Bug fixes:
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- Changelings in ZvZ should no longer display wings on the model or move faster on creep.
- Scouts gain the proper damage from upgrades (Earlier they got too small bonus.)
- Banelings gain the proper damage from upgrades (Earlier they got twice as much as intended)
- Disruption web should now prevent Queens from attacking.
- Tunnling claw upgrade should now display a proper icon.
- Viper's Den hotkey should now be editable.
- Nerve Jammer should display its proper color.
- Scarabs should no longer occasionally deal twice damage.
Special bug fix: Stalkers did 8 base dmg, +50% extra vs light and + 50% extra vs shield. All attacks in Starbow deal full dmg vs all shields. But a bug caused the Stalker to actually deal 18 dmg vs Zealots shield. I did not have time to solve the bug properly, so a temporary solution got added: Stalkers deal no extra damage vs shields at all. Just 8 dmg vs medium and armored units shield, then 12 dmg vs light units shield.
- Scouts gain the proper damage from upgrades (Earlier they got too small bonus.)
- Banelings gain the proper damage from upgrades (Earlier they got twice as much as intended)
- Disruption web should now prevent Queens from attacking.
- Tunnling claw upgrade should now display a proper icon.
- Viper's Den hotkey should now be editable.
- Nerve Jammer should display its proper color.
- Scarabs should no longer occasionally deal twice damage.
Special bug fix: Stalkers did 8 base dmg, +50% extra vs light and + 50% extra vs shield. All attacks in Starbow deal full dmg vs all shields. But a bug caused the Stalker to actually deal 18 dmg vs Zealots shield. I did not have time to solve the bug properly, so a temporary solution got added: Stalkers deal no extra damage vs shields at all. Just 8 dmg vs medium and armored units shield, then 12 dmg vs light units shield.
Balance:
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Protoss
- Reaver attack range increased from 8 to 9.
- Reaver attack delay when unloading from a Warp Prism is reduced from 1.5 to 1.25 seconds.
- Reaver 100% splash area increased from 0.75 to 1. (50% dmg remains at area 1.75)
- Stasis Field cast range increased from 7 to 9. (Same as BW)
- Stasis Field affects 10 units instead of 8.
- Arbiter no longer has a delay while using Recall.
- Zealot movement speed increased from 2.09 to 2.25.
Zerg
- Energy cost for Enrage increased from 25 to 35.
- Queen no longer has a cooldown when planting Creep Tumors.
- Burrowed Lurker radius reduced from 0.75 to 0.375, which allows them to burrow closer to each other.
- Lurkers burrow during 2 seconds instead of 3. (Same as BW)
- Scourge speed increased from 3.48 to 3.58
- Scourge seperation radius increased from 0.375 to 0.5, which makes them more spread out in the air.
- Mutalisk attack range increased from 3 to 3.5
Terran
- Orbital Command cost reduced from 125 to 100 minerals.
- Orbital Command BT reduced from 40 to 30 sec.
- Orbital Command starting energy reduced from 50 to 25.
- Banshees damage increased from 2x8 to 2x10.
- Banshee life reduced from 140 to 120.
- Ghost Academy now requires Factory.
- Ghost damage reduced from 12 to 10.
- Ghost starting energy reduced from 75 to 50.
- Ghost now has regained its Seeker Drone ability, but it only deals 80 single target damage and no splash damage.
- Marauder damage lowered from 16 to 14.
- Marauder attack cooldown lowered from 2.14 to 1.6 seconds.
- Marauder cost increased from 75/25 to 100/25.
- Marauder radius lowered. (Takes more splash damage.)
- Spider mines take 0.25 seconds extra to plant.
- Reaver attack range increased from 8 to 9.
- Reaver attack delay when unloading from a Warp Prism is reduced from 1.5 to 1.25 seconds.
- Reaver 100% splash area increased from 0.75 to 1. (50% dmg remains at area 1.75)
- Stasis Field cast range increased from 7 to 9. (Same as BW)
- Stasis Field affects 10 units instead of 8.
- Arbiter no longer has a delay while using Recall.
- Zealot movement speed increased from 2.09 to 2.25.
Zerg
- Energy cost for Enrage increased from 25 to 35.
- Queen no longer has a cooldown when planting Creep Tumors.
- Burrowed Lurker radius reduced from 0.75 to 0.375, which allows them to burrow closer to each other.
- Lurkers burrow during 2 seconds instead of 3. (Same as BW)
- Scourge speed increased from 3.48 to 3.58
- Scourge seperation radius increased from 0.375 to 0.5, which makes them more spread out in the air.
- Mutalisk attack range increased from 3 to 3.5
Terran
- Orbital Command cost reduced from 125 to 100 minerals.
- Orbital Command BT reduced from 40 to 30 sec.
- Orbital Command starting energy reduced from 50 to 25.
- Banshees damage increased from 2x8 to 2x10.
- Banshee life reduced from 140 to 120.
- Ghost Academy now requires Factory.
