with their corresponding upgrade effects.
- The new system allows upgrades to be much more self-contained. Units now need to declare what upgrades they use instead of letting upgrades dictate what units they affect. As an example, upgrades should no longer be implemented in the style of “Increase the life of Marines by 10”. Rather they should say “Increase the life of any unit that uses me by 10”.
- New CUpgrade field: EffectArrayTemplate
- This field is similar to the old EffectArray field with the following exceptions:
- It supports two additional tokens:
- ^ParamId^: The Id of any data collection that uses the upgrade.
- ^ParamLevel^: The current level of upgrade.
- It supports data references and use of arithmetic. Use brackets, “{“ and “}”, to create formulas as you would in the text editor.
- It supports two additional tokens:
- Data collections already encourage modders to name all related data with a specific naming convention, so modders can easily use ^ParamId^ for data entries related to the unit using them.
- For example:
- EffectArrayTemplate Reference="Effect,^ParamId^@Weapon,Amount" Value="{DataCollection,^ParamId^,UpgradeInfoWeapon.DamagePerLevel+3}"/
- This upgrade will increase the weapon damage amount of the unit it’s used on by the unit’s data collection’s UpgradeInfoWeapon.DamagePerLevel field plus three.
- You can put a fixed number into the value column, e.g., Value=”4”.
- This field is similar to the old EffectArray field with the following exceptions:
- CUpgrade’s old fields still exist and remain functionally the same, so all old upgrades still work. You can continue to create upgrades in the old style, but it is not recommended.
- All Unit Upgrade Support
- Since some upgrades are designed to work for “all units” (of a certain type), the CUpgrade now has a flag to enumerate all Data Collection Units.
- Two filter fields, EnumExcludedUserFlags and EnumRequiredUserFlags have also been added to CUpgrade that allow upgrades to filter through all the data collection units based on their flags.
- New Upgrade operations: AddBaseMultiply and SubtractBaseMultiply
- These operations modify the target field based on its default value instead of its current value, which is generally more useful than the Multiply operation. For example, if you have 100 levels of an “increase unit life by 10%” upgrade, you probably want this upgrade to increase life by a fixed number on each level rather than multiplied by the life of the last level every time. Also, Add/SubtractBaseMultiply supports tech downgrades because it can undo itself at any time, which Multiply cannot.
- Upgrades can now be used to enable or disable units for players.
- New CWeapon field: Rate Multiplier
- Has a default value of 1.
- When the game tries to get the period of a weapon or CP effect, it will take this multiplier into account.
- This change allows you to upgrade weapon speeds by a rate percentage instead of having to directly change its weapon period.
- Orb System (plus Multishot and Critical Strike)
- Orbs are attack modifiers that are an important part of the MOBA genre.
- StarCraft II’s damage response system can be used to create Orbs, but damage response and attack modifiers are actually very different.
- Most of the old SC2 “Orb” abilities do not fit the traditional definition of how Orbs function as they are built into weapons themselves and cannot be easily added and removed from arbitrary weapons. Thus, if you wanted to create an Orb item, it would be unrealistic to build the Orb item effects into all the hero weapons in the game.
- The Orb system we've updated here is an extended concept of generic MOBA Orb systems, which includes official support for Multishot and Critical Strike.
- A true Orb system requires the following functionality:
- Ability to apply its effects to weapon systems on a per attack basis.
- Ability to modify projectile missiles.
- Ability to add special effects when the weapon impacts the target, e.g., Fire, Frost, an Apply Behavior, etc. It should also be able to apply effects both before and after impact.
- For example, the Dark Arrow ability requires the Orb to apply a debuff to the target, and the debuff does something (raises a skeleton) when the target is killed. If the Orb system were only able to apply effects after the impact, the unit might be killed by the impact and a skeleton wouldn’t be raised.
- Another example is the Orb ability, Fragmentation Shards. Because it does bonus AoE damage based on primary attack damage, the extra AoE damage effect needs to occur after the impact effect, because the randomized primary damage needs to be generated first.
- When a weapon begins its pre-swing, the attack modifier from the Orb needs to already be registered, even before the attack effect is fired. This allows units to play special attack animations such as with Critical Strike.
- Orbs need to be able to apply consistent attack damage bonuses.
- Orbs should have the option to validate their effects, e.g., the Bash and Critical Strike abilities not procing on friendly units.
- New Effect flag: MainImpact
- When on, this flag marks an effect as the main impact effect of a weapon effect tree so that attack modifiers can know when to fire their modifier effects.
- New Behavior type: CBehaviorAttackModifier
- When applied, modifiers will take effect when a weapon starts. It will register itself to the entire attack effect tree.
- The Chance field determines the chance of the attack modifier, calculated per attack.
- Multiple modifiers added to a unit. The Unique Id field allows users to determine whether they can all work at the same time. In War3, only one Orb effect can take place even if a hero has equipped multiple Orbs. However, modders will probably still want to have the option for multiple Orbs work at the same time.
- The Stack Max field determines the number of times the damage bonuses can be stacked.
- The Damage Bonus fields decide whether there are constant or variable bonuses. These fields also support Accumulators.
- Validator fields determine whether modifiers will work on certain attack targets. For example, you probably wouldn’t want to Critical Strike to work when you are attacking your own units.
- The PreImpactEffect field will fire an effect before the impact occurs.
- The DamageInheritEffect field fires an effect after the impact occurs, inheriting the impact damage to the following effect tree. These effects allow users to create a Chain Lighting effect or deal AoE damage based on the impact damage.
- Can determine whether the attack can miss. See the Miss/Deflect/Block System section.
- The Hallucination Visual Only flag allows modders to determine whether the attack modifier will apply the Orb effect if the caster is a Hallucination unit. If the caster is a Hallucination, you probably wouldn’t want them to deal AOE damage and raise dead as Skeletons. Still, some modders might want that option.
- With this flag, the attack modifier will still be applied to the attack tree, so the caster unit would still be able to fake a Critical Attack animation and throw a modified projectile missile. However, the attack won’t apply a real Orb effect when it impacts.
- The MultishotEffect and MultishotSearchPattern fields allow users to launch a multishot effect to every target in the search pattern given Chance returns true and all validators are met. If the MultishotEffect field is not set, the effect will fallback to the original weapon effect of the attack.
- Can also decide if Multishot targets can also receive the impact effects.
- Can enable weapon by index, so that melee Heroes with the Orb item can use their hidden weapon to attack Air.
- When applied to an attack, the Modifier can populate the WeaponModifier actor term on the WeaponStart event, so that the actor system can play different attack animations based on the current working attack modifers.
- Have ‘IsCritical’ flag. When checked, could mark the attack as ‘Critical’, which would trigger Critical actor message, and would populate the SetText and SetTextlocalized message with the amount of the damage, so that modders can do Critical Strike floating texts.
- New Ability Type: CAbilAttackModifier
- CBehaviorAttackModifier can handle the most case of the Orb abilities, but for some abilities like Searing Arrow of the Priestess of the Moon, the Orb spell still need a shell to turn its autocast on and off.
- CBehaviorAttackModifier is a shell of CBehaviorAttackModifier, so that it can add an auto cast/manually cast shell to the orb.
- Can set the Cost to the modifier, so that every time the Orb ability is casted, it cost resources or vitals.
- Has a level property so that it can be leveled up by a hero’s Learn abilities.
- New Actor type: CActorActionOverride
- Used to override the missile art, impact art, damage art of CActorAction.
- Has fields Damage Model, Impact Model, and Missile Model to set the overriding model links.
- When CActorAction is initialized, it will start the event, ActionInitModifier.
- CActorActionOverride can capture this event and create itself in the scope of the CActorAction. It can then use ActionOverrideApplyTo to apply itself to CActorActions.
