New patch

Roach

TD Admin
Summary:
-new league -> Grandmasters (for top 200 only)
-Archon toilet no longer works.
-High templar are now fkin useless (why dont they get rid of all spellcasters energy buff??)
-Infestors now do more damage and less stun time with fungals but it fires like a missle instead of insta cast
-BCs recieved a speed buff
-stim takes longer.

some other shit.

To be honest im kinda pissed about the high templar thing. now u cant warp in templar and have them useful from the getgo.

If they want spell casters to have to charge up than it should apply to all races >.<





•Leagues & Ladders
•A new Grandmaster League has been added for 1v1 ladders. This league represents the Top 200 players in each region.
•Players are automatically drafted into Grandmaster League shortly after a new season starts, and will remain in the Grandmaster league until the end of the season. If a Grandmaster player’s available bonus points get too high due to inactivity, they will be automatically removed from the league and a replacement player will be drafted in.
•The Grandmaster League can be viewed by all players through the new Leagues & Ladders > Grandmaster tab
•The bonus pool has been reduced for arranged teams.
•Leagues will now be locked during the final weeks of the season. As a result players will not accumulate additional bonus points and will not be promoted or demoted out of their current division during this period.
•This will allow players to focus on moving up in their current league without being promoted during the final weeks of a season, and having to fight their way up from the bottom ranks of their new higher league.
•Players can still utilize any points they previously accumulated.
•Ladder data from the prior season can be viewed through the new Leagues & Ladders > Last Season tab.
•New league icons have been introduced to indicate division rank. These will indicate the Top 8, 25 and 50 players in each division.
•Loss counts are no longer displayed in Profile and Ladder pages for players below Master League.

•Join Custom Game
•Several improvements have been made to the Join Custom Game section:
•The Details panel has been removed from this page. Map details are now shown inside a tooltip for each game.
•Players can now bookmark their favorite custom games! The number of times a game has been bookmarked will be shown in that game's tooltip.
•Games are now organized into several pages to make finding your desired game type easier:
•Featured: Our team is always on the lookout for new games that are lots of fun. Our latest favorites are shown on this page.
•Most Popular: Shows all game types, with the most played games sorted to the top.
•By Category: This page allows you to browse through Custom Games based on Category.
•Up & Coming: This page highlights games that other players are recommending, but haven't yet become popular.
•Fun or Not: From this page you can automatically join a random new Custom Game. After the game, players using Fun or Not are asked to recommend the map (or not). Recommending maps helps get them onto the Up & Coming page.
•Recently Played: The last several games you’ve played are shown here. Use this to quickly get back into games you play often, or to easily bookmark a game you enjoyed playing.
•Bookmarks: Use this page to view your Bookmarked maps.
•A search option has been added to the Join Custom Game interface.

•Observer and Replay UI
•New panels are now available when observing or viewing a replay of 1v1 games. These panels can be toggled via hotkeys which are shown under the Leader Panel drop-down.
•Player Name Panel: Displays the players' name, team color, race, and supply count.
•Stat Comparison Panels: Shows a head-to-head comparison of players' Resources, Army Supply, Units Killed, or APM.
•In 1v1 observed games, both players’ resource rows are shown in the upper right at the same time.
•You can now toggle between player unit colors and team unit colors when watching a replay or observing.

•Achievements
•All achievements in the "Wings Of Liberty: Hard" and "Wings Of Liberty: Brutal" series now show a checklist of what missions you have completed and no longer display a progress bar.
•"Liberty Completionist Hard" and "Liberty Completionist Brutal" achievements are now the final achievements in the "Wings Of Liberty: Hard" and "Wings Of Liberty: Brutal" series.

•Game Options
•A new Control tab is available from the Options Menu. You'll find Mouse, Keyboard and Scrolling options within this new menu.
•A new menu option is available in the Gameplay tab to change the behavior of Control Group Buttons. These can now be set to ignore mouse clicks or be hidden completely.
•The existing menu option under the Gameplay tab for Menu Bar Clickable now also supports hiding the Menu Bar.


Balance

•GENERAL
•Players can no longer hide units by setting them in a close proximity patrol (Viking flower).

•PROTOSS
•Mothership
•Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.
•High Templar
•Khaydarin Amulet upgrade (+25 starting energy) has been removed.
•Zealot
•Charging Zealots will now hit fleeing targets at least once.

•TERRAN
•Battlecruiser
•Movement speed increased from 1.406 to 1.875.
•Bunker
•Build time increased from 35 to 40 seconds.
•Tech Lab
•Stimpack upgrade research time increased from 140 to 170 seconds.

•ZERG
•Infestor
•Health increased from 90 to 110.
•Fungal Growth
•Stun duration decreased from 8 to 4 seconds.
•Damage increased by +30% vs. armored units.
•Now fires a missile instead of being instant cast.


