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- Marine:
- Combat Shield and Versatile hero point alteration positions fixed
- Critical Burst (Q) changed
- Finish time decreased from 1 to 0.5
- Radius increased from 0.5 to 0.75
- Alteration "U-238" changed
- Cost increased from 30% to 60%
- Bonus range increased from 14% to 50%
- Grenade (Q) radius increased from 1.25 to 1.5
- Stimpack: Speed (W) alteration "Trigger Happy" no longer drains all health when autocast
- Crippling Slash (Z) alteration "Surgical Strike" changed
- Radius reduction 50% -> 80%
- Damage +30 -> +500%
- Medic:
- Auto attack can now damage destructible debris/rocks
- Attack period reduced from 1.05 to 1
- Heal (Z) alteration "Life Transfer" changed
- Switches to single-target, cost 25 health, heal 40 health
- Life Transfer cooldown removed
- Range reduced from 7 to 4
- Hotkey fixed
- Caduceus Pulse (Q) optimized. Damage 200 -> 100. Prepare time 0.01 -> 0, Finish time 0.4 -> 0.
- Stabilizers (W)
- Energy cost increased from 0 to 25
- Cooldown decreased from 30 to 5 seconds.
- Max stacks increased from 5 to 10.
- Accelerators (W)
- Radius increased from 0.75 to 1
- Tooltip fixed
- Can affect buildings
- Restoration (E)
- Energy cost decreased from 50 to 40
- Alteration "Safe Cleanse" buff duration increased from 1 to 5 seconds
- Caduceus Reactor (R) max stacks increased from 10 to 100.
- Hyper Recharge (T) changed to constantly reset cooldowns while buff is active.
- Ghost:
- Alteration "Speed Focus" now works
- Ocular Implants alteration "Quick Setup" changed
- Ghost intantly gains 10 stacks of Ocular Implants upon using Focus Fire
- Damage bonus reduced by 50%
- No bonus range from Ocular Implants
- Snipe (Q) alteration "Skilled Marksman" damage bonus increased from 50% to 75%
- Snipe (Q) alteration "Rapid Fire" damage penalty reduced from 50% to 40%
- Cloak (Q)
- No longer suppresses energy regeneration
- EMP (W)
- Cooldown reduced from 10 to 5
- Enemy damage taken increased from 5% to 15%
- Alteration "Aftershock" changed
- Increases damage bonus of EMP Round by 100%
- Decreases damage of EMP Round by 50%
- Concentrate Energy alteration "Agility" fixed/changed:
- Alteration no longer decreases speed while decreasing energy regeneration
- Decreases the speed penalty of Concentrate Energy to 10%. Decreases the regeneration of Concentrate Energy by 2.
- Concentrate Energy alteration "Falcon Flash" tooltip fixed
- Concentrate Power (E)
- Damage bonus increased from +30% damage to +100%
- Nuke (T) damage decreased from 5000 to 2500.
- Firebat:
- Hellfire Blast (Q)
- Energy cost 10 -> 5
- Alteration "Ashes to Ashes" changed
- Remove cooldown from Hellfire Blast
- Health cost 25 -> 15
- Infernal Preigniter (Q)
- Alteration "Overheat" attack speed increased from 40% to 50% to match description
- Self-damage should no longer be blocked by resistor
- Radial Singe (R)
- Cooldown 20 -> 10
- Fire It Up (Z)
- Fixed for stacks > 100
- Damage scales with upgrades properly, +1% per stack
- Reaper:
- Jetpack (D)
- Now affected by cooldown reduction upgrades
- Targeting Drone (Q)
- Cooldown 20 -> 5
- Energy cost 30 -> 20
- Sight range 5 -> 6
- Damage 20 -> 18
- Attack period 0.5 -> 0.6
- Alteration "Crimson Mark" energy cost fixed
- Now affected by cooldown reduction upgrades
- Now inherits various buffs from Reaper
- Hit and Run (Q) stacks refresh on use
- Dispersion (E) damage 1000 -> 750
- Psion:
- Auto attacks and Psionic Cannon (T) no longer reveal Psion from high ground
- Psionic Pulsar (Q)
- Attack period 1 -> 0.9
- Damage point 0.167 -> 0
- Stacks can now be replaced
- Psionic Blaster (Q):
- "Transient" flag changed to "Transiet preferred", allowing targeting beyond current range
- Max splash 5 -> -1
- Damage 80 -> 60
- Charges/cooldowns removed
- Alteration "Classic" -> "Pinpoint"
- Damage +200%
- Radius -90%
- Psionic Hold (E):
- No longer needs to be in range to initiate cast
- Photon Enhance (T)
- Energy cost reduction increased from 25% to 50%
- Psionic Cannon (T)
- Radius increased from 2 to 5
- Alteration "Disintegrate" damage over time fixed
- Tooltip fixed
- SCV:
- Repair (Z)
- Now heals 3% + 10 health per tick
- Can target neutral structures
- Repair alteration "Dual-Fusion" fixed
- Repair alteration "Extended Beam" fixed
- Healing upgrades affect Repair's fractional healing
- Supply Depot (X) energy cost reduced from 40 to 30
- Perdition Turret (Q)
- Energy cost reduced from 50 to 20
- Max count increased from 3 to 5
- Damage increased from 10 to 15
- Gatling Turret (Q)
- Cooldown removed
- Upgrade max 3 -> 5
- Abilities now affected by cooldown reduction upgrades
- Now counts number of turrets correctly. SCV can no longer waste energy on Gatling Turrets that die immediately after creation.
