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We've already had a more in-depth preview of the new co-op map and commander changes coming with next week's patch, and today we're getting the full patch notes! In addition to the previously announced changes and additions we're getting a new Russian announcer, a few more commander tweaks, editor improvements and a new neutral structure, as well a whole lot of bug fixes.
New Russian Announcer: Alex007 Caster Oleksii “Alex007” Trushliakov rose through the ranks of his local Ukrainian esports scene to achieve renown in the global StarCraft II community. Now you can have Alex007 narrate your own battles in the Koprulu sector, drawing on all the insight he’s gathered from his years as a StarCraft journalist, commentator, manager, and tournament organizer. The Zergling, Overlord, and Roach will now alternate between their normal and upgraded forms when viewing their skins. CO-OP MISSIONS
New Co-op Mission: Cradle of Death Inspired by one of the top placing entries in Rock the Cabinet, created by 'TheSkunk' Learn more about the new mission in our blog. Alarak
War Prisms now drop their cargo if they are destroyed. Abathur, Kerrigan, Zagara
Pneumatized Carapace research cost decreased from 100/100 to 50/50. Overlords with the Ventral Sacs upgrade now drop their cargo if they are destroyed. Abathur, Kerrigan, Stukov, Zagara
After Pneumatized Carapace is researched, Overlord movement speed increased to 3.38, up from 1.88. After Pneumatized Carapace is researched, Overlord acceleration increased from 1.0625 to 2.125. Kerrigan
Omega Worms are now detectors. Resource Drops from Assimilation Aura can now be picked up by air units. Mutalisk range increased from 3 to 5. The Mutalisk's Vicious Glaive will now increase each Glaive's search radius from 3 to 5. It previously increased it to 4. The Mutalisk's Sundering Glaive upgrade renamed to the Severing Glaive upgrade. Each subsequent bounce of the Mutalisk's attack now deals 10% additional damage. Brood Lords will now always attack with two Broodlings, up from two with the first attack and one with each subsequent attack. The Porous Cartilage upgrade now increases the acceleration of Brood Lords from 1.0625 to 1.875 in addition to the current functionality. Prolonged Mutating Carapace Mastery replaced with Primary Ability Damage and Attack Speed Mastery. Increases the damage of Kerrigan's Leaping Strike and Psionic Shift and Kerrigan's attack speed by 1% per point, up to a maximum of 30%. Zagara
Zagara's Respawn time decreased from 120 seconds to 60 seconds. Medusa Blades damage increased from 10 damage to 50% of Zagara's weapon damage. Mass Frenzy Cooldown decreased from 120 seconds to 90 seconds. Sustained Frenzy Mastery replaced with Intensified Frenzy Mastery. Increases the attack and movement speed bonuses given by 1.5% per point up to a maximum of 45%. Roaches from Infested Drop movement speed increased from 2.25 to 3. Zerg Melee Attacks upgrades renamed to Zerg Ground Attacks. This upgrade now benefits Zagara's Queens, Hunter Killers, and Roaches in addition to its current functionality. Banelings now receive +4 (+8 vs Structures) damage with each Zerg Ground Attack, up from +4 (+5 vs Structures). Scourge now receive +11 damage for each Flyer Attack upgrade, up from +5. Zagara's Level 1 talent, Relentless Swarmer, now reduces the supply of Queens from 2 to 1 in addition to its current functionality. Zagara's Zergling Evasion percent chance increased from 0.5% to 1.5%. Maximum bonuses increased from 15% to 45%. The Abberation's Protective Cover now reduces all damage dealt to units under its cover by 50%. Abberation now receive +2(+4 vs armored) damage with each Zerg Ground attack, up from +2(+3 vs armored). Zagara's level 8 upgrade, Incubate Banelings renamed to Incubate Banelings and Scourge. Now has the following additional functionality: Corruptors spawn 2 Scourge when killed. The damage bonus provided by Corruption is increased from 20% to 35%. Corruption cooldown decreased from 45 to 15. Corruptor damage changed from 14 (20 vs Massive) to 14 (28 vs Armored). Corruptors now receive +1 (+3 vs Armored) damage for each Flyer Attack upgrade, changed from +1 (+2 vs Massive). Corruptor movement speed increased from 2.9531 to 3.375. Corruptor acceleration speed increased from 2.625 to 3. Corruptor Parasite Spore weapon damage point changed from .1670 to .0625. The Bile Launchers' Bombardment ability has been reworked. Now constantly bombards a target area repeatedly instead of only attacking it once per command. Bile Launchers can now target areas in the fog of war. The Bile Launcher's Artillery Ducts upgrade now provides 9 additional range (22 total), up from 7 (20 total.) Baneling Spawn cargo space reduced from 2 to 1. Nova