- CActorAction will grab the data from CActorActionOverride and override its attack models.
- Dynamic Ability Support
- Modders can now use triggers to add or remove abilities from units.
- Ability Swap
- New function: UnitAbilityChangeLink()
- This function allows users to swap an existing ability on a unit to another unit while keeping its old charges, cooldown, and level states.
- Different from Catalog Replacement in that it is per-ability instance based.
- We've also added a new Ability Replace field in the Power User Type Behavior that provides a data version of this feature.
- Can only swap to abilities with the same CAbil class of the old ability. For example, a target ability can only be swapped to a target ability.
- The data version of Ability Swap will also affect the learnable abilities of Heroes.
- New function: UnitAbilityChangeLink()
- Passing Struct Reference in Trigger GUI
- Trigger functions and actions can now define Record types as parameters.
- Record variables can now be passed to functions and actions as a parameter by reference.
- Record parameters can be read and modified. Modifications will affect the record variable outside of the function scope.
- New Trigger APIs: Data Table Instance
- Works the same way as Data Tables, except that you can have multiple instances, count their values, and copy values between data tables.
- The old Data Table is a single global data table. Adding an instanced version will allow designers to better organize their run time data.
- You can also find a GUI version in the Trigger Editor
- Overriding Item/Ability Tooltips on a Unit/Item Basis
- New natives: UnitSetInfoButtonTooltip, UnitClearInfoButtonTooltip
- This allows users to override tooltips on command buttons, which can be used to customize a unit’s item or ability tooltips.
- You can also find a GUI version in the Trigger Editor:
- Unit - Set Unit Info Button - Ability Tooltip
- Unit - Set Unit Info Button - Button Tooltip
- Unit - Set Unit Info Button - Item Tooltip
- Unit - Reset Unit Info Button - Ability Tooltip
- Unit - Reset Unit Info Button - Button Tooltip
- Unit - Reset Unit Info Button - Item Tooltip
- Works even if the command panel is overridden to show the command panels of other units.
- Skillshot Support
- StarCraft II now has skillshot support!
- New Launch Missile Effect flag field: SearchFlags
- New Launch Missile Effect Search Flag: DynamicSearchArea
- This enables skillshot search. Without it, you get a normal missile.
- New Launch Missile Effect Search Flag: DynamicSearchArea
- New Launch Missile Effect Search Flag: ArriveOnSearchHit
- Configures whether the missile is a “denote if it hits target skillshot” or a “piercing through” skillshot. See below.
- New Launch Missile Effect fields:
- SearchHitArriveEffect
- Only work when ArriveOnSearchHit is on. This effect executes when the missile detonates by hitting a target.
- Note: This effect will be run at the final search point before the missile dies, not at the targeting point of the missile. This functionality is similar to that of a finish effect.
- SearchEffect
- The missile will run this effect every game loop, overriding the Height parameter in the search area based on the missile's current speed. Essentially, it will not leave gaps between each search.
- Note: The TVE cheat will display an incorrect default height instead of the correct height of the override search effect.
- SearchMaxCount
- Denotes the max search count during the entirety of the missile’s travel time, not the max search count of each individual search. The missile will stop searching after it found SearchMaxCount targets.
- When SearchMaxCount is reached and ArriveOnSearchHit is not set, the missile will continue to travel to its destination, but will no longer execute skillshot searches.
- When SearchMaxCount is reached and ArriveOnSearchHit is set, the missile will detonate and run SearchHitArriveEffect at its last search point. Note that this is not the missile target, as it will not have reached the target point.
- If SearchMaxCount is 0 and ArriveOnSearchHit is set, the missile will not limit the max count of the search. As long as one of its search effects finds a target, the missile will detonate and run SearchHitArriveEffect at its last search point.
- SearchHitArriveEffect
- Improved Hero System
- New CUnit class: CUnitHero
- Five new fields (compared to CUnit):
- MainAttribute:
- A single behavior link that is auto applied/unapplied on unit creation/morph.
- No different from a normal behavior field. However, using this as a single field allows it to be easily read via a catalog function to determine a hero’s main attribute.
- MainAttributeDamageBonus
- This field dictates how much attack damage bonus a hero unit receives per MainAttribute point.
- AttributePointsInfoArray:
- Sets the starting and leveling attribute points of a hero based on the current level of the Hero. This will only set Attribute Points; it won't apply the Attribute behavior if the hero does not already have one.
- LearnInfoArray:
- This uses the same structure as CAbilLearn_LearnInfo. If any of the indices sets an ability link, it will override the corresponding info of the learn ability on the hero. As a result, you will no longer need to create separate learn abilities for different heroes.
- The command button of Learn Info can also be auto generated when the “Create Default Button” flag is set.
- TierRequirements
- This field will override the tech requirement of CAbilTrain when the ability is used to train the current hero unit and there already exists more than one of the Tech Alias of the current unit for the current player.
- MainAttribute:
- New CAbilityRevive flag: Override Alert Icon
- When a player revives a hero with a CAbilRevive ability with Override Alert Icon on, the ability will set the Alert Icon to the CAbilRevive’s icon instead of the hero unit’s icon.
- New natives added:
- TechTreeSetProduceCap
- TechTreeGetProduceCap
- These functions can be called by triggers to set a tech limit based on units, upgrades, abilities, behaviors, or effects.
- Can also be used to customize the training limit of Heroes.
- Base Attribute Points and Bonus Attribute Points
- Attribute behaviors on CHeroUnit now have two different point values: Base and Bonus.
- The starting and leveling attribute points of a hero (configured in the AttributePointsInfoArray) will count as the Base value while other point changes such as behavior bonuses will be counted in the Bonus value.
- In the unit info panel, base attribute points will be displayed as a white number while bonus attribute points will be displayed as a (+X) green number.
- The bonuses added by Base attributes points are no longer displayed as (+X) green numbers. Instead, they will be added to the base attack damage/armor/weapon speed fields.
- Attributes added by buffs or items will still be displayed as (+X) green numbers.
- New CEffectApplyBehavior flags:
- SetAttributePoints: When this flag is checked, the effect will set attribute points for the attribute behavior.
- SetAttributeBasePoints: When the flag is checked, it will modify base points instead of bonus points.
- Added new CabilTrain field: IgnoreUnitCostRequirements
- When set, the train ability will ignore unit costs as long as tech requirements are met.
- This can be used to implement special game mechanics like “Your first hero is free”.
- Learn Ability Submenu Improvements
- New Learn Ability flag: ClearSubmenuOnPointsSpent
- When set, a unit using this ability will automatically exit its submenu command cards after spending all its skill points.
- New Learn Ability flag: ClearSubmenuOnPointsSpent
- New Learn Ability flag: HideSubmenuOnLearnedAll
- When set, the learn ability submenu button will be hidden after a unit using the ability has learned all the abilities it can learn.
- Fixed an issue where if all points were spent, the learn ability button would show "Required Level:" as red text even if the unit had already met the required level.
- Fixed an issue where players could sometimes use the shift key to bypass level restrictions on Learn Ability.
- Added new requirement unit count state: QueuedOrBetterOrRevivable
- When counting tech units, this will include reviving and revivable heroes.
- his is very useful when implementing hero training restrictions. For example, if you have the restriction, “You cannot train more than 3 heroes”, you probably don’t want to only count living heroes.
- Hero Level and XP Formula
- New CBehaviorVeterancy field: Levels
- Set the max level of a hero.
- This field is also upgradable, which allows modders to change max ability levels at runtime.
- This field defaults to 0, which will fallback the level system to how it worked before.
