Patch Discussion

Bowser

Tribe of Judah StarCraft Series Chapter Leader
Please use this format when submitting patches:

[noparse]
Patch Title Version - Status (Active or PTR)

[Link]

Summary

Detailed Patch information

Your comments
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Example (w/o spoiler):

Patch 5.3 THOR IS HERE - PTR

A small buff is given to thors to better counter against certain units

  • Thors no longer take damage vs armored and 50% of unarmored units
  • Thor's speed has been increased to 5


Honestly, I don't think this is enough. This still makes Thors susceptible to Vortex. I can't believe Blizzard would patch it in this way, it just needs more, and I don't plan on playing until they get their act together.
 
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Patch 1.3 - PTR

http://us.battle.net/sc2/en/forum/topic/1213111662

General

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 "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.


Bug Fixes

Battle.net

Fixed a bug where some Bronze players weren't gaining enough points for wins and were losing too many points for losses.

Gameplay

StarCraft II will continue running if corrupt textures/models/sounds are encountered.

Conversation skipping and trigger skipping now share the same hotkey.

The notification that a player left the game during a paused game is no longer delayed until the game is unpaused.

Cheat codes now only accept official names.

Unit response sounds are now updated immediately when the selection changes.

Unit death will no longer show units on the other side of line of sight blockers that weren’t already visible.

Units now follow a transport if the transport fills up and they have no other orders.

Units inside a bunker no longer disappear if the bunker is destroyed and surrounded by force fields.

Units can now be revived multiple times.

Hero buttons are now displayed while a hero is dead if they are revivable. Clicking on the button while a hero is dead will either select the building reviving it or cycle between buildings that can.

Revivable abilities now show revivable units all the time. If they cannot currently be revived, the buttons are shown disabled.

The revive ability now works with multiple dead units.

Revived units now properly dispatch a trigger event when killed again.

Added additional information to unit tooltips in the tech trees.

An alert has been added when MULEs expire.

An alert has been added when the Chrono Boost buff expires.

An alert has been added when the Spawn Larva buff expires.

Fixed an issue with not being able to land where you just lifted off if there was a nearby unit.

Fixed an issue where you could push hold position units by move/hold position spamming.

Fixed an issue to prevent force fields from pushing units during construction.

Fixed an issue with Creep destroying more foliage than it should, and made foliage destruction by creep faster.

Fixed an issue with custom global hotkeys in grid profiles overlapping with unit command buttons.

Fixed an issue placing Terran add-on buildings when multiple buildings were selected.

The stalemate timer will now reset when any player gathers resources, researches an upgrade, produces a unit, constructs a building, or destroys an enemy building.

Additional stalemate warnings are no longer displayed when the game ends in a stalemate.

Flying cloaked units are no longer revealed as detected when shown through the fog of war.

Vespene Geysers that are taken by your opponent and are under the fog of war no longer randomly flash on and off on the mini-map.

Enemy buildings completed while being revealed due to friendly unit death will now properly create snapshots in the fog of war.

Casting Neural Parasite on a Zerg Egg will not cancel the spell until after the egg completes its transformation.

Changes made to autocast abilities while a unit is under the affects of Neural Parasite are now reset to their default state when Neural Parasite ends.

Queuing multiple targets with 250mm Strike Cannons will no longer result in the Thor being stuck until the cooldown ends.

SCVs can no longer resume construction on buildings while inside bunkers.

Workers gathering minerals can no longer continue to harvest minerals if they are pushed away by a force field.

Orders issued to unload units from a Medivac onto itself can now be canceled if the Medivac is scanning for units to heal.

The Harvester count in the income leader panel now updates correctly.

Bi-directional transformations (i.e. those used by Vikings, Siege Tanks, and burrowing units) are no longer shown in the production leader panel.

The resources from salvaged bunkers are no longer counted towards the resources lost in the units lost leader panel.

The Mute OS Microphone button has been removed from the voice options page.

Tech trees now show icons for units that are produced by a building and display the names for units that are unlocked by a building.

Using Edit Box Trigger Dialogs should no longer generate trigger errors.