Hellbat Ranger HP increased from 345 to 550. Hellion Ranger HP increased from 230 to 300. Research Jump Jet Assault cost increased from 50/50 to 75/75. Jump Jet Assault research time increased from 30 to 45. Jump Jet Assault stun duration increased from 0.5 seconds to 2 seconds. Jump Jet Assault now provides Hellbat Rangers +4 armor for 5 seconds in addition to its current functionality. Jump Jet Assault is now an autocast ability with a cooldown of 5 seconds, up from 0 seconds. Jump Jet Assault range decreased from 6 to 3. The Marauder Commando's Magrail Munitions ability damage increased from 45 to 90. Covert Banshee cost decreased from 750/500 to 700/375. The Covert Banshee's Rocket Barrage is reworked to be an autocast ability. Rocket Barrage range increased from 6 to 7. Rocket Barrage damage decreased from 150 to 75. Rocket Barrage cooldown decreased from 60 to 15. Nuke and Holo Decoy Cooldown Mastery bonuses increased from 1 second (30 total) per point to 3 seconds per point (90 seconds total). Nova's Attack Speed Mastery replaced with Nova Primary Ability Improvement Mastery. Now increases the ability damage and absorption of Nova's primary abilities by 1.67% per point, up to a maximum of 50%. Abilities affected include Snipe, Sabotage Drone, Penetrating Blast, and Blink. EDITOR
New neutral structure added: Renegade Missile Turret The RMT is hostile to all players on the map. Its location will be visible on the mini-map at all times, until destroyed Has the same stats as the Terran Missile Turret. Can be destroyed like any other building. Must be set to Player 15 in the Editor to function properly. Dev Comment: We’re adding the Renegade Missile Turret as a new tool for melee map-makers. Like Xel’naga towers, gold minerals, and destructible rocks, we’re looking forward to the creative ways this structure can be used and will be used in future map-making contests.
Added various trigger and galaxy natives to get and compare the date and time a game is being played. Convert DateTime To Integer Convert Integer To DateTime Convert DateTime To String Convert String To DateTime Current DateTime Initial DateTime Get DateTime Year Get DateTime Month Get DateTime Day Get DateTime Hour Get DateTime Minute Get DateTime Second Get DateTime Weekday Index Synchronous Game Start Time Current Synchronous Game Time Get Current Day of Week DateTime is Before DateTime is After DateTime is Between Get Weekday From DateTime Get Month From DateTime DateTime is Weekend DateTime is Morning DateTime is Afternoon DateTime is Evening Format DateTime as String Data Editor Added a “Rate Multiplier” field to Weapons, Behaviors and Create Persist Effects. Weapons – Allows you to adjust weapon attack speed by percentage. Behaviors and Create Persist Effects – adjusting the executing rate of periodic effects. BUG FIXES
The Adept portrait now displays the correct colored textures in the Legacy of the Void campaign. Co-op
Reworked the way in which attack speed is applied in Co-op so that attack speed bonuses should now correctly interact with each other. Fixed a bug where Artanis and Karax's Mirages were not benefiting from the Anion Pulse Crystal Upgrade. Fixed a bug where Swann's Laser Drill Mastery was reducing build times by too much. Shield Overcharge will now display on Han and Horner's Reapers when they switch modes. Volatile Infested now show their timed life duration bar under normal "Show Unit Life Bar" settings. Fixed an issue where Abathur’s biomass and Dehaka’s essence were appearing larger than intended.Mist Opportunities Removed a large number of air pathing blockers to allow air units an easier time to navigate the map. Terrain under Bonus Objective buildings no longer clips into the Terrazine Extractors
Alarak The Mothership no longer receives attack bonuses from his Combat Unit Attack Speed Mastery. Alarak can no longer restore Health by absorbing Kerrigan's resources drops from Assimilation Aura. Artanis The Shield Overcharge effect will now display on Han and Horner's Reaper when it uses Jet Pack Overdrive. Fixed a bug where canceling Orbital Strike sometimes refunded too much energy. Dehaka Player Decals will now properly follow Primal Hives when they uproot and move. Fixed a bug where some buildings had too high box selection priority. Allies will no longer hear Tyrannozors being made. Nova Allies no longer hear Ghost and Goliath unit creation voice over. Nova's level 15 talent now correctly allows her to become invulnerable when switching from Assault Mode to Stealth Mode. Build Missile Turret no longer displays an internal string on the Requirements field. Raynor Calldowns now properly receive attack bonuses from Mercenary Munitions. Battlecruisers can no longer target Yamato Cannon on friendly units. Fixed a bug where Battlecruisers were able to attack both air and ground targets at the same time. Putting any points into Raynor's "Mech Attack Speed" mastery no longer causes the units from Raynor's Calldowns to lose the attack speed bonus from Raynor's Level 15 talent. Zagara Scourge no longer bypass armor when damaging units. Fixed an issue that caused the heath value and time duration for Zagara's respawn to not be in sync. Editor
Setting an actor’s Visibility Shape no longer causes it to disappear.