- New CBehaviorVeterancy fields:
- MinVeterancyXPBonusPerLevel
- MinVeterancyXPPreviousValueFactor
- MinVeterancyXPLevelFactor
- If the size of the VeterancyLevelArray is smaller than the number in the Levels field, the game will automatically generate the “min XP” of the extra levels based on these factors.
- The formula used is as follows where X is the level and F(X) is the min XP of the level:
- F(X) = F(X-1) * MinVeterancyXPPreviousValueFactor + MinVeterancyXPLevelFactor * X + MinVeterancyXPBonusPerLevel
- This is only used when the Level X is greater than the size of VeterancyLevelArray. Otherwise, it will directly grab the min XP from the VeterancyLevelArray table.
- New CBehaviorVeterancy field: Levels
- XP Receiving Fraction based on Target Type
- New CBehaviorVeterancy field: XPReceiveFraction
- This field is a Structure Array, which allows users to specify a target filter and an accumulate-able fraction value for each array.
- Whenever a hero receives XP, the game will check the target filters on the victim unit and apply the XP fraction if the victim matches any of the filters.
- Combined with the Accumulators, users will be able to easily create XP formulas such as “summoned units grant half XP” or “Heroes gain reduced XP from creeps based on the current level of the Hero”.
- Added new validator: CValidatorUnitCompareAbilSkillPoint
- Check a unit's spent skill points, unspent skill points, extra skill points, or total skill points.
- New CBehaviorVeterancy field: XPReceiveFraction
- Item and Inventory System Improvements
- Item systems are vital to RPGs, and we are pleased to provide a greater level of Editor support for them.
- Item Build Support
- Items in a unit's inventory can now be used to build structures.
- This item ability can be set to require the hero to maintain a channel. Alternatively, players may “warp in” buildings such as with Protoss structures.
- This type of item can be helpful to build expansions. The hero can buy a Pocket Town Hall and place it at a new expansion; the building would then automatically build itself.
- Show Inventory for Other Players
- New CInventoryPanel property: ShowForAllPlayers
- When true, players will be able select other players’ units to see their inventories. However, they won’t be able to use these items.
- New CInventoryPanelInventory property: UseAlertIcon
- When checked, items in the inventory will show the Item’s alert version name, icon, and tooltips. If unchecked, it will show a normal icon.
- This is useful for creating items with different descriptions when found in an Item Shop versus when it’s in an Inventory.
- Default off.
- New CInventoryPanel property: ShowForAllPlayers
- Cast On Items in Inventory
- CCommandButton now exposes its ButtonOtherUnit property. Now users will be able to use property bind to bind the item unit (the item itself, not the carrier) to either a target frame or other frames.
- With this functionality, users will be able to cast abilities on an item inside their inventories, either to transfer or upgrade it.
- With this feature, users can also now double click on Town Portals to auto-teleport to your highest-level Town Hall.
- Globally Accessible Inventory Panel
- Users can now override the Inventory Unit property of CInventoryPanel in order to show the inventory of a unit that is not current selected.
- Users can also use triggers to create new inventory dialog controls. This supports operators like the command card dialog control introduced in Legacy of the Void.
- Users can set the unit by selecting “Use SetDialogItemUnit”. Setting this to null will reset the unit to the selected leader unit.
- Show Buyer’s Inventory
- Previously, StarCraft II had poor support for War3-style Neutral Item Shops. Before this patch, when users clicked on a shop unit, they wouldn’t have been able to see the buyer unit’s inventory.
- New CInventoryPanel frame Boolean property: ShowAgentInventory
- The Neutral Shop’s inventory panel will only display the "Buyer's Inventory" if this value checked, as long as the inventory panel is not overridden to show a specific unit’s inventory.
- Charge Data on CUnit
- Added charge data to unit and items so that when selling items and units, unit and item data can set their default Stock information (such as starting cooldown in shops, max stocks in shops, etc.)
- A CAbilTrain ability can be flagged to ignore these default settings and use the custom settings in the ability itself.
- If the flag is not checked and the ability has its own data, both instances of charge data will be added together.
- “Real” Power-up Items
- New Item type: CItemAbilPowerUp
- Powerup items can now be implemented as real items instead of having to mimic a unit.
- CItemAbilPowerUp is inherited from CItemAbil. The only differences are that it will be used automatically when picked up, and it can be picked up even when the unit’s inventory is already full.
- CItemAbilPowerUp can only be used by units with an inventory. The unit must also have the CanUseItem flag on.
- These new powerup items are real items, so they respect inventory events and can be used in the Loot system.
- CItemAbilPowerUp will test whether the caster can use the powerup ability in CItemAbilPowerUp. If it can't, it will throw an error message, and won’t make the caster move to the item.
- The KillAfterUse flag allows the item to be destroyed after the caster has used the powerup.
- A normal unit with an inventory but without the CanUseItem flag on will be able to pick up powerups and carry them to a hero.
- New EAbilInventoryFlag flag: ItemDropOnDeath
- This flag will force a unit to drop all its items on death even if it is revivable. This can be useful for normal units with the WarCraft III Backpack ability.
- New EAbilInventoryFlag flag: CanUseItem
- This flag designates whether units can use items. It aids in creating units with courier inventories, ones that can carry items but not use them.
- New EAbilInventoryFlag flag: CanApplyEquipBehavior
- This flag designates whether units can benefit from item status buffs, e.g., +5 Strength. It also aids in creating units with courier inventories.
- New CItemAbil flag: Transient
- With this flag checked, the item ability will be forced to be cast as Transient, even if the original ability on the item is not a Transient ability.
- Fixed an issue where inventories would still try to pick up items if they are destroyed on approach.
- Fixed an issue where CAbilSpawn did not work.
- Fixed an issue when pawning an item from your inventory at the max pawn distance may cause you to lose the item but not gain resources.
- New sub names to Abil actor events: PawnSource, PawnTarget.
- These will fire when you pawn an item.
- New CAbilInventory field: Requirements
- When set, the inventory ability will be disabled before its tech requirements are met.
- The inventory UI will also be hidden before the requirements are met.
- New CValidatorUnitInventory flag: RequireEnabled
- When checked, the validator will only return e_CmdOK if the targeting inventory ability is enabled and has met its tech requirements.
- For responding to Player Use Effect events, there is a new trigger API that allows users to capture the item used to create the effect, if there is an item, and its item type.
- Ability Items can now choose to use their own cooldown links, overriding the cooldown link inherited from the ability.
- Neutral/Allied Shop Support
- Neutral/allied Shops are neutral/allied buildings that can be interacted with by other players with the help of CAbilInteract abilities.
- For all abilities, the Tech Player field now has an additional option: Caster.
- By setting the Tech Player field of a CAbilTrain to Caster, the ability will check the tech requirements of the player who issued the order.
- This is useful in creating a “sell unit/sell item based on the buyer’s tech tree” ability.
- New CabilTrain field: AgentUnitValidator
- When set, the ability will always need an agent unit to cast and will check against the validators set in this field when training units.
- With this field, “Item Shop” abilities now can be easily created in SC2.
- For item shops, users will usually want the buyer unit of the shop to have an inventory to be able to purchase items.
- Previously, SC2 didn't have this support, so even if the buyer unit didn’t have an inventory, the item would always be created.
- With the AgentUnitValidator field, users can add validators like “Unit has a valid inventory” and “Inventory is not full”. Therefore, if the agent unit doesn’t have an inventory, the ability would simply throw an error message and wouldn’t be cast.
- New CAbilTrain flag: ChargeCasterPlayer
- Normally, neutral shop abilities require buyer and seller players to share the spending of resources with each other via the “Ally Spending” flag. If this is not the case, the buyer would get the error message, “Can’t Spend On that Player”.
