How many patches are there for starcraft 2
Instead, each upgrade has a cooldown of 71 seconds. Removed the Behemoth Reactor upgrade energy upgrade. Yamato Cannon no longer gets interrupted by Neural Parasite. Cyclone The anti-ground weapon has been heavily changed.
Attack period change from. Weapon upgrade amount changed from 2 to 1 to account for the new damage value. Changed weapon name to Tornado Blaster. No anti-air weapon. Movement speed decreased from 4. Lock On can now target air units and air structures only. Range is unchanged, and the ability now deals damage over 14 seconds. Removed auto-cast for the Lock On ability. Supply cost decreased from 4 to 3. Increased health from to The Cyclone no longer requires a Tech Lab, and can now be built with a Reactor.
The Cyclone auto-attack missile art has been adjusted to reduce visual clutter. The missiles fired from the Lock On ability are unchanged. Raven Auto Turret damage increased from 16 to Siege Tank Health increased from to Siege Tanks can no longer be picked up by Medivacs when in Siege Mode. Crucio Shock Cannon weapon attack period changed from 2 to 2.
Thor Anti-air splash for the Javelin Missile Launchers radius increased from 0. Protoss [ edit ] Adept Shade vision reduced from 9 to 2. Carrier Removed the Release Interceptor ability.
Interceptors cost reduced from 25 minerals to 5 minerals, and auto-build is enabled by default. Research from Dark Shrine. Tempest Supply cost increased from 4 to 6. Anti-ground damage increased from 30 to Anti-ground weapon range changed from 15 to 8. No friendly fire effect. Void Ray Speed increased from 3. Warp Prism Health reduced from to Zealot The "Research Charge" upgrade will now increase the Zealot's movement speed from 3. Brood Lord Range reduced from 11 to Infestor Has a collision radius while burrowed but smaller than normal.
Can cast all abilities while burrowed. Increased Locust Swoop range from 4 to 6. Locust Acid Spit weapon damage decreased from 12 to Ultralisk Base armor increased from 1 to 2. Armor provided by Chitinous Plating reduced from 4 to 2. Zerg [ edit ] Queen Anti-air weapon range increased from 7 to 8 Spore Crawler Root time decreased from 6 to 4. Protoss [ edit ] Photon Overcharge Duration increased from 11 seconds to 14 seconds Weapon period decreased from 0.
Legacy of the Void Beta [ edit ] Patch 2. Protoss [ edit ] Carrier health decreased from to Adept shields increased by Terran [ edit ] The delay before a Siege Tank in Siege Mode firing when being dropped by a Medivac has been increased from 0.
Liberator Starts with Defender Mode enabled. Defender Mode range decreased to 5. Defender Mode upgrade now increases its range by 4. Upgrade requirement changed to Fusion Core. Zerg [ edit ] Lurker Den morph time increased from 71 to 86 seconds. Bug Fixes [ edit ] Fixed an issue that caused the Siege Tank to fire at the incorrect speed.
Casting Mass Recall with the Mothership while moving should now be more responsive. Patch 2. Terran [ edit ] Cyclone Health reduced to from Lock On now deals damage over 20 seconds against both ground and air. Lock On upgrade increases the damage against armored units by against both ground and air. Protoss [ edit ] Carrier build time increased from 90 to seconds. Bug Fixes [ edit ] Fixed an issue that prevented missile attacks from doing damage if their target moved out of attack range.
Fixed several issues with the Disruptor involving movement and queuing commands while firing Purification Nova. Protoss [ edit ] Adept health reduced to 60 shield and 80 health from 60 shield and 90 health. Warping in at a Pylon powering a Gateway or Nexus and with Warp Prisms increased to 5 seconds from 2 seconds. Units warping in no longer receive double damage. Disruptors can now be loaded into Warp Prisms while Purification Nova is active. This action will cancel Purification Nova, causing no damage.
Terran [ edit ] MULE return rate multiplier decreased to 2. MULE harvest amount decreased to 25 from Cyclone movement speed increased to 4.
Protoss [ edit ] Chronoboost Reduced effectiveness from Return rate multiplier increased from 2. Protoss [ edit ] Chrono boost cooldown increased from 1 to 4 seconds.