Darkness Sanctuary Fixed an issue where selection circles would not appear when a unit or building was on creep on a certain doodad. Fixed an issue where enemy units could be seen across Line of Sight Blockers at certain locations. Thors using the Collector’s Edition skin will no longer momentarily crouch when switching to High Impact Payload. The Lurker Den will now display the correct build animation. Enemy Broodlord’s attack impact effects are no longer visible through the fog of war. Units that are recalled while being detected by the Sensor Tower will no longer display their recalled location for the enemy player. Spine Crawlers and Spore Crawlers can now immediately receive move commands after they uproot instead of having to wait a brief moment. Overseers and Observers can now immediately receive move commands after they change modes instead of having to wait a brief moment. UI
Fixed an issue where items that were on sale would not show the discounted price. French – The ‘New Premium Maps’ sub-tab button is no longer cut off. Previous patch notes.
A small patch has arrived featuring a few bug fixes for the UI and Versus, but we also got new maps for Season 2 that started recently and the new season also brought along a free name change!
A new Ultralisk trophy top has been added for the new season. Bug Fixes
Fixed an issue that caused several Melee maps to display in English instead of the language of the region. The APM indicator will no longer display for Observers using the WCS 3.0 Overlay aiming the player camera on players using custom console skins with the APM indicator. Versus
If a worker is rallied to a mineral patch that is mined out, the way point will no longer be removed. Mass Recall and Strategic Recall will no longer teleport units that are in the process of warping in.
New Season 2 maps (source)
The eight new maps that we’re adding to the second season of 2018 are now live on the Versus ladder. StarCraft 2 streamer Austin “Neuro” Filsinger—a true student of the game on a never-ending path of mindfulness and mastery—was cool enough to offer us his thoughts on each map. Check out Neuro on Twitter and on Twitch.
This map is a retro red vs. blue digital landscape with several unique components. There is an expansion right in your base as well as destructible rocks at your second expansion that allow for both aggressive and conservative play styles.
Neuro: Three bases can be defended by a single choke, similar to Backwater, but the opening on 16-Bit is much wider. More opportunities to attack become available as soon as a fifth base is being taken. With few destructible rocks and open spaces in the midfield, this map looks particularly appealing for Zerg. Fancy plays could involve stealing the opponent's high ground main location by using drops or Nydus when the enemy army is out of position on low ground. The aesthetic is interesting, and gameplay should feel fairly close to what we consider “standard.”
This diagonally-mirrored map utilizes all four corners, while being relatively small with a shorter rush distance. Collapsible rocks give players the option to divert the attack path. When one rock is taken down, both collapse.
Neuro: While not particularly long in rush distance, the combination of rocks, grass, and walls in the midfield makes Dreamcatcher LE a fairly good defensive map in the early/mid game. The main base has a wide-open cliff that’s vulnerable to air attacks, and the multitude of expansion options can create diverse late game developments. Watch out for proxy in the far corner of your main—there's a lot of real estate there. There may be some unique strategies to explore here that don't work quite as well on more typical maps.
This map has chokepoints and attack paths with varied sizes and widths. Using the appropriate ones at the right time can be critical. Players can break the central rocks to switch lanes faster in the game’s later stages.
Neuro: Reminiscent of Cloud Kingdom both in color and with the presence of winding plateaus, Lost and Found LE rewards keen awareness of high and low ground, which is key to taking favorable fights in the midfield. Both players get five bases within a fairly tight area, so defending in the late game shouldn't be too tricky. The third base locations can both be assaulted from even ground at a wide choke, however, so awareness of timings in the midgame is hugely important.
The backdoor-rich mineral base in Redshift LE is extremely vulnerable to harassment, but mining it opens a direct attack path straight into the back of your main base. A watchtower between the main bases allows for scouting on both expansions and enemy attacks.
Neuro: Both players get their own golden expansion that’s both accessible and vulnerable, which they may use to power potent early-game aggression. Once a patch is mined through, units can pass through the location by ground to create an extra-short rush distance scenario. While the map is not especially large, the eastern bases may seem difficult to scout given the intense interaction from the close opponent spawn. Experimenting with map-specific build orders could go a long way here in the pursuit of creating advantages early on.
This four-player map has no limit on the spawn positions. Depending on the second base location, you can play aggressively or defensively. Each base has a protective structure, which is advantageous for early defense, but there is a bridge between the bases.
Neuro: It's been a while since we've seen 4-player maps in the 1v1 pool, so this should bring some refreshing differences to the ladder pool, with substantial gameflow differences depending on spawn. Cross spawns should make for huge-scale macro games, while vertical and horizontal spawns should be more aggressive. With its massive size, getting a clear read on what the opponent is doing will be more difficult than usual.