- By default, neutral players share costs with all players. But if a user wanted to create an allied shop, a shop where allied players are able to purchase items or units, he probably wouldn’t want these players to share spending. Otherwise, players would be able to spend their allies’ money.
- The new flag, ChargeCasterPlayer, is designed to solve this issue. When on, the cost of the sold item or unit will be charged on the player who issued the Purchase order, even if the buyer and seller aren’t share spending.
- If there are other players who share spending with the buyer player, and the buyer player doesn’t have enough resources to pay the cost, the ability will still charge the cost on these other players.
- New CAbilInteract flag: AlwaysShowCommandCard
- When this flag is on, a shop unit will show its command card to all players that can interact with it (Decided by the CAbilInteract’s Target Filter field), even if the player does not have a valid agent unit near the shop.
- Therefore, even if a player doesn’t have an agent unit near by the shop, they will still be able to preview what the shop is selling.
- However, this player still wouldn’t be able to use the command card if they don’t control the shop unit, for instance, if they don’t have an agent unit nearby.
- Fixed an issue where interact abilities would constantly try to acquire a unit without checking the ValidatorArray field.
- Behavior Unit Tracking System
- New behavior Type: BehaviorUnitTracker
- The behavior works like a unit list. It can store all units that are added to it and has validator and max count fields. Anytime a member of the list does not match the set validator, it will be removed from a list.
- There are also flags that allow users to convert the tracker into a global list or player-based list, which does not require a behavior instance to work.
- New Accumulator: CAccumulatorTrackedUnitCount
- Allows users to use Accumulators based on how many units are in the given list.
- New effects: CEffectAddTrackedUnit CEffectClearTrackedUnits, CEffectRemoveTrackedUnit
- Allows users to add/remove units from a list.
- New effect: CEffectEnumTrackedUnits
- Allows users to loop through the unit tracking list and execute effects on each of them based on filters.
- New Validators: CValidatorCompareTrackedUnitsCount, CValidatorIsUnitTracked
- Can be used to count how many units are tracked via the behavior and check if a unit is in a given tracker list.
- The tracker system is very useful when trying to keep “one to many” mapping between units.
- For example, it can track a summoner unit to its summoned units.
- New behavior Type: BehaviorUnitTracker
- Other Behavior System Changes
- Behavior Stack Alias
- This feature allows behaviors to stack based on a “stack id” instead of a behavior id.
- For example, in WC3, both the Archmage and various creeps have a version of Brilliance Aura. These are two different buffs, and when you own both these types of units, you might not want surrounding units to receive both sets of Brilliance Aura. In this case, the hero version aura should always be prioritized.
- Two new CBehaviorBuff fields: StackAlias (string) and StackAliasPriority (integer).
- If two buffs of the same StackAlias are applied to the same unit, they will share a Max Count, prioritizing the lower one. If their total count exceeds the shared max count, the game will begin removing stacks, starting with the buff with the lowest StackAliasPriority and then the shortest duration. This will occur until the total stack count matches the shared max stack count.
- New Actor Event: BehaviorStackAlias
- Allows users to capture Behavior events (On, Off, Damage Response, etc.) based on the StackAlias of the behavior instead of the behavior id.
- It also allows sharing actors between Behaviors with the same StackAliases, as you probably want all versions of the Brilliance Aura buff share the same art.
- New CEffectRemoveBehavior field: StackAlias
- This allows users to remove buffs based on StackAlias.
- New validator: CValidatorUnitBehaviorStackAlias
- This allows users to count behavior stacks by StackAlias. It will count all behaviors on the unit with the given StackAlias and has the option to count only enabled behaviors.
- Actor Damage Response Floating Text Support
- When CActorMsgBehavior fires an event with a DamageHandled sub name, using SetTextLocalized and SetText messages after the event will now automatically set text via the modified damage amount.
- The damage will replace the '%AMOUNT%' token in the target text.
- This is useful for creating damage floating text for damage responses.
- Better support for Behavior On/Off Actor Events
- Behavior On/Off events will now set effect parameters for the last applied stack or the last removed stack.
- This is useful to more finely configure behavior actors. Previously, users were not able to reference the caster of a behavior under behavior on/off events.
- New Behavior state: Cannot Die
- Marks a unit as “not able to die” unless the behavior is removed.
- Though the use of damage responses is able to achieve a similar effect, death responses can only prevent death by damage. This behavior state prevents death for any reason, e.g., life set to 0.
- This state provides a simple alternative for a trigger-based death prevention system.
- New Behavior state: Suppress Kill Credit
- Prevents a unit from granting kill credits or killed resource credits to the killing player.
- Useful for creating hallucinated units.
- New CBehaviorBuff field: DeathType
- This can override a unit's DeathType and will ignore the death type of the killing damage effect.
- The “Remove” death type may not be overridden in this way.
- Default value is “Unknown”, meaning “don’t override”.
- New Death Type: Reincarnation
- This prevents units from dropping loot and items on death.
- The validator, CValidatorUnitCompareBehaviorCount, and the effects, CEffectRemoveBehavior, and CEffectTransferBehavior now all share the following detailed config fields:
- BehaviorCategories, BehaviorClass, BehaviorAlignment, ExcludeOriginPlayer, ExcludeCasterUnit, RequireOriginPlayer, RequireCasterUnit
- Previously, these validators/effects only had a CEffectBehavior field, and these new additional fields were exclusive to CEffectBehavior.
- These additions allow users to count, remove, and transfer behaviors with more control.
- For example, users may now remove behavior stacks that were added by a target unitcaster player, etc.
- It is also useful in the implementation of “smart dispels”, such as only removing buffs applied by enemy units.
- New CValidatorUnitCompareBehaviorCount, CEffectRemoveBehavior, and CEffectTransferBehavior field: Matches All
- Determines whether the effect/validator will be executed if any of the config fields are met or if all config fields need to be met.
- Behavior Stack Alias
- Better Corpse Support
- New CEffectModifyUnit_ModifyFlags flag: Remove
- This flag that will directly remove the unit from the game and will destroy the unit actor’s entire scope.
- This is added because users are not able to use the “Remove” effect from CEffectDamage to remove a corpse.
- New Unit Filter: Decaying
- A Decaying unit is defined as one that is currently on the ground and has been dead for a while. This is in contrast to one that has already been killed but is still in the midst of falling to the ground and generating a corpse. In technical terms, this is true when Death Time is active, and Revive Delay is over.
- This purpose of this filter is so that abilities that target corpses will not work on units that have recently died and are still in the process of generating a corpse.
- If the unit's Death Time has been set to -1, the decay phase will be skipped. For instance, Warcraft III heroes should never decay.
- New Unit Filter: Raiseable
- CEffectModifyUnit can now set if a corpse is Unraiseable.
- Unraiseable allow us to mark whether a corpse has already been used.
- For example, while a Ghoul is eating a corpse, the corpse still exists, but the modder might not want it to be revivable or raised as Undead. In this case, the modder can set abilities to only accept Raiseable corpses and set corpses to Unraiseable while being eaten.
- New flag: Allow Corpse
- With this flag on, transport abilities will be able to carry corpses in their cargo.
- New CEffectModifyUnit_ModifyFlags flag: Remove
- Attack Type, Damage Type and Armor Type System
- New CWeapon field: Attack Type
- Modders can change the damage multipliers of each Attack Type against each Armor Type in the Game Data.
- The Attack Type will affect all damage effects in the entire weapon tree, so modders will now be able to modify damage multipliers on the Weapon level instead of going through every effect entry in the effect tree to change their damage factors.
- New CUnit field: Armor Type
- Armor Type decides the damage multipliers of weapons used against units.
- New validator: CValidatorUnitArmor
- Allow users to check a unit’s Armor Type.