Photon Overcharge duration decreased from 21 to 11 seconds. Cyclone Auto-attack now also hits air units. Increased Lock On Anti-Air damage to Liberator 's Defender Mode requires research again. Research time is 79 seconds. Overlord transport upgrade now only requires an Evolution Chamber. Roach burrow move speed decreased from 3. Spawn Larva No longer can be autocast. Multiple casts can now be queued on a single base. Protoss [ edit ] Zealot Zealot Charge damage decreased from 30 to 8.
Chrono boost is back. No energy cost. Ability is set to autocast by default on the Nexus. Warpgate research time increased to from Photon overcharge Overcharge can only be cast on Pylons. Has an attack range of 7. Has a duration of Costs 25 energy.
Deals 30 damage every 1. Colossus Increased upgraded range to 9 from 8. Tempest Now functions as it does in Heart of the Swarm. Immortal Barrier ability is set to autocast by default. Triggers when Immortal is attacked. Oracle Revelation cast range increased to 12 from 9. Carrier Increased the cooldown for Release Interceptors to 40 from Ability is set to autocast on nearby minerals. Now has a cooldown. Harvest amount decreased to 40 from Scanner Sweep cost increased to from Calldown: Extra Supplies cost increased to 75 from Siege Tank Now has a 0.
Zerg [ edit ] Spawn larva increased from 2 to 3 per cast. Creep now spreads and recedes faster. Ravager New Upgrade: Increases the corrosive bile range to 13 from 9. Requires a Lair. Overlord Transport upgrade requires a Lair. Read our blog to learn more. Showing possible enemy placements on a map has been increased to 25 seconds. Protoss [ edit ] Removed Chrono Boost. Warp Gate research time reduced to from Nexus provides 11 supply up from Zealot Charge now deals 30 damage on hit.
Charge speed buff reduced to 2. Warp Gate Warping in units at a Pylon increased to 16 seconds, up from 5. Warping in units at a Pylon that is near a Warp Gate or a Nexus will take 2 seconds. Disruptor Purification Nova removed. New ability: Disruptor shoots out a ball of energy that can be controlled and detonates after a few seconds, dealing damage and 55 damage to shields. If the Disruptor is destroyed before the energy ball detonates, it will fail to explode.
Build time reduced to 50 seconds from Cyclone Lock On damage reduced to over 20 sec. Can use Lock ON against air units; deals damage over 20 sec.
New Upgrade: Increases Lock On damage to over 20 sec against ground units and over 20 sec for air units. Medivac Removed faster unload upgrade. Zerg [ edit ] Spawn Larva Spawns 2 larva, down from 4.
Set to autocast by default. General [ edit ] Siege tanks and Immortals will now track the nearest enemy while moving. Modifications will affect the record variable outside of the function scope. The old Data Table is a single global data table.
Adding an instanced version will allow designers to better organize their run time data. Without it, you get a normal missile. See below. This effect executes when the missile detonates by hitting a target. Note: This effect will be run at the final search point before the missile dies, not at the targeting point of the missile. This functionality is similar to that of a finish effect. SearchEffect The missile will run this effect every game loop, overriding the Height parameter in the search area based on the missile's current speed.
Essentially, it will not leave gaps between each search. Note: The TVE cheat will display an incorrect default height instead of the correct height of the override search effect. The missile will stop searching after it found SearchMaxCount targets. When SearchMaxCount is reached and ArriveOnSearchHit is not set, the missile will continue to travel to its destination, but will no longer execute skillshot searches. Note that this is not the missile target, as it will not have reached the target point.
As long as one of its search effects finds a target, the missile will detonate and run SearchHitArriveEffect at its last search point. No different from a normal behavior field. MainAttributeDamageBonus This field dictates how much attack damage bonus a hero unit receives per MainAttribute point.
AttributePointsInfoArray: Sets the starting and leveling attribute points of a hero based on the current level of the Hero. This will only set Attribute Points; it won't apply the Attribute behavior if the hero does not already have one.
If any of the indices sets an ability link, it will override the corresponding info of the learn ability on the hero. As a result, you will no longer need to create separate learn abilities for different heroes.
TierRequirements This field will override the tech requirement of CAbilTrain when the ability is used to train the current hero unit and there already exists more than one of the Tech Alias of the current unit for the current player.
Can also be used to customize the training limit of Heroes. The starting and leveling attribute points of a hero configured in the AttributePointsInfoArray will count as the Base value while other point changes such as behavior bonuses will be counted in the Bonus value.