In Redstorm, players start with their teammate in the same area. A winding main path makes the distances between teams greater than normal, but an extra narrow path down the middle provides a quick attack route. You can defend this chokepoint or take the longer path to surprise your opponent.
One player will start separated from the rest of the team, but they have access to more expansion locations. Coordinate with your teammates to plan an attack, or split your forces to secure additional expansions and gain an economic advantage over your opponents.
Players start with their teammates in the same area. You can defend the two small starting ramps that access the main base or expand early to maximize your economic advantage. Utilize the Xel’Naga Watch Towers to monitor central areas. Coordinate with your teammates to prepare for engagements or capture more expansion locations.
Along with the new maps, the new season also brings everyone a free name-change! Head over to your account management page and choose your StarCraft II game license. On your game license screen a "Character Name Change" button at the bottom will initiate the request. After confirming that you'd like to change your character name, simply log in to StarCraft II and you'll be prompted to select a new one.
Also note that a new trophy top is being introduced this season, but it had to be delayed until Thursday, May 17. See you on the ladder!
This thread is for comments about our TvP Cloaked Banshee into Two-Base, Five-Barracks all-in build order.
StarCraft 2's competitive side is always in flux, always looking for that perfect balance, and the dev team gave us a little look into plans for a rework of some Terran staples. Marauders, Ravens and Vikings are getting some tweaks, with Marauders getting the biggest changes. Check out what's coming and get your build orders... uh, in order.
Balance Team (source)
We appreciate the continued feedback and discussion. After reviewing the most recent round and observing more high-level play, we feel good about continuing with our plans to reduce Anti-Armor Missile’s late-game strength and improve Terran‘s mid-game strength in the TvP matchup.
Raven’s Anti-Armor Missile base damage reduced from 30 to 15.
We considered different options for rebalancing the Anti-Armor Missile, but we settled on damage reduction. This change decreases its late-game damage potential while minimally affecting utility in the mid-game, where it can still be used as a reliable source of armor reduction. Another popular suggestion that we considered was to reduce the speed or acceleration of the missile in order to promote more counter-play via splitting. While we felt this change would have similar effects in the late-game, we thought this would be too much of a hit to its mid-game strength, when more manageable armies allow for easier splitting.
Viking health increased from 125 to 135.
We realize Terrans will take a hit to their late-game strength due to the Anti-Armor Missile change, so we feel this is a good time to provide a buff to the Viking. We will be increasing Viking health to increase its survivability, specifically against area-of-effect abilities like Psionic Storm and Parasitic Bomb, which are commonly used in the late game. In addition, this buff will aid Terrans against Colossi, a unit that has become more popular in TvP over the last few months. This buff doesn’t fully offset the Anti-Armor Missile nerf in the extreme late game, but as we mentioned in the last community update, we’d like to focus more on how Terran’s mid-game power scales into the late-game, which will hopefully grant Terrans with more control over that transition.
Marauder’s number of attacks reduced from 2 to 1. Damage increased from 5 (10 vs Armored) per attack to 10 (20 vs Armored). Weapon upgrades give +1 (+2 vs armored) per infantry upgrade, changed from +1 (+1 vs armored) per shot.
Near the end of Heart of the Swarm, Zerg players would struggle when transitioning from Ling/Bane/Muta compositions to Ultralisks because of how effective Marauders were as a counter. At the beginning of Legacy of the Void, we split the Marauder’s attack into two separate shots to encourage Terran players to transition to more specialized units against Hive tech. Throughout LotV, a popular suggestion has been to revert this change because it also had the side effect of reducing the lethality of the Terran army in the mid game against Protoss. We believe this is a good time to do so, since we’re now less worried about strength of Marauders in TvZ. For one, Ultralisks now have one additional starting armor and are thus more resistant to both Marine and Marauder attacks. In addition, Zerg is now less reliant on Ultralisks to stabilize in the late-game, as Hydralisks, Vipers, and Brood Lords are now frequently used for transitioning. As for TvP, we believe this change will improve Terran’s ability to apply more consistent pressure during the mid game. This change will be particularly noticeable against Light Protoss units (Zealots, Adepts) when the Terran is behind in upgrades.
Raven’s Auto-Turret cast range increased from 1 to 2.
When we reintroduced the Raven’s Auto-Turret ability, we reduced the cast range from 3 to 1 in order to provide more of an opportunity for counter-play against Auto-Turret harass. Our feeling now is that we may have reduced the range too much—Auto-Turrets just aren’t being used much for harass. In addition, this cast-range increase allows Ravens to place Turrets out of range of anti-air static defenses, which slightly helps when attempting to break stalemates in the late-game.
Our current plan is to release this balance update, along with the new ladder season, on May 15, but this is subject to change. As always, thank you for your continued feedback and let us know what you think!