- Ghost damage reduced from 12 to 10.
- Ghost starting energy reduced from 75 to 50.
- Ghost now has regained its Seeker Drone ability, but it only deals 80 single target damage and no splash damage.
- Marauder damage lowered from 16 to 14.
- Marauder attack cooldown lowered from 2.14 to 1.6 seconds.
- Marauder cost increased from 75/25 to 100/25.
- Marauder radius lowered. (Takes more splash damage.)
- Spider mines take 0.25 seconds extra to plant.
Explanation:
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Terran seems weak early game in TvP. Easier access to Orbital Command intends to buff early game production via
Overcharge. The lower starting energy at OC aims to make access to scan harder. Banshees are buffed as
hit-and-run units. They hit hard but are fragile. Two Banshees can now one-shot Probes and Drones.
Ghost got moved up in the tech tree since it is a strong spellcaster. It is now less of a pure combat unit.
Seeker Drone got brought back so we can try it out more, to see how it feels as a replacement for Snipe.
Marauder got faster attack speed to make them feel more similar to SC2 Marauders, in terms of control. To balance the buff in DPS, the cost got increased.
Protoss late game is considered weak in PvT. Arbiters with stronger Stasis and Recall intends to help with this.
Reavers are weak in pure combat, compared to BW. Longer attack range, more microability with Warp Prism and
better splash radius will hopefully be a step in the right direction.
Enrage at 35 energy aims at making the strong early Zerg defence a bit weaker vs both P and T. Lurkers are now able to burrow closer to each other, which should improve their ability to hold ramps and choke points. Faster
burrowing makes them more agile. Scourge got slightly increased movement speed to better interact vs Vikings and
Mutalisks. Both of those units can easily kite Scourges atm. Mutalisks are weak vs Bio, compared to how it worked
in BW. This tiny range bonus allow Mutas to better snipe off Marines.
Overcharge. The lower starting energy at OC aims to make access to scan harder. Banshees are buffed as
hit-and-run units. They hit hard but are fragile. Two Banshees can now one-shot Probes and Drones.
Ghost got moved up in the tech tree since it is a strong spellcaster. It is now less of a pure combat unit.
Seeker Drone got brought back so we can try it out more, to see how it feels as a replacement for Snipe.
Marauder got faster attack speed to make them feel more similar to SC2 Marauders, in terms of control. To balance the buff in DPS, the cost got increased.
Protoss late game is considered weak in PvT. Arbiters with stronger Stasis and Recall intends to help with this.
Reavers are weak in pure combat, compared to BW. Longer attack range, more microability with Warp Prism and
better splash radius will hopefully be a step in the right direction.
Enrage at 35 energy aims at making the strong early Zerg defence a bit weaker vs both P and T. Lurkers are now able to burrow closer to each other, which should improve their ability to hold ramps and choke points. Faster
burrowing makes them more agile. Scourge got slightly increased movement speed to better interact vs Vikings and
Mutalisks. Both of those units can easily kite Scourges atm. Mutalisks are weak vs Bio, compared to how it worked
in BW. This tiny range bonus allow Mutas to better snipe off Marines.
Future work:
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Early game PvZ might need more rework - scouting options, Hydra busts etc. Terran early pressure vs Protoss?
Dark Swarm needs to be reworked or adjusted. We aim to create it as it worked in BW vs Siege Tanks and Archons,
but it is hard to get it to work properly.
Spider mines vs Dragoons might need more work too. There might be an issue with AI priority and a few other tehcnical issues. Banelings are left as they are for now. Last patch fixed a critical bug with them, where they dealt 40 splash damage to everything. But maybe will some kind of redesign come in the future, if needed for the gameplay.
Bio overall might need a rework in some form to become better balanced and more fun in all match-ups. Ghosts will probably need more tweaking, both with stats and with its spells. Shock might affect biological units instead of mechanical units, for a couple of reasons. Stalker stats? Scout with Phase Missile, and Sentinel might need more tweaking, especially vs T. And of course - the eternal struggle to get Carrier micro to feel good.
Dark Swarm needs to be reworked or adjusted. We aim to create it as it worked in BW vs Siege Tanks and Archons,
but it is hard to get it to work properly.
Spider mines vs Dragoons might need more work too. There might be an issue with AI priority and a few other tehcnical issues. Banelings are left as they are for now. Last patch fixed a critical bug with them, where they dealt 40 splash damage to everything. But maybe will some kind of redesign come in the future, if needed for the gameplay.
Bio overall might need a rework in some form to become better balanced and more fun in all match-ups. Ghosts will probably need more tweaking, both with stats and with its spells. Shock might affect biological units instead of mechanical units, for a couple of reasons. Stalker stats? Scout with Phase Missile, and Sentinel might need more tweaking, especially vs T. And of course - the eternal struggle to get Carrier micro to feel good.
Ps. Battle.net has some issues, so this patch only got uploaded to EU. It will come to the other regions as soon as possible.