SetAttributeBasePoints: When the flag is checked, it will modify base points instead of bonus points. Added new CabilTrain field: IgnoreUnitCostRequirements When set, the train ability will ignore unit costs as long as tech requirements are met. New Learn Ability flag: HideSubmenuOnLearnedAll When set, the learn ability submenu button will be hidden after a unit using the ability has learned all the abilities it can learn.
Fixed an issue where if all points were spent, the learn ability button would show "Required Level:" as red text even if the unit had already met the required level. Fixed an issue where players could sometimes use the shift key to bypass level restrictions on Learn Ability. Added new requirement unit count state: QueuedOrBetterOrRevivable When counting tech units, this will include reviving and revivable heroes.
This is very useful when implementing hero training restrictions. This field is also upgradable, which allows modders to change max ability levels at runtime. This field defaults to 0, which will fallback the level system to how it worked before. Whenever a hero receives XP, the game will check the target filters on the victim unit and apply the XP fraction if the victim matches any of the filters.
Added new validator: CValidatorUnitCompareAbilSkillPoint Check a unit's spent skill points, unspent skill points, extra skill points, or total skill points.
Item Build Support Items in a unit's inventory can now be used to build structures. This item ability can be set to require the hero to maintain a channel. This type of item can be helpful to build expansions. The hero can buy a Pocket Town Hall and place it at a new expansion; the building would then automatically build itself. If unchecked, it will show a normal icon. Default off. Now users will be able to use property bind to bind the item unit the item itself, not the carrier to either a target frame or other frames.
With this functionality, users will be able to cast abilities on an item inside their inventories, either to transfer or upgrade it. With this feature, users can also now double click on Town Portals to auto-teleport to your highest-level Town Hall.
Globally Accessible Inventory Panel Users can now override the Inventory Unit property of CInventoryPanel in order to show the inventory of a unit that is not current selected. Users can also use triggers to create new inventory dialog controls.
This supports operators like the command card dialog control introduced in Legacy of the Void. Setting this to null will reset the unit to the selected leader unit. Charge Data on CUnit Added charge data to unit and items so that when selling items and units, unit and item data can set their default Stock information such as starting cooldown in shops, max stocks in shops, etc.
A CAbilTrain ability can be flagged to ignore these default settings and use the custom settings in the ability itself. If the flag is not checked and the ability has its own data, both instances of charge data will be added together. CItemAbilPowerUp can only be used by units with an inventory. The unit must also have the CanUseItem flag on. These new powerup items are real items, so they respect inventory events and can be used in the Loot system.
The KillAfterUse flag allows the item to be destroyed after the caster has used the powerup. A normal unit with an inventory but without the CanUseItem flag on will be able to pick up powerups and carry them to a hero. It aids in creating units with courier inventories, ones that can carry items but not use them. It also aids in creating units with courier inventories.
New CItemAbil flag: Transient With this flag checked, the item ability will be forced to be cast as Transient, even if the original ability on the item is not a Transient ability.
Fixed an issue where inventories would still try to pick up items if they are destroyed on approach. Fixed an issue where CAbilSpawn did not work. Fixed an issue when pawning an item from your inventory at the max pawn distance may cause you to lose the item but not gain resources. These will fire when you pawn an item. New CAbilInventory field: Requirements When set, the inventory ability will be disabled before its tech requirements are met.
The inventory UI will also be hidden before the requirements are met. For responding to Player Use Effect events, there is a new trigger API that allows users to capture the item used to create the effect, if there is an item, and its item type. Ability Items can now choose to use their own cooldown links, overriding the cooldown link inherited from the ability. For all abilities, the Tech Player field now has an additional option: Caster. By setting the Tech Player field of a CAbilTrain to Caster, the ability will check the tech requirements of the player who issued the order.
New CabilTrain field: AgentUnitValidator When set, the ability will always need an agent unit to cast and will check against the validators set in this field when training units. For item shops, users will usually want the buyer unit of the shop to have an inventory to be able to purchase items.
By default, neutral players share costs with all players. The new flag, ChargeCasterPlayer, is designed to solve this issue. Fixed an issue where interact abilities would constantly try to acquire a unit without checking the ValidatorArray field. It can store all units that are added to it and has validator and max count fields. Anytime a member of the list does not match the set validator, it will be removed from a list.