- New CEffectDamage field: Damage Type
- Modders can change Target Filters for Damage Type in Game Data.
- Using Target Filters on Damage Types allow users to configure all the damage and AoE damage effects in the game. It can also decide whether certain damage effects can ever damage certain targets.
- For example, by simply filtering out “Ally” targets in every Damage Type, users can easily make all weapons in the game no longer splash allies. This is useful when creating a Co-op mod as it would need to be built on top of multiple other mods, and the AoE weapon and spells in these other mods have various friendly fire effects.
- Effect Miss Chance, Blocking, and Deflection
- The Behavior Damage Response structure has now been extended to handle more than just mere damage response cases.
- Miss Chance
- New CWeapon flag: NeverMiss
- By default, weapons will keep their old behavior.
- Attack Modifiers can also add the NeverMiss property to a weapon effect tree.
- If a weapon effect tree says a weapon can miss, when the weapon fires, it will check the Missing Chance on both the attacker and defender sides. It will then mark whether the effect will miss based on validators and chances set in the response structure.
- Ground units attacking targets on higher cliff levels can also have a bonus miss chance, which can be modified in Game Data.
- If a weapon’s effect tree has been marked as “Missed”, the weapon will not execute impact damage, nor any Orb effects on impact.
- When a weapon misses, it will send an Actor Weapon event with “Missed” as its sub name. This way, modders can decide whether they want to capture this event to create “Miss!” floating text on the unit or display a dodge effect.
- New CWeapon flag: NeverMiss
- Block Chance
- New CEffect field: CanBeBlocked
- Determines whether the effect can be blocked. By default, set to off.
- When an effect is executed, the game will query the response structure on the impact unit and check its Block Chance and any validators.
- If blocked, the effect will be canceled and won’t execute. The effect will then send an actor Effect event with Blocked as its sub name so that users can set appropriate actors.
- This feature is useful for creating spell blocking behaviors.
- New CEffect field: CanBeBlocked
- Deflect Chance
- New CEffect flag: ValidateImpactDeflection
- Determines whether the effect can be deflected. By default, set to off.
- Deflection is almost identical to Block Chance except the effect that would have occurred will be duplicated and shot back to the caster.
- The deflected effect will have caster and target properties reversed and will count as a shot from the original target unit to the original caster unit. The damage bonus setting in the reflected effect tree will still be set to use the original caster’s damage bonuses.
- Another difference between deflection and blocking is that effect trees will only evaluate deflection once each. If an effect has passed the Deflection check once, the rest of the effect tree will not check deflection chance again, even if there are following effects in the effect tree that have the ValidateImpactDeflection flag checked.
- New CEffect flag: ValidateImpactDeflection
- New CWeapon field: Attack Type
- Unit Morphing System Change
- Morph/Unmorph Toggle
- New CAbilMorph flag: Toggle
- New CAbilMorph field: InforArrayUnmorph
- When Toggle is on, morph Abilities can be used to toggle back and forth between two different unit type chains.
- New CAbilMorph command index: Unmorph.
- For a togglable morph ability, after the unit has already morphed, the ability can still be issued an Unmorph command, which will cause the unit to start the morphing process defined in the InforArrayUnmorph field.
- For most cases, the InforArrayUnmorph field should be set so that its final unit type is its normal state unit type. This way, the unit will be morphed back to normal with the Unmorph command.
- New CabilMorph field: ValidatorArrayUnmorph
- Validates whether a morphed unit can use the Unmorph command.
- New CabilMorph flag: AutoUnmorph
- Determines whether the morphed unit will automatically try to morph back when possible.
- New CabilMorph fields: BehaviorOn/BehaviorOff
- When set, the ability will apply BehaviorOn buff to the unit when the unit is in its Morphed state; it will apply the BehaviorOff buff when the unit is in its Normal state. These two fields will only work if the morph ability is marked as “Toggle”.
- Even if a unit is directly created as the Morphed unit type, morph abilities will still consider the unit as having gone through the morphing process. They will apply the relevant behaviors and allow it to use the Unmorph command.
- Morph Tech Count
- New CAbilMorph flag: ProvideSourceUnitTech
- When on, CAbilMorph will pass the source unit’s unit type to the unit it morphed to. The final unit will automatically inherit the source unit's unit link as its Tech Alias.
- This property is inherited throughout the entire morphing chain.
- e.g. Town Hall -> Keep -> Castle
- A Castle would count as both a Keep and a Town Hall. Even a directly created Castle would count as both a Keep and a Town Hall even though it was not actually morphed from either.
- Why don't we simply add Town Hall and Keep to the Castle's alias (by adding them into the Tech Alias field of the Castle)? We use this more indirect route because ProvideSourceUnitTech only takes effect when the unit is in its Completed state. Only then would it count as the source unit in tech count. If we were to use the TechAlias field, the alias would exist in any state, even when the unit is morphing (InProgress state). In this case, when you morph a Keep to Castle, you would be in an awkward interstitial state: because you have a Completed Keep and an InProgress Castle at the same time, the tech count system would think you have an InProgress Keep, which is not the case.
- New CAbilMorph flag: ProvideSourceUnitTech
- “Move to and then Morph” support
- New CAbilMorph flags: RequireAcquiredTarget, RequireAcquiredTargetUnmorph
- New CAbilMorph fields: Range, TargetSorts
- When these fields are set, a unit will search its autocast radius, try to find a target within range that matches the validator, and then move to that target. The unit will start to morph after it reaches the target unit. The Range field indicates the highest range a caster can start to morph from.
- Morph/Unmorph Toggle
- Resource Performant Units
- New unit flag: NeverThink
- Normally, every unit in the game will check pathing, enemy scanning, ability acquiring, and many other logical checks every game loop (0.0625 game seconds). This flag relieves them from those checking, which could help improve performances in custom maps.NeverThink units cannot have behaviors and abilities with the exception of Resource behaviors.
- New unit flag: NeverThink
- Other Generic Unit Changes
- Unit Max Speed
- New CUnit field: SpeedMaximum
- Specifies the maximum speed a unit can reach, even if it receives speed bonuses.
- New Behavior field: MoveSpeedBaseMaximumBonus
- Used to change the maximum speed of a unit.
- New CUnit field: SpeedMaximum
- New CUnit mob type: Warcraft
- A unit’s Mob field now has the “Wacraft” mob type selection.
- This allows triggers to differentiate between Warcraft units and StarCraft units.
- New CUnit fields: LifeRegenRateNight, EnergyRegenRateNight, ShieldRegenRateNight
- Can be used to allow Night Elf units to regenerate at night without a behavior for each unit.
- New CUnit field: BuildTime
- An extra place to store a build time on unit data, which can be used to config build times in CAbilBuild, CAbilTrain, and CAbilMorph.
- New CAbilBuild and CAbilTrain flag: IgnoreUnitBuildTime
- If unchecked, a unit’s build time will be added to the ability's build time.
- New CAbilMorph array flag for each phase of each section: UseBuildTimeArray
- For each phase with this flag set, the unit's build time will be added to the respective phase's duration.
- New validator: CValidatorUnitCompareAbilStage
- Allows users to validate a CAbilEffect’s ability stage.
- If the Ability field is set to None, it will validate the ability stage of whatever ability it is current casting. This means that users can now check whether a unit is channeling with the ability it is casting.
- New Target Filters:
- Powerup: True when the CUnit_PowerupEffect field value is valid.
- PowerupOrItem: A powerup or an item.
- HeroUnit: Units with a hero flag. This is different from “Heroic”, which is an attribute.
- New CUnit field: Unit Level
- When set to > 0, if a unit is highlighted, its tooltip will show this level under the unit’s name.
- This field can be used to target sort or validate. It can also be used in accumulators.