- Regeneration Station (W) alteration "Stability" healing/duration change is now consistent with the description
- MULE (E) repair tooltip fixed. Energy cost per second reduced from 10 to 8
- Gas Turret (R)
- No longer gets double damage upgrades from the Engineering Bay
- Damage 15 -> 35
- Duration 30 -> 60
- Attack priority 20 -> 19
- Missile Turret (T)
- Health increased from 1000 to 1500
- Cooldown decreased from 120 to 90
- Range increased from 12 to 15
- Attack period reduced from 2 to 1
- Hellstorm Turret (T)
- Duration increased from 60 to 120
- Health increased from 300 to 500
- Damage increased from 5 to 15
- Tooltip modified
- Psi Disruptor, Area Accelerator, Sensor Tower, Gas Turret, and Missile Turret now affected by health and armor upgrades
- Area Accelerator, Missile Turret, and Hellstorm Turret use grid placement
- Marauder:
- Model changed
- Transfer Life/Energy 10% -> 20%
- Punisher Missile (Q)
- Max charges 4 -> 5
- Range 5 -> 6
- Kinetic Field (E) refreshes existing stacks
- Whole Lotta Love (5) max stacks increased from 1 to 3
- Punisher (5) now affects Permanent Field (30)
- Big Guy (25) now affects Permanent Field (30)
- Spectre:
- Psionic Shatter (Q)
- Charges increased from 1 to 5
- Charge consumed per use increase from 0.5 to 1
- Cooldown decreased from 25 to 7
- Crushing Grip (W) radius increased from 1 to 2
- Mind Splatter (T)
- Radius increased from 0.75 to 1.25
- Tooltip changed
- TDB:
- Auto attacks no longer reveal TDB from high ground
- Recharge (Z)
- Cooldown reduced from 15 to 10
- Energy cost increased from 60 to 75
- Now affected by cooldown reduction upgrades
- Disintegrator Beam (X) damage reduced from 20 to 17.5
- Surveillance Bot (Q)
- Attack range increased from 5.5 to 6
- Damage increased from 20 to 25
- Detonation Bot
- Energy cost reduced from 60 to 50
- Auto cast removed
- Prepare time reduced from 1 to 0 seconds
- Utility Bot (W)
- Energy field period increased from 2 to 4 seconds
- Neutralize Area (Q)
- Armor reduction increased from 6 to 15
- Max stacks increased from 1 to 5
- Transient flag removed
- New ability: Focused Recharge (W)
- Cost: 50 energy
- Recharge 50 energy on target unit over 5 seconds
- Blasting Bot (R)
- Disintegrator Beam (Q) energy cost increased from 200 to 250
- Max energy increased from 200 to 250
- Hunter:
- Base energy regeneration decreased from 0.8 to 0.75
- D-4 Cluster Bomb (Q)
- Preparation time reduced from 5 to 4 seconds
- Prevent loss when cast directly on Hunter
- Snaring Trap (5) additionally increases D-4 Cluster Bomb explosion radius by 0.5
- Spider Mine (5) no longer reduces D-4 Cluster Bomb cast time. D-4 Cluster Bombs are commandable.
- Energy Tap (15) damage bonus increased to from 1x energy to 2x energy
- Demolitions Expert (30) changed
- D-4 Cluster Bomb prep time reduction increased from 1 to 3
- No longer reduces detonation time
- Eradicator:
- T82 Missile Pods (weapon)
- Damage 10 -> 12
- Twin Vulcan Repeaters 1 (5) and Accelerate (10) swapped
- T82 Missile Pods (10, 20, 25):
- Splash radius bonus increased from 0.4 to 0.5
- Now correctly displays number of missiles fired.
