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StarCraft 2 4.2.0 Patch Notes

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As you may have noticed, we've recently added a StarCraft 2 section to the site, and have started providing top quality guides for the game to make our Blizzard game coverage complete once again. With that we'll also be covering SC2 news and what better way to start than with some massive patch notes!

4.2.0 brings a significant unit UI upgrade for new players, as the "strong and weak against" sections have been updated, while the meat of the patch focuses on co-op, featuring tweaks to commanders, mostly Fenix and Han & Horner. The rest is editor tweaks and the usual metric ton of bug fixes.

Blizzard LogoFebruary 20 (source)

General

UI

  • The “strong against” and “weak against” section for each unit has been updated in the Help section.

Versus

  • Protoss
    • Observers will now animate slightly when in Surveillance Mode. They will no longer emit sounds while cloaked to enemy players in this mode.
    • The Disruptor Purification Nova art has been modified so that the center core better indicates the collision size of the detonation radius.
    • Adept attacks will now have orange projectiles once Resonating Glaives has been researched.
    • The icon for Resonating Glaives has been updated to match the new spell effect.
  • Zerg
    • Hydralisk attacks now have a new green visual effect once Grooved Spines has been researched.

Co-op

General

  • All Spore Crawlers’ damage—including Zagara's, Kerrigan's, Abathur's, and Amon's—has been reduced from 15 (+30 vs. Biological) to 15.
  • Armor and Shield upgrades are now generally cheaper across the board.
  • Reworked building selection priority of all Co-op commanders to be more consistent.
  • Changed various Mastery descriptions to improve the clarity of these abilities.
  • All Overseers now have a more distinct visual indication when they enter Surveillance Mode.

Part and Parcel

  • Parts Crates are now considered hostile and units will automatically target them.
  • Parts can now be picked up by air units.
  • Parts pickup radius has been increased.
  • The first bonus objective will now spawn at 8 minutes instead of 7 minutes.
  • Hybrid Boss music will now be modified by the Music volume option under sound settings.
  • The area around each Hybrid Stasis Chamber is now buildable.
  • The "Gather Balius Parts" objective has now been renamed "Gather Balius Parts to delay Hybrid" to better communicate to the purpose of collecting parts.
  • Reworked General Davis' voiceovers to be less frequent.

Abathur

  • Abathur's Ultimate Evolutions now have tooltips that better describe their Symbiotes' abilities.

Fenix

  • Reworked Fenix’s level 10 upgrade, Operational Efficiency, to reduce the mineral costs of all production and tech structures by 50% in addition to its current functionality. This cost reduction applies to Gateways, Cybernetics Cores, Forges, Twilight Councils, Robotics Facilities, Robotics Bays, Stargates, and Fleet Beacons.
  • Legionnaire base damage increased from 12x2 to 16x2. Weapon upgrades now provide +2x2 damage each, up from +1x2.
  • Conservator Protective Field damage reduction increased from 20% to 35%.
  • Radius of Conservator Protective Field in Mobile Mode increased from 5.5 to 7.2. It now matches its radius in Phasing Mode.
  • Combat Sensor Array now increases the Scout’s air attack range by +3, up from +1. Range bonus on the ground remains the same.
  • The Air Weapons upgrade now provides the Scouts’ anti-ground Photon Blaster with +2 (+3 vs. light) damage, up from +1.
  • Carrier Interceptor cost decreased from 15 to 0.
  • Extended Thermal Lance research cost decreased from 150/150 to 100/100.
  • Avenging Protocol now gives a 50% attack speed bonus when a champion is transferred to a new shell, up from 25%.
  • Avenging Protocol now gives a 10% attack speed bonus per supply each time a host shell of their type is destroyed, up from 5%.
  • Avenging Protocol attack speed bonus cap increased from 100% to 200%.
  • Avenging Protocol bonus duration increased from 10 seconds to 20 seconds.
  • Taldarin range increased from 5 to 6.
  • Warbringer range increased from 8 to 9.
  • Kaldalis’ Empowered Blades damage scaling increased from 3 per Legionnaire to 4.5 per Legionnaire. Maximum Empowered Blades damage increased from 29 to 39.
  • Talis’ Debilitation System now allows Talis to hit 8 units with its Ricochet Glaive ability, up from 5.
  • Talis' Psionic Projection ability now summons a Shade that deals 25 (35 vs. light) damage, up from 8 (11 vs. light). 
  • Talis’ Shade now has a unique indicator so that it is more identifiable.
  • Taldarin attack speed increased from 1.80 to 1.45.
  • Taldarin's Barrier damage absorption increased from 100 to 200. 
  • Warbringer Purification Blast damage increased from 200 to 300.
  • Mojo TDW bonus reworked. Instead of increasing stun duration (from 2 to 4), it now decreases the cooldown of Suppression Procedure by 0.75 per Scout, from 10 to a minimum of 5.
  • Mojo now receives bonuses from Combat Sensor Array. His upgraded attack range (6 vs. air, 4 vs. ground) will still remain 1 less than that of upgraded Scouts (7 vs. air, 5 vs. ground).
  • Fenix’s Attack Speed Mastery bonus increased from 1% per point to 2% per point.  Maximum attack speed bonus increased from 30% to 60%.
  • Fenix Suit Offline Energy Regeneration Mastery bonus increased from 0.5% per point to 0.75% per point. Maximum regeneration bonus increased from 15% to 22.5%.
  • Champion A.I. Life and Shields bonus increased from 1% per point to 2% per point. Maximum life and shield bonus increased from 30% to 60%.
  • Extra Starting Supply Mastery bonus increased from 1 supply per point to 2 supply per point. Maximum starting supply increased from 30 to 60.
  • Rally points set to Fenix's suits will now re-rally to a new suit each time one is summoned. This occurs even if an active suit is destroyed in combat and a new suit is summoned later.
  • Fenix's Purifier Conclave now shows the number of units of that type on the field without a mouseover.
  • Fenix's Disruptors now have a max range indicator when selected.

