PTR Version 2.0.3
General
- Added a countdown timer to the UI for construction and training
- Fixed an issue where map music would sometimes continue playing at the end of a map, or during a cinematic
- Fixed an issue where some triggers would sometimes not be saved correctly
- Existing saved games may still have this issue, but any new ones should now be saved correctly
- Fixed an issue where going into a single player custom game would sometimes put you into a multiplayer lobby
Performance
- Optimized AI functions for finding build locations
- Please watch for and report unexpected behavior changes
- Optimized heavy particle counts of some Reforged VFX
Visuals
- Updated Reforged shaders. Players should see improved intensity of shadows and lighting
- Added options for ambient occlusion and bloom in the options menu
- Note that these settings will lower performance when enabled in 4K resolution
- Fixed an issue where units with transparency were less transparent than intended when on water
- Fixed an issue where custom unit portraits were incorrectly inheriting a portrait from their base units
- Fixed an issue where icons for custom skins would sometimes show their base icons
- Fixed an issue where units would sometimes be invisible after loading a saved game
- Existing saved games may still have this issue, but any new ones should now be saved correctly
World Editor
- Fixed an issue with weather effect [RAhr] triggering permanent rain
- Fixed an issue with the model viewer window being incorrectly scaled
- Fixed an issue with the Summoned Units window being incorrectly scaled
- Fixed an issue where [AIsb] was not respecting the cooldown of its attached ability when used on an item
- Fixed an issue where [AIf2] had hidden bonus damage and attack index data fields
- Fixed the following natives:
- The following changes affect many natives and fields, and are an attempt to fix some broader systems instead of individual bugs. Please report any bugs (or new fixes) related to these changes:
- Fixed dozens of broken BlzSetAbility____Field natives
- BlzSetAbility____LevelField natives now attempt to forcibly refresh the ability’s data so changes are reflected. For example, orb of fire (AIf2) now has its damage bonus properly updated due to this change
- BlzSetUnitIntegerField now supports UNIT_IF_PRIMARY_ATTRIBUTE
- BlzSetUnitWeaponIntegerField now supports UNIT_WEAPON_IF_ATTACK_WEAPON_TYPE
- BlzSetUnitWeaponIntegerField no longer causes a crash when trying to set a field related to an attack type the unit didn’t originally have
- BlzSetUnitWeaponIntegerField now works properly with the following fields:
- UNIT_WEAPON_IF_ATTACK_MAXIMUM_NUMBER_OF_TARGETS
- UNIT_WEAPON_IF_ATTACK_DAMAGE_NUMBER_OF_DICE
- UNIT_WEAPON_IF_ATTACK_DAMAGE_SIDES_PER_DIE
- UNIT_WEAPON_IF_ATTACK_DAMAGE_BASE
- BlzSetUnitIntegerField(unit, UNIT_IF_MOVE_TYPE, 2) now properly allows a ground unit to fly
- Added a new field UNIT_RF_FLY_MAX_HEIGHT (ufmh)
- BlzSetUnitBooleanField now properly sets UNIT_BF_HIDE_MINIMAP_DISPLAY
- BlzSetUnitStringField now immediately updates the unit’s shadow when using UNIT_SF_SHADOW_IMAGE
- BlzSetUnitRealField now correctly sets UNIT_RF_CAST_POINT and UNIT_RF_CAST_BACK_SWING regardless of when you spend your first skill point
- The following changes affect many natives and fields, and are an attempt to fix some broader systems instead of individual bugs. Please report any bugs (or new fixes) related to these changes:
- The following features can now be found under Map Options
- Added the ability to force players to use a specific zoom level
- Added the ability to remove the ‘!’ from denying appearing
Hotkeys
- Significantly increased the amount of bindable keys
- Added new bindable commands for Menu, Game, Replay, and Observer commands
- Added a Conflicts section in the hotkey menu to display any key conflicts
- Clicking on a conflict will bring you the relevant hotkey
- Added support for non QWERTY, non English keyboard layouts while using grid keys
Multiplayer
- Fixed an issue with Arranged Team badges not displaying correct info
- Fixed an issue with MMR and level not being displayed on loading screens
- Added MMR data to Solo and Arranged Team Badges
- Adjustments were made to how MMR gains and losses are calculated
Balance
General
- All weapons with a ground area of effect attack have the Ward unit type added to their list of area of effect targets.
Orc
- Pulverize can now target Wards
- Burning Oil can now target Wards
Night Elf
- Pick up Archer, Mount Hippogryph, and Dismount cooldowns decreased from 30 to 5
Undead
- Units resurrected by Raise Dead now have access to their abilities they had when they were alive
- Lich Frost Nova range increased from 700/700/700 to 750/750/750
Neutral
- Pitlord Cleave can now target Wards
- Dark Ranger Drain Life mana cost decreased from 50/50/50 to 25/25/25
- Dark Ranger Drain Life self damage type changed from Magic to Universal. This will allow Life Drain to continue to transfer while the caster is magic immune
- Tinker Pocket Factory spawn interval decreased from 5/4.5/3.5/3 to 4.5/4/3.5/3 per Engineering level
- Tinker Cluster Rockets max damage per interval increased from 105/195/300 to 200/250/300
- Brewmaster Breath of Fire damage increased from 65/125/170 to 80/130/180
- Brewmaster Breath of Fire max damage increased from 480/800/1200 to 600/900/1200
- Brewmaster Breath of Fire area of effect from 125/125/125 to 25/25/25
- Brewmaster Breath of Fire final area of effect from 300/300/300 to 125/125/125
- Previously, Breath of Fire could hit units that were significantly farther away than the visuals of the spell suggested. These changes make it so that the area of effect are brought in line with the visuals. The area of effect parameter controls the initial width of the Breath, while the final area of effect controls the radius at the tail end of the spell. To compensate for the nerf to range, overall damage of the spell has been increased.
Creeps
- Removed Vampiric Aura and Death Coil from Level 3 Skeletal Orc
Bug Fixes
- Fixed an issue with Tinker stacking the effects of regeneration from items when killed in Robo-form
- Fixed an issue where Demon Hunter Immolation would continue to drain mana when turned off if Immolation is leveled during Hex
- Units that are hexed will no longer have a short window where their items bonuses do not apply to them
- Orb effects will now properly proc when units auto acquire targets.
- Orb of Slow and Orb of Lightning will now function properly if bought while silenced