Media keys can no longer be bound to a custom hotkey.
Hotkeys configured in a mod are now loaded properly without having to open the Hotkeys menu.
Mouse-based hotkeys are now handled properly when the cursor is over the mini-map.
Mouse-based hotkeys bound with modifiers are now displayed correctly in the Hotkeys page.
The hotkey for the Cancel button is now displayed when targeting with an ability if the Command Hotkey Text option is enabled.

StarCraft II Editor
Fixed an issue where editor control files could not be loaded in all languages.
Fixed an issue with pasting text values in the editor.
Fixed an issue where certain data fields would not list all possible values.
Fixed an issue where the editor would crash after pasting a placed unit.
Fixed a crash using the Unit Weapon Firing validator.
Player Properties will no longer allow all 16 players to be User/Computer, which is not supported.
Animations in the previewer will now display using localized text.
Game and player versions of the cooldown & charge triggers now interpret time values correctly.
Sounds played simultaneously for multiple players via the Play Sound trigger can now be heard properly.
Increasing the maximum number of charges with an upgrade no longer increases the current number of charges.
Setting a unit’s training progress to 100% will no longer cancel the training.

I really like a lot of these changes, although I think the nerf to fungal growth might be too much.
 
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How does Blizzard patch one of the game's biggest flaws: Zerg is disproportionately more difficult and less forgiving to play than Terran or Protoss?

Or will that take an expansion pack?

:(
 
Honestly, I don't know how they come even close to fixing it. The times in which I've seen zergs win is they do massive economic dmg and able to overwhelm the other opponents army.

Its not particularly easy for zerg to turtle up and hide tech etc. like toss and terran can. Likewise, one of the growing disparities is the amount of benefit you get from turtling as terran and toss, yea sure the zerg might be able to expand like crazy but youre not taking any economic or military dmg and you can sit there and mass your death ball.

Its very hard to come back as a zerg if you get monkey crushed the first couple of engagements.
 
And that's why I made the switch to Protoss, as sad as I was to do so. :(
 
Tis why I am actually giving this go around as zerg, I played Terran in the first SC and during the beta and the initial release. However, I am that guy who loves to play the class/race/instrument etc. that no one wants to because it is "broken" and does so under his own terms.


I've got some interesting ideas but we'll have to see.
 
Patch 1.4.11 - Preview

http://us.battle.net/sc2/en/forum/topic/2325614706

First patch of April!

Ultimate Grandmaster League

A new league has been added! Ultimate Grandmaster represents the top one player in each region. Do you have what it takes?

General
Players who do not type "GG" before quitting a game will receive an automatic loss for bad manners.

Players who are winning a match and type “GG” on behalf of their opponent will automatically surrender.

Players with Battle.net accounts registered with the first and last name David Kim will now receive an automatic 20% reduction to all stats.

The Dance Studio has been added to the game! Teach your units new dances by purchasing them with your bonus pool. Show off to opponents, impress your friends!


Leagues & Ladders

In addition to losses, wins are now also no longer shown. Instead, players will see Jim Raynor giving them a thumbs-up after every match regardless if they win or lose.

To balance the issue of Zerg under-representation and Terran over-representation in the upper ladder brackets, the names of these two races have been switched. This should result in higher "Zerg" representation and lower “Terran” representation.

To keep queue times low, you can now face off against AI players when playing ladder games!

Bronze: Very Easy

Silver: Easy

Gold: Normal

Platinum: Hard

Diamond: Very Hard

Master/Grandmaster: Insane

Ultimate Grandmaster: You


Maps

Two new maps have been introduced to support macro-play! Both maps include 30 expansions, and it will take approximately 5 minutes for a scouting unit to reach an opponent's starting base.

Due to its extreme popularity, two additional versions of Delta Quadrant have been added to the 1v1 map pool to increase a player’s likelihood to queue for this map.

To better support community maps, destructible rocks, line of sight blockers, and high yield minerals will now automatically be added into maps that do not have them.

Destructible rocks have been added to all base and expansion locations in all maps, including starting base locations.

To help lesser known maps get more exposure, there is now a 1-hour cooldown before you can play the same custom map again.


Battle.net
To make Battle.net friendlier, all players will automatically be placed in the same Voice-Chat channel upon logging in to Battle.net. Voice-Chat is defaulted back to "On" and volume to maximum every time the game is started.