Han & Horner

  • Hellion damage increased from 15 (20 vs. armored) to 15 (30 vs. armored).
  • Hellion weapon upgrade now provides +1 (+3 vs. armored) damage, up from +1 (+2 vs. armored).
  • Hellion Tar Bomb ability now reduces the range of units hit by the Tar Bomb by 3.
  • The Hellion's stronger death chance effect now overrides its normal death chance effect.
  • Hellbat HP increased from 135 to 235.
  • Widow Mines no longer have the “Ignore Placement” flag.
  • Asteria Wraith max attack speed bonus increased from 50% to 100%.
  • The Deimos Viking’s W.I.L.D. Missiles ability now deals 15 (25 vs. armored) damage per missile, up from 10.
  • Deimos Viking’s anti-air damage increased from 15 (21 vs. armored) to 20 (35 vs. armored). Weapon upgrades now provide 2 (4 vs. armored) each, up from 2.
  • Sovereign Battlecruiser ATA Laser (12 damage) and ATS Laser (15 damage) weapon systems removed. These are replaced by an ATX Laser Battery weapon that deals 18 damage with the same cooldown.
  • Sovereign Battlecruiser in ATX Laser Battery mode can now fire while the Battlecruiser is moving.
  • Damage of Sovereign Battlecruiser in Overcharged Reactor mode increased from 100 to 200.
  • Mini Yamato Gun weapon upgrade now provides +20 damage, up from +5.
  • Drone Hanger supply cost decreased from 6 to 3.
  • Asteria Wraith supply cost increased from 2 to 4.
  • Deimos Viking supply cost increased from 2 to 4.
  • Sovereign Battlecruiser supply cost increased from 6 to 10.
  • Strike Fighter Platform supply cost decreased from 4 to 2.
  • Strike Fighter takeoff time decreased from 1 to 0.5.
  • Strike Fighter movement speed increased from 13 to 30.
  • Strike Fighter acceleration increased from 20 to 100.
  • Strike Fighter armor increased from 0 to 2.
  • Strike Fighter gains 1 fewer second of invulnerability after it drops its payload.
  • Strike Fighter retains vision for 2 additional seconds after it drops its payload.
  • Strike Fighter damage increased from 150 (400 vs. non-Heroic structures) to 175 (400 vs. non-Heroic structures).
  • Mag Mine arming time reduced from 15 seconds to 10 seconds.
  • Mag Mine Triggering Time reduced from 2.5 seconds to 1.5 seconds. 
  • Han & Horner’s Level 8 ability, His and Her Supply, now increases the HP of their Supply Depots from 400 to 800.
  • Salvage bonuses no longer affect certain “free” units such as Nova’s Railgun Turrets (summoned from Ravens), Infested Civilians, Volatile Infested, and Infested Troopers (summoned from Bunkers). Salvage will still affect all of Zagara’s Banelings and Infested Marines (summoned from Barracks).
  • Stronger Death Chance Mastery bonus increased from 1% per point to 1.5% per point. Max bonuses increased from 30% to 60%.
  • Double Salvage Chance Mastery bonuses increased from 1% per point to 2% per point. Max bonuses increased from 30% to 60%.
  • Horner Unit Life Regeneration Mastery replaced with Strike Fighter Area of Effect Radius Mastery. The Strike Fighter Area of Effect Mastery increases both the radius of the Strike Fighter’s base attack and the radius of its Napalm Payload Effect by 1% per point up to a total of 30%.

Karax

  • Extended Thermal Lance research cost decreased from 150/150 to 100/100.
  • Fire Beam research cost decreased from 200/200 to 150/150.
  • Fire Beam damage over time increased from 100 damage over 5 seconds to 150 damage over 5 seconds.
  • Carrier Interceptor Cost decreased from 15 to 0.
  • Solar Efficiency Level 2 upgrade cost decreased from 300/300 to 250/250.
  • Solar Efficiency Level 3 upgrade cost decreased from 400/400 to 300/300.
  • Advanced Repair Systems upgrade now allows the Reconstruction Beam to target two additional targets, up from one.
  • The Solar Flare upgrade now enables Solar Lance to set fire to the ground in an area that is double the width, from 2 to 4. The Solar Lance's primary weapon width remains the same.
  • Solar Flare duration increased from 10 seconds to 20 seconds.
  • Solar Flare damage over time increased from 10 damage/second to 15 damage/second.
  • Karax's units are now 30% more expensive than Protoss base units, down from 50% more expensive.
  • Karax's Unit Cost Mastery bonus decreased from 1% per point to 0.75% per point. Maximum cost reduction from 30% to 22.5%.