- Addon Parent Behavior
- New CUnit field: ParentBehaviorLink
- When an addon is linked to a parent building, the behavior from ParentBehaviorLink will be applied to the parent building. The caster of this behavior is the Addon, not the parent building.
- This allows the ParentBehaviorLink behavior to control the parent building based on the state of the addon.
- Morph abilities can validate on this behavior to throw an error message when the parent building is given a lift command while the attached addon is researching.
- CUnit_LifeDamageGain is now upgradable.
- CValidatorUnitState is greatly improved to be able to check up to 100 different unit states, up from 1.
- For example: Idle, Jumping, Highlighted, ArmorDisabled, Revivable, Dying, ArmySelect, etc.
- New Unit Test Weapon Type validator: CValidatorUnitTestWeaponType
- Allows users to check whether a unit has a Ranged or Melee weapon.
- Has a Require Enabled field to determine whether the check would ignore disabled weapons.
- All Warcraft III melee heroes in our sample mods have hidden anti-air weapons that can only be unlocked by Orbs. This change allows these melee heroes, like the Mountain King, to no longer to be marked as having a ranged weapon.
- Other Ability System Changes
- Auto Generate Buttons For Abilities
- In order to allow for abilities to be easily applied to any unit, all buttons now have a property to allow modders to set their default button position and submenu Id on the command card.
- On any ability, modders can set whether any given ability command will automatically Generate Ability Buttons such that the ability would work as soon as it is applied to a unit. No longer will users have to set these button and icons in the unit command card manually.
- Trigger API to add and remove abilities on units at run time
- New Trigger API actions: Unit Add Ability, Unit Remove Ability
- Easier Level Configuration
- Most ability types now have a Levels field that can directly set the max level of an ability. Combined with the accumulator system, modders will no longer need to implement 1000 sets of abilities for abilities that have 1000 levels.
- The Levels field is also upgradable so that modders will be able to change max ability levels at runtime.
- When the Levels field is set to 0, the default value, the ability level system will fallback to the previous functionality.
- New CCharge field TimeDelay
- Works for all ability/item/behavior charges.
- Works similarly to TimeStart, but it only affects the first charge of the ability, item, or behavior.
- When TimeDelay = 0, the charge system will work as before.
- When TimeDelay > 0, TimeStart will be ignored.
- When the ability begins to stock charges, the first charge’s regen time will use the TimeDelay value, and any following charges will use the TimeUse value.
- New flag: IgnoreTimeDelay.
- This allows abilities to ignore the TimeDelay set in the unit and instead use the ability’s own settings.
- Catalog Replacement now supports Item Abilities.
- The replacement is not based on the item’s owner but rather the item’s user.
- This allows different players use the same item with different effects.
- For example, modders will be able to create different units when an item is used based on the Race of the player.
- SEffectParamsShared now has a m_level member, which saves the level of the ability that started the effect tree.
- Effect trees can use this as a snapshot to get related level data so that even if the ability changes levels after the effect tree begins, the effect tree would still remember the old level of the ability.
- Accumulators can also use this data as ability data.
- CEffectCreateUnit_SpawnUnit can now be configured to create different unit types depending on the level of the effect tree.
- CAbilBheavior can now set different validators for Auto Toggle On and Auto Toggle Off instead of just having one validator for autocast.
- New Ability Categories and Behavior Categories
- Added various new abilities and buff categories.
- Buff behaviors can now enable/disable abilities by category.
- Added additional presets to the trigger editor’s Behavior Categories list. It now matches the Behavior Categories list in the data editor.
- New field for all abilities: State Behavior
- This field creates a behavior when an ability is created. It will destroy it when the ability is destroyed, and it will disable/enable it when the ability is disabled/enabled.
- Unit Max Speed
- Other Damage System Changes
- New CEffectDamage field: DamageInheritEffect
- The effect set in this field will be fired after the primary damage is done.
- It will inherit the damage amount of the primary damage.
- New CEffectDamage flag: NoZeroDamageInherit
- This tells DamageInheritEffect to not fire when damage done is 0.
- New CEffectDamage: Fraction
- An extra fraction that will be multiplied to all other existing fractions.
- This field supports accumulators, so modders will be able to create formulas based on this fraction.
- New CEffectDamage field: DamageInheritEffect
- Weapon Pre-Effect
- New weapons field: PreEffect.
- This is an effect version of PreEffectBehavior, which supports validating on target unit to decide whether the PreEffect should be executed.
- New weapons field: PreEffect.
- Homogenous Interruption Support
- New CAbilEffect flag: HomogenousInterrupt
- When this flag is on, users will see the following behavior: If a player selects a unit that is channeling a spell and orders it to move, it will stop the channel and move. If the player selects more than one unit and at least one of them is not channeling a spell, only the units that are not channeling will move immediately. In this scenario, the move order would be queued for all units currently channeling spells.
- When the flag is off, players will observe the old SC2 behavior.
- New CAbilEffect flag: HomogenousInterrupt
- Building Build System Change
- Worker Give Way During Construction
- When the HomogenousInterrupt and Interrupt flag are both on in a CAbilBuild that doesn’t cause its workers to disappear into the building during the construction, then in the construction stage, workers will not block the placement of other buildings when you try to place them. Instead, they will walk away and then come back to find a better place to continue construction.
- Building Birth animation time auto scaling
- CAbilBuildable will now send Start, Cancel, Complete, Pause, and Resume events to the actor system.
- Start events will also contain the build time information of the building. Actors will automatically set the build animation to be the same length of the build time. This way, buildings will finish their Birth animations as soon as they finish construction.
- Worker Give Way During Construction
- Attack Ground AOE Cursor Support
- This feature consists of the following two code changes:
- CActorMsgAbil now carries cmd information so that modders can now use CActorTermAbilCmd to respond to CActorMsgAbil. This way, the actor system will be able to tell whether cursor mode is triggered by a normal attack or an attack ground guide via cmdIndex.
- CAbilAttack now passes the DisplayEffect to the actor system as the cursor effect. This way, the actor system will be able to filter targets and scale the AOE cursor.
- If a unit has multiples weapons, the cusor will use the first valid DisplayEffect of the weapons to decide its visual.
- CAbilAttack now passes the DisplayEffect to the actor system as the cursor effect. This way, the actor system will be able to filter targets and scale the AOE cursor.
- CActorMsgAbil now carries cmd information so that modders can now use CActorTermAbilCmd to respond to CActorMsgAbil. This way, the actor system will be able to tell whether cursor mode is triggered by a normal attack or an attack ground guide via cmdIndex.
- This feature consists of the following two code changes:
- Upkeep System
- New Race field: UpkeepTax
- This allows modders to customize the player's resource income rate based on their food count.
- New Race field: UpkeepTax
- Build on Ramps
- Previously players were never able to build buildings on Ramps in SC2, because it was hardcoded.
- New Terrain Type Data data field: Ramp No Build
- Allows users to select whether ramps will always be painted as Unbuildable.
- When off, players will be able to build on ramps.
- Harvest Ability Improvements
- New CAbilHarvest field: ResourceAmountCapacity
- Default value of 0.
- Every time a worker finishes harvesting resources, it will compare the resource amount they carry with the value of ResourceAmountCapacity. If the carried amount is less than ResourceAmountCapacity, it will try to continue harvesting resources until it reaches the expected amount unless it is queued another order or ordered to move away.
- Even if a worker has not reached the expected amount of mined resources, the player can still order it to stop and return the mined resources it currently carries.
- If a worker is ordered to do another task while it is mining, it will try to at least mine once before doing that task.
- If a worker tries to continue harvesting but the target resource has died, it will try to find another resource nearby.
- New CabilHavrest flag: No Extract
- When on, the Harvest ability will not remove resources from Resource nodes but will still gain resources.