- Additionally increase range by 1
- Mercenary:
- Explosive Round (E)
- Cast range 6 -> 12
- Finish time 0.1 -> 0
- Mercenary can now move immediately after casting
- No longer gets double cooldown reduction upgrades
- Assassin:
- Holo Transmission (Z) cooldown removed. Cost increased from 0 to 30 energy.
- Units under the effect of Domination (Q) or Chaos (T) can now be damaged by players, but not killed. Added warning to tooltip.
- Extermination (Q)
- Damage behavior duration 1 -> 0.4
- Impact can now hit more than 1 unit
- Domination (Q)
- Can now target units under the effect of Neural Parasite
- Flash Pulse (W) energy cost reduced from 30 to 10.
- Concentrate Speed (E) changed to a toggle.
- Increases attack/movement speed.
- Take 100% more damage.
- Psionic Focus (E) bonus increased from 2% to 3%
- Copycat (T) changed. Now decreases energy cost of Holo Transmission by 10 instead of reducing cooldown
- Warhound:
- Turning rate increased (unit will feel more responsive)
- Surge (Q) animation time reduced from 0.8 to 0.4 seconds
- Strong Magnet (10) description fixed
- Feed Landing (15) health restored reduced from 25% to 15%, healing properly works now.
- Surging (15) additionally reduces energy cost of Surge (Q) by 50%
- Bypass (25) also affects Electrocute (R)
- Mechanic:
- Figher attack period 1.2 -> 0.75 (1.0 -> 0.75 while in Dogfight)
- Figher health regen 1 -> 1.5
- Converge (Z, X, C, V) range increased from 7 to 9
- Dogfight (Q) range increased from 6 to 9
- Disintegrator Sphere (Q)
- Cooldown decreased from 20 to 15
- Speed decreased from 3 to 2 to match description
- Max range increased from 10 to 20
- Added transient flag
- Blitz (W)
- Range decreased from 7 to 6
- Cooldown removed
- Reconnaissance (E)
- Cooldown decreased from 30 to 15
- Enemies are now detected
- Airstrike (R)
- Energy cost decreased from 70 to 35
- Advanced Weapon Systems (T)
- Additionally increases attack speed of Dogfight
- Increases damage of Disintegrator Spheres by 50%
- Decreases cooldown of Disntegretor Spheres by 66%
- Multi Laser Burst (T)
- Cooldown decreased from 180 to 60
- Energy cost increased from 0 to 30
- Search period decreased from 0.5 to 0.4
- Max number of targets per burst increased from 3 to 5
- Chieftain:
- Cow follow radius increased from 2.5 to 8. Follow trigger optimized.
- Stampede (25) now works properly
- New ability to make Cows hold fire
- Siege Tank:
- Fixed dealing double damage in tank mode
- Attack period increased from 10 to 15
- Load Shell (Z)
- Attack speed bonus reduced from 100% to 10%
- Max stacks increased from 5 to 40
- Cooldown removed
- Code optimized
- Persistent Artillery (5) refreshes stacks
- Rapid Propulsion System (10) removed. Replaced with Automated Loading System (10).
- Automated Loading System:
- Attack speed increased 125%
- Load Shells is disabled
- Stress Free (10) fixed. Previously was not checking health correctly.
- Crucio Class (10)
- Damage 10 -> 5
- Damage period 0.5 -> 0.25
- Bonus damage dealth based on Siege Tank's movement speed
- Compressed Shells (20) attack speed bonus decreased from 125% to 15%
- Tank Specialist (25) and Heavy Metal (30) swapped
- Heavy Metal (25) health cost changed from 40% to 400.
- Tank Specialist (30) additionally reduces Load Shell (Z) cast time by 1 second while in tank mode
- Gunner:
- Damage increased from 25 to 35
- Shrapnel Rounds (W)
- No longer gets double damage upgrades
- Damage increased from 10 to 20
- Controlled Fire (30) duration penalty reduced from 20 to 15 seconds.
- Follow Up (30) energy regeneration bonus increased from 0.1 to 0.5. Cooldown reduced by 1 second for every enemy hit.
- Hail of Lead (30) duration bonus increased from 40% to 100%.