Swann

  • Swann's Factory can now build both Hellions and Hellbats.

Unit Upgrades

  • Abathur, Kerrigan, Zagara
    • Ground Carapace upgrade costs decreased from (150/150; 225/225; 300/300) to (100/100; 175/175; 250/250).
    • Flyer Carapace upgrade costs decreased from (150/150; 225/225; 300/300) to (100/100; 175/175; 250/250).
  • Artanis, Alarak, Fenix, Karax, Vorazun
    • Plasma Shield upgrade costs decreased from (150/150; 225/225; 300/300) to (100/100; 175/175; 250/250).
    • Air Armor upgrade costs decreased from (150/150; 225/225; 300/300) to (100/100; 175/175; 250/250).
  • Dehaka
    • Primal Attacks upgrade costs increased from (100/100; 150/150; 200/200) to (100/100; 175/175; 250/250).
    • Primal Carapace upgrade costs decreased from (150/150; 225/225; 300/300) to (100/100; 175/175; 250/250).
  • Stukov
    • Infantry Armor upgrade costs decreased from (150/150; 225/225; 300/300) to (100/100; 150/150; 200/200).

Editor

  • Improved Terrain Editor module object lookups.
  • Added native functions: BankBackupGetId, BankBackupGetLatestId, BankBackupRemove, BankBackupLoopBegin, BankBackupLoopStep, BankBackupLoopDone, BankBackupLoopCurrent, BankBackupLoopEnd to allow iterating over and managing backup banks.
  • Changed Scintilla code and XML editor to utilize the UTF 8 character set to allow displaying hint text in all languages.
  • Modified the Scintilla hint text to not display across the entire screen when the hint is a long string.
  • Fix for missing trigger debug profiling for modder utilization in the trigger debugger.
  • Enabled editor features for any user that has paid content by removing the starter account restriction.
  • Viewing of the Wings of Liberty campaign maps now allowed for all editor users.
  • Added native event: EventHotKeyPressed for being able to query hot keys that are pressed.
  • Added native function: UnitControlGroup to get the currently selected unit group.
  • Added Scintilla code editor to the trigger error view.
  • Improved the Text Editor search functionality.
  • Added optimizations for unit groups.

Bug Fixes

Campaign

  • Fixed a typo in the description of the Tal’darim Destroyer in the Legacy of the Void campaign.
  • Fixed an issue in the Legacy of the Void campaign where using the Temporal Field ability created only one field.
  • Restored the casting animation of Aiur High Templars when playing Legacy of the Void campaign.
  • Fixed an issue on Void Launch that prevented Terran buildings from landing in certain areas.

Co-op

  • Fixed a bug where killing Amon's Ghost Academy would give the player additional score points.
  • Fixed some unintended interactions with the Twister Mutation.
  • Players who have a Han and Horner ally will no longer hear the announcement voice-line when a Wraith is called down.
  • Replaced the Queen unit in the Hotkey list for Zerg Co-op Commanders
  • Fixed an issue with the Twister Mutator not interacting properly with flying units in certain parts of the Chain of Ascension mission.
  • Fixed an issue where Weekly Mutations were not granting the correct amount of experience based on difficulty.
  • Burrowed Lurkers will now have the chance to change into a more powerful unit when the Transmutation Mutator is active.
  • Symbiote from Abathur’s Ultimate Evolution will now target Void Shards on the Rifts to Korhal mission.
  • Abathur
    • Fixed a bug where Toxic Nests were respawning on initial placement.
    • Fixed a bug where Symbiotes were disappearing when certain abilities were used on it.
  • Alarak
    • Fixed a bug that allowed Alarak to use abilities while the hero is spawning.
    • Fixed a bug where Alarak's Wrath of the Highlord ability had global range.
  • Dehaka
    • Fixed an issue that caused the Primal Hive to trigger the incorrect error when attempting to root in a blocked area.
    • Dehaka no longer has a chance of becoming stuck in the air when affected by the Infestor’s Fungal Growth.
    • Primal Mutalisks with Primal Reconstitution can now receive fatal damage from a Choker's tentacle attack on Dead of Night.
    • Primal Wurms can no longer Deep Tunnel into the Xel'Naga Temple and avoid enemy melee units.
  • Fenix
    • Fixed a typo in Purifier Armament's description. It now correctly shows the bonus damage.
    • Fixed a tooltip error regarding Clolarion’s range.
  • Han and Horner
    • Fixed an issue that allowed a Reaper to access areas that should not be pathable after using Jet Pack Overdrive on Chain of Ascension.
    • Chrono Wave no longer slows the cooldown of Horner's Starport units.
  • Karax
    • Fixed a bug where Sentinels were reviving into Legionaries and refunding the player minerals.
    • Fixed a bug where Optimized Ordinance was providing Photon Cannons and Khaydarin Monoliths with slightly too much attack speed.
  • Nova
    • The Raven’s Railgun Turret will no longer produce salvage when playing with a Han and commander.
    • Replaced the Starport building in the Hotkey list.
    • Issuing an attack move command near Nova's "Penetrating Blast" radius effect will no longer command Nova's army to attack her.
  • Stukov
    • The tooltip for Retinal Augmentation now displays the correct attack range.
    • The Volatile Infested that spawn from an Infested Siege Tank will now move to the location of the Psi Emitter.
    • Fixed a bug that allowed Infested Bunkers to generate minerals while playing with a Han & Horner ally.
    • The Brood Queen’s attack speed will now be increased by the “Mech Attack Speed” mastery.
    • The Aleksander is now able to attack the crates in Parts and Parcel.
    • Fixed a bug where Infested Civilians were spawning Broodlings each time they leaped.
  • Swann
    • The Wraith's Pulse Amplifier upgrade will now grant an additional 100% attack speed.
    • Fixed an issue that allowed Science Vessels to erroneously repair structures and bonus objectives.
    • The Hellbat transformation ability no longer has an Armory requirement.
  • Vorazun
    • Fixed a bug where cloaked units would become unkillable while under certain conditions when the mutator, Eminent Domain, was active.
  • Zagara
    • Fixed a typo regarding Zagara's Baneling damage Mastery.
    • It should provide 1 extra damage per point, not 1%.