Balance
PROTOSS

Hallucinated units now deal damage equivalent to the unit they replicate.

Due to the effectiveness of Force Field, it is now a High Templar ability which must be researched from the Templar Archives.

Sentries now begin play with Psi Storm.

Colossi now have 5 legs. They just looked kinda weird with 4.

Whenever a Phoenix performs the barrel roll animation, it cannot be damaged by any attacks.

Carrier (new unit) is now available from the Stargate.

To better match their namesakes, Phoenixes will now always revive 5 seconds after being “destroyed”.

Protoss players that are matched against another Protoss player will automatically start the game with 4 Gateways and Warp Gate tech researched.

Due to lack of appreciation by players, the Mothership has been surgically altered to be sleeker and more visually appealing, and has been renamed to the Cougarship. The Cougarship will automatically gravitate toward enemy units that have been in play for 18-21 minutes and attempt to bring them back to the nearest friendly base.


TERRAN

The Thor has been reverted to its original pre-beta size. Ramp widths on all maps have been increased by 5x to accommodate this change.

Due to a recent popular all-in strategy, SCV health has been decreased from 45 to 15.

Marines and Marauders now attack while moving. We felt this functionality was a lot of fun on the Phoenix and wanted to add it to some of the less popular Terran units.

Battlecruiser movement speed increased from 1.875 to Ludicrous Speed.

The Ghost can no longer be produced. Once a Ghost's progress bar is partially complete it will be postponed indefinitely.

To better balance Terran defensive structure options we are adding the Drakken Laser Drill from the single player mission “The Dig” to the Terran tech tree. Its stats will remain the same and will cost 400 minerals and 200 Vespene gas with a 45 second build time.

Flying buildings now crush any non-massive units and Protoss Force Fields when landing. This effect can destroy friendly units.

Bunker

No change.

To encourage further tournament use, MULEs will now instantly destroy all units in their path when being called down.


ZERG

Zerg players have begun to spread creep regularly during gameplay. To counter this, the speed of Zerg units has been decreased by 50%.

Zerg eggs now reflect the size of the unit that is being produced.

Zergling

Now hatch in batches of 4 to help create more of a swarmy feeling.

Cost reduced to 25 minerals for each batch.

Infestor Neural Parasite ability is no longer channeled and has an unlimited duration.

To bring the Queen’s Spawn Larvae ability in line with MULEs and Chrono Boost, Spawn Larvae can now be set to auto-cast.

The Hatchery/Lair/Hive no longer auto-spawn Larvae. Each Larva must be individually queued and produced from this structure. Each Larva now also has a cost of 2 Supply.

Because the Protoss and Terran have mechanics to circumvent cliffs, we felt it was unfair for the zerg. As such, Banelings are now able to roll up and down cliffs. This upgrade is combined with Centrifugal Hooks, and build time on the upgrade has been increased by 10 seconds.

Banelings splash now inflicts damage on friendly units.

Banelings now automatically detonate when they touch any other unit or building, including friendly banelings.

Ultralisk Cavern tech requirement changed from Hive to Hatchery. For obvious balance reasons Ultralisks no longer crush forcefields.

Due to lack of use, the Lurker has been removed from the game.


Bug Fixes
Gameplay

Fixed a bug where Terran players were able to lose a game.

Fixed a bug preventing Planetary Fortresses from lifting off.

This patch is full of win.
 
My favorites:
Players who do not type "GG" before quitting a game will receive an automatic loss for bad manners.
Like.

Players who are winning a match and type “GG” on behalf of their opponent will automatically surrender.
LOVE. <3 Blizzard. Please make this a real thing.

The Dance Studio has been added to the game! Teach your units new dances by purchasing them with your bonus pool. Show off to opponents, impress your friends!
This changelog brought to you by Activision. :D

To balance the issue of Zerg under-representation and Terran over-representation in the upper ladder brackets, the names of these two races have been switched. This should result in higher "Zerg" representation and lower “Terran” representation.
I wouldn't put it past them. -_-

Sentries now begin play with Psi Storm.
This is the stuff Zerg nightmares are made of.