- Widow Mine:
- XLS-Missile cost reduced from 20 to 17
- Triple Shot converted from hardcoded energy costs to incremental energy costs
- Smart Targeting (15) max stacks increased from 200 to 400
- Remote Targeting (R) can now target structures. Max stacks increased from 1 to 3.
- Strong Signal (20)
- Duration bonus increased from +25 to +60 seconds
- No longer grants +5 armor
- Remote Protection (30)
- Additionally grants +5 armor
- Grunty:
- No longer gets double health regeneration upgrades from the Engineering Bay
- Base health regeneration increased from 1 to 1.5
- Abominations and Murlocs now display armor and health regeneration.
- Elemental Shot (Q)
- Finish time 0.5 -> 0.15
- Energy cost 30 -> 20
- Air damage bonus 15% -> 10%
- Fire damage bonus 10% -> 20%
- Thunder damage bonus 6% -> 10%
- Elemental Lock (Z)
- Energy cost 15 -> 100
- Stacks per cast 6 -> 100
- Dimensional Expertise (10, 20, 30)
- Cooldown reduction 5 -> 60%
- Linked Paradigm (10, 20, 30)
- Cooldown reduction 8 -> 50%
- Void Mastery (10, 20, 30)
- Additionally increases number of Imperfect Illusions from Elemental Imbue
- Commander:
- Initial max energy reduced from 500 to 250
- Initial energy regen reduced from 0.5 to 0.25
- Calldown: Marine (Q)
- Energy cost reduced from 125 to 50
- Calldown: Medivac (E)
- Energy cost reduced from 300 to 100
- Calldown: Viking (R)
- Energy cost reduced from 500 to 200
- Calldown: Thor (T)
- 330mm Barrage Cannons (Q) damage reduced from 350 to 250
- Calldown: Supply Depot
- Energy cost reduced from 40 to 15
- Magrail Munitions (5) and Macro Commander (15) positions swapped
- Macro Commander (5)
- Marine limit removed
- No longer decreases Marine stats
- Increases cooldown of Calldown: Marine by 120 seconds
- Bombing Run (20)
- Damage 800 -> 500
- Leadership (25)
- Max stacks increased from 10 to 50
- THOR IS HERE (30)
- Cooldown penalty reduced from 300% to 200%
- No longer affects Calldown: Thor ability
- Can no longer waste Thor charges by calling in a third one
- Orbital Relay (30)
- Cooldown reduction increased from 100% to 150%
- Tooltip fixed
- Striker:
- R-Strike duration increased from 6 to 30 seconds
- Rush (W)
- Energy cost decreased from 10 to 5
- Cooldown decreased from 12 to 10
- Damage increased from 75 to 100 per tick
- Damage radius increased from 0.5 to 1
- Periods increased from 3 to 4
- Swift (5) and Warp Cast (10) positions swapped
- Drain Strike (5) changed from 1 HP/energy to 0.5% HP/energy.
- Warp Cast (5) additionally resets the cooldown of Dash
- Speed Strike (10)
- Radius decreased from 1.25 to 1
- Direct Energy (25) fixed
- Limit Break (30) changed
- No longer grants 30 stacks of R-Strike
- Resets cooldowns over 10 seconds
- Limit Break has a cooldown of 15 seconds, affected by cooldown reduction upgrades
- Specialist:
- Attack period decreased from 1.1 to 0.75
- Biomass (Z)
- Energy restored per Biomass decreased from 25 to 5
- Chance of dropping Biomass per attack increased from 10% to 100%
- Radius decreased from 0.5 to 0.25
- Pickup radius increased from 0.5 to 0.75
- Model size decreased 50%
- Experiment (Q)
- Max energy increased from 100 to 125
- Base armor decreased from 10 to 0
- Movement speed increased from 2 to 2.25
- Damage decreased from 50 to 30
- Max upgrades increased:
- Armor 10 -> 100
- Attack speed 10 -> 100
- Damage 10 -> 500
- Health 10 -> 100
- Movement speed 10 -> 20
- Health regeneration 10 -> 20
- Zergling Dash cooldown decreased from 5 to 2
- Hydralisk damage buff no longer a behavior, added to weapon directly
- Hydralisk damage 52.5 -> 50
- Rapid Regeneration (Roach) and Frenzy (Hydralisk) hotkey moved from D to Q
- Baneling
- Explosion radius increased from 2 to 3
- Explode (Q) prepare time removed
- Now deals damage on death
- Biological Deconstruction (E)
- Damage per tick decreased from 30 to 10
- Time between ticks decreased from 0.5 to 0.1
- Number of ticks increased from 20 to 60
- Transfuser (R)
- Now affected by health and armor upgrades
- Reconstitution (5)
- Biomass dropped increased from 2 to 12
- Baneling Explode (Q) now also triggers Biomass drop
- Metabolic Boost (15)
- Effect increased from +100% attack speed/damage to +200% attack speed/damage
- Restorative Biomass (20) healing decreased from 15% to 5%
- Adrenal Overload (25) changed from +200% damage to +200% attack speed
- Operative:
- Decelerate and Eviscerate (Q) damage increased by from 15 to 30.