Maps

  • AcidPlant LE
    • Removed a one unit wide pathable area in the north edge of the map.
    • Resolved several issues related to various doodads.
  • Backwater LE
    • Fixed an issue where, even with the ambient sound option turned off, animal sounds could be heard.

UI

  • Fixed an issue where players would receive an error when queuing for a 1v1 unranked game with a party.
  • Removed a duplicate listing of the Observer in the Help menu.
  • Resolved an issue that prevented changing the hotkeys related to the Overseer.
  • Removed Repair Drone from the Hotkeys menu.
  • The Shield Battery will no longer change sizes when being viewed in the Help menu.
  • Added the missing Infernal Pre-Igniter upgrade to the Hellbat in the Help menu.
  • Attempting to join an expired lobby while in a party no longer causes the non-party leader to get into an unresponsive state.
  • Removed support for viewing replays that are older than SC2 3.10 due to these replays no longer being supported and causing frequent crashes.

Versus

  • Fixed an issue that could cause the Oracle’s Revelation to last longer than intended.
  • Fixed an issue that caused units to maintain the visual effects of the Nexus Recall ability if it was destroyed while the units are being recalled.
  • An Adept’s location will no longer be briefly revealed to an enemy player if the Adept was in the middle of attacking when teleporting to its Shade.
  • Observers in Surveillance Mode will now benefit from armor and shield upgrades.
  • Zerg Burrowed Queens no longer have higher tab priority than unburrowed Queens.
  • Triggering the Oracle’s Stasis Ward now correctly removes the Interference Matrix debuff.
  • Fixed the building priority order for Pylons and Shield Batteries.
  • A warping Shield Battery pre-placed model will no longer appear if a Pylon is placed over or near the warping Shield Battery.
  • The Auto-Kill achievement has been updated so that it can still be obtained.
  • Fixed an issue that prevented the Protoss AI from being able to use Chrono Boost in custom games.
  • The Judicator Zealot’s Psi-Blades are now properly distinct from standard Zealot’s Psi-Blades in-game.
  • Fixed an issue with the Mercenary version of the Supply Depot appearing fully constructed while it was still being built when playing on the Wings of Liberty expansion level.
  • An Observer using the Forged skin will now face upwards when in Surveillance Mode.
  • Fixed an animation bug in the Junker Hellbat’s 3D portrait.

 