- New CAbilHarvest field: ResourceAmountCapacity
- Time of Day System Improvements
- New trigger event to capture day/night changes: Game Day/Night State Change
- New trigger function to Get/Set the time of day by a fixed value: Set Time Of Day (Seconds), Current Time Of Day (Seconds)
- New trigger function to grab the current day/night state: Current Day/Night State
- New validator to validate on the time of day value: Game Compare Time Of Day
- Actor Support for Dropping Off Resources
- New Actor Message: UnitResourceDrop
- This actor event posts whenever a unit drops a resource to a Town Hall (or any resource drop unit).
- The source name field is the unit actor of the unit that dropped the resource.
- The sub name field is the resource type. Modders will be able to differentiate drops based on the sub name.
- Using the SetTextLocalized and SetText messages after the event will automatically set the target text to the resource drop amount.
- The actual Drop Amount will replace the %AMOUNT% token in the target text.
- New Actor Message: UnitResourceDrop
- Creating Multiples of the Same Actor
- New Actor Type: CActorBatch
- This solves a problem where users were previously not able to repeat the creating of an actor.
- This actor has a Count field, which can be used to create multiple of the same type of child actor.
- By default, the created actor uses CActorBatch's bearing.
- New Actor Type: CActorBatch
- Actor System Forced Looping Support
- The Actor system now supports forced looping of playing an animation.
- New EAnimsFlags flag: ForceLooping
- If both this and the PlayForever flag are set, the system will play a randomly chosen variation of the animation every time the animation completes regardless of whether the animation is set to be looped or not.
- Flag Priority: AssetDrivenLooping > ForceLooping > NonLooping
- New EAnimBracketStartFlag: ContentForceLooping
- While this flag is on and the ContentPlayOnce flag is off, the system will plays a randomly chosen variation of the animation every time the content animation completes until an AnimBracketStop message is sent regardless of whether the content animation is set to be looped or not.
- A.I. Tactical Improvement
- New CUnit field: AIExecuteAbilTactical
- This will run the tactical A.I. hook function with pattern: Unit, galaxyFuncName, scanned group, inAbility, inItem.
- Fixed an inconsistency between tactical data and tactical function where the tactical function did not work on hostile and neutral A.I. players.
- New CUnit field: AIExecuteAbilTactical
- A.I. Terrazine and Custom Resource Support
- Improved the Synapse A.I. so that the A.I. will be able to understand Terrazine and Custom Resources as resource types. The A.I. will also now be able to harvest them.
- A.I. Altar Revive
- The A.I. can now interpret a Stock order as a Revive hero order if it can't find a way to train a particular type of hero.
- The A.I. script must register the Reviver buildings via AIReqAddSpecialMaker() just like register the nuke abilities.
- When the A.I. tries to stock a Hero and cannot find the train ability, it will search the revive list and try to revive a hero with the same type.
- A.I. Stock Replacement
- The A.I. now respects catalog Replacement when trying to build or train.
- For example, if a Marine is replaced with a Zealot by an A.I. player, the A.I. player will properly recognize the train Marine ability as the train Zealot ability, and it will be able to issue the train order correctly.
- This also affects merge, build, research, train, and warp train.
- New unit flag: AIPreplacedForceBully
- When preplaced onto a map, this unit will be considered as a replaceable bully by the computer even if the computer cannot currently replace it. This allows for abilities gained via the Replace Ability trigger action to be used by the computer to replace bullies.
- Better Legacy Map Converter
- Improved the Legacy Map converter. When converting WarCraft III maps, it will no longer only convert terrain mesh, but also terrain textur, and preplaced units, doodads, destructibles, cameras, and regions.
- Data Driven Loot System
- New natives added to Galaxy: UnitLootDropUnit, UnitLootDropPoint
- Modders can config their loot in the Loot data Editor and then use these natives to generate loot. Loot can be an item, a unit, an effect, or even a random item of X level/of X item classes, etc.
- New natives: UnitLootLastCreated, UnitLootLastCreatedGroup
- Modders can use these to grab the loot items that were just generated via UnitLootDropUnit or UnitLootDropPoint.
- New item flag: IncludeInLootItemPool
- When checked, an item will be included into the random pick pool of CLootItem. Modders can thus mark items as “not able to randomly dropped”.
- CLootItem.ClassArray is now upgradable and modders will be able to use triggers to randomize the creation of items of different classes.
- New natives added to Galaxy: UnitLootDropUnit, UnitLootDropPoint
- Ctrl Order Modifier
- The modifier is off by default. Use the trigger action, UISetCommandAllowed, to turn it on and off.
- When this modifier is on: When you hold Ctrl while issuing an order, the order will only be sent to units in the currently highlighted subgroup instead of all selected units. For example, say a player selects a Marine and a Zealot, making sure only the Marine is highlighted. If he then issues a right click move order while holding down Ctrl key, only the Marine would be ordered to move.
- Other UI Frame Property Changes
- Added a property to CUnitFrame: UseSelectionLeader
- Gives the UI the ability to grab the current leader unit of the current selection (first unit of the active subgroup).
- When checked, CUnitFrame will automatically set LocalObservedSelectionLeaderUnit() as its unit. It will also update its UnitTag property so that it can perform property binding to other frames.
- When checked, CUnitFrame will ignore all property bindings that bind the UnitTag to other frames as it should only reflect the selection leader.
- When unchecked, CUnitFrame will behave as before.
- Fixed an issue where CUnitButton would not update its UnitTag property.
- Added a property to CUnitFrame: UseSelectionLeader
- Other Trigger API changes
- Ability Stage
- CAbilRally can now throw a trigger stage event: Place when the rally is placed.
- Player Handicap
- Player Handicap can now break the previous 100% limit.
- Unit Magazine Management
- New Galaxy API: UnitMagazineAssign
- Adds an existing unit to a unit magazine.
- New Galaxy API: UnitMagazineRemove
- Removes an existing unit to a unit magazine.
- New Galaxy API: UnitMagazineAssign
- New Player State API: AlwaysShowUnitTooltip
- When this state is on, this player’s units will always show highlighted tooltips even if they are not marked as Highlight Tooltipable.
- New Player State API: GivesBounty
- On by default for all players. When on, player units will reward their Kill Resources to the enemy players who killed these units.
- New Actor API: ActorScopeMoveTo
- Moves an actor scope to the bearings of a given actor.
- New Trigger Event: Player Spent Vital Event
- Captures when a player has spent vital.
- Can understand which vital was spent and how much was spent in the trigger event response.
- Ability Stage
- Other Data Editor changes
- The Data Editor can now locate the correct XML line when a user selects a Default data entry.
- Requirement Links (const CTechRequirementsGraph*) now respects XML token replacement.
- With this, most abilities can now use tokens to point their Requirement Link to be the same id of the ability itself.
- CBehaviorLinkArraynow now respects XML token replacement.
- Animation Props (CAnimProps) in actor messages now respects XML token replacement.
- Trying to clear a non-existent TintColor prop on an actor will no longer throw an error message.
- CActorQuad now has flags to allow it to be able to auto-stretch based on its launch and impact positions.
- New target sort type: CTargetSortValidator
- Sorts targets based on whether they meet the given validators.
- New order command flag: Attack Once
- When issuing an attack order, it is now allowed to issue an “attack once” order with order command flags.
- The Order Set Flags trigger action can be used to set this flag.
- CEffectOffset fields now can be upgraded with Add, Subtract, Multiply, and Divide operations, operating like a 3D Vector. Previously, only Set was available.
- New kinetic: CKineticDistance
- Will project the target unit from a starting position to a given distance in the direction of the original position of a kinetic parameter.