- Absorb/Drain (W) cooldown reduced from 5 to 1 second, effect reduced by 80%. Max enemies affected at once increased from 1 to 3. Should no longer target allies with full energy/health.
- Leech (R) effect increased from +50% to +100%.
- Carnage (T)
- Now a toggle
- Energy regeneration 100 -> 40
- Drains 40 health per second
- Health regeneration disabled
- Cyclone:
- Targeting Optics (W)
- Additionally detects targets affected by Lock On (Z)
- Scrambler (E)
- "Transient" flag changed to "Transient preferred"
- Allows targeting a point outside current range
- Velocity (R)
- Damage bonus 20% -> 10%
- Perfect (R) bonus damage 30% -> 150%
- Manual Lock, Auto Lock, and Lock On transient flag removed
- Exterminator:
- Jet (F) targets farthest possible location when cast instead of moving into range
- Counter (E) can now be used while moving
- Lacerate (5) energy regain 10 -> 15
- Cutthroat (10) cooldown removed
- Blood (10) health gain 1% -> 5%
- Slash Frenzy (15) refreshes stacks
- Chemist:
- Corrosion:
- Ignores armor
- Miasma (T) initial damage radius increased from 6 to 30
- Choosing Quagmire (15) no longer displays the chosen perk as Toxic (15)
- Sunder (20) max stacks increased from 10 to 30. Stacks now refresh.
- Miasma Power (30) and Defense (30) now work properly
- HERC:
- Max energy 100 -> 150
- Arc Shot (Q)
- Finsih time 0.1 -> 0
- Rapid Burst (W)
- Each attack while Rapid Burst is active decreases cooldown of Blast Mining by 5 seconds
- Grapple (D) is now affected by cooldown reduction upgrades
- Blast Charging (5)
- Cooldown reduction 0.5 -> 2
- Otherwise fixed
- Destruction (15)
- No longer decreases cooldown of Pull and Grapple
- Decreases energy cost of Arc Shot to 0 for 3 seconds
- Grapple Burst (20) duration 1 -> 5 seconds.
- Shredder:
- Vector Laser (Q)
- Cooldown reduced from 2 to 1 second
- Damage decreased from 15 to 12.5
- Ignores armor
- Voltage Fence (E)
- Tick period decreased from 0.75 to 0.5
- Ignores armor
- Far Vector (25) changed
- Vector Laser cast and travel range +100%.
- Vector Laser damage radius +50%.
- Vector Laser damage reduced by 50%.
- Seeker Burst (25) damage bonus increased from 100% to 150%.
- Orbital Giga (30) now increases Giga Beam's range (bug)
- Cryotech:
- Frost Driver (Q) finish time 0.7 -> 0
- Ice Pillar (W) finish time 0.5 -> 0
- Ice Barrier (E) finish time 0.5 -> 0
- Frozen Ground (R) finish time 0.2 -> 0
- Freezer (25) fixed
- Crow:
- Railgut Turrets (Q)
- Can now hold fire
- Nanite Boost (E)
- Attack speed bonus increased from 25% to 50%
- Cooldown decreased from 6 to 4
- Scanner Sweep (R)
- Cooldown decreased from 50 to 40
- Now detects enemies under Dark Swarm
- Powered Nanites (10)
- Now affects energy regen, range, sight if corresponding perks are chosen.