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      Moving while shooting is an experimental and often requested change. While Battlecruisers are slow, being able to pursue targets that have to stop to fire back makes the Battlecruiser much more maneuverable in combat and dangerous to kite unless you use units that greatly outrange it, such as Tempests or Vikings. Thus, this change mitigates the medium range weakness of the Battlecruiser without changing its relation to static defenses and long-range units.
      Widow Mine
      Drilling Claws upgrade now also permanently cloaks the Widow Mine while burrowed. A new visual effect will be applied to the Widow Mine to indicate this. This change restores the Widow Mine, post-upgrade, to its state prior to patch 4.0. This aligns with our previous goal of making early game Widow Mines feel fairer to both attacker and defender, while also improving the value of the Widow Mine upgrade. This should allow Terrans to utilize Widow Mines late-game more effectively in TvZ against Zergling/Baneling packs and achieve better passive scouting and zone control through well-placed mines.
      Cyclone
      Base armor reduced from 1 to 0 Currently in TvT,  Cyclones can trade very efficiently against most other early-game options. Removing 1 armor makes Reapers and Marines much stronger against Cyclones while not affecting Cyclone strength against units like Marauders and Siege Tanks. This should make them less effective to mass early on, but they’ll still have value if mixed with other units. Cyclone effectiveness versus Zerglings and Queens will also move in the Zerg player’s favor, so we’ll be watching closely.
      Thor
      250mm Punisher Cannons weapon speed changed from 3 to 2.5 250mm Punisher Cannons damage changed from 35 (+15 Armored) to 40 (+10 Massive) Javelin Missile Launchers area-of-effect radius reduced from 0.6 to 0.5 Base armor reduced from 2 to 1
      Our goal with the Thor is to push its role away from being strong all-around and into being a giant that slays other giants. In turn, it should be weak when swarmed by smaller units. Changing its armor allows units with fast attack speed but low damage like Marines and Zerglings to have an easier time against Thors. The reduction in anti-air radius is to address feedback that it heavily contributed towards making Mutalisks weak in the mid-to-late game against Terran. Since we want to promote more Mutalisk play, we’re reducing the power of this counter.
      Increasing its attack rate against massive targets makes the Thor very dangerous to units like as the new Tempest and Carrier in straight-up fights. Additionally, Brood Lords can be killed much more quickly, so Terrans opting to use multiple Thors pose a greater threat in head-on fights by denying Broodlings from being created. This should make the Thor a strong option when fighting massive air units, and reduce overlap with Vikings when it comes to fighting armored air in general.
      Medivac
      High-Capacity Fuel Tanks no longer increase the duration of Ignite Afterburners. Now it reduces the cooldown of Ignite Afterburners from 14 to 9. Medivac Heal will now work on units under the effect of the Phoenix Graviton Beam This keeps the uptime of Ignite Afterburners the same as before, but now players will have greater control over when they want to trigger it. Additionally, reducing cooldown makes it easier to move between multiple attack locations rather than having a longer duration, which encourages one-way attacks into a base. Overall, this should make the upgrade more attractive to players who value micro control for their Medivacs.
      The change to Medivac Heal makes it consistent with our change to Shield Batteries.
      Banshee
      Hyperflight Rotors upgrade cost reduced from 200/200 to 150/150 While speedy Banshees are very threatening, this upgrade is quite rare at high-level play. We wanted to give this Banshee upgrade a slight boost by reducing the price to make it more attractive to get in the mid or late game.
      Raven
      Anti-Armor missile damage reduced from 15 to 0 Anti-Armor missile will now reduce Protoss shields as well as armor While we have reduced the Raven’s damage on the Anti-Armor Missile a few times now, it still sees use as a strong area-of-effect damage ability in the late-game during TvT matchups. Since the intent is for Anti-Armor missile to be used as a debuff and not for its damage, we want to emphasize this purity of purpose. Thus, we’re removing the damage and making it affect all types of armor upgrades in the game. Other changes might be required to make this spell sharper in its purpose, so we’ll be monitoring how things go during testing.
      Engineering Bay
      Neosteel Frame and Structure Armor are being combined into Neosteel Armor, which combines their upgrades. It will cost 150/150 and take 100 seconds to research—the same as Structure Armor. Neosteel Frame improvements are often requested by various Neosteel enthusiasts in the community. This change aims to make it more attractive by combining it with an existing structure upgrade.
      Zerg
      Zergling & Hydralisk
      Unburrow speed changed from 0.71 to 0.36 Unburrow random delay reduced from 0.36 to 0.08 Increasing Unburrow speed should allow for more tactical and sneaky Zerg plays—for example, using Hydralisks to catch Warp Prisms or Medivacs unaware as they fly towards a mineral line, or using Zerglings to ambush reinforcements as they walk across the map.
      Hydralisk
      Health decreased from 90 to 85 In the past, we set out to make the Hydralisk more of a core unit. This has perhaps been too successful, to the point where it crowds out other strategies. Altering the Hydralisks’ health reduces their ability to be massed by making them more vulnerable to area-of-effect damage. Since altering the health of core units is always a big change, we will be watching to make sure Zerg still has the Hydralisk as an option, although perhaps not the best option for every matchup.
      Infestor
      Infested Terran cast range increased from 7 to 8 At 8 range, Infestors will be better able to cast Infested Terrans outside the range of static defenses and further away from enemy armies, allowing them to more effectively break siege lines or threaten massed enemy forces.
      Ultralisk
      New upgrade added: Anabolic Synthesis Cost: 150 minerals/150 gas Research time: 79 seconds Ultralisk off-creep speed increased by 10% (4.13 to 4.55). On-creep speed is unaffected.
      This makes the Ultralisk a much stronger and more responsive option off-creep without support. Due to their previous speed off-creep, they were sometimes a questionable choice against Terran Bio, with high-level players being able to defeat them with Marauders. Post-upgrade, they can better pressure Terran Bio forces, as their new speed is very close to Stim Marine/Marauder speed. Against Protoss, they can also be used to better pressure Carrier/High Templar compositions by quickly engaging the High Templars while shrugging off Carrier Interceptor damage.
      Nydus Network/Nydus Worm
      Nydus Network cost increased from 150/200 to 200/250 Nydus Worm cost decreased from 100/100 to 50/50 While Nydus Worm is emerging, it will no longer be invincible. Instead, it has 6 armor.
      Nydus Worms have been used historically for all-in strategies. We want to encourage more late game usage as a transport/harass tool. We’ve heard consistent high-level feedback to the effect that their lack of use late-game was due to the cost of the Worms themselves. Additionally, we wanted to increase the counterplay of Nydus Worms being placed directly in front of an opponent’s units, so we’re removing their invincibility during their emerging phase. However, its armor will be increased while emerging, so stopping a Nydus Worm will require more commitment than just swarming it with worker units or attacking with a few basic units.
      Burrow/Unburrow
      Burrow and Unburrow have been separated into two separate keys Burrowed and Unburrowed Zerg unit types will now be on the same tab-select, and both will be selected when double clicking on units This is a more experimental change. We have gotten requests over the years to separate the Burrow and Unburrow buttons for Zerg to give greater control over units, similar to how Terran controls the transforming of their Siege Tanks or Liberators. We are looking for feedback on how this feature feels in players’ hands, as it requires a bit of getting used to.
      Protoss
      Nexus
      Nexus Mass Recall renamed to Strategic Recall Mothership’s Strategic Recall renamed to Mass Recall Nexus Strategic Recall cooldown reduced from 130 second to 85 seconds Nexus Strategic Recall radius reduced from 6.5 to 2.5 We want to make Mass Recall a more useful tool for Protoss players to be able to attack early on with small groups of units without necessarily committing to an all-in attack. The greatly lowered radius makes it much less attractive for bringing back large armies, thus making positioning more important when moving with lots of units.
      Sentry
      Hallucination energy cost reduced from 100 to 75 Guardian Shield radius increased from 4 to 4.5 Currently, Protoss players often rely on Stargate units or Adepts to scout their opponents. Hallucination was more heavily used in the past, before Adepts existed, due to the opening phases of the game being faster and the window to build up energy on a Sentry being much lower. Therefore, decreasing the energy cost for Hallucination should help make it a more attractive scouting option.
      Increasing the radius of Guardian Shield is aimed at supporting more modern playstyles. Zealots are a more popular choice now as a core unit, but their Charge often places them outside of a Sentry’s Guardian Shield. This aims to slightly reduce that gap  so they more effectively cover larger Gateway-centric armies.
      High Templar
      Feedback damage reduced from 1 per point of energy drained to 0.5 per point of energy drained When the Ghost’s Snipe ability was changed to Steady Shot, the Ghost lost the ability to instantly kill a High Templar, but Templars remained very lethal to Ghosts. This change should move this relationship to focus more on energy denial/casting rather than outright lethality. Reducing Feedback’s damage also means that Medivacs will also no longer be instantly destroyed, which promotes more multipronged play in late-game scenarios. Against Zerg, this makes Vipers slightly less fragile, which should allow Zerg a few more chances to try and pull apart a Protoss player’s late-game armies.
      Robotics Facility
      Cost reduced from 200/100 to 150/100 Ideally, this change will reduce the strain on Robotics Facility unit build time. Currently, their cost and position in the Protoss tech tree makes it tricky to afford two of them early on, which is an issue since the four units it can produce are all very important to Protoss mid-game strategies. Since Robotics Facilities are sometimes used in proxy strategies, we will be monitoring this change to see if it makes holding proxies improbable.
      Colossus
      Added turret tracking
      Units with turret tracking functionality continue to face their targets even when not firing. The Siege Tank and Immortal are two examples of units that demonstrate this behavior. With turret tracking, microing a Colossus in battle should feel more rewarding for players and increase the unit’s skill ceiling.
      Disruptor
      Purification Nova changed back to pre-4.0 state. Purification Nova deploys a ball of energy that will detonate after 2 seconds, dealing 155 damage and an additional 55 shield damage to all ground units in its radius. Purification Nova no longer detonates on contact with enemy units Purification Nova now sends a threat signal to the opponent on detonation instead of during the launch phase Last year, we made a change to the Disruptor to see if it could work better at chipping away at armies over time. The change created a new way to use Purification Nova, but the new Disruptor was less effective at dealing damage to backline units such as Lurkers, as the ability would detonate on melee units screening for them. In some ways, the Disruptor became harder to use, since the possibility of friendly fire was very high once combat with either Zealots or Zerglings was underway. For these reasons, we are reverting to the older version of the Disruptor.
      We are also adding one change—the “your units are under attack” signal will happen after Purification Nova detonates on units instead of when it’s deployed. Before, this signal would cause units to immediately attack the Disruptor, which made it appear that your units were walking towards the undetonated Purification Nova, and their own death. This change also brings Purification Nova more in line with other splash effects like Siege Tank attacks and Psionic Storm.
      Tempest
      Cost reduced from 300/200 to 250/175 Supply reduced from 6 to 5 Hit Points and Shields reduced from 300/150 to 150/125 Speed increased from 2.632 to 3.5 Acceleration increased from 1.4875 to 2.8
      We want to keep the Tempest’s identity as a mobile long range weapons platform but give it a number of changes to make it both more interesting to fight against as well as more desirable in maxed-out army situations. At 450 total health, the previous Tempest had one of the highest health-to-cost ratios of all air units. By reducing its overall health, we can emphasize the weakness of the Tempest—overrunning it with numerous smaller units—as well as freeing up design space to make its strengths more interesting.
      Increasing speed without reducing damage or range will allow Tempest players to better position their units. This is designed around the idea that the Tempest is a large warship that trades durability for range and speed. Reduction of cost and supply is aimed at feedback we have gotten over time that in late-game scenarios against Zerg, Tempests are not desirable due to their supply and low effectiveness for cost versus targets other than Brood Lords. Against Terrans, Tempests already have a place fighting Battlecruisers, or more commonly, Liberators. After these changes, Tempests will match up well against these targets but will have to be extra careful around Vikings and Thors due to their decreased health pool.
      Carrier
      Graviton Catapult upgrade removed Hit Points and Shields increased from 250/150 to 300/150 Build time decreased from 86 to 64 seconds Interceptor build time increased from 6 to 11 seconds Interceptor damage decreased from 5x2 to 8x1 Interceptors will get +1x1 per Air Attack upgrade instead of +1x2 For the Carrier, we want to make changes that allow players to show their skill in controlling this powerful capital ship. One of the main pain points with Carrier power is that it is very front-loaded in terms of burst damage. Currently, the Graviton Catapult upgrade allows the Carrier to deploy Interceptors to easily overwhelm the sorts of rapid-firing units that could soft counter it, like Hydralisks and Marines. This makes the interaction between Carrier groups and opponents highly lethal—either kill the Carriers quickly, or be quickly destroyed. By removing the Graviton Catapult upgrade, reducing Interceptor damage, and increasing Carrier hit points, we hope to reduce how immediately lethal Carrier encounters are for both sides.
      Increasing Interceptor build time is aimed at making one of the soft counters to Carriers, killing their Interceptors, more reliable. We’re also reducing the Carrier’s build time, partly to offset the increased time it takes for them to come up to full power, since Carriers will still start with four out of eight Interceptors available. Also, since the burst damage of the Carrier is reduced, we have more room to allow them to be produced faster as opponents should be under less pressure to quickly amass their counters.
      Mothership
      Time Warp now also reduces the attack speed of enemy units and structures by 50% in addition to slowing by 50% Time Warp has remained unchanged since the removal of the Mothership Core. Since the old Time Warp was balanced around being on an early game unit, we wanted to increase the power of this ability to make it better fitting for a high-tech unit. By reducing attack speed this reinforces the ability’s zoning potential. It can also be especially effective against entrenched enemy positions by weakening static defenses without outright killing them.
      Shield Battery
      Shield Battery Restore will now work on units under the effect of the Phoenix Graviton Beam This will allow Shield Batteries to be more effective against low numbers of Phoenix harass. As a result, Phoenix play will need to be more of a commitment if the opponent builds Shield Batteries.
      Assimilator
      Health and Shields reduced from 450/450 to 300/300 Lowering the overall life of the Assimilator brings it more in line with Refineries and Extractors.
      Gateway
      Once Warp Gate research is complete, newly built Gateways will automatically transform into Warp Gates on completion Ideally, once Warp Gate research is done, newly built Gateways are always transformed into Warp Gates. This isn’t the most strategic or mechanics-intensive decision, so we are testing out making it automated.
      General
      New countdown timer added to the start of matches played in the Testing Matchmaking queue We’ve received feedback that players would like to test the addition of a countdown timer at the beginning of matches. This could help players have a smoother transition from the loading screen to the start of a match by reducing uncertainty about when the game starts. Thus, we’ll be feeling out this change in the Testing Tab.
      This is our first pass of changes for our post-BlizzCon update coming in November. As with previous design updates, these changes are balanced towards being more noticeable, with new changes being added or some being removed over the testing period—but that’s where you come in! Starting on Tuesday, you’ll be able to hop into the Testing Matchmaking queue, try out the changes, and let us know what you think. Good luck and have fun!
       