Carrier (new unit) is now available from the Stargate.
Took me a second to get the joke, but then I lol'd.

To better match their namesakes, Phoenixes will now always revive 5 seconds after being “destroyed”.
Always did strike me as an odd name for the unit...

Protoss players that are matched against another Protoss player will automatically start the game with 4 Gateways and Warp Gate tech researched.
Brilliant. You have to admit, though, it would cut down on wasted time.

Due to a recent popular all-in strategy, SCV health has been decreased from 45 to 15.
I would love to see this as a real thing.

Marines and Marauders now attack while moving. We felt this functionality was a lot of fun on the Phoenix and wanted to add it to some of the less popular Terran units.
I think you just overloaded my Sarcasm Detector, Blizzard.

Battlecruiser movement speed increased from 1.875 to Ludicrous Speed.
Spaceballs ftw.

The Ghost can no longer be produced. Once a Ghost's progress bar is partially complete it will be postponed indefinitely.
Ouch, that one stings a bit.

Flying buildings now crush any non-massive units and Protoss Force Fields when landing. This effect can destroy friendly units.
And it's about time!

To encourage further tournament use, MULEs will now instantly destroy all units in their path when being called down.
Actually, I'd be interested in seeing this in action. :)

Zerg players have begun to spread creep regularly during gameplay. To counter this, the speed of Zerg units has been decreased by 50%.
Agreed. Zerg is SO OP.

Zerg eggs now reflect the size of the unit that is being produced.
A Zerg fanboy can dream, can't he?

Infestor Neural Parasite ability is no longer channeled and has an unlimited duration.
Oh, how I wish this were real. ;_;

To bring the Queen’s Spawn Larvae ability in line with MULEs and Chrono Boost, Spawn Larvae can now be set to auto-cast.
You just made a grown man cry, Blizzard. It's like you know Zerg is broken and you use April Fools Day as a joke to rub our noses in it. :(

Because the Protoss and Terran have mechanics to circumvent cliffs, we felt it was unfair for the zerg. As such, Banelings are now able to roll up and down cliffs. This upgrade is combined with Centrifugal Hooks, and build time on the upgrade has been increased by 10 seconds.
Another change I wish was real...

Due to lack of use, the Lurker has been removed from the game.
BWAH HA HA HA.

Fixed a bug where Terran players were able to lose a game.
/chuckle

So even Blizzard thinks balance in SC2 is a joke...
 
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Patch 1.4.2 Now live!!

Patch 1.4.2



StarCraft II: Wings of Liberty - Patch 1.4.2
Table of Contents
•General
•Bug Fixes
•Balance

General
•“Alert Fade” under Sound Options has been renamed to Game Volume During Alerts. Its tooltips have also been changed for clarification.
•The fade-in for game sound during alerts changed from .5 seconds to 2 seconds.
•• Play-Time Schedule under Parental Controls now applies World of Warcraft settings to StarCraft II

Bug Fixes
•Fixed a truncation on specific resolution if the current and maximum supplies are 3 digits.
•Fixed an issue which prevented footprints from being edited in the Footprint Editor.
•Fixed an issue that caused the game to have missing icons and images on low end graphics cards.

Balance
•PROTOSS
•Forge
•The cost of Upgrade Shields Level 1 has been decreased to 150/150, down from 200/200
•The cost of Upgrade Shields Level 2 has been decreased to 225/225, down from 300/300
•The cost of Upgrade Shields Level 3 has been decreased to 300/300, down from 400/400
•The cost of Upgrade Ground Weapons Level 2 has been decreased to 150/150, down from 175/175
•The cost of Upgrade Ground Weapons Level 3 has been decreased to 200/200, down from 250/250
•The cost of Upgrade Ground Armor Level 2 has been decreased to 150/150, down from 175/175
•The cost of Upgrade Ground Armor Level 3 has been decreased to 200/200, down from 250/250

•TERRAN
•Ghost
•EMP radius has been decreased from 2 to 1.5

I think the Ghost EMP being reduced will make the terran deathball look not so as scary. Granted if they are good with EMP anyways then GL but if they dont know how to use it or to use it on certain units (Sentrys/HT's/immortals) then you should be able to clean up the army with your own death ball
 
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