StarCraft II Editor Improvements

•Improved loading times for some custom maps with complex tech restrictions.
•The compiled script memory has been split into a separate block from the global/local stack block. Additional improvements will be made to provide more memory space in the future.
•Command card editor and actor event editor will now be less vulnerable to data errors from changes made in future patches.
•The game cursor now remains visible while loading maps.
•Additional options can now be configured using the command card editor.
•Additional cheats are now available in-game when using Test Document.
•Additional data is now saved out by the data editor to overrides made in arrays of structures to try to prevent unintended changes made to the original data from breaking it.
•Debug outputs are now displayed in the editor and in-game when using Test Document.
•Reworked Game Variants dialog to be more user-friendly:
•General tab has been removed. This text did not appear anywhere in game.
•Attributes tab has been split into Game Attributes and Player Attributes.
•Attribute UI now more closely reflects the game lobby.
•Default values are now enforced as necessary based on Player Properties.
•New trigger actions have been added:
•Set Camera Data: Changes the active camera data settings, as defined in the Data module.
•Show/Hide Resource: Shows or hides the specified resource in the UI.
•Lock/Unlock Status Bar: Forces or resets all status bars for a player to a specified state.
•Set Random Seed: Sets the random game seed to the requested value.
•Enable/Disable Selection Type: A new UI Editor action to disable the various ways that players can change their selected unit.
•New trigger functions have been added:
•Convert Game Hotkey: Looks up hotkey as text.
•Convert Game Asset: Looks up asset path as text.
•Add On Child: Returns the child unit attached to the specified parent.
•Add On Parent: Returns the parent unit attached to the specified child.
•Catalog Entry Is Default: Returns if the specified entry is a default.
•Catalog Field Value Get As Integer: Converts the requested field data into an integer, if possible.
•Test Document preferences can now configure an explicit random seed value.
•Automatic backup feature (Preferences > Documents) now includes a User Folder location option, which corresponds to a folder named EditorBackup within your StarCraft II documents folder.
•Units can now specify a revive cost that will override an ability specific cost. Revive cooldowns & charges located on the unit will now be attached to the unit being revived.
•Instant larva-style training will now charge resources properly.
•Upgrades modifying units produced by Arm Magazine, Build, Merge, Morph, Train, and Warp Train abilities are now fully supported.
•The Chance field in effects is now upgradeable.
•Support for browsing Battle.net "Featured" and "Up And Coming" maps in the Open Document window has been added.
•Added a text preview pane to the text editing controls.
•Added additional states to behaviors, Set Unit State, and Unit Classification Check triggers to determine if a unit is detectable or shown by a radar.
•Added armor to the Unit Property and Unit Type Property triggers.
•Added Weapon Damage and Weapon Speed Multiplier triggers.
•Added support to refresh all buffs of the same type when adding a new instance by using the new "Refresh Stack" flag.
•Added a "Wait to Spend" flag, which is enabled by default, to effect abilities so configure whether orders wait until a cooldown or charge becomes available before they create their effect.
•Added an &quot:offset Area by Angle" flag to search effects to adjust the angle of the search based on the locations involved.
•Added an Idle Command to unit data to configure what order the unit performs when idle.
•Added an actor message to allow models to change their hit-testable status.
•The Player Property and Modify Player Property triggers can now disable the cost for each resource type.
 

marinerevenge

TD Member
Infestors are going to be useful now against mech play and protoss deathballs. However fungal growth is going to be worthless against mutas or pheonix's now, you can actually dodge the FG if you move your units even relatively quickly.

In small micro scenarios it will be easy to dodge and FG will only be reliably useful in large battles now or against units that are not being micro'd.

The high templar nerf kind of sucks for toss, and the only time i didnt see colossus in ZvP was when they went templar, with this change ill probably only ever see colossus + gateway combo + voids.

I dont think the change should stick, but this is just PTR testing patch and just like the last one, it will probably have a few changes before going live.



Also, bunkers take longer to build AND stimpack takes much longer to research. This is HUGE for early game zvt. Less effective bunker cheeses and now the 3rax timing pushes will be slowed a little as well.
 

LT_Clash

TD Member
the one thing im worried about for Z is with the fungle growth going from 8 to 4 seconds is since its a Dot effect will the dmg be halfed as well or did they buff the amount of dmg the dot dose to keep the dmg the same.
 

marinerevenge

TD Member
The damage will remain the same, and its actually going to be higher against armored units, meaning, we now have an effective tool against giant protoss balls and i cant fucking wait to use it.

I now actually feel like zerg is nearing a comfortable level.
 

r3volution

TD Admin
Thank goodness the Archon toilet doesn't work anymore. I don't mind the bunker build time increase that much, but the 30s increase for Stimpak is going to be balls.

Do we know when the new season is starting? Haven't been able to play much in China cuz I keep getting dced.
 

marinerevenge

TD Member
New season starts a few weeks after patch 1.3 goes live. And after 1.3 goes live, all divisions will be locked. No promotion/demotions during the period, and then points will be wiped and every starts at bronze/silver/gold/plat/diamond/masters with 0 points again.
 

Fork Included

TD Admin
the high templar thing might suck for protoss but i think it is good

protoss can warp in two high templar right into a mid-late game battle, spam 2 storms, then morph into an archon

thats mad damage!
 
[quote1299111556=MarineRevenge]
Also, bunkers take longer to build AND stimpack takes much longer to research. This is HUGE for early game zvt. Less effective bunker cheeses and now the 3rax timing pushes will be slowed a little as well.
[/quote1299111556]

Therefore, Terran is now even more OP than ever before.
 
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