    • By Starym
      This patch brings preparations for the War Chest: BlizzCon 2018, which will be available on August 9th and feature a whole lot of new skins, banners and bonus items for other Blizzard games. You can check out the preview of the chest and the rest of the patch notes, which feature a lot of bug fixes focused primarily on co-op, below:
      War Chest Season 3 (source)
      The next War Chest is arriving soon. Check out the skin trailer we debuted at GSL vs the World.
      Below is a collection of all the new loot you can expect for each of the three races.
      New Cosmetic: Banners
      The third season of the War Chest brings with it a new cosmetic item: banners. Banners are a new way to customize your look in StarCraft II, and are displayed whenever you load into a game in Versus or Co-op. Each War Chest you purchase comes with its own race-specific banner, and if you pick up all three, you’ll also receive the exclusive “random” banner for those that let fate choose their race..
      Co-op Boost
      Along with all these new items, the War Chest also includes a 50% boost to experience earned when playing Co-op. Unlike previous War Chests, this boost will not be limited to 30 days—it will be active for the entire duration of the War Chest event. This means you’ll have from August 9 until December 6 to level up your favorite commanders.
      Bonus Items
      Those who purchase the bundle will receive the “random” banner as well as the following items claimable in other Blizzard games.
      War Chest: BlizzCon 2018 will be available for purchase starting August 9. You can purchase the race of your choice for $9.99 each, or you can buy the bundle for $24.99.
       