There are also flags that allow users to convert the tracker into a global list or player-based list, which does not require a behavior instance to work. New effect: CEffectEnumTrackedUnits Allows users to loop through the unit tracking list and execute effects on each of them based on filters.
For example, it can track a summoner unit to its summoned units. These are two different buffs, and when you own both these types of units, you might not want surrounding units to receive both sets of Brilliance Aura. In this case, the hero version aura should always be prioritized. If two buffs of the same StackAlias are applied to the same unit, they will share a Max Count, prioritizing the lower one.
If their total count exceeds the shared max count, the game will begin removing stacks, starting with the buff with the lowest StackAliasPriority and then the shortest duration. This will occur until the total stack count matches the shared max stack count.
It also allows sharing actors between Behaviors with the same StackAliases, as you probably want all versions of the Brilliance Aura buff share the same art. It will count all behaviors on the unit with the given StackAlias and has the option to count only enabled behaviors.
This is useful for creating damage floating text for damage responses. This is useful to more finely configure behavior actors. Though the use of damage responses is able to achieve a similar effect, death responses can only prevent death by damage. This behavior state prevents death for any reason, e. This state provides a simple alternative for a trigger-based death prevention system. New Behavior state: Suppress Kill Credit Prevents a unit from granting kill credits or killed resource credits to the killing player.
Useful for creating hallucinated units. New Death Type: Reincarnation This prevents units from dropping loot and items on death. These additions allow users to count, remove, and transfer behaviors with more control. For example, users may now remove behavior stacks that were added by a target unitcaster player, etc.
New Unit Filter: Decaying A Decaying unit is defined as one that is currently on the ground and has been dead for a while. This is in contrast to one that has already been killed but is still in the midst of falling to the ground and generating a corpse. In technical terms, this is true when Death Time is active, and Revive Delay is over.
This purpose of this filter is so that abilities that target corpses will not work on units that have recently died and are still in the process of generating a corpse. If the unit's Death Time has been set to -1, the decay phase will be skipped. For instance, Warcraft III heroes should never decay. Unraiseable allow us to mark whether a corpse has already been used. For example, while a Ghoul is eating a corpse, the corpse still exists, but the modder might not want it to be revivable or raised as Undead.
In this case, the modder can set abilities to only accept Raiseable corpses and set corpses to Unraiseable while being eaten. New flag: Allow Corpse With this flag on, transport abilities will be able to carry corpses in their cargo. The Attack Type will affect all damage effects in the entire weapon tree, so modders will now be able to modify damage multipliers on the Weapon level instead of going through every effect entry in the effect tree to change their damage factors.
It can also decide whether certain damage effects can ever damage certain targets. This is useful when creating a Co-op mod as it would need to be built on top of multiple other mods, and the AoE weapon and spells in these other mods have various friendly fire effects. You must still construct additional pylons, after all. TJ Denzer is a player and writer with a passion for games that has dominated a lifetime.
He found his way to the Shacknews roster in late and has worked his way to Senior News Editor since. Between news coverage, he also aides notably in livestream projects like the indie game-focused Indie-licious, the Shacknews Stimulus Games, and the Shacknews Dump.
You can reach him at tj. Fixed an issue where Assimilation Aura would always state that it benefits from the Desolate Queen prestige. Fixed an issue where the visual for the ability persists after Kerrigan dies. Nova Fixed an issue where Nova uttered two lines when spawning for the first time.
Tychus Technical Recruiter Prestige The Grenade Cooldown Mastery now interacts additively with this prestige instead of multiplicatively. Versus A. Fixed an issue where offline games versus AI were not playable and ended in a victory. Editor Fixed a bug that where if a Set effect had its Min Count field set to be 0 and its Max Count field set to be greater than 0 but less than the total count of the child effects, there was a chance that the effect would execute all child effects, regardless of the Max Count setting.
The validator, Kill Count , which has been broken since its introduction in Swarm, now works. Fixed a bug where the editor could run into an infinite loading loop while loading certain official mods in the editor.
Fixed a bug where vision blockers did not work on cliffs higher than 7. Fixed a bug where a repeating acquiring sound would play when a unit tries to access a Neutral Shop which has been set to be its enemy. World of Warcraft. StarCraft II 5. Call of Duty: Modern Warfare. Inside Blizzard. Contact Us.
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