- New CWeapon field: DisplayName
- Used to override the name of the weapon in the tooltip.
- New CEffectModifyUnit flag: StartingVitals
- Sets a unit’s Life, Energy, and Shields to its starting vitals.
- New CEffectModifyUnit flag: SetVitals
- Directly sets a unit’s vitals.
- Heal Effects for CActorActon
- CEffectHeal can now provide ActionParticipantsMessage and ActionCommenceMessage messages for CActorAction. This allows heal effects to configure Actor actions.
- Fixed an issue where CEffectHeal would not be able to fire its Stop effect action sub name at the correct time.
- New CValidatorUnitOrderCValidatorUnitOrder flag: CheckStateOnly
- When checked, this validator will only evaluate if the ability command is disabled for the unit, regardless if the command can be executed due to reasons like “not enough mana”.
- New CEffectModifyUnit flag: ResourceDrop.
- When checked, the impact unit will instantly drop the resource it’s currently carrying without needing to travel to a Town Hall. The owning player will receive the resource.
- New CEffectEnumArea flag: UnCreep
- When on, the search effect will exclude Creeps in its search radius.
- Unit Random Seed API:
- New trigger API to set, get, or reset a unit’s randomized seed.
- The randomized seed of a unit determines a unit's random name, variations, etc.
- This is useful when you want to create an exact copy of a unit.
- Fixed an issue with CEffectSwitch where it would sometimes return a wrong error message.
- New flag for Train abilities: Copy Life Percentage
- Determines whether the trained unit would inherit the life percentage of the trainer unit.
- New flag for Train abilities: Bypass Food Restriction
- Allows the ability to bypass food restrictions.
- New Placement Build ability flag: Smart Cast
- Determines whether the ability can be right clicked to smart cast.
- New flag for Effect abilities: External Acquire Passenger
- Allows abilities to acquire units inside a transport.
- Fixed an issue where the Unit Weapon Range validator would always fail when a unit was mind controlled.
- New Create Healer effect flag: Continue When Full
- Determines whether the Create Healer effect will continue if the healed vital is full.
- By default, off.
- Fixed an issue where Create Unit effects would directly create units at a rally point instead of moving them to the rally point if the Rally Unit field was set.
- New Set Effect field: RecycleCount
- Allows their child effects to be executed repeatedly until they meet the recycle count.
- New flag for Effect Abilities: Cancel Reset Auto Cast
- Determines whether the auto-cast state of the ability would be reset when the player manually cancels ability channeling.
- New Veterancy Level validator field: Result Max Level
- Checks whether a unit has reached the maximum hero level.
- Fixed an issue where revive alerts did not correctly point to revived units nor play the right VO.
- New Set Effect flag: Set Source
- Set the source unit/point of its child effects to be the target point/unit of the current target unit/point.
- Added a search box to the Ability Command list dialog in the data editor.
- Fixes for Custom Races
- The race dropdown in game lobbies now correctly lists the custom races set in the map instead of always displaying Terran, Zerg, and Protoss.
- Please note this change does not affect Extension Mods for now, there is currently no way to add custom races into race dropdowns via an extension mod.
- Fixed an issue where maps with custom races could crash due to a console skin feature.
- Custom Team Name Support
- The SC2 Editor now supports custom team names.
- Custom team names may be set differently based on different game modes.
- To customize team names, go to Map/Mod->Game Variants.
- Expend "d time/" text tag
- Added five new Time Types to the “time” text tag for showing different game times.
- When passing these type names instead of a direct number, the text tag will show the corresponding in-game time.
- Examples:
- Input Text
- Fixed Time: "d time="9125"/>
- Game Time: "d time="GameTime"/>
- Mission Time: "d time="MissionTime"/>
- AI Time: "d time="AITime"/>
- Date Time: "d time="DateTime"/>
- Time Of Day: "d time="TimeOfDay"/>
- Displayed Text
- Fixed Time: 9125 seconds
- Game Time: 11:50
- Mission Time: 11:50
- AI Time: 11:50
- Date Time: 2020:06:12:12:12:23
- Time Of Day: 22:06:34
- Input Text
- Other UI Frame Property Changes
- New CHeroFrame properties: HeroTag, Skill Point
- Exposes a hero's unit tag and unspent skill points.
- Modders can use these properties to customize their own hero frames.
- Exposes a hero's unit tag and unspent skill points.
- New CHeroFrame properties: HeroTag, Skill Point
- Customizable Editor Tooltips
- Added additional tooltips to data editor fields to help modders to have better understandings about some of the fields’ functionalities.
- We’ve also granted the community the ability to customize these tooltips. Starting with patch 5.0, modders can create an “Editor” folder in their StarCraft II install folder. When a user places the following text files into this folder, they’ll be able to be able to add their own tooltip documentation for data editor fields, as well as override locale strings in the editor client.
- EditorStrings.txt
- EditorCatalogStrings.txt
- EditorCategoryStrings.txt
- We encourage the community to share their own versions of data editor tooltips with each other.
- We’ve also granted the community the ability to customize these tooltips. Starting with patch 5.0, modders can create an “Editor” folder in their StarCraft II install folder. When a user places the following text files into this folder, they’ll be able to be able to add their own tooltip documentation for data editor fields, as well as override locale strings in the editor client.
- Added additional tooltips to data editor fields to help modders to have better understandings about some of the fields’ functionalities.
- Miscellaneous Changes
- Increased the max foliageCount in the Terrian Editor to 10 per cell.
- Fixed an issue where a red text error would show up when trying to revive a unit that died during a morph.
- New field in GameUI data: Suppress Skins In Replay
- This allows WCS Game Heart to suppress skins in replays.
Bug Fixes[]
- General
- Fixed an issue where adding and taking away units from a control group with a large number of units would cause performance hiccups.
- Fixed an issue where the first attack wave could become stuck during the Legacy of the Void: Whispers of Oblivion campaign mission.
- The portrait for the Command Center on the Terran Remastered console skin is now properly centered.
- Fixed an issue where some water doodads would occasionally blink above water.
- Co-op Missions
- Karax
- Newly built Nexuses will now properly cast Chrono Boost on themselves when there is a Karax in the game.
- Increased the subgroup priority of Energizers in phasing mode to match that of regular Energizers.
- Mengsk
- Fixed a bug where Imperial Intercessors with the Dual Resuscitators upgrade would heal more quickly than intended.
- Stetmann
- Fixed a bug where Mecha Baneling Egonergy Enhanced Explosives damage was capped at 50.
- Mecha Utralisks now have a cleave attack as intended.
- Tychus
- Fixed an issue where canceling a queued Outlaw could cause a player to lose the Outlaw slot.
- Versus
- Fixed a bug where Chronoboost was interacting incorrectly with Transform to Warp Gate.
- Shield Batteries will now correctly obey stop commands on non-defensive structures while autocast is enabled.
- Shield Batteries with the Battery Overcharge buff may no longer restore the shields of units inside transports.
- Galaxy Editor
- Fixed a bug where the CAbilIcon frame would ignore its command index property.
- Fixed an issue that caused the legacy map converter to crash.
- Fixed an issue where a behavior’s Rate Multiplier Array modifier did not work properly on morph abilities.
- Fixed an issue where the CValidatorUnitTestWeaponType validator could cause a crash if the unit set to be validated does not exist.
- Additional Galaxy Editor Fixes from 5.0 PTR
- Fixed an issue where the new Orb system could cause a crash if orb data is set in a certain way. CAbilAttackModifier now respects its requirement and autocast settings.
- Fixed an issue where the Veterancy behavior could have an empty Veterancy Level Array field. Now the Veterancy behavior can use the Levels field and MinVeterancyXPXXXX fields to config the leveling data of a Hero.