      4.5.0 Patch Notes (source)
      General
      The War Chest: BlizzCon 2018 has been added in preparation for its global launch on August 9. Over 70 new items will be available including new skins, portraits, sprays, emoticons, and a new cosmetic: banners. Learn more in our preview blog. Bug Fixes
      General
      The In-game music that plays while not in a match will no longer play over campaign cinematics and cutscenes. Versus
      Fixed an issue that caused the Mass Recall and Strategic Recall targeting cursor to not match the actual size of the affected area. Fixed an issue that caused the Anti-Armor timer to appear on the info panel of friendly units.   16-Bit – Increased the brightness of certain areas that appeared too dark on Low graphics settings. Fracture LE – Fixed an issue that caused certain doodads to appear as placeholder spheres in the Editor and missing in the game client. Blueshift LE – Fixed terrain textures that were not aligned with certain mineral deposits. Co-op Missions
      Kerrigan – The Hydralisk Den can no longer morph into a Lurker den while it is evolving an upgrade. Nova – Fixed an issue where attempting to immediately unload units after using Tactical Airlift would cause the units to be dropped off in their original location. Cradle of Death Fixed the mineral arrangement for the left main base. Added lights to the ramps leading outside of the center bases to help guide players to the next objective. Fixed more doodads where units could be teleported to and become stuck. Malwarfare – The UI Minimap Icons for Kill Bots and Suppression Towers are no longer the same. Miner Evacuation – Replaced missing environment art. Part and Parcel – Fixed an area of the map where units could be dropped and become stuck. Campaign
      Nova Covert Ops Replaced missing environment art on the mission “Night Terrors.” Troopers now benefit from infantry upgrades. The Blazefire Gunblade’s damage is now shown correctly in the info panel. Legacy of the Void – The Swarm Queen now has the correct unit model on the mission “Amon’s Fall.” UI
      Zerg melee attack upgrade no longer displays as a blank icon when looking at the Upgrade info panel during a replay. Known Issue
      Player Portraits can appear blank or missing when loading a replay. Previous patch notes.
    • By Starym
      It's time for another anniversary, and this time it's StarCraft 2 that's celebrating with in-game goodies! We're getting a cake profile portrait, double the co-op XP and, most importantly, fireworks and banners upon command center/nexus/hatchery completion! So happy birthday to SC2 and let's get in there and get those great rewards and harvest that XP bonus until July 30th!
      8th Anniversary (source)
      It’s hard to believe that it’s already been eight years since the release of Wings of Liberty. Eight years of the most amazing esports moments. Eight years of the most passionate and hardest working gamers in the world.
      To celebrate our anniversary, we’re giving away a yummy cake portrait to every player who plays one game during the promotion. StarCraft II demands a lot of brainpower so enjoy some sugar while earning ladder points.