- Resiliance Package (25)
- Now removes Corruption
- Deep Scan (30)
- Damage bonus increased from 25% to 100%
- Bonus damage fixed
- Enforcer:
- Zerg:
- Ultralisk
- Health 7000 -> 8000
- Blue Ultralisk health 8000 -> 9000
- Burrow Charge minimum cast range 2 -> 3
- Burrow Charge cast range 3 -> 5
- Burrow Charge movement speed bonus 0 -> 1
- Aberration - Rare
- Health 1500 -> 2000
- Broodmother:
- Fixed unburrow trigger
- Added cooldown to "SwarmQueenTrain"
- gt_BroodmotherZergling triggers collapsed into one
- Baby Leviathan:
- Armor 5 -> 20
- Bio-Plasmid Discharge cooldown 30 -> 15
- Spotter:
- Armor 5 -> 10
- Will cast Contaminate more aggressively
- Contaminate:
- Can now be avoided
- Units within a radius of 0.5 of the impact point will be contaminated
- Contaminate will no longer target units that are already contaminated
- Cooldown 120 -> 60
- Devourer:
- Health 6000 -> 10000
- Armor 100 -> 20
- Damage 100 -> 75
- Mutalisk:
- Health 5000 -> 8000
- Armor 50 -> 10
- Damage 75 -> 45
- Attack period 2 -> 1
- Upgrade damage bonus 70 -> 30
- Kukulza (Guardian)
- Health 60k -> 70k
- Armor 150 -> 50
- Scourge:
- Armor 50 -> 0
- Health 200 -> 400
- Movement speed 3 -> 6
- Scourge spawn:
- Armor 200 -> 50
- Health 200 -> 400
- Movement speed 3 -> 6
- Torrasque:
- Health 70k -> 100k
- Actor size decreased by 17%
- Torrasque Chrysalis
- Armor 0 -> 300
- Health 10k -> 20k
- No longer gets 100k health when "Hard" difficulty is chosen
- Mini Torrasque:
- Armor 10 -> 150
- Health 60k -> 40k
- EX.RVGR:
- Health 20k -> 40k
- Corrosive Bile cast range 6 -> 13
- Disabled EX.RVGR screen shake
- Brutalisk
- Health 100k -> 150k
- Turning rate 270 -> 120
- Infested Engineering Bay:
- No longer has "Map object" flag
- Should now be targetable by various abilities
- Colony Ship
- Health 5000 -> 7000
- Added "Structure" attribute
- Death triggers loss throughout entire defense phase of Main 2/3
- Abilities:
- Focus Fire and Dash are now affected by cooldown reduction upgrades
- Focus Fire delay reduced from 0.1 to 0.05 seconds
- Focus Fire no longer has "Transient" flag
- Upgrades:
- Breather buff period reduced from 15 to 2 seconds
- Can no longer buy more than 1 Reactive Dash
- Sandbag mineral cost reduced from 250 to 100
- Movement speed upgrade increased from +2% to +5%. Max count increased from 15 to 30.
- Damage max upgrade count increased from 40 to 50.
- Healing upgrade max count increased from 10 to 20.
- Cooldown reduction upgrade cost 700 -> 500
- Cooldown reduction upgrade max 5 -> 10
- Engineering Bay upgrades cooldown 0.2 -> 0
- Game modes:
- Experience gain increased by 15%
- Main 1-3
- Personnel Carrier spawn location restricted to below Dome 2 in Main modes
- EX.RVGR appears earlier in Main 3
- Open now spawns 30 Virophages randomly around the map
- Line 2
- Mineral gain increased by 15%
- Wave 1
- Sunken/Spore Colony count 3 -> 5
- Wave 2
- Sunken Colony count 2 -> 5
- Spore Colony count 3 -> 6
- Bugs:
- Tiny/Fatty burrow removed
- Sunken Colony bonus objective (Main 1 - 3)
- Time increased by 20 seconds
- Should work properly when players leave
- Triggers:
- Bank scheme changed
- Changed multiple SurvivalBuff stacks to modifying a single stack of SurvivalBuff. Lag improved.
- Camera rotation is much faster after intro
- Pets/Effects now work
- Zerg no longer attack a random point on the map when walking through center in Main 2. Lag improved.
- New periodic trigger removes dead units. Lag improved.
- Random unit creation improved
- Sunken Colongy bonus objective procedure optimized
- Point awarding triggers optimized
- MapScript.galaxy reorganized
- Hero triggers enabled only when they are selected (WIP)
- Commands:
- New command "-d" pings all dead players
- New command "-sandbox"
- Vote to enable Sandbox mode
- At least half of players must vote in order to initiate Sandbox mode
- Gain essentially unlimited exp/minerals
- Gaining points is disabled
- UI:
- Unlimited pings
- Game no longer crashes when players interact with control group 10
- "Flyer helper" no longer forced off
- Removed mouse from loading screen
- Added images to map info
- Mode selection no longer stops 2 seconds before timer expires
- Perk menu disappears when hero dies
- Damage received should no longer overflow
- Added Korean translation
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