      In-game, the workers are joining in on the celebration, but instead of wearing hats or stuffing their bodies with glitter, they will proudly fly banners and launch fireworks every time they complete a base structure. Party supply rental fees are costly in the future, however, so the signs will come down after some time.
      And finally, as a thank you for everyone who has continued to support StarCraft II, we’re activating a 100% bonus to the base experience gained in Co-op commanders and for leveling up individual races in Versus. Now is a great time to max out Commanders or earn levels for your off races.
      The celebration begins today and lasts until July 30 so don’t wait to jump in and celebrate StarCraft II’s birthday.  As always, thank you for your continued passion and love for the game.
    • By Starym
      Not much to say here, as this minor patch changes Kerrigan's Mutalisk upgrade and adds a bunch of bug fixes for co-op missions and versus mode.
      4.4.1 (source)
      Co-op Missions
      Kerrigan’s Mutalisk upgrade Severing Glave has been reworked. Will now remove the damage penalty from each bounce but will no longer increase its damage. No longer provides 100% bonus damage to armored units. Bug Fixes
      Co-op Missions
      Nova: Fixed the Nuke and Holo Decoy Cooldown Mastery tooltip to correctly read it decreases cooldowns by 3 seconds per point.   Raynor: Fixed an issue that caused the Research Resource Cost Mastery to not function correctly. Zagara Fixed an issue that caused Banelings from the Baneling nest and Banelings morphed from Zerglings to not benefit from the Baneling Attack Damage Mastery. Fixed an issue that caused the Scourge’s Virulent Spores upgrade to not function. Dead of Night: Chokers will once again use their choking ability. Cradle of Death Fixed an exploit that allowed Alarak to be unkillable on Cradle of Death. Fixed an issue where units could get transported under Stone’s Transport Compound and become trapped. Stone’s Transport Compound can no longer be cloaked. Fixed several incorrect icons for Co-op units. Versus
      The Renegade Missile Turret now has a burning animation. Fixed an issue that sometimes caused Widow Mines using the Special Forces skin to display a slower than normal burrow animation.   Removed the ‘Attack’ and ‘Stop’ commands from Pylons in the hotkeys menu. The Anion Pulse Crystals upgrade no longer shows an internal string when using the Wings of Liberty expansion level. A Widow Mine using the Mira’s Marauders skin now shows the burrow particle effect. Previous patch notes.
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